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z0<43Fa`AVXe`uadY*YW<)=xeOF)w>^LtR4f^2$hH<~GtV`K<3yIED7ayQ@tu@Pnp2 W%Kr=!h-xMBKkK;f&xrqj-~R{LS!9<0 literal 0 HcmV?d00001 diff --git a/content/blog/drawing-simple-cubes/index.md b/content/blog/drawing-simple-cubes/index.md index d15dddf..a1c8c0a 100644 --- a/content/blog/drawing-simple-cubes/index.md +++ b/content/blog/drawing-simple-cubes/index.md @@ -1,34 +1,35 @@ --- title: "Graphics Dump: Drawing debug cubes" -date: 2023-06-28 +date: 2023-07-03 draft: true summary: "When working on my engine, I wanted to clean up my debug gizmos a bit. The first thing to tackle is drawing bounding boxes!" tags: -- C++ - Math +- GLSL series: - Graphics Dump +threejs: true +math: true --- -When writing debug graphics, one of the most common shapes you might use are cubes. Usually to represent bounding boxes, but they're really versatile. I'll be showcasing a really simple technique you can implement to draw prettier debug boxes. Normally if you try to render a cube and only draw the wireframe, you end up with something like this: +When writing debug graphics, one of the most common shapes you draw are cubes. They usually represent bounding boxes, but I think they're really versatile. I'll be showcasing a way you can draw prettier debug boxes. Normally if you try to render a cube and only draw the wireframe, you end up with something like this: -"picture of a cube" +{{< three-scene "scene.js" "scene" >}} -The diagonals are unnecessary here, and just add to the visual noise. That's something you typically want to avoid, especially in already packed debug screens. However, I found a pretty neat trick for removing these without having to change the vertex data. I just think it's a neat trick, even if it's a little odd. I don't remember if I made this up originally or found it somewhere else, some precursory searches didn't turn up much. +The diagonal lines are unnecessary and add visual noise. That's something you typically want to avoid, especially when in a debug view where the screen is already packed. However, I found a pretty neat trick for removing these without having to change the vertex data. I don't remember if I made this up originally or found it somewhere else, some precursory searches didn't turn up much. -"cube positions" +Let's start by breaking it down to one face, in two dimensions: -You might be thinking of checking the vertex positions, comparing whether or not they're -1 or 1, and so on. But this won't work, or you'll end up with lopsided and complex logic. We can think -even simpler. Let's start by breaking it down just to one face, in two dimensions: +![A cube visualized on a 2D grid.](grid.webp) -What is the _real_ difference between the outer edges and the diagonal? I'll give you a hint, it's not about the _position_ but the change in position. +Point A `(~0.25, ~0.25)` has one component at the maximum, on the digonal. Point B `(1, 1)` has two components at the maximums because it's situated in the corner. Point C `(-1, 0)` is on the left side. We want to filter out A, but keep B and C since those make up the outer edges and corners. Basically, we need it to be on one or more maximums and if they are in between (like `0.5`) then it needs to go. -Yes, it's that simple - we basically need to check if at least two components are not 0. In shader code, it will look something like this: +In real GLSL, it would look something like this: ```glsl -bool is_x_okay = abs(inPosition.x) != 1.0; -bool is_y_okay = abs(inPosition.y) != 1.0; -bool is_z_okay = abs(inPosition.z) != 1.0; +bool is_x_okay = abs(position.x) != 1.0; +bool is_y_okay = abs(position.y) != 1.0; +bool is_z_okay = abs(position.z) != 1.0; int num_components = 0; if (is_x_okay) { @@ -48,4 +49,36 @@ if (num_components < 2) { } ``` -However this looks bad, we can definitely write this better. We have functions like notEqual, abs, and length to do component-wise comparisons.z +This is pretty disgusting, not only for the programmer but likely for the poor GPU too. Luckily, GLSL has all of the tools necessary to write this more compactly. A better version could be written like this: + +```glsl +void main() { + if (length(vec3(notEqual(abs(position), vec3(1.0)))) > 1.0) { + discard; + } else { + gl_FragColor = vec4(1, 0, 0, 1); + } +} +``` + +Let's break this down, first we can simplify the many equality checks in the beginning with notEqual: + +```glsl +notEqual(abs(inPosition), vec3(1.0)) +``` + +This is component-wise, so it has the same exact meaning as before. We want to perform a length check on this, hence the `vec3` cast. Why do we do a length cast? It's the easiest way to detect how many booleans are true, I'm not sure of a better way. For example: + +* `(1, 0, 0)` has a length of 1. +* `(1, 1, 0)` has a length of $\sqrt{2}$. +* `(1, 1, 1)` has a lenth of $\sqrt{3}$. + +Hence, if we want to check if 0 or 1 components (but not more) we want a length less than 1. And here is the result: + +{{< include-shader "wireframe.frag.glsl" "wire-frag" >}} +{{< include-shader "wireframe.vert.glsl" "wire-vert" >}} +{{< three-scene "scene2.js" "scene2" >}} + +Since this is using `GL_LINES` (or your API equivalent) you can use the line width - if supported by your GPU - to modify how the lines look. Is this is a little convoluted? Maybe, but I like how it's all neatly integrated into just the fragment stage. I think this is good enough for debug purposes at least. + + diff --git a/content/blog/drawing-simple-cubes/scene.js b/content/blog/drawing-simple-cubes/scene.js new file mode 100644 index 0000000..d5c7112 --- /dev/null +++ b/content/blog/drawing-simple-cubes/scene.js @@ -0,0 +1,41 @@ +const scene = new THREE.Scene(); +const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); + +const renderer = new THREE.WebGLRenderer(); +//renderer.setSize( window.innerWidth, window.innerHeight ); +document.getElementById('scene').appendChild( renderer.domElement ); + +const geometry = new THREE.BoxGeometry(2, 2, 2); +const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); +material.wireframe = true; +const cube = new THREE.Mesh( geometry, material ); +scene.add(cube); + +camera.position.z = 5; + +function resizeCanvasToDisplaySize() { + const canvas = renderer.domElement; + const width = canvas.clientWidth; + const height = canvas.clientHeight; + + // you must pass false here or three.js sadly fights the browser + renderer.setSize(width, height, false); + camera.aspect = width / height; + camera.updateProjectionMatrix(); + + // set render target sizes here +} + +function animate() { + requestAnimationFrame( animate ); + + cube.rotation.x += 0.01; + cube.rotation.y += 0.01; + + renderer.render(scene, camera); +} + +animate(); + +const resizeObserver = new ResizeObserver(resizeCanvasToDisplaySize); +resizeObserver.observe(renderer.domElement, {box: 'content-box'}); diff --git a/content/blog/drawing-simple-cubes/scene2.js b/content/blog/drawing-simple-cubes/scene2.js new file mode 100644 index 0000000..203115f --- /dev/null +++ b/content/blog/drawing-simple-cubes/scene2.js @@ -0,0 +1,45 @@ +const scene = new THREE.Scene(); +const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); + +const renderer = new THREE.WebGLRenderer(); +//renderer.setSize( window.innerWidth, window.innerHeight ); +document.getElementById('scene2').appendChild(renderer.domElement); + +const material = new THREE.ShaderMaterial({ + vertexShader: document.getElementById('wire-vert').textContent, + fragmentShader: document.getElementById('wire-frag').textContent +}); +material.wireframe = true; + +const geometry = new THREE.BoxGeometry(2, 2, 2); +const cube = new THREE.Mesh(geometry, material); +scene.add(cube); + +camera.position.z = 5; + +function resizeCanvasToDisplaySize() { + const canvas = renderer.domElement; + const width = canvas.clientWidth; + const height = canvas.clientHeight; + + // you must pass false here or three.js sadly fights the browser + renderer.setSize(width, height, false); + camera.aspect = width / height; + camera.updateProjectionMatrix(); + + // set render target sizes here +} + +function animate() { + requestAnimationFrame( animate ); + + cube.rotation.x += 0.01; + cube.rotation.y += 0.01; + + renderer.render(scene, camera); +} + +animate(); + +const resizeObserver = new ResizeObserver(resizeCanvasToDisplaySize); +resizeObserver.observe(renderer.domElement, {box: 'content-box'}); diff --git a/content/blog/drawing-simple-cubes/wireframe.frag.glsl b/content/blog/drawing-simple-cubes/wireframe.frag.glsl new file mode 100644 index 0000000..0f8e1f8 --- /dev/null +++ b/content/blog/drawing-simple-cubes/wireframe.frag.glsl @@ -0,0 +1,9 @@ +varying vec3 inPosition; + +void main() { + if (length(vec3(notEqual(abs(inPosition), vec3(1.0)))) > 1.0) { + discard; + } else { + gl_FragColor = vec4(0, 1, 0, 1); + } +} diff --git a/content/blog/drawing-simple-cubes/wireframe.vert.glsl b/content/blog/drawing-simple-cubes/wireframe.vert.glsl new file mode 100644 index 0000000..ff29fbc --- /dev/null +++ b/content/blog/drawing-simple-cubes/wireframe.vert.glsl @@ -0,0 +1,7 @@ +varying vec3 inPosition; + +void main() { + inPosition = position; + + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); +} diff --git a/content/blog/integrating-katex-and-threejs/index.md b/content/blog/integrating-katex-and-threejs/index.md new file mode 100644 index 0000000..f056c06 --- /dev/null +++ b/content/blog/integrating-katex-and-threejs/index.md @@ -0,0 +1,94 @@ +--- +title: "Integrating KaTeX and Three.js into Hugo" +date: 2023-07-04 +draft: true +tags: +- GLSL +- WebGL +- Math +- Hugo +threejs: true +math: true +--- + +My [last blog post]({{< ref "drawing-simple-cubes" >}}) integrates three.js and KaTeX into the article itself, which was a first for me. I want to use these libraries in future posts, so I want it to be easy and reusable. + +# Three.js + +If you aren't familiar, [three.js](https://threejs.org/) is an easy to use WebGL framework/engine and does a lot of useful work out of the box. When you just want to display a mesh, or a primitive and slap some materials on it you can't really get anything better. However, it wasn't very straightforward to integrate it and I also want to use custom GLSL shaders that complicates things a bit. + +I self-host my own JavaScript files, and the easiest way to grab a ready-to-use distribution of three.js is from the repository under the "build" directory. Three.js complains in the console that it's not supported, although I'm not familiar what's the better way. To enable three.js for a specific post, I enable it via a parameter in the frontmatter: + +```yaml +--- +title: "Integrating KaTeX and Three.js into Hugo" +threejs: true +--- +``` + +And then in `single.html` (or the layout you're using for posts) I check for the parameter and insert the JavaScript: + +```go +{{ if .Params.threejs }} + {{ $threejs := resources.Get "js/three.js" }} + {{ if hugo.IsProduction }} + {{ $threejs = $threejs | minify | fingerprint | resources.PostProcess }} + {{ end }} + +{{ end }} +``` + +That's only half the battle, as we still need to set up the scene and the render loop. To do this, I put the JavaScript files in the page directory. Then using this shortcode I insert a three.js scene inline: + +```go +{{ $path := .Get 0 }} +{{ $id := .Get 1 }} +
+ +``` + +This adds a container and the script itself, and can be used as so: + +``` +{ {< three-scene "scene.js" "scene" >} } +``` +("scene.js" is of course the script path, and "scene" is the name of the container.) + +On the three.js side, we query for the container and add the canvas to it: + +```javascript +document.getElementById('scene').appendChild(renderer.domElement); +``` + +I add some CSS to the container to take up 50% of the article width, so we need some way to automatically tell three.js to resize as the canvas changes. First, add a ResizeObserver that calls a `resize()` function: + +```javascript +const resizeObserver = new ResizeObserver(resize); +resizeObserver.observe(renderer.domElement, {box: 'content-box'}); +``` + +The resize function is as follows, which is updating the renderer size and the camera aspect ratio: + +```javascript +function resize() { + const canvas = renderer.domElement; + const width = canvas.clientWidth; + const height = canvas.clientHeight; + + // you must pass false here or three.js sadly fights the browser + renderer.setSize(width, height, false); + camera.aspect = width / height; + camera.updateProjectionMatrix(); +} +``` + +Right now this has to be set up for each and every JavaScript file, but I should move it into a common file for all of them later down the road. If you want to + +## KaTeX + +[KaTeX](https://katex.org/) is a LaTeX-compatible JavaScript math renderer, and so much easier to integrate than three.js. There's three files we need to include, `katex.js`, `katex.css` and `auto-render.js` (from the `contrib` folder). + +# Credits + +* This [StackOverflow answer](https://stackoverflow.com/a/45046955) explaining how to inform three.js about canvas resizes. +* ["Math Typesetting in Hugo"](https://mertbakir.gitlab.io/hugo/math-typesetting-in-hugo/) for a guide on how to use KaTeX. diff --git a/themes/red/assets/css/katex.css b/themes/red/assets/css/katex.css new file mode 100644 index 0000000..375c79a --- /dev/null +++ b/themes/red/assets/css/katex.css @@ -0,0 +1,1081 @@ +/* stylelint-disable font-family-no-missing-generic-family-keyword */ +@font-face { + font-family: 'KaTeX_AMS'; + src: url(fonts/KaTeX_AMS-Regular.woff2) format('woff2'), url(fonts/KaTeX_AMS-Regular.woff) format('woff'), url(fonts/KaTeX_AMS-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Caligraphic'; + src: url(fonts/KaTeX_Caligraphic-Bold.woff2) format('woff2'), url(fonts/KaTeX_Caligraphic-Bold.woff) format('woff'), url(fonts/KaTeX_Caligraphic-Bold.ttf) format('truetype'); + font-weight: bold; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Caligraphic'; + src: url(fonts/KaTeX_Caligraphic-Regular.woff2) format('woff2'), url(fonts/KaTeX_Caligraphic-Regular.woff) format('woff'), url(fonts/KaTeX_Caligraphic-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Fraktur'; + src: url(fonts/KaTeX_Fraktur-Bold.woff2) format('woff2'), url(fonts/KaTeX_Fraktur-Bold.woff) format('woff'), url(fonts/KaTeX_Fraktur-Bold.ttf) format('truetype'); + font-weight: bold; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Fraktur'; + src: url(fonts/KaTeX_Fraktur-Regular.woff2) format('woff2'), url(fonts/KaTeX_Fraktur-Regular.woff) format('woff'), url(fonts/KaTeX_Fraktur-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Main'; + src: url(fonts/KaTeX_Main-Bold.woff2) format('woff2'), url(fonts/KaTeX_Main-Bold.woff) format('woff'), url(fonts/KaTeX_Main-Bold.ttf) format('truetype'); + font-weight: bold; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Main'; + src: url(fonts/KaTeX_Main-BoldItalic.woff2) format('woff2'), url(fonts/KaTeX_Main-BoldItalic.woff) format('woff'), url(fonts/KaTeX_Main-BoldItalic.ttf) format('truetype'); + font-weight: bold; + font-style: italic; +} +@font-face { + font-family: 'KaTeX_Main'; + src: url(fonts/KaTeX_Main-Italic.woff2) format('woff2'), url(fonts/KaTeX_Main-Italic.woff) format('woff'), url(fonts/KaTeX_Main-Italic.ttf) format('truetype'); + font-weight: normal; + font-style: italic; +} +@font-face { + font-family: 'KaTeX_Main'; + src: url(fonts/KaTeX_Main-Regular.woff2) format('woff2'), url(fonts/KaTeX_Main-Regular.woff) format('woff'), url(fonts/KaTeX_Main-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Math'; + src: url(fonts/KaTeX_Math-BoldItalic.woff2) format('woff2'), url(fonts/KaTeX_Math-BoldItalic.woff) format('woff'), url(fonts/KaTeX_Math-BoldItalic.ttf) format('truetype'); + font-weight: bold; + font-style: italic; +} +@font-face { + font-family: 'KaTeX_Math'; + src: url(fonts/KaTeX_Math-Italic.woff2) format('woff2'), url(fonts/KaTeX_Math-Italic.woff) format('woff'), url(fonts/KaTeX_Math-Italic.ttf) format('truetype'); + font-weight: normal; + font-style: italic; +} +@font-face { + font-family: 'KaTeX_SansSerif'; + src: url(fonts/KaTeX_SansSerif-Bold.woff2) format('woff2'), url(fonts/KaTeX_SansSerif-Bold.woff) format('woff'), url(fonts/KaTeX_SansSerif-Bold.ttf) format('truetype'); + font-weight: bold; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_SansSerif'; + src: url(fonts/KaTeX_SansSerif-Italic.woff2) format('woff2'), url(fonts/KaTeX_SansSerif-Italic.woff) format('woff'), url(fonts/KaTeX_SansSerif-Italic.ttf) format('truetype'); + font-weight: normal; + font-style: italic; +} +@font-face { + font-family: 'KaTeX_SansSerif'; + src: url(fonts/KaTeX_SansSerif-Regular.woff2) format('woff2'), url(fonts/KaTeX_SansSerif-Regular.woff) format('woff'), url(fonts/KaTeX_SansSerif-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Script'; + src: url(fonts/KaTeX_Script-Regular.woff2) format('woff2'), url(fonts/KaTeX_Script-Regular.woff) format('woff'), url(fonts/KaTeX_Script-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Size1'; + src: url(fonts/KaTeX_Size1-Regular.woff2) format('woff2'), url(fonts/KaTeX_Size1-Regular.woff) format('woff'), url(fonts/KaTeX_Size1-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Size2'; + src: url(fonts/KaTeX_Size2-Regular.woff2) format('woff2'), url(fonts/KaTeX_Size2-Regular.woff) format('woff'), url(fonts/KaTeX_Size2-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Size3'; + src: url(fonts/KaTeX_Size3-Regular.woff2) format('woff2'), url(fonts/KaTeX_Size3-Regular.woff) format('woff'), url(fonts/KaTeX_Size3-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Size4'; + src: url(fonts/KaTeX_Size4-Regular.woff2) format('woff2'), url(fonts/KaTeX_Size4-Regular.woff) format('woff'), url(fonts/KaTeX_Size4-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +@font-face { + font-family: 'KaTeX_Typewriter'; + src: url(fonts/KaTeX_Typewriter-Regular.woff2) format('woff2'), url(fonts/KaTeX_Typewriter-Regular.woff) format('woff'), url(fonts/KaTeX_Typewriter-Regular.ttf) format('truetype'); + font-weight: normal; + font-style: normal; +} +.katex { + font: normal 1.21em KaTeX_Main, Times New Roman, serif; + line-height: 1.2; + text-indent: 0; + text-rendering: auto; +} +.katex * { + -ms-high-contrast-adjust: none !important; +} +.katex * { + border-color: currentColor; +} +.katex .katex-version::after { + content: "0.16.8"; +} +.katex .katex-mathml { + /* Accessibility hack to only show to screen readers + Found at: http://a11yproject.com/posts/how-to-hide-content/ */ + position: absolute; + clip: rect(1px, 1px, 1px, 1px); + padding: 0; + border: 0; + height: 1px; + width: 1px; + overflow: hidden; +} +.katex .katex-html { + /* \newline is an empty block at top level, between .base elements */ +} +.katex .katex-html > .newline { + display: block; +} +.katex .base { + position: relative; + display: inline-block; + white-space: nowrap; + width: -webkit-min-content; + width: -moz-min-content; + width: min-content; +} +.katex .strut { + display: inline-block; +} +.katex .textbf { + font-weight: bold; +} +.katex .textit { + font-style: italic; +} +.katex .textrm { + font-family: KaTeX_Main; +} +.katex .textsf { + font-family: KaTeX_SansSerif; +} +.katex .texttt { + font-family: KaTeX_Typewriter; +} +.katex .mathnormal { + font-family: KaTeX_Math; + font-style: italic; +} +.katex .mathit { + font-family: KaTeX_Main; + font-style: italic; +} +.katex .mathrm { + font-style: normal; +} +.katex .mathbf { + font-family: KaTeX_Main; + font-weight: bold; +} +.katex .boldsymbol { + font-family: KaTeX_Math; + font-weight: bold; + font-style: italic; +} +.katex .amsrm { + font-family: KaTeX_AMS; +} +.katex .mathbb, +.katex .textbb { + font-family: KaTeX_AMS; +} +.katex .mathcal { + font-family: KaTeX_Caligraphic; +} +.katex .mathfrak, +.katex .textfrak { + font-family: KaTeX_Fraktur; +} +.katex .mathtt { + font-family: KaTeX_Typewriter; +} +.katex .mathscr, +.katex .textscr { + font-family: KaTeX_Script; +} +.katex .mathsf, +.katex .textsf { + font-family: KaTeX_SansSerif; +} +.katex .mathboldsf, +.katex .textboldsf { + font-family: KaTeX_SansSerif; + font-weight: bold; +} +.katex .mathitsf, +.katex .textitsf { + font-family: KaTeX_SansSerif; + font-style: italic; +} +.katex .mainrm { + font-family: KaTeX_Main; + font-style: normal; +} +.katex .vlist-t { + display: inline-table; + table-layout: fixed; + border-collapse: collapse; +} +.katex .vlist-r { + display: table-row; +} +.katex .vlist { + display: table-cell; + vertical-align: bottom; + position: relative; +} +.katex .vlist > span { + display: block; 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+} +.katex .sizing.reset-size11.size1, +.katex .fontsize-ensurer.reset-size11.size1 { + font-size: 0.20096463em; +} +.katex .sizing.reset-size11.size2, +.katex .fontsize-ensurer.reset-size11.size2 { + font-size: 0.24115756em; +} +.katex .sizing.reset-size11.size3, +.katex .fontsize-ensurer.reset-size11.size3 { + font-size: 0.28135048em; +} +.katex .sizing.reset-size11.size4, +.katex .fontsize-ensurer.reset-size11.size4 { + font-size: 0.32154341em; +} +.katex .sizing.reset-size11.size5, +.katex .fontsize-ensurer.reset-size11.size5 { + font-size: 0.36173633em; +} +.katex .sizing.reset-size11.size6, +.katex .fontsize-ensurer.reset-size11.size6 { + font-size: 0.40192926em; +} +.katex .sizing.reset-size11.size7, +.katex .fontsize-ensurer.reset-size11.size7 { + font-size: 0.48231511em; +} +.katex .sizing.reset-size11.size8, +.katex .fontsize-ensurer.reset-size11.size8 { + font-size: 0.57877814em; +} +.katex .sizing.reset-size11.size9, +.katex .fontsize-ensurer.reset-size11.size9 { + font-size: 0.69453376em; +} +.katex .sizing.reset-size11.size10, +.katex .fontsize-ensurer.reset-size11.size10 { + font-size: 0.83360129em; +} +.katex .sizing.reset-size11.size11, +.katex .fontsize-ensurer.reset-size11.size11 { + font-size: 1em; +} +.katex .delimsizing.size1 { + font-family: KaTeX_Size1; +} +.katex .delimsizing.size2 { + font-family: KaTeX_Size2; +} +.katex .delimsizing.size3 { + font-family: KaTeX_Size3; +} +.katex .delimsizing.size4 { + font-family: KaTeX_Size4; +} +.katex .delimsizing.mult .delim-size1 > span { + font-family: KaTeX_Size1; +} +.katex .delimsizing.mult .delim-size4 > span { + font-family: KaTeX_Size4; +} +.katex .nulldelimiter { + display: inline-block; + width: 0.12em; +} +.katex .delimcenter { + position: relative; +} +.katex .op-symbol { + position: relative; +} +.katex .op-symbol.small-op { + font-family: KaTeX_Size1; +} +.katex .op-symbol.large-op { + font-family: KaTeX_Size2; +} +.katex .op-limits > .vlist-t { + text-align: center; +} +.katex .accent > .vlist-t { + text-align: center; +} +.katex .accent .accent-body { + position: relative; +} +.katex .accent .accent-body:not(.accent-full) { + width: 0; +} +.katex .overlay { + display: block; +} +.katex .mtable .vertical-separator { + display: inline-block; + min-width: 1px; +} +.katex .mtable .arraycolsep { + display: inline-block; +} +.katex .mtable .col-align-c > .vlist-t { + text-align: center; +} +.katex .mtable .col-align-l > .vlist-t { + text-align: left; +} +.katex .mtable .col-align-r > .vlist-t { + text-align: right; +} +.katex .svg-align { + text-align: left; +} +.katex svg { + display: block; + position: absolute; + width: 100%; + height: inherit; + fill: currentColor; + stroke: currentColor; + fill-rule: nonzero; + fill-opacity: 1; + stroke-width: 1; + stroke-linecap: butt; + stroke-linejoin: miter; + stroke-miterlimit: 4; + stroke-dasharray: none; + stroke-dashoffset: 0; + stroke-opacity: 1; +} +.katex svg path { + stroke: none; +} +.katex img { + border-style: none; + min-width: 0; + min-height: 0; + max-width: none; + max-height: none; +} +.katex .stretchy { + width: 100%; + display: block; + position: relative; + overflow: hidden; +} +.katex .stretchy::before, +.katex .stretchy::after { + content: ""; +} +.katex .hide-tail { + width: 100%; + position: relative; + overflow: hidden; +} +.katex .halfarrow-left { + position: absolute; + left: 0; + width: 50.2%; + overflow: hidden; +} +.katex .halfarrow-right { + position: absolute; + right: 0; + width: 50.2%; + overflow: hidden; +} +.katex .brace-left { + position: absolute; + left: 0; + width: 25.1%; + overflow: hidden; +} +.katex .brace-center { + position: absolute; + left: 25%; + width: 50%; + overflow: hidden; +} +.katex .brace-right { + position: absolute; + right: 0; + width: 25.1%; + overflow: hidden; +} +.katex .x-arrow-pad { + padding: 0 0.5em; +} +.katex .cd-arrow-pad { + padding: 0 0.55556em 0 0.27778em; +} +.katex .x-arrow, +.katex .mover, +.katex .munder { + text-align: center; +} +.katex .boxpad { + padding: 0 0.3em; +} +.katex .fbox, +.katex .fcolorbox { + box-sizing: border-box; + border: 0.04em solid; +} +.katex .cancel-pad { + padding: 0 0.2em; +} +.katex .cancel-lap { + margin-left: -0.2em; + margin-right: -0.2em; +} +.katex .sout { + border-bottom-style: solid; + border-bottom-width: 0.08em; +} +.katex .angl { + box-sizing: border-box; + border-top: 0.049em solid; + border-right: 0.049em solid; + margin-right: 0.03889em; +} +.katex .anglpad { + padding: 0 0.03889em; +} +.katex .eqn-num::before { + counter-increment: katexEqnNo; + content: "(" counter(katexEqnNo) ")"; +} +.katex .mml-eqn-num::before { + counter-increment: mmlEqnNo; + content: "(" counter(mmlEqnNo) ")"; +} +.katex .mtr-glue { + width: 50%; +} +.katex .cd-vert-arrow { + display: inline-block; + position: relative; +} +.katex .cd-label-left { + display: inline-block; + position: absolute; + right: calc(50% + 0.3em); + text-align: left; +} +.katex .cd-label-right { + display: inline-block; + position: absolute; + left: calc(50% + 0.3em); + text-align: right; +} +.katex-display { + display: block; + margin: 1em 0; + text-align: center; +} +.katex-display > .katex { + display: block; + text-align: center; + white-space: nowrap; +} +.katex-display > .katex > .katex-html { + display: block; + position: relative; +} +.katex-display > .katex > .katex-html > .tag { + position: absolute; + right: 0; +} +.katex-display.leqno > .katex > .katex-html > .tag { + left: 0; + right: auto; +} +.katex-display.fleqn > .katex { + text-align: left; + padding-left: 2em; +} +body { + counter-reset: katexEqnNo mmlEqnNo; +} + diff --git a/themes/red/assets/css/site.css b/themes/red/assets/css/site.css index 9c3449b..a55e4ae 100644 --- a/themes/red/assets/css/site.css +++ b/themes/red/assets/css/site.css @@ -502,3 +502,9 @@ model-viewer { padding-right: 0.5em; flex-grow: 1; } + +.threejs-canvas canvas { + width: 50%; + margin-left: auto; + margin-right: auto; +} diff --git a/themes/red/assets/js/auto-render.js b/themes/red/assets/js/auto-render.js new file mode 100644 index 0000000..0ec4f69 --- /dev/null +++ b/themes/red/assets/js/auto-render.js @@ -0,0 +1,349 @@ +(function webpackUniversalModuleDefinition(root, factory) { + if(typeof exports === 'object' && typeof module === 'object') + module.exports = factory(require("katex")); + else if(typeof define === 'function' && define.amd) + define(["katex"], factory); + else if(typeof exports === 'object') + exports["renderMathInElement"] = factory(require("katex")); + else + root["renderMathInElement"] = factory(root["katex"]); +})((typeof self !== 'undefined' ? self : this), function(__WEBPACK_EXTERNAL_MODULE__771__) { +return /******/ (function() { // webpackBootstrap +/******/ "use strict"; +/******/ var __webpack_modules__ = ({ + +/***/ 771: +/***/ (function(module) { + +module.exports = __WEBPACK_EXTERNAL_MODULE__771__; + +/***/ }) + +/******/ }); +/************************************************************************/ +/******/ // The module cache +/******/ var __webpack_module_cache__ = {}; +/******/ +/******/ // The require function +/******/ function __webpack_require__(moduleId) { +/******/ // Check if module is in cache +/******/ var cachedModule = __webpack_module_cache__[moduleId]; +/******/ if (cachedModule !== undefined) { +/******/ return cachedModule.exports; +/******/ } +/******/ // Create a new module (and put it into the cache) +/******/ var module = __webpack_module_cache__[moduleId] = { +/******/ // no module.id needed +/******/ // no module.loaded needed +/******/ exports: {} +/******/ }; +/******/ +/******/ // Execute the module function +/******/ __webpack_modules__[moduleId](module, module.exports, __webpack_require__); +/******/ +/******/ // Return the exports of the module +/******/ return module.exports; +/******/ } +/******/ +/************************************************************************/ +/******/ /* webpack/runtime/compat get default export */ +/******/ !function() { +/******/ // getDefaultExport function for compatibility with non-harmony modules +/******/ __webpack_require__.n = function(module) { +/******/ var getter = module && module.__esModule ? +/******/ function() { return module['default']; } : +/******/ function() { return module; }; +/******/ __webpack_require__.d(getter, { a: getter }); +/******/ return getter; +/******/ }; +/******/ }(); +/******/ +/******/ /* webpack/runtime/define property getters */ +/******/ !function() { +/******/ // define getter functions for harmony exports +/******/ __webpack_require__.d = function(exports, definition) { +/******/ for(var key in definition) { +/******/ if(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) { +/******/ Object.defineProperty(exports, key, { enumerable: true, get: definition[key] }); +/******/ } +/******/ } +/******/ }; +/******/ }(); +/******/ +/******/ /* webpack/runtime/hasOwnProperty shorthand */ +/******/ !function() { +/******/ __webpack_require__.o = function(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); } +/******/ }(); +/******/ +/************************************************************************/ +var __webpack_exports__ = {}; +// This entry need to be wrapped in an IIFE because it need to be isolated against other modules in the chunk. +!function() { + +// EXPORTS +__webpack_require__.d(__webpack_exports__, { + "default": function() { return /* binding */ auto_render; } +}); + +// EXTERNAL MODULE: external "katex" +var external_katex_ = __webpack_require__(771); +var external_katex_default = /*#__PURE__*/__webpack_require__.n(external_katex_); +;// CONCATENATED MODULE: ./contrib/auto-render/splitAtDelimiters.js +/* eslint no-constant-condition:0 */ +var findEndOfMath = function findEndOfMath(delimiter, text, startIndex) { + // Adapted from + // https://github.com/Khan/perseus/blob/master/src/perseus-markdown.jsx + var index = startIndex; + var braceLevel = 0; + var delimLength = delimiter.length; + + while (index < text.length) { + var character = text[index]; + + if (braceLevel <= 0 && text.slice(index, index + delimLength) === delimiter) { + return index; + } else if (character === "\\") { + index++; + } else if (character === "{") { + braceLevel++; + } else if (character === "}") { + braceLevel--; + } + + index++; + } + + return -1; +}; + +var escapeRegex = function escapeRegex(string) { + return string.replace(/[-/\\^$*+?.()|[\]{}]/g, "\\$&"); +}; + +var amsRegex = /^\\begin{/; + +var splitAtDelimiters = function splitAtDelimiters(text, delimiters) { + var index; + var data = []; + var regexLeft = new RegExp("(" + delimiters.map(function (x) { + return escapeRegex(x.left); + }).join("|") + ")"); + + while (true) { + index = text.search(regexLeft); + + if (index === -1) { + break; + } + + if (index > 0) { + data.push({ + type: "text", + data: text.slice(0, index) + }); + text = text.slice(index); // now text starts with delimiter + } // ... so this always succeeds: + + + var i = delimiters.findIndex(function (delim) { + return text.startsWith(delim.left); + }); + index = findEndOfMath(delimiters[i].right, text, delimiters[i].left.length); + + if (index === -1) { + break; + } + + var rawData = text.slice(0, index + delimiters[i].right.length); + var math = amsRegex.test(rawData) ? rawData : text.slice(delimiters[i].left.length, index); + data.push({ + type: "math", + data: math, + rawData: rawData, + display: delimiters[i].display + }); + text = text.slice(index + delimiters[i].right.length); + } + + if (text !== "") { + data.push({ + type: "text", + data: text + }); + } + + return data; +}; + +/* harmony default export */ var auto_render_splitAtDelimiters = (splitAtDelimiters); +;// CONCATENATED MODULE: ./contrib/auto-render/auto-render.js +/* eslint no-console:0 */ + + +/* Note: optionsCopy is mutated by this method. If it is ever exposed in the + * API, we should copy it before mutating. + */ + +var renderMathInText = function renderMathInText(text, optionsCopy) { + var data = auto_render_splitAtDelimiters(text, optionsCopy.delimiters); + + if (data.length === 1 && data[0].type === 'text') { + // There is no formula in the text. + // Let's return null which means there is no need to replace + // the current text node with a new one. + return null; + } + + var fragment = document.createDocumentFragment(); + + for (var i = 0; i < data.length; i++) { + if (data[i].type === "text") { + fragment.appendChild(document.createTextNode(data[i].data)); + } else { + var span = document.createElement("span"); + var math = data[i].data; // Override any display mode defined in the settings with that + // defined by the text itself + + optionsCopy.displayMode = data[i].display; + + try { + if (optionsCopy.preProcess) { + math = optionsCopy.preProcess(math); + } + + external_katex_default().render(math, span, optionsCopy); + } catch (e) { + if (!(e instanceof (external_katex_default()).ParseError)) { + throw e; + } + + optionsCopy.errorCallback("KaTeX auto-render: Failed to parse `" + data[i].data + "` with ", e); + fragment.appendChild(document.createTextNode(data[i].rawData)); + continue; + } + + fragment.appendChild(span); + } + } + + return fragment; +}; + +var renderElem = function renderElem(elem, optionsCopy) { + for (var i = 0; i < elem.childNodes.length; i++) { + var childNode = elem.childNodes[i]; + + if (childNode.nodeType === 3) { + // Text node + // Concatenate all sibling text nodes. + // Webkit browsers split very large text nodes into smaller ones, + // so the delimiters may be split across different nodes. + var textContentConcat = childNode.textContent; + var sibling = childNode.nextSibling; + var nSiblings = 0; + + while (sibling && sibling.nodeType === Node.TEXT_NODE) { + textContentConcat += sibling.textContent; + sibling = sibling.nextSibling; + nSiblings++; + } + + var frag = renderMathInText(textContentConcat, optionsCopy); + + if (frag) { + // Remove extra text nodes + for (var j = 0; j < nSiblings; j++) { + childNode.nextSibling.remove(); + } + + i += frag.childNodes.length - 1; + elem.replaceChild(frag, childNode); + } else { + // If the concatenated text does not contain math + // the siblings will not either + i += nSiblings; + } + } else if (childNode.nodeType === 1) { + (function () { + // Element node + var className = ' ' + childNode.className + ' '; + var shouldRender = optionsCopy.ignoredTags.indexOf(childNode.nodeName.toLowerCase()) === -1 && optionsCopy.ignoredClasses.every(function (x) { + return className.indexOf(' ' + x + ' ') === -1; + }); + + if (shouldRender) { + renderElem(childNode, optionsCopy); + } + })(); + } // Otherwise, it's something else, and ignore it. + + } +}; + +var renderMathInElement = function renderMathInElement(elem, options) { + if (!elem) { + throw new Error("No element provided to render"); + } + + var optionsCopy = {}; // Object.assign(optionsCopy, option) + + for (var option in options) { + if (options.hasOwnProperty(option)) { + optionsCopy[option] = options[option]; + } + } // default options + + + optionsCopy.delimiters = optionsCopy.delimiters || [{ + left: "$$", + right: "$$", + display: true + }, { + left: "\\(", + right: "\\)", + display: false + }, // LaTeX uses $…$, but it ruins the display of normal `$` in text: + // {left: "$", right: "$", display: false}, + // $ must come after $$ + // Render AMS environments even if outside $$…$$ delimiters. + { + left: "\\begin{equation}", + right: "\\end{equation}", + display: true + }, { + left: "\\begin{align}", + right: "\\end{align}", + display: true + }, { + left: "\\begin{alignat}", + right: "\\end{alignat}", + display: true + }, { + left: "\\begin{gather}", + right: "\\end{gather}", + display: true + }, { + left: "\\begin{CD}", + right: "\\end{CD}", + display: true + }, { + left: "\\[", + right: "\\]", + display: true + }]; + optionsCopy.ignoredTags = optionsCopy.ignoredTags || ["script", "noscript", "style", "textarea", "pre", "code", "option"]; + optionsCopy.ignoredClasses = optionsCopy.ignoredClasses || []; + optionsCopy.errorCallback = optionsCopy.errorCallback || console.error; // Enable sharing of global macros defined via `\gdef` between different + // math elements within a single call to `renderMathInElement`. + + optionsCopy.macros = optionsCopy.macros || {}; + renderElem(elem, optionsCopy); +}; + +/* harmony default export */ var auto_render = (renderMathInElement); +}(); +__webpack_exports__ = __webpack_exports__["default"]; +/******/ return __webpack_exports__; +/******/ })() +; +}); \ No newline at end of file diff --git a/themes/red/assets/js/katex.js b/themes/red/assets/js/katex.js new file mode 100644 index 0000000..8abf72d --- /dev/null +++ b/themes/red/assets/js/katex.js @@ -0,0 +1,18819 @@ +(function webpackUniversalModuleDefinition(root, factory) { + if(typeof exports === 'object' && typeof module === 'object') + module.exports = factory(); + else if(typeof define === 'function' && define.amd) + define([], factory); + else if(typeof exports === 'object') + exports["katex"] = factory(); + else + root["katex"] = factory(); +})((typeof self !== 'undefined' ? self : this), function() { +return /******/ (function() { // webpackBootstrap +/******/ "use strict"; +/******/ // The require scope +/******/ var __webpack_require__ = {}; +/******/ +/************************************************************************/ +/******/ /* webpack/runtime/define property getters */ +/******/ !function() { +/******/ // define getter functions for harmony exports +/******/ __webpack_require__.d = function(exports, definition) { +/******/ for(var key in definition) { +/******/ if(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) { +/******/ Object.defineProperty(exports, key, { enumerable: true, get: definition[key] }); +/******/ } +/******/ } +/******/ }; +/******/ }(); +/******/ +/******/ /* webpack/runtime/hasOwnProperty shorthand */ +/******/ !function() { +/******/ __webpack_require__.o = function(obj, prop) { return Object.prototype.hasOwnProperty.call(obj, prop); } +/******/ }(); +/******/ +/************************************************************************/ +var __webpack_exports__ = {}; + +// EXPORTS +__webpack_require__.d(__webpack_exports__, { + "default": function() { return /* binding */ katex_webpack; } +}); + +;// CONCATENATED MODULE: ./src/ParseError.js + + +/** + * This is the ParseError class, which is the main error thrown by KaTeX + * functions when something has gone wrong. This is used to distinguish internal + * errors from errors in the expression that the user provided. + * + * If possible, a caller should provide a Token or ParseNode with information + * about where in the source string the problem occurred. + */ +var ParseError = // Error start position based on passed-in Token or ParseNode. +// Length of affected text based on passed-in Token or ParseNode. +// The underlying error message without any context added. +function ParseError(message, // The error message +token // An object providing position information +) { + this.name = void 0; + this.position = void 0; + this.length = void 0; + this.rawMessage = void 0; + var error = "KaTeX parse error: " + message; + var start; + var end; + var loc = token && token.loc; + + if (loc && loc.start <= loc.end) { + // If we have the input and a position, make the error a bit fancier + // Get the input + var input = loc.lexer.input; // Prepend some information + + start = loc.start; + end = loc.end; + + if (start === input.length) { + error += " at end of input: "; + } else { + error += " at position " + (start + 1) + ": "; + } // Underline token in question using combining underscores + + + var underlined = input.slice(start, end).replace(/[^]/g, "$&\u0332"); // Extract some context from the input and add it to the error + + var left; + + if (start > 15) { + left = "…" + input.slice(start - 15, start); + } else { + left = input.slice(0, start); + } + + var right; + + if (end + 15 < input.length) { + right = input.slice(end, end + 15) + "…"; + } else { + right = input.slice(end); + } + + error += left + underlined + right; + } // Some hackery to make ParseError a prototype of Error + // See http://stackoverflow.com/a/8460753 + // $FlowFixMe + + + var self = new Error(error); + self.name = "ParseError"; // $FlowFixMe + + self.__proto__ = ParseError.prototype; + self.position = start; + + if (start != null && end != null) { + self.length = end - start; + } + + self.rawMessage = message; + return self; +}; // $FlowFixMe More hackery + + +ParseError.prototype.__proto__ = Error.prototype; +/* harmony default export */ var src_ParseError = (ParseError); +;// CONCATENATED MODULE: ./src/utils.js +/** + * This file contains a list of utility functions which are useful in other + * files. + */ + +/** + * Return whether an element is contained in a list + */ +var contains = function contains(list, elem) { + return list.indexOf(elem) !== -1; +}; +/** + * Provide a default value if a setting is undefined + * NOTE: Couldn't use `T` as the output type due to facebook/flow#5022. + */ + + +var deflt = function deflt(setting, defaultIfUndefined) { + return setting === undefined ? defaultIfUndefined : setting; +}; // hyphenate and escape adapted from Facebook's React under Apache 2 license + + +var uppercase = /([A-Z])/g; + +var hyphenate = function hyphenate(str) { + return str.replace(uppercase, "-$1").toLowerCase(); +}; + +var ESCAPE_LOOKUP = { + "&": "&", + ">": ">", + "<": "<", + "\"": """, + "'": "'" +}; +var ESCAPE_REGEX = /[&><"']/g; +/** + * Escapes text to prevent scripting attacks. + */ + +function utils_escape(text) { + return String(text).replace(ESCAPE_REGEX, function (match) { + return ESCAPE_LOOKUP[match]; + }); +} +/** + * Sometimes we want to pull out the innermost element of a group. In most + * cases, this will just be the group itself, but when ordgroups and colors have + * a single element, we want to pull that out. + */ + + +var getBaseElem = function getBaseElem(group) { + if (group.type === "ordgroup") { + if (group.body.length === 1) { + return getBaseElem(group.body[0]); + } else { + return group; + } + } else if (group.type === "color") { + if (group.body.length === 1) { + return getBaseElem(group.body[0]); + } else { + return group; + } + } else if (group.type === "font") { + return getBaseElem(group.body); + } else { + return group; + } +}; +/** + * TeXbook algorithms often reference "character boxes", which are simply groups + * with a single character in them. To decide if something is a character box, + * we find its innermost group, and see if it is a single character. + */ + + +var isCharacterBox = function isCharacterBox(group) { + var baseElem = getBaseElem(group); // These are all they types of groups which hold single characters + + return baseElem.type === "mathord" || baseElem.type === "textord" || baseElem.type === "atom"; +}; + +var assert = function assert(value) { + if (!value) { + throw new Error('Expected non-null, but got ' + String(value)); + } + + return value; +}; +/** + * Return the protocol of a URL, or "_relative" if the URL does not specify a + * protocol (and thus is relative). + */ + +var protocolFromUrl = function protocolFromUrl(url) { + var protocol = /^\s*([^\\/#]*?)(?::|�*58|�*3a)/i.exec(url); + return protocol != null ? protocol[1] : "_relative"; +}; +/* harmony default export */ var utils = ({ + contains: contains, + deflt: deflt, + escape: utils_escape, + hyphenate: hyphenate, + getBaseElem: getBaseElem, + isCharacterBox: isCharacterBox, + protocolFromUrl: protocolFromUrl +}); +;// CONCATENATED MODULE: ./src/Settings.js +/* eslint no-console:0 */ + +/** + * This is a module for storing settings passed into KaTeX. It correctly handles + * default settings. + */ + + + +// TODO: automatically generate documentation +// TODO: check all properties on Settings exist +// TODO: check the type of a property on Settings matches +var SETTINGS_SCHEMA = { + displayMode: { + type: "boolean", + description: "Render math in display mode, which puts the math in " + "display style (so \\int and \\sum are large, for example), and " + "centers the math on the page on its own line.", + cli: "-d, --display-mode" + }, + output: { + type: { + enum: ["htmlAndMathml", "html", "mathml"] + }, + description: "Determines the markup language of the output.", + cli: "-F, --format " + }, + leqno: { + type: "boolean", + description: "Render display math in leqno style (left-justified tags)." + }, + fleqn: { + type: "boolean", + description: "Render display math flush left." + }, + throwOnError: { + type: "boolean", + default: true, + cli: "-t, --no-throw-on-error", + cliDescription: "Render errors (in the color given by --error-color) ins" + "tead of throwing a ParseError exception when encountering an error." + }, + errorColor: { + type: "string", + default: "#cc0000", + cli: "-c, --error-color ", + cliDescription: "A color string given in the format 'rgb' or 'rrggbb' " + "(no #). This option determines the color of errors rendered by the " + "-t option.", + cliProcessor: function cliProcessor(color) { + return "#" + color; + } + }, + macros: { + type: "object", + cli: "-m, --macro ", + cliDescription: "Define custom macro of the form '\\foo:expansion' (use " + "multiple -m arguments for multiple macros).", + cliDefault: [], + cliProcessor: function cliProcessor(def, defs) { + defs.push(def); + return defs; + } + }, + minRuleThickness: { + type: "number", + description: "Specifies a minimum thickness, in ems, for fraction lines," + " `\\sqrt` top lines, `{array}` vertical lines, `\\hline`, " + "`\\hdashline`, `\\underline`, `\\overline`, and the borders of " + "`\\fbox`, `\\boxed`, and `\\fcolorbox`.", + processor: function processor(t) { + return Math.max(0, t); + }, + cli: "--min-rule-thickness ", + cliProcessor: parseFloat + }, + colorIsTextColor: { + type: "boolean", + description: "Makes \\color behave like LaTeX's 2-argument \\textcolor, " + "instead of LaTeX's one-argument \\color mode change.", + cli: "-b, --color-is-text-color" + }, + strict: { + type: [{ + enum: ["warn", "ignore", "error"] + }, "boolean", "function"], + description: "Turn on strict / LaTeX faithfulness mode, which throws an " + "error if the input uses features that are not supported by LaTeX.", + cli: "-S, --strict", + cliDefault: false + }, + trust: { + type: ["boolean", "function"], + description: "Trust the input, enabling all HTML features such as \\url.", + cli: "-T, --trust" + }, + maxSize: { + type: "number", + default: Infinity, + description: "If non-zero, all user-specified sizes, e.g. in " + "\\rule{500em}{500em}, will be capped to maxSize ems. Otherwise, " + "elements and spaces can be arbitrarily large", + processor: function processor(s) { + return Math.max(0, s); + }, + cli: "-s, --max-size ", + cliProcessor: parseInt + }, + maxExpand: { + type: "number", + default: 1000, + description: "Limit the number of macro expansions to the specified " + "number, to prevent e.g. infinite macro loops. If set to Infinity, " + "the macro expander will try to fully expand as in LaTeX.", + processor: function processor(n) { + return Math.max(0, n); + }, + cli: "-e, --max-expand ", + cliProcessor: function cliProcessor(n) { + return n === "Infinity" ? Infinity : parseInt(n); + } + }, + globalGroup: { + type: "boolean", + cli: false + } +}; + +function getDefaultValue(schema) { + if (schema.default) { + return schema.default; + } + + var type = schema.type; + var defaultType = Array.isArray(type) ? type[0] : type; + + if (typeof defaultType !== 'string') { + return defaultType.enum[0]; + } + + switch (defaultType) { + case 'boolean': + return false; + + case 'string': + return ''; + + case 'number': + return 0; + + case 'object': + return {}; + } +} +/** + * The main Settings object + * + * The current options stored are: + * - displayMode: Whether the expression should be typeset as inline math + * (false, the default), meaning that the math starts in + * \textstyle and is placed in an inline-block); or as display + * math (true), meaning that the math starts in \displaystyle + * and is placed in a block with vertical margin. + */ + + +var Settings = /*#__PURE__*/function () { + function Settings(options) { + this.displayMode = void 0; + this.output = void 0; + this.leqno = void 0; + this.fleqn = void 0; + this.throwOnError = void 0; + this.errorColor = void 0; + this.macros = void 0; + this.minRuleThickness = void 0; + this.colorIsTextColor = void 0; + this.strict = void 0; + this.trust = void 0; + this.maxSize = void 0; + this.maxExpand = void 0; + this.globalGroup = void 0; + // allow null options + options = options || {}; + + for (var prop in SETTINGS_SCHEMA) { + if (SETTINGS_SCHEMA.hasOwnProperty(prop)) { + // $FlowFixMe + var schema = SETTINGS_SCHEMA[prop]; // TODO: validate options + // $FlowFixMe + + this[prop] = options[prop] !== undefined ? schema.processor ? schema.processor(options[prop]) : options[prop] : getDefaultValue(schema); + } + } + } + /** + * Report nonstrict (non-LaTeX-compatible) input. + * Can safely not be called if `this.strict` is false in JavaScript. + */ + + + var _proto = Settings.prototype; + + _proto.reportNonstrict = function reportNonstrict(errorCode, errorMsg, token) { + var strict = this.strict; + + if (typeof strict === "function") { + // Allow return value of strict function to be boolean or string + // (or null/undefined, meaning no further processing). + strict = strict(errorCode, errorMsg, token); + } + + if (!strict || strict === "ignore") { + return; + } else if (strict === true || strict === "error") { + throw new src_ParseError("LaTeX-incompatible input and strict mode is set to 'error': " + (errorMsg + " [" + errorCode + "]"), token); + } else if (strict === "warn") { + typeof console !== "undefined" && console.warn("LaTeX-incompatible input and strict mode is set to 'warn': " + (errorMsg + " [" + errorCode + "]")); + } else { + // won't happen in type-safe code + typeof console !== "undefined" && console.warn("LaTeX-incompatible input and strict mode is set to " + ("unrecognized '" + strict + "': " + errorMsg + " [" + errorCode + "]")); + } + } + /** + * Check whether to apply strict (LaTeX-adhering) behavior for unusual + * input (like `\\`). Unlike `nonstrict`, will not throw an error; + * instead, "error" translates to a return value of `true`, while "ignore" + * translates to a return value of `false`. May still print a warning: + * "warn" prints a warning and returns `false`. + * This is for the second category of `errorCode`s listed in the README. + */ + ; + + _proto.useStrictBehavior = function useStrictBehavior(errorCode, errorMsg, token) { + var strict = this.strict; + + if (typeof strict === "function") { + // Allow return value of strict function to be boolean or string + // (or null/undefined, meaning no further processing). + // But catch any exceptions thrown by function, treating them + // like "error". + try { + strict = strict(errorCode, errorMsg, token); + } catch (error) { + strict = "error"; + } + } + + if (!strict || strict === "ignore") { + return false; + } else if (strict === true || strict === "error") { + return true; + } else if (strict === "warn") { + typeof console !== "undefined" && console.warn("LaTeX-incompatible input and strict mode is set to 'warn': " + (errorMsg + " [" + errorCode + "]")); + return false; + } else { + // won't happen in type-safe code + typeof console !== "undefined" && console.warn("LaTeX-incompatible input and strict mode is set to " + ("unrecognized '" + strict + "': " + errorMsg + " [" + errorCode + "]")); + return false; + } + } + /** + * Check whether to test potentially dangerous input, and return + * `true` (trusted) or `false` (untrusted). The sole argument `context` + * should be an object with `command` field specifying the relevant LaTeX + * command (as a string starting with `\`), and any other arguments, etc. + * If `context` has a `url` field, a `protocol` field will automatically + * get added by this function (changing the specified object). + */ + ; + + _proto.isTrusted = function isTrusted(context) { + if (context.url && !context.protocol) { + context.protocol = utils.protocolFromUrl(context.url); + } + + var trust = typeof this.trust === "function" ? this.trust(context) : this.trust; + return Boolean(trust); + }; + + return Settings; +}(); + + +;// CONCATENATED MODULE: ./src/Style.js +/** + * This file contains information and classes for the various kinds of styles + * used in TeX. It provides a generic `Style` class, which holds information + * about a specific style. It then provides instances of all the different kinds + * of styles possible, and provides functions to move between them and get + * information about them. + */ + +/** + * The main style class. Contains a unique id for the style, a size (which is + * the same for cramped and uncramped version of a style), and a cramped flag. + */ +var Style = /*#__PURE__*/function () { + function Style(id, size, cramped) { + this.id = void 0; + this.size = void 0; + this.cramped = void 0; + this.id = id; + this.size = size; + this.cramped = cramped; + } + /** + * Get the style of a superscript given a base in the current style. + */ + + + var _proto = Style.prototype; + + _proto.sup = function sup() { + return styles[_sup[this.id]]; + } + /** + * Get the style of a subscript given a base in the current style. + */ + ; + + _proto.sub = function sub() { + return styles[_sub[this.id]]; + } + /** + * Get the style of a fraction numerator given the fraction in the current + * style. + */ + ; + + _proto.fracNum = function fracNum() { + return styles[_fracNum[this.id]]; + } + /** + * Get the style of a fraction denominator given the fraction in the current + * style. + */ + ; + + _proto.fracDen = function fracDen() { + return styles[_fracDen[this.id]]; + } + /** + * Get the cramped version of a style (in particular, cramping a cramped style + * doesn't change the style). + */ + ; + + _proto.cramp = function cramp() { + return styles[_cramp[this.id]]; + } + /** + * Get a text or display version of this style. + */ + ; + + _proto.text = function text() { + return styles[_text[this.id]]; + } + /** + * Return true if this style is tightly spaced (scriptstyle/scriptscriptstyle) + */ + ; + + _proto.isTight = function isTight() { + return this.size >= 2; + }; + + return Style; +}(); // Export an interface for type checking, but don't expose the implementation. +// This way, no more styles can be generated. + + +// IDs of the different styles +var D = 0; +var Dc = 1; +var T = 2; +var Tc = 3; +var S = 4; +var Sc = 5; +var SS = 6; +var SSc = 7; // Instances of the different styles + +var styles = [new Style(D, 0, false), new Style(Dc, 0, true), new Style(T, 1, false), new Style(Tc, 1, true), new Style(S, 2, false), new Style(Sc, 2, true), new Style(SS, 3, false), new Style(SSc, 3, true)]; // Lookup tables for switching from one style to another + +var _sup = [S, Sc, S, Sc, SS, SSc, SS, SSc]; +var _sub = [Sc, Sc, Sc, Sc, SSc, SSc, SSc, SSc]; +var _fracNum = [T, Tc, S, Sc, SS, SSc, SS, SSc]; +var _fracDen = [Tc, Tc, Sc, Sc, SSc, SSc, SSc, SSc]; +var _cramp = [Dc, Dc, Tc, Tc, Sc, Sc, SSc, SSc]; +var _text = [D, Dc, T, Tc, T, Tc, T, Tc]; // We only export some of the styles. + +/* harmony default export */ var src_Style = ({ + DISPLAY: styles[D], + TEXT: styles[T], + SCRIPT: styles[S], + SCRIPTSCRIPT: styles[SS] +}); +;// CONCATENATED MODULE: ./src/unicodeScripts.js +/* + * This file defines the Unicode scripts and script families that we + * support. To add new scripts or families, just add a new entry to the + * scriptData array below. Adding scripts to the scriptData array allows + * characters from that script to appear in \text{} environments. + */ + +/** + * Each script or script family has a name and an array of blocks. + * Each block is an array of two numbers which specify the start and + * end points (inclusive) of a block of Unicode codepoints. + */ + +/** + * Unicode block data for the families of scripts we support in \text{}. + * Scripts only need to appear here if they do not have font metrics. + */ +var scriptData = [{ + // Latin characters beyond the Latin-1 characters we have metrics for. + // Needed for Czech, Hungarian and Turkish text, for example. + name: 'latin', + blocks: [[0x0100, 0x024f], // Latin Extended-A and Latin Extended-B + [0x0300, 0x036f] // Combining Diacritical marks + ] +}, { + // The Cyrillic script used by Russian and related languages. + // A Cyrillic subset used to be supported as explicitly defined + // symbols in symbols.js + name: 'cyrillic', + blocks: [[0x0400, 0x04ff]] +}, { + // Armenian + name: 'armenian', + blocks: [[0x0530, 0x058F]] +}, { + // The Brahmic scripts of South and Southeast Asia + // Devanagari (0900–097F) + // Bengali (0980–09FF) + // Gurmukhi (0A00–0A7F) + // Gujarati (0A80–0AFF) + // Oriya (0B00–0B7F) + // Tamil (0B80–0BFF) + // Telugu (0C00–0C7F) + // Kannada (0C80–0CFF) + // Malayalam (0D00–0D7F) + // Sinhala (0D80–0DFF) + // Thai (0E00–0E7F) + // Lao (0E80–0EFF) + // Tibetan (0F00–0FFF) + // Myanmar (1000–109F) + name: 'brahmic', + blocks: [[0x0900, 0x109F]] +}, { + name: 'georgian', + blocks: [[0x10A0, 0x10ff]] +}, { + // Chinese and Japanese. + // The "k" in cjk is for Korean, but we've separated Korean out + name: "cjk", + blocks: [[0x3000, 0x30FF], // CJK symbols and punctuation, Hiragana, Katakana + [0x4E00, 0x9FAF], // CJK ideograms + [0xFF00, 0xFF60] // Fullwidth punctuation + // TODO: add halfwidth Katakana and Romanji glyphs + ] +}, { + // Korean + name: 'hangul', + blocks: [[0xAC00, 0xD7AF]] +}]; +/** + * Given a codepoint, return the name of the script or script family + * it is from, or null if it is not part of a known block + */ + +function scriptFromCodepoint(codepoint) { + for (var i = 0; i < scriptData.length; i++) { + var script = scriptData[i]; + + for (var _i = 0; _i < script.blocks.length; _i++) { + var block = script.blocks[_i]; + + if (codepoint >= block[0] && codepoint <= block[1]) { + return script.name; + } + } + } + + return null; +} +/** + * A flattened version of all the supported blocks in a single array. + * This is an optimization to make supportedCodepoint() fast. + */ + +var allBlocks = []; +scriptData.forEach(function (s) { + return s.blocks.forEach(function (b) { + return allBlocks.push.apply(allBlocks, b); + }); +}); +/** + * Given a codepoint, return true if it falls within one of the + * scripts or script families defined above and false otherwise. + * + * Micro benchmarks shows that this is faster than + * /[\u3000-\u30FF\u4E00-\u9FAF\uFF00-\uFF60\uAC00-\uD7AF\u0900-\u109F]/.test() + * in Firefox, Chrome and Node. + */ + +function supportedCodepoint(codepoint) { + for (var i = 0; i < allBlocks.length; i += 2) { + if (codepoint >= allBlocks[i] && codepoint <= allBlocks[i + 1]) { + return true; + } + } + + return false; +} +;// CONCATENATED MODULE: ./src/svgGeometry.js +/** + * This file provides support to domTree.js and delimiter.js. + * It's a storehouse of path geometry for SVG images. + */ +// In all paths below, the viewBox-to-em scale is 1000:1. +var hLinePad = 80; // padding above a sqrt vinculum. Prevents image cropping. +// The vinculum of a \sqrt can be made thicker by a KaTeX rendering option. +// Think of variable extraVinculum as two detours in the SVG path. +// The detour begins at the lower left of the area labeled extraVinculum below. +// The detour proceeds one extraVinculum distance up and slightly to the right, +// displacing the radiused corner between surd and vinculum. The radius is +// traversed as usual, then the detour resumes. It goes right, to the end of +// the very long vinculum, then down one extraVinculum distance, +// after which it resumes regular path geometry for the radical. + +/* vinculum + / + /▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒←extraVinculum + / █████████████████████←0.04em (40 unit) std vinculum thickness + / / + / / + / /\ + / / surd +*/ + +var sqrtMain = function sqrtMain(extraVinculum, hLinePad) { + // sqrtMain path geometry is from glyph U221A in the font KaTeX Main + return "M95," + (622 + extraVinculum + hLinePad) + "\nc-2.7,0,-7.17,-2.7,-13.5,-8c-5.8,-5.3,-9.5,-10,-9.5,-14\nc0,-2,0.3,-3.3,1,-4c1.3,-2.7,23.83,-20.7,67.5,-54\nc44.2,-33.3,65.8,-50.3,66.5,-51c1.3,-1.3,3,-2,5,-2c4.7,0,8.7,3.3,12,10\ns173,378,173,378c0.7,0,35.3,-71,104,-213c68.7,-142,137.5,-285,206.5,-429\nc69,-144,104.5,-217.7,106.5,-221\nl" + extraVinculum / 2.075 + " -" + extraVinculum + "\nc5.3,-9.3,12,-14,20,-14\nH400000v" + (40 + extraVinculum) + "H845.2724\ns-225.272,467,-225.272,467s-235,486,-235,486c-2.7,4.7,-9,7,-19,7\nc-6,0,-10,-1,-12,-3s-194,-422,-194,-422s-65,47,-65,47z\nM" + (834 + extraVinculum) + " " + hLinePad + "h400000v" + (40 + extraVinculum) + "h-400000z"; +}; + +var sqrtSize1 = function sqrtSize1(extraVinculum, hLinePad) { + // size1 is from glyph U221A in the font KaTeX_Size1-Regular + return "M263," + (601 + extraVinculum + hLinePad) + "c0.7,0,18,39.7,52,119\nc34,79.3,68.167,158.7,102.5,238c34.3,79.3,51.8,119.3,52.5,120\nc340,-704.7,510.7,-1060.3,512,-1067\nl" + extraVinculum / 2.084 + " -" + extraVinculum + "\nc4.7,-7.3,11,-11,19,-11\nH40000v" + (40 + extraVinculum) + "H1012.3\ns-271.3,567,-271.3,567c-38.7,80.7,-84,175,-136,283c-52,108,-89.167,185.3,-111.5,232\nc-22.3,46.7,-33.8,70.3,-34.5,71c-4.7,4.7,-12.3,7,-23,7s-12,-1,-12,-1\ns-109,-253,-109,-253c-72.7,-168,-109.3,-252,-110,-252c-10.7,8,-22,16.7,-34,26\nc-22,17.3,-33.3,26,-34,26s-26,-26,-26,-26s76,-59,76,-59s76,-60,76,-60z\nM" + (1001 + extraVinculum) + " " + hLinePad + "h400000v" + (40 + extraVinculum) + "h-400000z"; +}; + +var sqrtSize2 = function sqrtSize2(extraVinculum, hLinePad) { + // size2 is from glyph U221A in the font KaTeX_Size2-Regular + return "M983 " + (10 + extraVinculum + hLinePad) + "\nl" + extraVinculum / 3.13 + " -" + extraVinculum + "\nc4,-6.7,10,-10,18,-10 H400000v" + (40 + extraVinculum) + "\nH1013.1s-83.4,268,-264.1,840c-180.7,572,-277,876.3,-289,913c-4.7,4.7,-12.7,7,-24,7\ns-12,0,-12,0c-1.3,-3.3,-3.7,-11.7,-7,-25c-35.3,-125.3,-106.7,-373.3,-214,-744\nc-10,12,-21,25,-33,39s-32,39,-32,39c-6,-5.3,-15,-14,-27,-26s25,-30,25,-30\nc26.7,-32.7,52,-63,76,-91s52,-60,52,-60s208,722,208,722\nc56,-175.3,126.3,-397.3,211,-666c84.7,-268.7,153.8,-488.2,207.5,-658.5\nc53.7,-170.3,84.5,-266.8,92.5,-289.5z\nM" + (1001 + extraVinculum) + " " + hLinePad + "h400000v" + (40 + extraVinculum) + "h-400000z"; +}; + +var sqrtSize3 = function sqrtSize3(extraVinculum, hLinePad) { + // size3 is from glyph U221A in the font KaTeX_Size3-Regular + return "M424," + (2398 + extraVinculum + hLinePad) + "\nc-1.3,-0.7,-38.5,-172,-111.5,-514c-73,-342,-109.8,-513.3,-110.5,-514\nc0,-2,-10.7,14.3,-32,49c-4.7,7.3,-9.8,15.7,-15.5,25c-5.7,9.3,-9.8,16,-12.5,20\ns-5,7,-5,7c-4,-3.3,-8.3,-7.7,-13,-13s-13,-13,-13,-13s76,-122,76,-122s77,-121,77,-121\ns209,968,209,968c0,-2,84.7,-361.7,254,-1079c169.3,-717.3,254.7,-1077.7,256,-1081\nl" + extraVinculum / 4.223 + " -" + extraVinculum + "c4,-6.7,10,-10,18,-10 H400000\nv" + (40 + extraVinculum) + "H1014.6\ns-87.3,378.7,-272.6,1166c-185.3,787.3,-279.3,1182.3,-282,1185\nc-2,6,-10,9,-24,9\nc-8,0,-12,-0.7,-12,-2z M" + (1001 + extraVinculum) + " " + hLinePad + "\nh400000v" + (40 + extraVinculum) + "h-400000z"; +}; + +var sqrtSize4 = function sqrtSize4(extraVinculum, hLinePad) { + // size4 is from glyph U221A in the font KaTeX_Size4-Regular + return "M473," + (2713 + extraVinculum + hLinePad) + "\nc339.3,-1799.3,509.3,-2700,510,-2702 l" + extraVinculum / 5.298 + " -" + extraVinculum + "\nc3.3,-7.3,9.3,-11,18,-11 H400000v" + (40 + extraVinculum) + "H1017.7\ns-90.5,478,-276.2,1466c-185.7,988,-279.5,1483,-281.5,1485c-2,6,-10,9,-24,9\nc-8,0,-12,-0.7,-12,-2c0,-1.3,-5.3,-32,-16,-92c-50.7,-293.3,-119.7,-693.3,-207,-1200\nc0,-1.3,-5.3,8.7,-16,30c-10.7,21.3,-21.3,42.7,-32,64s-16,33,-16,33s-26,-26,-26,-26\ns76,-153,76,-153s77,-151,77,-151c0.7,0.7,35.7,202,105,604c67.3,400.7,102,602.7,104,\n606zM" + (1001 + extraVinculum) + " " + hLinePad + "h400000v" + (40 + extraVinculum) + "H1017.7z"; +}; + +var phasePath = function phasePath(y) { + var x = y / 2; // x coordinate at top of angle + + return "M400000 " + y + " H0 L" + x + " 0 l65 45 L145 " + (y - 80) + " H400000z"; +}; + +var sqrtTall = function sqrtTall(extraVinculum, hLinePad, viewBoxHeight) { + // sqrtTall is from glyph U23B7 in the font KaTeX_Size4-Regular + // One path edge has a variable length. It runs vertically from the vinculum + // to a point near (14 units) the bottom of the surd. The vinculum + // is normally 40 units thick. So the length of the line in question is: + var vertSegment = viewBoxHeight - 54 - hLinePad - extraVinculum; + return "M702 " + (extraVinculum + hLinePad) + "H400000" + (40 + extraVinculum) + "\nH742v" + vertSegment + "l-4 4-4 4c-.667.7 -2 1.5-4 2.5s-4.167 1.833-6.5 2.5-5.5 1-9.5 1\nh-12l-28-84c-16.667-52-96.667 -294.333-240-727l-212 -643 -85 170\nc-4-3.333-8.333-7.667-13 -13l-13-13l77-155 77-156c66 199.333 139 419.667\n219 661 l218 661zM702 " + hLinePad + "H400000v" + (40 + extraVinculum) + "H742z"; +}; + +var sqrtPath = function sqrtPath(size, extraVinculum, viewBoxHeight) { + extraVinculum = 1000 * extraVinculum; // Convert from document ems to viewBox. + + var path = ""; + + switch (size) { + case "sqrtMain": + path = sqrtMain(extraVinculum, hLinePad); + break; + + case "sqrtSize1": + path = sqrtSize1(extraVinculum, hLinePad); + break; + + case "sqrtSize2": + path = sqrtSize2(extraVinculum, hLinePad); + break; + + case "sqrtSize3": + path = sqrtSize3(extraVinculum, hLinePad); + break; + + case "sqrtSize4": + path = sqrtSize4(extraVinculum, hLinePad); + break; + + case "sqrtTall": + path = sqrtTall(extraVinculum, hLinePad, viewBoxHeight); + } + + return path; +}; +var innerPath = function innerPath(name, height) { + // The inner part of stretchy tall delimiters + switch (name) { + case "\u239C": + return "M291 0 H417 V" + height + " H291z M291 0 H417 V" + height + " H291z"; + + case "\u2223": + return "M145 0 H188 V" + height + " H145z M145 0 H188 V" + height + " H145z"; + + case "\u2225": + return "M145 0 H188 V" + height + " H145z M145 0 H188 V" + height + " H145z" + ("M367 0 H410 V" + height + " H367z M367 0 H410 V" + height + " H367z"); + + case "\u239F": + return "M457 0 H583 V" + height + " H457z M457 0 H583 V" + height + " H457z"; + + case "\u23A2": + return "M319 0 H403 V" + height + " H319z M319 0 H403 V" + height + " H319z"; + + case "\u23A5": + return "M263 0 H347 V" + height + " H263z M263 0 H347 V" + height + " H263z"; + + case "\u23AA": + return "M384 0 H504 V" + height + " H384z M384 0 H504 V" + height + " H384z"; + + case "\u23D0": + return "M312 0 H355 V" + height + " H312z M312 0 H355 V" + height + " H312z"; + + case "\u2016": + return "M257 0 H300 V" + height + " H257z M257 0 H300 V" + height + " H257z" + ("M478 0 H521 V" + height + " H478z M478 0 H521 V" + height + " H478z"); + + default: + return ""; + } +}; +var path = { + // The doubleleftarrow geometry is from glyph U+21D0 in the font KaTeX Main + doubleleftarrow: "M262 157\nl10-10c34-36 62.7-77 86-123 3.3-8 5-13.3 5-16 0-5.3-6.7-8-20-8-7.3\n 0-12.2.5-14.5 1.5-2.3 1-4.8 4.5-7.5 10.5-49.3 97.3-121.7 169.3-217 216-28\n 14-57.3 25-88 33-6.7 2-11 3.8-13 5.5-2 1.7-3 4.2-3 7.5s1 5.8 3 7.5\nc2 1.7 6.3 3.5 13 5.5 68 17.3 128.2 47.8 180.5 91.5 52.3 43.7 93.8 96.2 124.5\n 157.5 9.3 8 15.3 12.3 18 13h6c12-.7 18-4 18-10 0-2-1.7-7-5-15-23.3-46-52-87\n-86-123l-10-10h399738v-40H218c328 0 0 0 0 0l-10-8c-26.7-20-65.7-43-117-69 2.7\n-2 6-3.7 10-5 36.7-16 72.3-37.3 107-64l10-8h399782v-40z\nm8 0v40h399730v-40zm0 194v40h399730v-40z", + // doublerightarrow is from glyph U+21D2 in font KaTeX Main + doublerightarrow: "M399738 392l\n-10 10c-34 36-62.7 77-86 123-3.3 8-5 13.3-5 16 0 5.3 6.7 8 20 8 7.3 0 12.2-.5\n 14.5-1.5 2.3-1 4.8-4.5 7.5-10.5 49.3-97.3 121.7-169.3 217-216 28-14 57.3-25 88\n-33 6.7-2 11-3.8 13-5.5 2-1.7 3-4.2 3-7.5s-1-5.8-3-7.5c-2-1.7-6.3-3.5-13-5.5-68\n-17.3-128.2-47.8-180.5-91.5-52.3-43.7-93.8-96.2-124.5-157.5-9.3-8-15.3-12.3-18\n-13h-6c-12 .7-18 4-18 10 0 2 1.7 7 5 15 23.3 46 52 87 86 123l10 10H0v40h399782\nc-328 0 0 0 0 0l10 8c26.7 20 65.7 43 117 69-2.7 2-6 3.7-10 5-36.7 16-72.3 37.3\n-107 64l-10 8H0v40zM0 157v40h399730v-40zm0 194v40h399730v-40z", + // leftarrow is from glyph U+2190 in font KaTeX Main + leftarrow: "M400000 241H110l3-3c68.7-52.7 113.7-120\n 135-202 4-14.7 6-23 6-25 0-7.3-7-11-21-11-8 0-13.2.8-15.5 2.5-2.3 1.7-4.2 5.8\n-5.5 12.5-1.3 4.7-2.7 10.3-4 17-12 48.7-34.8 92-68.5 130S65.3 228.3 18 247\nc-10 4-16 7.7-18 11 0 8.7 6 14.3 18 17 47.3 18.7 87.8 47 121.5 85S196 441.3 208\n 490c.7 2 1.3 5 2 9s1.2 6.7 1.5 8c.3 1.3 1 3.3 2 6s2.2 4.5 3.5 5.5c1.3 1 3.3\n 1.8 6 2.5s6 1 10 1c14 0 21-3.7 21-11 0-2-2-10.3-6-25-20-79.3-65-146.7-135-202\n l-3-3h399890zM100 241v40h399900v-40z", + // overbrace is from glyphs U+23A9/23A8/23A7 in font KaTeX_Size4-Regular + leftbrace: "M6 548l-6-6v-35l6-11c56-104 135.3-181.3 238-232 57.3-28.7 117\n-45 179-50h399577v120H403c-43.3 7-81 15-113 26-100.7 33-179.7 91-237 174-2.7\n 5-6 9-10 13-.7 1-7.3 1-20 1H6z", + leftbraceunder: "M0 6l6-6h17c12.688 0 19.313.3 20 1 4 4 7.313 8.3 10 13\n 35.313 51.3 80.813 93.8 136.5 127.5 55.688 33.7 117.188 55.8 184.5 66.5.688\n 0 2 .3 4 1 18.688 2.7 76 4.3 172 5h399450v120H429l-6-1c-124.688-8-235-61.7\n-331-161C60.687 138.7 32.312 99.3 7 54L0 41V6z", + // overgroup is from the MnSymbol package (public domain) + leftgroup: "M400000 80\nH435C64 80 168.3 229.4 21 260c-5.9 1.2-18 0-18 0-2 0-3-1-3-3v-38C76 61 257 0\n 435 0h399565z", + leftgroupunder: "M400000 262\nH435C64 262 168.3 112.6 21 82c-5.9-1.2-18 0-18 0-2 0-3 1-3 3v38c76 158 257 219\n 435 219h399565z", + // Harpoons are from glyph U+21BD in font KaTeX Main + leftharpoon: "M0 267c.7 5.3 3 10 7 14h399993v-40H93c3.3\n-3.3 10.2-9.5 20.5-18.5s17.8-15.8 22.5-20.5c50.7-52 88-110.3 112-175 4-11.3 5\n-18.3 3-21-1.3-4-7.3-6-18-6-8 0-13 .7-15 2s-4.7 6.7-8 16c-42 98.7-107.3 174.7\n-196 228-6.7 4.7-10.7 8-12 10-1.3 2-2 5.7-2 11zm100-26v40h399900v-40z", + leftharpoonplus: "M0 267c.7 5.3 3 10 7 14h399993v-40H93c3.3-3.3 10.2-9.5\n 20.5-18.5s17.8-15.8 22.5-20.5c50.7-52 88-110.3 112-175 4-11.3 5-18.3 3-21-1.3\n-4-7.3-6-18-6-8 0-13 .7-15 2s-4.7 6.7-8 16c-42 98.7-107.3 174.7-196 228-6.7 4.7\n-10.7 8-12 10-1.3 2-2 5.7-2 11zm100-26v40h399900v-40zM0 435v40h400000v-40z\nm0 0v40h400000v-40z", + leftharpoondown: "M7 241c-4 4-6.333 8.667-7 14 0 5.333.667 9 2 11s5.333\n 5.333 12 10c90.667 54 156 130 196 228 3.333 10.667 6.333 16.333 9 17 2 .667 5\n 1 9 1h5c10.667 0 16.667-2 18-6 2-2.667 1-9.667-3-21-32-87.333-82.667-157.667\n-152-211l-3-3h399907v-40zM93 281 H400000 v-40L7 241z", + leftharpoondownplus: "M7 435c-4 4-6.3 8.7-7 14 0 5.3.7 9 2 11s5.3 5.3 12\n 10c90.7 54 156 130 196 228 3.3 10.7 6.3 16.3 9 17 2 .7 5 1 9 1h5c10.7 0 16.7\n-2 18-6 2-2.7 1-9.7-3-21-32-87.3-82.7-157.7-152-211l-3-3h399907v-40H7zm93 0\nv40h399900v-40zM0 241v40h399900v-40zm0 0v40h399900v-40z", + // hook is from glyph U+21A9 in font KaTeX Main + lefthook: "M400000 281 H103s-33-11.2-61-33.5S0 197.3 0 164s14.2-61.2 42.5\n-83.5C70.8 58.2 104 47 142 47 c16.7 0 25 6.7 25 20 0 12-8.7 18.7-26 20-40 3.3\n-68.7 15.7-86 37-10 12-15 25.3-15 40 0 22.7 9.8 40.7 29.5 54 19.7 13.3 43.5 21\n 71.5 23h399859zM103 281v-40h399897v40z", + leftlinesegment: "M40 281 V428 H0 V94 H40 V241 H400000 v40z\nM40 281 V428 H0 V94 H40 V241 H400000 v40z", + leftmapsto: "M40 281 V448H0V74H40V241H400000v40z\nM40 281 V448H0V74H40V241H400000v40z", + // tofrom is from glyph U+21C4 in font KaTeX AMS Regular + leftToFrom: "M0 147h400000v40H0zm0 214c68 40 115.7 95.7 143 167h22c15.3 0 23\n-.3 23-1 0-1.3-5.3-13.7-16-37-18-35.3-41.3-69-70-101l-7-8h399905v-40H95l7-8\nc28.7-32 52-65.7 70-101 10.7-23.3 16-35.7 16-37 0-.7-7.7-1-23-1h-22C115.7 265.3\n 68 321 0 361zm0-174v-40h399900v40zm100 154v40h399900v-40z", + longequal: "M0 50 h400000 v40H0z m0 194h40000v40H0z\nM0 50 h400000 v40H0z m0 194h40000v40H0z", + midbrace: "M200428 334\nc-100.7-8.3-195.3-44-280-108-55.3-42-101.7-93-139-153l-9-14c-2.7 4-5.7 8.7-9 14\n-53.3 86.7-123.7 153-211 199-66.7 36-137.3 56.3-212 62H0V214h199568c178.3-11.7\n 311.7-78.3 403-201 6-8 9.7-12 11-12 .7-.7 6.7-1 18-1s17.3.3 18 1c1.3 0 5 4 11\n 12 44.7 59.3 101.3 106.3 170 141s145.3 54.3 229 60h199572v120z", + midbraceunder: "M199572 214\nc100.7 8.3 195.3 44 280 108 55.3 42 101.7 93 139 153l9 14c2.7-4 5.7-8.7 9-14\n 53.3-86.7 123.7-153 211-199 66.7-36 137.3-56.3 212-62h199568v120H200432c-178.3\n 11.7-311.7 78.3-403 201-6 8-9.7 12-11 12-.7.7-6.7 1-18 1s-17.3-.3-18-1c-1.3 0\n-5-4-11-12-44.7-59.3-101.3-106.3-170-141s-145.3-54.3-229-60H0V214z", + oiintSize1: "M512.6 71.6c272.6 0 320.3 106.8 320.3 178.2 0 70.8-47.7 177.6\n-320.3 177.6S193.1 320.6 193.1 249.8c0-71.4 46.9-178.2 319.5-178.2z\nm368.1 178.2c0-86.4-60.9-215.4-368.1-215.4-306.4 0-367.3 129-367.3 215.4 0 85.8\n60.9 214.8 367.3 214.8 307.2 0 368.1-129 368.1-214.8z", + oiintSize2: "M757.8 100.1c384.7 0 451.1 137.6 451.1 230 0 91.3-66.4 228.8\n-451.1 228.8-386.3 0-452.7-137.5-452.7-228.8 0-92.4 66.4-230 452.7-230z\nm502.4 230c0-111.2-82.4-277.2-502.4-277.2s-504 166-504 277.2\nc0 110 84 276 504 276s502.4-166 502.4-276z", + oiiintSize1: "M681.4 71.6c408.9 0 480.5 106.8 480.5 178.2 0 70.8-71.6 177.6\n-480.5 177.6S202.1 320.6 202.1 249.8c0-71.4 70.5-178.2 479.3-178.2z\nm525.8 178.2c0-86.4-86.8-215.4-525.7-215.4-437.9 0-524.7 129-524.7 215.4 0\n85.8 86.8 214.8 524.7 214.8 438.9 0 525.7-129 525.7-214.8z", + oiiintSize2: "M1021.2 53c603.6 0 707.8 165.8 707.8 277.2 0 110-104.2 275.8\n-707.8 275.8-606 0-710.2-165.8-710.2-275.8C311 218.8 415.2 53 1021.2 53z\nm770.4 277.1c0-131.2-126.4-327.6-770.5-327.6S248.4 198.9 248.4 330.1\nc0 130 128.8 326.4 772.7 326.4s770.5-196.4 770.5-326.4z", + rightarrow: "M0 241v40h399891c-47.3 35.3-84 78-110 128\n-16.7 32-27.7 63.7-33 95 0 1.3-.2 2.7-.5 4-.3 1.3-.5 2.3-.5 3 0 7.3 6.7 11 20\n 11 8 0 13.2-.8 15.5-2.5 2.3-1.7 4.2-5.5 5.5-11.5 2-13.3 5.7-27 11-41 14.7-44.7\n 39-84.5 73-119.5s73.7-60.2 119-75.5c6-2 9-5.7 9-11s-3-9-9-11c-45.3-15.3-85\n-40.5-119-75.5s-58.3-74.8-73-119.5c-4.7-14-8.3-27.3-11-40-1.3-6.7-3.2-10.8-5.5\n-12.5-2.3-1.7-7.5-2.5-15.5-2.5-14 0-21 3.7-21 11 0 2 2 10.3 6 25 20.7 83.3 67\n 151.7 139 205zm0 0v40h399900v-40z", + rightbrace: "M400000 542l\n-6 6h-17c-12.7 0-19.3-.3-20-1-4-4-7.3-8.3-10-13-35.3-51.3-80.8-93.8-136.5-127.5\ns-117.2-55.8-184.5-66.5c-.7 0-2-.3-4-1-18.7-2.7-76-4.3-172-5H0V214h399571l6 1\nc124.7 8 235 61.7 331 161 31.3 33.3 59.7 72.7 85 118l7 13v35z", + rightbraceunder: "M399994 0l6 6v35l-6 11c-56 104-135.3 181.3-238 232-57.3\n 28.7-117 45-179 50H-300V214h399897c43.3-7 81-15 113-26 100.7-33 179.7-91 237\n-174 2.7-5 6-9 10-13 .7-1 7.3-1 20-1h17z", + rightgroup: "M0 80h399565c371 0 266.7 149.4 414 180 5.9 1.2 18 0 18 0 2 0\n 3-1 3-3v-38c-76-158-257-219-435-219H0z", + rightgroupunder: "M0 262h399565c371 0 266.7-149.4 414-180 5.9-1.2 18 0 18\n 0 2 0 3 1 3 3v38c-76 158-257 219-435 219H0z", + rightharpoon: "M0 241v40h399993c4.7-4.7 7-9.3 7-14 0-9.3\n-3.7-15.3-11-18-92.7-56.7-159-133.7-199-231-3.3-9.3-6-14.7-8-16-2-1.3-7-2-15-2\n-10.7 0-16.7 2-18 6-2 2.7-1 9.7 3 21 15.3 42 36.7 81.8 64 119.5 27.3 37.7 58\n 69.2 92 94.5zm0 0v40h399900v-40z", + rightharpoonplus: "M0 241v40h399993c4.7-4.7 7-9.3 7-14 0-9.3-3.7-15.3-11\n-18-92.7-56.7-159-133.7-199-231-3.3-9.3-6-14.7-8-16-2-1.3-7-2-15-2-10.7 0-16.7\n 2-18 6-2 2.7-1 9.7 3 21 15.3 42 36.7 81.8 64 119.5 27.3 37.7 58 69.2 92 94.5z\nm0 0v40h399900v-40z m100 194v40h399900v-40zm0 0v40h399900v-40z", + rightharpoondown: "M399747 511c0 7.3 6.7 11 20 11 8 0 13-.8 15-2.5s4.7-6.8\n 8-15.5c40-94 99.3-166.3 178-217 13.3-8 20.3-12.3 21-13 5.3-3.3 8.5-5.8 9.5\n-7.5 1-1.7 1.5-5.2 1.5-10.5s-2.3-10.3-7-15H0v40h399908c-34 25.3-64.7 57-92 95\n-27.3 38-48.7 77.7-64 119-3.3 8.7-5 14-5 16zM0 241v40h399900v-40z", + rightharpoondownplus: "M399747 705c0 7.3 6.7 11 20 11 8 0 13-.8\n 15-2.5s4.7-6.8 8-15.5c40-94 99.3-166.3 178-217 13.3-8 20.3-12.3 21-13 5.3-3.3\n 8.5-5.8 9.5-7.5 1-1.7 1.5-5.2 1.5-10.5s-2.3-10.3-7-15H0v40h399908c-34 25.3\n-64.7 57-92 95-27.3 38-48.7 77.7-64 119-3.3 8.7-5 14-5 16zM0 435v40h399900v-40z\nm0-194v40h400000v-40zm0 0v40h400000v-40z", + righthook: "M399859 241c-764 0 0 0 0 0 40-3.3 68.7-15.7 86-37 10-12 15-25.3\n 15-40 0-22.7-9.8-40.7-29.5-54-19.7-13.3-43.5-21-71.5-23-17.3-1.3-26-8-26-20 0\n-13.3 8.7-20 26-20 38 0 71 11.2 99 33.5 0 0 7 5.6 21 16.7 14 11.2 21 33.5 21\n 66.8s-14 61.2-42 83.5c-28 22.3-61 33.5-99 33.5L0 241z M0 281v-40h399859v40z", + rightlinesegment: "M399960 241 V94 h40 V428 h-40 V281 H0 v-40z\nM399960 241 V94 h40 V428 h-40 V281 H0 v-40z", + rightToFrom: "M400000 167c-70.7-42-118-97.7-142-167h-23c-15.3 0-23 .3-23\n 1 0 1.3 5.3 13.7 16 37 18 35.3 41.3 69 70 101l7 8H0v40h399905l-7 8c-28.7 32\n-52 65.7-70 101-10.7 23.3-16 35.7-16 37 0 .7 7.7 1 23 1h23c24-69.3 71.3-125 142\n-167z M100 147v40h399900v-40zM0 341v40h399900v-40z", + // twoheadleftarrow is from glyph U+219E in font KaTeX AMS Regular + twoheadleftarrow: "M0 167c68 40\n 115.7 95.7 143 167h22c15.3 0 23-.3 23-1 0-1.3-5.3-13.7-16-37-18-35.3-41.3-69\n-70-101l-7-8h125l9 7c50.7 39.3 85 86 103 140h46c0-4.7-6.3-18.7-19-42-18-35.3\n-40-67.3-66-96l-9-9h399716v-40H284l9-9c26-28.7 48-60.7 66-96 12.7-23.333 19\n-37.333 19-42h-46c-18 54-52.3 100.7-103 140l-9 7H95l7-8c28.7-32 52-65.7 70-101\n 10.7-23.333 16-35.7 16-37 0-.7-7.7-1-23-1h-22C115.7 71.3 68 127 0 167z", + twoheadrightarrow: "M400000 167\nc-68-40-115.7-95.7-143-167h-22c-15.3 0-23 .3-23 1 0 1.3 5.3 13.7 16 37 18 35.3\n 41.3 69 70 101l7 8h-125l-9-7c-50.7-39.3-85-86-103-140h-46c0 4.7 6.3 18.7 19 42\n 18 35.3 40 67.3 66 96l9 9H0v40h399716l-9 9c-26 28.7-48 60.7-66 96-12.7 23.333\n-19 37.333-19 42h46c18-54 52.3-100.7 103-140l9-7h125l-7 8c-28.7 32-52 65.7-70\n 101-10.7 23.333-16 35.7-16 37 0 .7 7.7 1 23 1h22c27.3-71.3 75-127 143-167z", + // tilde1 is a modified version of a glyph from the MnSymbol package + tilde1: "M200 55.538c-77 0-168 73.953-177 73.953-3 0-7\n-2.175-9-5.437L2 97c-1-2-2-4-2-6 0-4 2-7 5-9l20-12C116 12 171 0 207 0c86 0\n 114 68 191 68 78 0 168-68 177-68 4 0 7 2 9 5l12 19c1 2.175 2 4.35 2 6.525 0\n 4.35-2 7.613-5 9.788l-19 13.05c-92 63.077-116.937 75.308-183 76.128\n-68.267.847-113-73.952-191-73.952z", + // ditto tilde2, tilde3, & tilde4 + tilde2: "M344 55.266c-142 0-300.638 81.316-311.5 86.418\n-8.01 3.762-22.5 10.91-23.5 5.562L1 120c-1-2-1-3-1-4 0-5 3-9 8-10l18.4-9C160.9\n 31.9 283 0 358 0c148 0 188 122 331 122s314-97 326-97c4 0 8 2 10 7l7 21.114\nc1 2.14 1 3.21 1 4.28 0 5.347-3 9.626-7 10.696l-22.3 12.622C852.6 158.372 751\n 181.476 676 181.476c-149 0-189-126.21-332-126.21z", + tilde3: "M786 59C457 59 32 175.242 13 175.242c-6 0-10-3.457\n-11-10.37L.15 138c-1-7 3-12 10-13l19.2-6.4C378.4 40.7 634.3 0 804.3 0c337 0\n 411.8 157 746.8 157 328 0 754-112 773-112 5 0 10 3 11 9l1 14.075c1 8.066-.697\n 16.595-6.697 17.492l-21.052 7.31c-367.9 98.146-609.15 122.696-778.15 122.696\n -338 0-409-156.573-744-156.573z", + tilde4: "M786 58C457 58 32 177.487 13 177.487c-6 0-10-3.345\n-11-10.035L.15 143c-1-7 3-12 10-13l22-6.7C381.2 35 637.15 0 807.15 0c337 0 409\n 177 744 177 328 0 754-127 773-127 5 0 10 3 11 9l1 14.794c1 7.805-3 13.38-9\n 14.495l-20.7 5.574c-366.85 99.79-607.3 139.372-776.3 139.372-338 0-409\n -175.236-744-175.236z", + // vec is from glyph U+20D7 in font KaTeX Main + vec: "M377 20c0-5.333 1.833-10 5.5-14S391 0 397 0c4.667 0 8.667 1.667 12 5\n3.333 2.667 6.667 9 10 19 6.667 24.667 20.333 43.667 41 57 7.333 4.667 11\n10.667 11 18 0 6-1 10-3 12s-6.667 5-14 9c-28.667 14.667-53.667 35.667-75 63\n-1.333 1.333-3.167 3.5-5.5 6.5s-4 4.833-5 5.5c-1 .667-2.5 1.333-4.5 2s-4.333 1\n-7 1c-4.667 0-9.167-1.833-13.5-5.5S337 184 337 178c0-12.667 15.667-32.333 47-59\nH213l-171-1c-8.667-6-13-12.333-13-19 0-4.667 4.333-11.333 13-20h359\nc-16-25.333-24-45-24-59z", + // widehat1 is a modified version of a glyph from the MnSymbol package + widehat1: "M529 0h5l519 115c5 1 9 5 9 10 0 1-1 2-1 3l-4 22\nc-1 5-5 9-11 9h-2L532 67 19 159h-2c-5 0-9-4-11-9l-5-22c-1-6 2-12 8-13z", + // ditto widehat2, widehat3, & widehat4 + widehat2: "M1181 0h2l1171 176c6 0 10 5 10 11l-2 23c-1 6-5 10\n-11 10h-1L1182 67 15 220h-1c-6 0-10-4-11-10l-2-23c-1-6 4-11 10-11z", + widehat3: "M1181 0h2l1171 236c6 0 10 5 10 11l-2 23c-1 6-5 10\n-11 10h-1L1182 67 15 280h-1c-6 0-10-4-11-10l-2-23c-1-6 4-11 10-11z", + widehat4: "M1181 0h2l1171 296c6 0 10 5 10 11l-2 23c-1 6-5 10\n-11 10h-1L1182 67 15 340h-1c-6 0-10-4-11-10l-2-23c-1-6 4-11 10-11z", + // widecheck paths are all inverted versions of widehat + widecheck1: "M529,159h5l519,-115c5,-1,9,-5,9,-10c0,-1,-1,-2,-1,-3l-4,-22c-1,\n-5,-5,-9,-11,-9h-2l-512,92l-513,-92h-2c-5,0,-9,4,-11,9l-5,22c-1,6,2,12,8,13z", + widecheck2: "M1181,220h2l1171,-176c6,0,10,-5,10,-11l-2,-23c-1,-6,-5,-10,\n-11,-10h-1l-1168,153l-1167,-153h-1c-6,0,-10,4,-11,10l-2,23c-1,6,4,11,10,11z", + widecheck3: "M1181,280h2l1171,-236c6,0,10,-5,10,-11l-2,-23c-1,-6,-5,-10,\n-11,-10h-1l-1168,213l-1167,-213h-1c-6,0,-10,4,-11,10l-2,23c-1,6,4,11,10,11z", + widecheck4: "M1181,340h2l1171,-296c6,0,10,-5,10,-11l-2,-23c-1,-6,-5,-10,\n-11,-10h-1l-1168,273l-1167,-273h-1c-6,0,-10,4,-11,10l-2,23c-1,6,4,11,10,11z", + // The next ten paths support reaction arrows from the mhchem package. + // Arrows for \ce{<-->} are offset from xAxis by 0.22ex, per mhchem in LaTeX + // baraboveleftarrow is mostly from glyph U+2190 in font KaTeX Main + baraboveleftarrow: "M400000 620h-399890l3 -3c68.7 -52.7 113.7 -120 135 -202\nc4 -14.7 6 -23 6 -25c0 -7.3 -7 -11 -21 -11c-8 0 -13.2 0.8 -15.5 2.5\nc-2.3 1.7 -4.2 5.8 -5.5 12.5c-1.3 4.7 -2.7 10.3 -4 17c-12 48.7 -34.8 92 -68.5 130\ns-74.2 66.3 -121.5 85c-10 4 -16 7.7 -18 11c0 8.7 6 14.3 18 17c47.3 18.7 87.8 47\n121.5 85s56.5 81.3 68.5 130c0.7 2 1.3 5 2 9s1.2 6.7 1.5 8c0.3 1.3 1 3.3 2 6\ns2.2 4.5 3.5 5.5c1.3 1 3.3 1.8 6 2.5s6 1 10 1c14 0 21 -3.7 21 -11\nc0 -2 -2 -10.3 -6 -25c-20 -79.3 -65 -146.7 -135 -202l-3 -3h399890z\nM100 620v40h399900v-40z M0 241v40h399900v-40zM0 241v40h399900v-40z", + // rightarrowabovebar is mostly from glyph U+2192, KaTeX Main + rightarrowabovebar: "M0 241v40h399891c-47.3 35.3-84 78-110 128-16.7 32\n-27.7 63.7-33 95 0 1.3-.2 2.7-.5 4-.3 1.3-.5 2.3-.5 3 0 7.3 6.7 11 20 11 8 0\n13.2-.8 15.5-2.5 2.3-1.7 4.2-5.5 5.5-11.5 2-13.3 5.7-27 11-41 14.7-44.7 39\n-84.5 73-119.5s73.7-60.2 119-75.5c6-2 9-5.7 9-11s-3-9-9-11c-45.3-15.3-85-40.5\n-119-75.5s-58.3-74.8-73-119.5c-4.7-14-8.3-27.3-11-40-1.3-6.7-3.2-10.8-5.5\n-12.5-2.3-1.7-7.5-2.5-15.5-2.5-14 0-21 3.7-21 11 0 2 2 10.3 6 25 20.7 83.3 67\n151.7 139 205zm96 379h399894v40H0zm0 0h399904v40H0z", + // The short left harpoon has 0.5em (i.e. 500 units) kern on the left end. + // Ref from mhchem.sty: \rlap{\raisebox{-.22ex}{$\kern0.5em + baraboveshortleftharpoon: "M507,435c-4,4,-6.3,8.7,-7,14c0,5.3,0.7,9,2,11\nc1.3,2,5.3,5.3,12,10c90.7,54,156,130,196,228c3.3,10.7,6.3,16.3,9,17\nc2,0.7,5,1,9,1c0,0,5,0,5,0c10.7,0,16.7,-2,18,-6c2,-2.7,1,-9.7,-3,-21\nc-32,-87.3,-82.7,-157.7,-152,-211c0,0,-3,-3,-3,-3l399351,0l0,-40\nc-398570,0,-399437,0,-399437,0z M593 435 v40 H399500 v-40z\nM0 281 v-40 H399908 v40z M0 281 v-40 H399908 v40z", + rightharpoonaboveshortbar: "M0,241 l0,40c399126,0,399993,0,399993,0\nc4.7,-4.7,7,-9.3,7,-14c0,-9.3,-3.7,-15.3,-11,-18c-92.7,-56.7,-159,-133.7,-199,\n-231c-3.3,-9.3,-6,-14.7,-8,-16c-2,-1.3,-7,-2,-15,-2c-10.7,0,-16.7,2,-18,6\nc-2,2.7,-1,9.7,3,21c15.3,42,36.7,81.8,64,119.5c27.3,37.7,58,69.2,92,94.5z\nM0 241 v40 H399908 v-40z M0 475 v-40 H399500 v40z M0 475 v-40 H399500 v40z", + shortbaraboveleftharpoon: "M7,435c-4,4,-6.3,8.7,-7,14c0,5.3,0.7,9,2,11\nc1.3,2,5.3,5.3,12,10c90.7,54,156,130,196,228c3.3,10.7,6.3,16.3,9,17c2,0.7,5,1,9,\n1c0,0,5,0,5,0c10.7,0,16.7,-2,18,-6c2,-2.7,1,-9.7,-3,-21c-32,-87.3,-82.7,-157.7,\n-152,-211c0,0,-3,-3,-3,-3l399907,0l0,-40c-399126,0,-399993,0,-399993,0z\nM93 435 v40 H400000 v-40z M500 241 v40 H400000 v-40z M500 241 v40 H400000 v-40z", + shortrightharpoonabovebar: "M53,241l0,40c398570,0,399437,0,399437,0\nc4.7,-4.7,7,-9.3,7,-14c0,-9.3,-3.7,-15.3,-11,-18c-92.7,-56.7,-159,-133.7,-199,\n-231c-3.3,-9.3,-6,-14.7,-8,-16c-2,-1.3,-7,-2,-15,-2c-10.7,0,-16.7,2,-18,6\nc-2,2.7,-1,9.7,3,21c15.3,42,36.7,81.8,64,119.5c27.3,37.7,58,69.2,92,94.5z\nM500 241 v40 H399408 v-40z M500 435 v40 H400000 v-40z" +}; +var tallDelim = function tallDelim(label, midHeight) { + switch (label) { + case "lbrack": + return "M403 1759 V84 H666 V0 H319 V1759 v" + midHeight + " v1759 h347 v-84\nH403z M403 1759 V0 H319 V1759 v" + midHeight + " v1759 h84z"; + + case "rbrack": + return "M347 1759 V0 H0 V84 H263 V1759 v" + midHeight + " v1759 H0 v84 H347z\nM347 1759 V0 H263 V1759 v" + midHeight + " v1759 h84z"; + + case "vert": + return "M145 15 v585 v" + midHeight + " v585 c2.667,10,9.667,15,21,15\nc10,0,16.667,-5,20,-15 v-585 v" + -midHeight + " v-585 c-2.667,-10,-9.667,-15,-21,-15\nc-10,0,-16.667,5,-20,15z M188 15 H145 v585 v" + midHeight + " v585 h43z"; + + case "doublevert": + return "M145 15 v585 v" + midHeight + " v585 c2.667,10,9.667,15,21,15\nc10,0,16.667,-5,20,-15 v-585 v" + -midHeight + " v-585 c-2.667,-10,-9.667,-15,-21,-15\nc-10,0,-16.667,5,-20,15z M188 15 H145 v585 v" + midHeight + " v585 h43z\nM367 15 v585 v" + midHeight + " v585 c2.667,10,9.667,15,21,15\nc10,0,16.667,-5,20,-15 v-585 v" + -midHeight + " v-585 c-2.667,-10,-9.667,-15,-21,-15\nc-10,0,-16.667,5,-20,15z M410 15 H367 v585 v" + midHeight + " v585 h43z"; + + case "lfloor": + return "M319 602 V0 H403 V602 v" + midHeight + " v1715 h263 v84 H319z\nMM319 602 V0 H403 V602 v" + midHeight + " v1715 H319z"; + + case "rfloor": + return "M319 602 V0 H403 V602 v" + midHeight + " v1799 H0 v-84 H319z\nMM319 602 V0 H403 V602 v" + midHeight + " v1715 H319z"; + + case "lceil": + return "M403 1759 V84 H666 V0 H319 V1759 v" + midHeight + " v602 h84z\nM403 1759 V0 H319 V1759 v" + midHeight + " v602 h84z"; + + case "rceil": + return "M347 1759 V0 H0 V84 H263 V1759 v" + midHeight + " v602 h84z\nM347 1759 V0 h-84 V1759 v" + midHeight + " v602 h84z"; + + case "lparen": + return "M863,9c0,-2,-2,-5,-6,-9c0,0,-17,0,-17,0c-12.7,0,-19.3,0.3,-20,1\nc-5.3,5.3,-10.3,11,-15,17c-242.7,294.7,-395.3,682,-458,1162c-21.3,163.3,-33.3,349,\n-36,557 l0," + (midHeight + 84) + "c0.2,6,0,26,0,60c2,159.3,10,310.7,24,454c53.3,528,210,\n949.7,470,1265c4.7,6,9.7,11.7,15,17c0.7,0.7,7,1,19,1c0,0,18,0,18,0c4,-4,6,-7,6,-9\nc0,-2.7,-3.3,-8.7,-10,-18c-135.3,-192.7,-235.5,-414.3,-300.5,-665c-65,-250.7,-102.5,\n-544.7,-112.5,-882c-2,-104,-3,-167,-3,-189\nl0,-" + (midHeight + 92) + "c0,-162.7,5.7,-314,17,-454c20.7,-272,63.7,-513,129,-723c65.3,\n-210,155.3,-396.3,270,-559c6.7,-9.3,10,-15.3,10,-18z"; + + case "rparen": + return "M76,0c-16.7,0,-25,3,-25,9c0,2,2,6.3,6,13c21.3,28.7,42.3,60.3,\n63,95c96.7,156.7,172.8,332.5,228.5,527.5c55.7,195,92.8,416.5,111.5,664.5\nc11.3,139.3,17,290.7,17,454c0,28,1.7,43,3.3,45l0," + (midHeight + 9) + "\nc-3,4,-3.3,16.7,-3.3,38c0,162,-5.7,313.7,-17,455c-18.7,248,-55.8,469.3,-111.5,664\nc-55.7,194.7,-131.8,370.3,-228.5,527c-20.7,34.7,-41.7,66.3,-63,95c-2,3.3,-4,7,-6,11\nc0,7.3,5.7,11,17,11c0,0,11,0,11,0c9.3,0,14.3,-0.3,15,-1c5.3,-5.3,10.3,-11,15,-17\nc242.7,-294.7,395.3,-681.7,458,-1161c21.3,-164.7,33.3,-350.7,36,-558\nl0,-" + (midHeight + 144) + "c-2,-159.3,-10,-310.7,-24,-454c-53.3,-528,-210,-949.7,\n-470,-1265c-4.7,-6,-9.7,-11.7,-15,-17c-0.7,-0.7,-6.7,-1,-18,-1z"; + + default: + // We should not ever get here. + throw new Error("Unknown stretchy delimiter."); + } +}; +;// CONCATENATED MODULE: ./src/tree.js + + +/** + * This node represents a document fragment, which contains elements, but when + * placed into the DOM doesn't have any representation itself. It only contains + * children and doesn't have any DOM node properties. + */ +var DocumentFragment = /*#__PURE__*/function () { + // HtmlDomNode + // Never used; needed for satisfying interface. + function DocumentFragment(children) { + this.children = void 0; + this.classes = void 0; + this.height = void 0; + this.depth = void 0; + this.maxFontSize = void 0; + this.style = void 0; + this.children = children; + this.classes = []; + this.height = 0; + this.depth = 0; + this.maxFontSize = 0; + this.style = {}; + } + + var _proto = DocumentFragment.prototype; + + _proto.hasClass = function hasClass(className) { + return utils.contains(this.classes, className); + } + /** Convert the fragment into a node. */ + ; + + _proto.toNode = function toNode() { + var frag = document.createDocumentFragment(); + + for (var i = 0; i < this.children.length; i++) { + frag.appendChild(this.children[i].toNode()); + } + + return frag; + } + /** Convert the fragment into HTML markup. */ + ; + + _proto.toMarkup = function toMarkup() { + var markup = ""; // Simply concatenate the markup for the children together. + + for (var i = 0; i < this.children.length; i++) { + markup += this.children[i].toMarkup(); + } + + return markup; + } + /** + * Converts the math node into a string, similar to innerText. Applies to + * MathDomNode's only. + */ + ; + + _proto.toText = function toText() { + // To avoid this, we would subclass documentFragment separately for + // MathML, but polyfills for subclassing is expensive per PR 1469. + // $FlowFixMe: Only works for ChildType = MathDomNode. + var toText = function toText(child) { + return child.toText(); + }; + + return this.children.map(toText).join(""); + }; + + return DocumentFragment; +}(); +;// CONCATENATED MODULE: ./src/fontMetricsData.js +// This file is GENERATED by buildMetrics.sh. DO NOT MODIFY. +/* harmony default export */ var fontMetricsData = ({ + "AMS-Regular": { + "32": [0, 0, 0, 0, 0.25], + "65": [0, 0.68889, 0, 0, 0.72222], + "66": [0, 0.68889, 0, 0, 0.66667], + "67": [0, 0.68889, 0, 0, 0.72222], + "68": [0, 0.68889, 0, 0, 0.72222], + "69": [0, 0.68889, 0, 0, 0.66667], + "70": [0, 0.68889, 0, 0, 0.61111], + "71": [0, 0.68889, 0, 0, 0.77778], + "72": [0, 0.68889, 0, 0, 0.77778], + "73": [0, 0.68889, 0, 0, 0.38889], + "74": [0.16667, 0.68889, 0, 0, 0.5], + "75": [0, 0.68889, 0, 0, 0.77778], + "76": [0, 0.68889, 0, 0, 0.66667], + "77": [0, 0.68889, 0, 0, 0.94445], + "78": [0, 0.68889, 0, 0, 0.72222], + "79": [0.16667, 0.68889, 0, 0, 0.77778], + "80": [0, 0.68889, 0, 0, 0.61111], + "81": [0.16667, 0.68889, 0, 0, 0.77778], + "82": [0, 0.68889, 0, 0, 0.72222], + "83": [0, 0.68889, 0, 0, 0.55556], + "84": [0, 0.68889, 0, 0, 0.66667], + "85": [0, 0.68889, 0, 0, 0.72222], + "86": [0, 0.68889, 0, 0, 0.72222], + "87": [0, 0.68889, 0, 0, 1.0], + "88": [0, 0.68889, 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The sigma + * and xi variables, as well as the metricMap map contain data extracted from + * TeX, TeX font metrics, and the TTF files. These data are then exposed via the + * `metrics` variable and the getCharacterMetrics function. + */ +// In TeX, there are actually three sets of dimensions, one for each of +// textstyle (size index 5 and higher: >=9pt), scriptstyle (size index 3 and 4: +// 7-8pt), and scriptscriptstyle (size index 1 and 2: 5-6pt). These are +// provided in the arrays below, in that order. +// +// The font metrics are stored in fonts cmsy10, cmsy7, and cmsy5 respectively. +// This was determined by running the following script: +// +// latex -interaction=nonstopmode \ +// '\documentclass{article}\usepackage{amsmath}\begin{document}' \ +// '$a$ \expandafter\show\the\textfont2' \ +// '\expandafter\show\the\scriptfont2' \ +// '\expandafter\show\the\scriptscriptfont2' \ +// '\stop' +// +// The metrics themselves were retrieved using the following commands: +// +// tftopl cmsy10 +// tftopl cmsy7 +// tftopl cmsy5 +// +// The output of each of these commands is quite lengthy. The only part we +// care about is the FONTDIMEN section. Each value is measured in EMs. +var sigmasAndXis = { + slant: [0.250, 0.250, 0.250], + // sigma1 + space: [0.000, 0.000, 0.000], + // sigma2 + stretch: [0.000, 0.000, 0.000], + // sigma3 + shrink: [0.000, 0.000, 0.000], + // sigma4 + xHeight: [0.431, 0.431, 0.431], + // sigma5 + quad: [1.000, 1.171, 1.472], + // sigma6 + extraSpace: [0.000, 0.000, 0.000], + // sigma7 + num1: [0.677, 0.732, 0.925], + // sigma8 + num2: [0.394, 0.384, 0.387], + // sigma9 + num3: [0.444, 0.471, 0.504], + // sigma10 + denom1: [0.686, 0.752, 1.025], + // sigma11 + denom2: [0.345, 0.344, 0.532], + // sigma12 + sup1: [0.413, 0.503, 0.504], + // sigma13 + sup2: [0.363, 0.431, 0.404], + // sigma14 + sup3: [0.289, 0.286, 0.294], + // sigma15 + sub1: [0.150, 0.143, 0.200], + // sigma16 + sub2: [0.247, 0.286, 0.400], + // sigma17 + supDrop: [0.386, 0.353, 0.494], + // sigma18 + subDrop: [0.050, 0.071, 0.100], + // sigma19 + delim1: [2.390, 1.700, 1.980], + // sigma20 + delim2: [1.010, 1.157, 1.420], + // sigma21 + axisHeight: [0.250, 0.250, 0.250], + // sigma22 + // These font metrics are extracted from TeX by using tftopl on cmex10.tfm; + // they correspond to the font parameters of the extension fonts (family 3). + // See the TeXbook, page 441. In AMSTeX, the extension fonts scale; to + // match cmex7, we'd use cmex7.tfm values for script and scriptscript + // values. + defaultRuleThickness: [0.04, 0.049, 0.049], + // xi8; cmex7: 0.049 + bigOpSpacing1: [0.111, 0.111, 0.111], + // xi9 + bigOpSpacing2: [0.166, 0.166, 0.166], + // xi10 + bigOpSpacing3: [0.2, 0.2, 0.2], + // xi11 + bigOpSpacing4: [0.6, 0.611, 0.611], + // xi12; cmex7: 0.611 + bigOpSpacing5: [0.1, 0.143, 0.143], + // xi13; cmex7: 0.143 + // The \sqrt rule width is taken from the height of the surd character. + // Since we use the same font at all sizes, this thickness doesn't scale. + sqrtRuleThickness: [0.04, 0.04, 0.04], + // This value determines how large a pt is, for metrics which are defined + // in terms of pts. + // This value is also used in katex.less; if you change it make sure the + // values match. + ptPerEm: [10.0, 10.0, 10.0], + // The space between adjacent `|` columns in an array definition. From + // `\showthe\doublerulesep` in LaTeX. Equals 2.0 / ptPerEm. + doubleRuleSep: [0.2, 0.2, 0.2], + // The width of separator lines in {array} environments. From + // `\showthe\arrayrulewidth` in LaTeX. Equals 0.4 / ptPerEm. + arrayRuleWidth: [0.04, 0.04, 0.04], + // Two values from LaTeX source2e: + fboxsep: [0.3, 0.3, 0.3], + // 3 pt / ptPerEm + fboxrule: [0.04, 0.04, 0.04] // 0.4 pt / ptPerEm + +}; // This map contains a mapping from font name and character code to character +// metrics, including height, depth, italic correction, and skew (kern from the +// character to the corresponding \skewchar) +// This map is generated via `make metrics`. It should not be changed manually. + + // These are very rough approximations. We default to Times New Roman which +// should have Latin-1 and Cyrillic characters, but may not depending on the +// operating system. The metrics do not account for extra height from the +// accents. In the case of Cyrillic characters which have both ascenders and +// descenders we prefer approximations with ascenders, primarily to prevent +// the fraction bar or root line from intersecting the glyph. +// TODO(kevinb) allow union of multiple glyph metrics for better accuracy. + +var extraCharacterMap = { + // Latin-1 + 'Å': 'A', + 'Ð': 'D', + 'Þ': 'o', + 'å': 'a', + 'ð': 'd', + 'þ': 'o', + // Cyrillic + 'А': 'A', + 'Б': 'B', + 'В': 'B', + 'Г': 'F', + 'Д': 'A', + 'Е': 'E', + 'Ж': 'K', + 'З': '3', + 'И': 'N', + 'Й': 'N', + 'К': 'K', + 'Л': 'N', + 'М': 'M', + 'Н': 'H', + 'О': 'O', + 'П': 'N', + 'Р': 'P', + 'С': 'C', + 'Т': 'T', + 'У': 'y', + 'Ф': 'O', + 'Х': 'X', + 'Ц': 'U', + 'Ч': 'h', + 'Ш': 'W', + 'Щ': 'W', + 'Ъ': 'B', + 'Ы': 'X', + 'Ь': 'B', + 'Э': '3', + 'Ю': 'X', + 'Я': 'R', + 'а': 'a', + 'б': 'b', + 'в': 'a', + 'г': 'r', + 'д': 'y', + 'е': 'e', + 'ж': 'm', + 'з': 'e', + 'и': 'n', + 'й': 'n', + 'к': 'n', + 'л': 'n', + 'м': 'm', + 'н': 'n', + 'о': 'o', + 'п': 'n', + 'р': 'p', + 'с': 'c', + 'т': 'o', + 'у': 'y', + 'ф': 'b', + 'х': 'x', + 'ц': 'n', + 'ч': 'n', + 'ш': 'w', + 'щ': 'w', + 'ъ': 'a', + 'ы': 'm', + 'ь': 'a', + 'э': 'e', + 'ю': 'm', + 'я': 'r' +}; + +/** + * This function adds new font metrics to default metricMap + * It can also override existing metrics + */ +function setFontMetrics(fontName, metrics) { + fontMetricsData[fontName] = metrics; +} +/** + * This function is a convenience function for looking up information in the + * metricMap table. It takes a character as a string, and a font. + * + * Note: the `width` property may be undefined if fontMetricsData.js wasn't + * built using `Make extended_metrics`. + */ + +function getCharacterMetrics(character, font, mode) { + if (!fontMetricsData[font]) { + throw new Error("Font metrics not found for font: " + font + "."); + } + + var ch = character.charCodeAt(0); + var metrics = fontMetricsData[font][ch]; + + if (!metrics && character[0] in extraCharacterMap) { + ch = extraCharacterMap[character[0]].charCodeAt(0); + metrics = fontMetricsData[font][ch]; + } + + if (!metrics && mode === 'text') { + // We don't typically have font metrics for Asian scripts. + // But since we support them in text mode, we need to return + // some sort of metrics. + // So if the character is in a script we support but we + // don't have metrics for it, just use the metrics for + // the Latin capital letter M. This is close enough because + // we (currently) only care about the height of the glyph + // not its width. + if (supportedCodepoint(ch)) { + metrics = fontMetricsData[font][77]; // 77 is the charcode for 'M' + } + } + + if (metrics) { + return { + depth: metrics[0], + height: metrics[1], + italic: metrics[2], + skew: metrics[3], + width: metrics[4] + }; + } +} +var fontMetricsBySizeIndex = {}; +/** + * Get the font metrics for a given size. + */ + +function getGlobalMetrics(size) { + var sizeIndex; + + if (size >= 5) { + sizeIndex = 0; + } else if (size >= 3) { + sizeIndex = 1; + } else { + sizeIndex = 2; + } + + if (!fontMetricsBySizeIndex[sizeIndex]) { + var metrics = fontMetricsBySizeIndex[sizeIndex] = { + cssEmPerMu: sigmasAndXis.quad[sizeIndex] / 18 + }; + + for (var key in sigmasAndXis) { + if (sigmasAndXis.hasOwnProperty(key)) { + metrics[key] = sigmasAndXis[key][sizeIndex]; + } + } + } + + return fontMetricsBySizeIndex[sizeIndex]; +} +;// CONCATENATED MODULE: ./src/Options.js +/** + * This file contains information about the options that the Parser carries + * around with it while parsing. Data is held in an `Options` object, and when + * recursing, a new `Options` object can be created with the `.with*` and + * `.reset` functions. + */ + +var sizeStyleMap = [// Each element contains [textsize, scriptsize, scriptscriptsize]. +// The size mappings are taken from TeX with \normalsize=10pt. +[1, 1, 1], // size1: [5, 5, 5] \tiny +[2, 1, 1], // size2: [6, 5, 5] +[3, 1, 1], // size3: [7, 5, 5] \scriptsize +[4, 2, 1], // size4: [8, 6, 5] \footnotesize +[5, 2, 1], // size5: [9, 6, 5] \small +[6, 3, 1], // size6: [10, 7, 5] \normalsize +[7, 4, 2], // size7: [12, 8, 6] \large +[8, 6, 3], // size8: [14.4, 10, 7] \Large +[9, 7, 6], // size9: [17.28, 12, 10] \LARGE +[10, 8, 7], // size10: [20.74, 14.4, 12] \huge +[11, 10, 9] // size11: [24.88, 20.74, 17.28] \HUGE +]; +var sizeMultipliers = [// fontMetrics.js:getGlobalMetrics also uses size indexes, so if +// you change size indexes, change that function. +0.5, 0.6, 0.7, 0.8, 0.9, 1.0, 1.2, 1.44, 1.728, 2.074, 2.488]; + +var sizeAtStyle = function sizeAtStyle(size, style) { + return style.size < 2 ? size : sizeStyleMap[size - 1][style.size - 1]; +}; // In these types, "" (empty string) means "no change". + + +/** + * This is the main options class. It contains the current style, size, color, + * and font. + * + * Options objects should not be modified. To create a new Options with + * different properties, call a `.having*` method. + */ +var Options = /*#__PURE__*/function () { + // A font family applies to a group of fonts (i.e. SansSerif), while a font + // represents a specific font (i.e. SansSerif Bold). + // See: https://tex.stackexchange.com/questions/22350/difference-between-textrm-and-mathrm + + /** + * The base size index. + */ + function Options(data) { + this.style = void 0; + this.color = void 0; + this.size = void 0; + this.textSize = void 0; + this.phantom = void 0; + this.font = void 0; + this.fontFamily = void 0; + this.fontWeight = void 0; + this.fontShape = void 0; + this.sizeMultiplier = void 0; + this.maxSize = void 0; + this.minRuleThickness = void 0; + this._fontMetrics = void 0; + this.style = data.style; + this.color = data.color; + this.size = data.size || Options.BASESIZE; + this.textSize = data.textSize || this.size; + this.phantom = !!data.phantom; + this.font = data.font || ""; + this.fontFamily = data.fontFamily || ""; + this.fontWeight = data.fontWeight || ''; + this.fontShape = data.fontShape || ''; + this.sizeMultiplier = sizeMultipliers[this.size - 1]; + this.maxSize = data.maxSize; + this.minRuleThickness = data.minRuleThickness; + this._fontMetrics = undefined; + } + /** + * Returns a new options object with the same properties as "this". Properties + * from "extension" will be copied to the new options object. + */ + + + var _proto = Options.prototype; + + _proto.extend = function extend(extension) { + var data = { + style: this.style, + size: this.size, + textSize: this.textSize, + color: this.color, + phantom: this.phantom, + font: this.font, + fontFamily: this.fontFamily, + fontWeight: this.fontWeight, + fontShape: this.fontShape, + maxSize: this.maxSize, + minRuleThickness: this.minRuleThickness + }; + + for (var key in extension) { + if (extension.hasOwnProperty(key)) { + data[key] = extension[key]; + } + } + + return new Options(data); + } + /** + * Return an options object with the given style. If `this.style === style`, + * returns `this`. + */ + ; + + _proto.havingStyle = function havingStyle(style) { + if (this.style === style) { + return this; + } else { + return this.extend({ + style: style, + size: sizeAtStyle(this.textSize, style) + }); + } + } + /** + * Return an options object with a cramped version of the current style. If + * the current style is cramped, returns `this`. + */ + ; + + _proto.havingCrampedStyle = function havingCrampedStyle() { + return this.havingStyle(this.style.cramp()); + } + /** + * Return an options object with the given size and in at least `\textstyle`. + * Returns `this` if appropriate. + */ + ; + + _proto.havingSize = function havingSize(size) { + if (this.size === size && this.textSize === size) { + return this; + } else { + return this.extend({ + style: this.style.text(), + size: size, + textSize: size, + sizeMultiplier: sizeMultipliers[size - 1] + }); + } + } + /** + * Like `this.havingSize(BASESIZE).havingStyle(style)`. If `style` is omitted, + * changes to at least `\textstyle`. + */ + ; + + _proto.havingBaseStyle = function havingBaseStyle(style) { + style = style || this.style.text(); + var wantSize = sizeAtStyle(Options.BASESIZE, style); + + if (this.size === wantSize && this.textSize === Options.BASESIZE && this.style === style) { + return this; + } else { + return this.extend({ + style: style, + size: wantSize + }); + } + } + /** + * Remove the effect of sizing changes such as \Huge. + * Keep the effect of the current style, such as \scriptstyle. + */ + ; + + _proto.havingBaseSizing = function havingBaseSizing() { + var size; + + switch (this.style.id) { + case 4: + case 5: + size = 3; // normalsize in scriptstyle + + break; + + case 6: + case 7: + size = 1; // normalsize in scriptscriptstyle + + break; + + default: + size = 6; + // normalsize in textstyle or displaystyle + } + + return this.extend({ + style: this.style.text(), + size: size + }); + } + /** + * Create a new options object with the given color. + */ + ; + + _proto.withColor = function withColor(color) { + return this.extend({ + color: color + }); + } + /** + * Create a new options object with "phantom" set to true. + */ + ; + + _proto.withPhantom = function withPhantom() { + return this.extend({ + phantom: true + }); + } + /** + * Creates a new options object with the given math font or old text font. + * @type {[type]} + */ + ; + + _proto.withFont = function withFont(font) { + return this.extend({ + font: font + }); + } + /** + * Create a new options objects with the given fontFamily. + */ + ; + + _proto.withTextFontFamily = function withTextFontFamily(fontFamily) { + return this.extend({ + fontFamily: fontFamily, + font: "" + }); + } + /** + * Creates a new options object with the given font weight + */ + ; + + _proto.withTextFontWeight = function withTextFontWeight(fontWeight) { + return this.extend({ + fontWeight: fontWeight, + font: "" + }); + } + /** + * Creates a new options object with the given font weight + */ + ; + + _proto.withTextFontShape = function withTextFontShape(fontShape) { + return this.extend({ + fontShape: fontShape, + font: "" + }); + } + /** + * Return the CSS sizing classes required to switch from enclosing options + * `oldOptions` to `this`. Returns an array of classes. + */ + ; + + _proto.sizingClasses = function sizingClasses(oldOptions) { + if (oldOptions.size !== this.size) { + return ["sizing", "reset-size" + oldOptions.size, "size" + this.size]; + } else { + return []; + } + } + /** + * Return the CSS sizing classes required to switch to the base size. Like + * `this.havingSize(BASESIZE).sizingClasses(this)`. + */ + ; + + _proto.baseSizingClasses = function baseSizingClasses() { + if (this.size !== Options.BASESIZE) { + return ["sizing", "reset-size" + this.size, "size" + Options.BASESIZE]; + } else { + return []; + } + } + /** + * Return the font metrics for this size. + */ + ; + + _proto.fontMetrics = function fontMetrics() { + if (!this._fontMetrics) { + this._fontMetrics = getGlobalMetrics(this.size); + } + + return this._fontMetrics; + } + /** + * Gets the CSS color of the current options object + */ + ; + + _proto.getColor = function getColor() { + if (this.phantom) { + return "transparent"; + } else { + return this.color; + } + }; + + return Options; +}(); + +Options.BASESIZE = 6; +/* harmony default export */ var src_Options = (Options); +;// CONCATENATED MODULE: ./src/units.js +/** + * This file does conversion between units. In particular, it provides + * calculateSize to convert other units into ems. + */ + + // This table gives the number of TeX pts in one of each *absolute* TeX unit. +// Thus, multiplying a length by this number converts the length from units +// into pts. Dividing the result by ptPerEm gives the number of ems +// *assuming* a font size of ptPerEm (normal size, normal style). + +var ptPerUnit = { + // https://en.wikibooks.org/wiki/LaTeX/Lengths and + // https://tex.stackexchange.com/a/8263 + "pt": 1, + // TeX point + "mm": 7227 / 2540, + // millimeter + "cm": 7227 / 254, + // centimeter + "in": 72.27, + // inch + "bp": 803 / 800, + // big (PostScript) points + "pc": 12, + // pica + "dd": 1238 / 1157, + // didot + "cc": 14856 / 1157, + // cicero (12 didot) + "nd": 685 / 642, + // new didot + "nc": 1370 / 107, + // new cicero (12 new didot) + "sp": 1 / 65536, + // scaled point (TeX's internal smallest unit) + // https://tex.stackexchange.com/a/41371 + "px": 803 / 800 // \pdfpxdimen defaults to 1 bp in pdfTeX and LuaTeX + +}; // Dictionary of relative units, for fast validity testing. + +var relativeUnit = { + "ex": true, + "em": true, + "mu": true +}; + +/** + * Determine whether the specified unit (either a string defining the unit + * or a "size" parse node containing a unit field) is valid. + */ +var validUnit = function validUnit(unit) { + if (typeof unit !== "string") { + unit = unit.unit; + } + + return unit in ptPerUnit || unit in relativeUnit || unit === "ex"; +}; +/* + * Convert a "size" parse node (with numeric "number" and string "unit" fields, + * as parsed by functions.js argType "size") into a CSS em value for the + * current style/scale. `options` gives the current options. + */ + +var calculateSize = function calculateSize(sizeValue, options) { + var scale; + + if (sizeValue.unit in ptPerUnit) { + // Absolute units + scale = ptPerUnit[sizeValue.unit] // Convert unit to pt + / options.fontMetrics().ptPerEm // Convert pt to CSS em + / options.sizeMultiplier; // Unscale to make absolute units + } else if (sizeValue.unit === "mu") { + // `mu` units scale with scriptstyle/scriptscriptstyle. + scale = options.fontMetrics().cssEmPerMu; + } else { + // Other relative units always refer to the *textstyle* font + // in the current size. + var unitOptions; + + if (options.style.isTight()) { + // isTight() means current style is script/scriptscript. + unitOptions = options.havingStyle(options.style.text()); + } else { + unitOptions = options; + } // TODO: In TeX these units are relative to the quad of the current + // *text* font, e.g. cmr10. KaTeX instead uses values from the + // comparably-sized *Computer Modern symbol* font. At 10pt, these + // match. At 7pt and 5pt, they differ: cmr7=1.138894, cmsy7=1.170641; + // cmr5=1.361133, cmsy5=1.472241. Consider $\scriptsize a\kern1emb$. + // TeX \showlists shows a kern of 1.13889 * fontsize; + // KaTeX shows a kern of 1.171 * fontsize. + + + if (sizeValue.unit === "ex") { + scale = unitOptions.fontMetrics().xHeight; + } else if (sizeValue.unit === "em") { + scale = unitOptions.fontMetrics().quad; + } else { + throw new src_ParseError("Invalid unit: '" + sizeValue.unit + "'"); + } + + if (unitOptions !== options) { + scale *= unitOptions.sizeMultiplier / options.sizeMultiplier; + } + } + + return Math.min(sizeValue.number * scale, options.maxSize); +}; +/** + * Round `n` to 4 decimal places, or to the nearest 1/10,000th em. See + * https://github.com/KaTeX/KaTeX/pull/2460. + */ + +var makeEm = function makeEm(n) { + return +n.toFixed(4) + "em"; +}; +;// CONCATENATED MODULE: ./src/domTree.js +/** + * These objects store the data about the DOM nodes we create, as well as some + * extra data. They can then be transformed into real DOM nodes with the + * `toNode` function or HTML markup using `toMarkup`. They are useful for both + * storing extra properties on the nodes, as well as providing a way to easily + * work with the DOM. + * + * Similar functions for working with MathML nodes exist in mathMLTree.js. + * + * TODO: refactor `span` and `anchor` into common superclass when + * target environments support class inheritance + */ + + + + + + +/** + * Create an HTML className based on a list of classes. In addition to joining + * with spaces, we also remove empty classes. + */ +var createClass = function createClass(classes) { + return classes.filter(function (cls) { + return cls; + }).join(" "); +}; + +var initNode = function initNode(classes, options, style) { + this.classes = classes || []; + this.attributes = {}; + this.height = 0; + this.depth = 0; + this.maxFontSize = 0; + this.style = style || {}; + + if (options) { + if (options.style.isTight()) { + this.classes.push("mtight"); + } + + var color = options.getColor(); + + if (color) { + this.style.color = color; + } + } +}; +/** + * Convert into an HTML node + */ + + +var _toNode = function toNode(tagName) { + var node = document.createElement(tagName); // Apply the class + + node.className = createClass(this.classes); // Apply inline styles + + for (var style in this.style) { + if (this.style.hasOwnProperty(style)) { + // $FlowFixMe Flow doesn't seem to understand span.style's type. + node.style[style] = this.style[style]; + } + } // Apply attributes + + + for (var attr in this.attributes) { + if (this.attributes.hasOwnProperty(attr)) { + node.setAttribute(attr, this.attributes[attr]); + } + } // Append the children, also as HTML nodes + + + for (var i = 0; i < this.children.length; i++) { + node.appendChild(this.children[i].toNode()); + } + + return node; +}; +/** + * Convert into an HTML markup string + */ + + +var _toMarkup = function toMarkup(tagName) { + var markup = "<" + tagName; // Add the class + + if (this.classes.length) { + markup += " class=\"" + utils.escape(createClass(this.classes)) + "\""; + } + + var styles = ""; // Add the styles, after hyphenation + + for (var style in this.style) { + if (this.style.hasOwnProperty(style)) { + styles += utils.hyphenate(style) + ":" + this.style[style] + ";"; + } + } + + if (styles) { + markup += " style=\"" + utils.escape(styles) + "\""; + } // Add the attributes + + + for (var attr in this.attributes) { + if (this.attributes.hasOwnProperty(attr)) { + markup += " " + attr + "=\"" + utils.escape(this.attributes[attr]) + "\""; + } + } + + markup += ">"; // Add the markup of the children, also as markup + + for (var i = 0; i < this.children.length; i++) { + markup += this.children[i].toMarkup(); + } + + markup += ""; + return markup; +}; // Making the type below exact with all optional fields doesn't work due to +// - https://github.com/facebook/flow/issues/4582 +// - https://github.com/facebook/flow/issues/5688 +// However, since *all* fields are optional, $Shape<> works as suggested in 5688 +// above. +// This type does not include all CSS properties. Additional properties should +// be added as needed. + + +/** + * This node represents a span node, with a className, a list of children, and + * an inline style. It also contains information about its height, depth, and + * maxFontSize. + * + * Represents two types with different uses: SvgSpan to wrap an SVG and DomSpan + * otherwise. This typesafety is important when HTML builders access a span's + * children. + */ +var Span = /*#__PURE__*/function () { + function Span(classes, children, options, style) { + this.children = void 0; + this.attributes = void 0; + this.classes = void 0; + this.height = void 0; + this.depth = void 0; + this.width = void 0; + this.maxFontSize = void 0; + this.style = void 0; + initNode.call(this, classes, options, style); + this.children = children || []; + } + /** + * Sets an arbitrary attribute on the span. Warning: use this wisely. Not + * all browsers support attributes the same, and having too many custom + * attributes is probably bad. + */ + + + var _proto = Span.prototype; + + _proto.setAttribute = function setAttribute(attribute, value) { + this.attributes[attribute] = value; + }; + + _proto.hasClass = function hasClass(className) { + return utils.contains(this.classes, className); + }; + + _proto.toNode = function toNode() { + return _toNode.call(this, "span"); + }; + + _proto.toMarkup = function toMarkup() { + return _toMarkup.call(this, "span"); + }; + + return Span; +}(); +/** + * This node represents an anchor (
) element with a hyperlink. See `span` + * for further details. + */ + +var Anchor = /*#__PURE__*/function () { + function Anchor(href, classes, children, options) { + this.children = void 0; + this.attributes = void 0; + this.classes = void 0; + this.height = void 0; + this.depth = void 0; + this.maxFontSize = void 0; + this.style = void 0; + initNode.call(this, classes, options); + this.children = children || []; + this.setAttribute('href', href); + } + + var _proto2 = Anchor.prototype; + + _proto2.setAttribute = function setAttribute(attribute, value) { + this.attributes[attribute] = value; + }; + + _proto2.hasClass = function hasClass(className) { + return utils.contains(this.classes, className); + }; + + _proto2.toNode = function toNode() { + return _toNode.call(this, "a"); + }; + + _proto2.toMarkup = function toMarkup() { + return _toMarkup.call(this, "a"); + }; + + return Anchor; +}(); +/** + * This node represents an image embed () element. + */ + +var Img = /*#__PURE__*/function () { + function Img(src, alt, style) { + this.src = void 0; + this.alt = void 0; + this.classes = void 0; + this.height = void 0; + this.depth = void 0; + this.maxFontSize = void 0; + this.style = void 0; + this.alt = alt; + this.src = src; + this.classes = ["mord"]; + this.style = style; + } + + var _proto3 = Img.prototype; + + _proto3.hasClass = function hasClass(className) { + return utils.contains(this.classes, className); + }; + + _proto3.toNode = function toNode() { + var node = document.createElement("img"); + node.src = this.src; + node.alt = this.alt; + node.className = "mord"; // Apply inline styles + + for (var style in this.style) { + if (this.style.hasOwnProperty(style)) { + // $FlowFixMe + node.style[style] = this.style[style]; + } + } + + return node; + }; + + _proto3.toMarkup = function toMarkup() { + var markup = "" + this.alt + " 0) { + span = document.createElement("span"); + span.style.marginRight = makeEm(this.italic); + } + + if (this.classes.length > 0) { + span = span || document.createElement("span"); + span.className = createClass(this.classes); + } + + for (var style in this.style) { + if (this.style.hasOwnProperty(style)) { + span = span || document.createElement("span"); // $FlowFixMe Flow doesn't seem to understand span.style's type. + + span.style[style] = this.style[style]; + } + } + + if (span) { + span.appendChild(node); + return span; + } else { + return node; + } + } + /** + * Creates markup for a symbol node. + */ + ; + + _proto4.toMarkup = function toMarkup() { + // TODO(alpert): More duplication than I'd like from + // span.prototype.toMarkup and symbolNode.prototype.toNode... + var needsSpan = false; + var markup = " 0) { + styles += "margin-right:" + this.italic + "em;"; + } + + for (var style in this.style) { + if (this.style.hasOwnProperty(style)) { + styles += utils.hyphenate(style) + ":" + this.style[style] + ";"; + } + } + + if (styles) { + needsSpan = true; + markup += " style=\"" + utils.escape(styles) + "\""; + } + + var escaped = utils.escape(this.text); + + if (needsSpan) { + markup += ">"; + markup += escaped; + markup += ""; + return markup; + } else { + return escaped; + } + }; + + return SymbolNode; +}(); +/** + * SVG nodes are used to render stretchy wide elements. + */ + +var SvgNode = /*#__PURE__*/function () { + function SvgNode(children, attributes) { + this.children = void 0; + this.attributes = void 0; + this.children = children || []; + this.attributes = attributes || {}; + } + + var _proto5 = SvgNode.prototype; + + _proto5.toNode = function toNode() { + var svgNS = "http://www.w3.org/2000/svg"; + var node = document.createElementNS(svgNS, "svg"); // Apply attributes + + for (var attr in this.attributes) { + if (Object.prototype.hasOwnProperty.call(this.attributes, attr)) { + node.setAttribute(attr, this.attributes[attr]); + } + } + + for (var i = 0; i < this.children.length; i++) { + node.appendChild(this.children[i].toNode()); + } + + return node; + }; + + _proto5.toMarkup = function toMarkup() { + var markup = ""; + } else { + return ""; + } + }; + + return PathNode; +}(); +var LineNode = /*#__PURE__*/function () { + function LineNode(attributes) { + this.attributes = void 0; + this.attributes = attributes || {}; + } + + var _proto7 = LineNode.prototype; + + _proto7.toNode = function toNode() { + var svgNS = "http://www.w3.org/2000/svg"; + var node = document.createElementNS(svgNS, "line"); // Apply attributes + + for (var attr in this.attributes) { + if (Object.prototype.hasOwnProperty.call(this.attributes, attr)) { + node.setAttribute(attr, this.attributes[attr]); + } + } + + return node; + }; + + _proto7.toMarkup = function toMarkup() { + var markup = " but got " + String(group) + "."); + } +} +;// CONCATENATED MODULE: ./src/symbols.js +/** + * This file holds a list of all no-argument functions and single-character + * symbols (like 'a' or ';'). + * + * For each of the symbols, there are three properties they can have: + * - font (required): the font to be used for this symbol. Either "main" (the + normal font), or "ams" (the ams fonts). + * - group (required): the ParseNode group type the symbol should have (i.e. + "textord", "mathord", etc). + See https://github.com/KaTeX/KaTeX/wiki/Examining-TeX#group-types + * - replace: the character that this symbol or function should be + * replaced with (i.e. "\phi" has a replace value of "\u03d5", the phi + * character in the main font). + * + * The outermost map in the table indicates what mode the symbols should be + * accepted in (e.g. "math" or "text"). + */ +// Some of these have a "-token" suffix since these are also used as `ParseNode` +// types for raw text tokens, and we want to avoid conflicts with higher-level +// `ParseNode` types. These `ParseNode`s are constructed within `Parser` by +// looking up the `symbols` map. +var ATOMS = { + "bin": 1, + "close": 1, + "inner": 1, + "open": 1, + "punct": 1, + "rel": 1 +}; +var NON_ATOMS = { + "accent-token": 1, + "mathord": 1, + "op-token": 1, + "spacing": 1, + "textord": 1 +}; +var symbols = { + "math": {}, + "text": {} +}; +/* harmony default export */ var src_symbols = (symbols); +/** `acceptUnicodeChar = true` is only applicable if `replace` is set. */ + +function defineSymbol(mode, font, group, replace, name, acceptUnicodeChar) { + symbols[mode][name] = { + font: font, + group: group, + replace: replace + }; + + if (acceptUnicodeChar && replace) { + symbols[mode][replace] = symbols[mode][name]; + } +} // Some abbreviations for commonly used strings. +// This helps minify the code, and also spotting typos using jshint. +// modes: + +var math = "math"; +var symbols_text = "text"; // fonts: + +var main = "main"; +var ams = "ams"; // groups: + +var accent = "accent-token"; +var bin = "bin"; +var symbols_close = "close"; +var inner = "inner"; +var mathord = "mathord"; +var op = "op-token"; +var symbols_open = "open"; +var punct = "punct"; +var rel = "rel"; +var spacing = "spacing"; +var textord = "textord"; // Now comes the symbol table +// Relation Symbols + +defineSymbol(math, main, rel, "\u2261", "\\equiv", true); +defineSymbol(math, main, rel, "\u227A", "\\prec", true); +defineSymbol(math, main, rel, "\u227B", "\\succ", true); +defineSymbol(math, main, rel, "\u223C", "\\sim", true); +defineSymbol(math, main, rel, "\u22A5", "\\perp"); +defineSymbol(math, main, rel, "\u2AAF", "\\preceq", true); +defineSymbol(math, main, rel, "\u2AB0", "\\succeq", true); +defineSymbol(math, main, rel, "\u2243", "\\simeq", true); +defineSymbol(math, main, rel, "\u2223", "\\mid", true); +defineSymbol(math, main, rel, "\u226A", "\\ll", true); +defineSymbol(math, main, rel, "\u226B", "\\gg", true); +defineSymbol(math, main, rel, "\u224D", "\\asymp", true); +defineSymbol(math, main, rel, "\u2225", "\\parallel"); +defineSymbol(math, main, rel, "\u22C8", "\\bowtie", true); +defineSymbol(math, main, rel, "\u2323", "\\smile", true); +defineSymbol(math, main, rel, "\u2291", "\\sqsubseteq", true); +defineSymbol(math, main, rel, "\u2292", "\\sqsupseteq", true); +defineSymbol(math, main, rel, "\u2250", "\\doteq", true); +defineSymbol(math, main, rel, "\u2322", "\\frown", true); +defineSymbol(math, main, rel, "\u220B", "\\ni", true); +defineSymbol(math, main, rel, "\u221D", "\\propto", true); +defineSymbol(math, main, rel, "\u22A2", "\\vdash", true); +defineSymbol(math, main, rel, "\u22A3", "\\dashv", true); +defineSymbol(math, main, rel, "\u220B", "\\owns"); // Punctuation + +defineSymbol(math, main, punct, ".", "\\ldotp"); +defineSymbol(math, main, punct, "\u22C5", "\\cdotp"); // Misc Symbols + +defineSymbol(math, main, textord, "#", "\\#"); +defineSymbol(symbols_text, main, textord, "#", "\\#"); +defineSymbol(math, main, textord, "&", "\\&"); +defineSymbol(symbols_text, main, textord, "&", "\\&"); +defineSymbol(math, main, textord, "\u2135", "\\aleph", true); +defineSymbol(math, main, textord, "\u2200", "\\forall", true); +defineSymbol(math, main, textord, "\u210F", "\\hbar", true); +defineSymbol(math, main, textord, "\u2203", "\\exists", true); +defineSymbol(math, main, textord, "\u2207", "\\nabla", true); +defineSymbol(math, main, textord, "\u266D", "\\flat", true); +defineSymbol(math, main, textord, "\u2113", "\\ell", true); +defineSymbol(math, main, textord, "\u266E", "\\natural", true); +defineSymbol(math, main, textord, "\u2663", "\\clubsuit", true); +defineSymbol(math, main, textord, "\u2118", "\\wp", true); +defineSymbol(math, main, textord, "\u266F", "\\sharp", true); +defineSymbol(math, main, textord, "\u2662", "\\diamondsuit", true); +defineSymbol(math, main, textord, "\u211C", "\\Re", true); +defineSymbol(math, main, textord, "\u2661", "\\heartsuit", true); +defineSymbol(math, main, textord, "\u2111", "\\Im", true); +defineSymbol(math, main, textord, "\u2660", "\\spadesuit", true); +defineSymbol(math, main, textord, "\xA7", "\\S", true); +defineSymbol(symbols_text, main, textord, "\xA7", "\\S"); +defineSymbol(math, main, textord, "\xB6", "\\P", true); +defineSymbol(symbols_text, main, textord, "\xB6", "\\P"); // Math and Text + +defineSymbol(math, main, textord, "\u2020", "\\dag"); +defineSymbol(symbols_text, main, textord, "\u2020", "\\dag"); +defineSymbol(symbols_text, main, textord, "\u2020", "\\textdagger"); +defineSymbol(math, main, textord, "\u2021", "\\ddag"); +defineSymbol(symbols_text, main, textord, "\u2021", "\\ddag"); +defineSymbol(symbols_text, main, textord, "\u2021", "\\textdaggerdbl"); // Large Delimiters + +defineSymbol(math, main, symbols_close, "\u23B1", "\\rmoustache", true); +defineSymbol(math, main, symbols_open, "\u23B0", "\\lmoustache", true); +defineSymbol(math, main, symbols_close, "\u27EF", "\\rgroup", true); +defineSymbol(math, main, symbols_open, "\u27EE", "\\lgroup", true); // Binary Operators + +defineSymbol(math, main, bin, "\u2213", "\\mp", true); +defineSymbol(math, main, bin, "\u2296", "\\ominus", true); +defineSymbol(math, main, bin, "\u228E", "\\uplus", true); +defineSymbol(math, main, bin, "\u2293", "\\sqcap", true); +defineSymbol(math, main, bin, "\u2217", "\\ast"); +defineSymbol(math, main, bin, "\u2294", "\\sqcup", true); +defineSymbol(math, main, bin, "\u25EF", "\\bigcirc", true); +defineSymbol(math, main, bin, "\u2219", "\\bullet", true); +defineSymbol(math, main, bin, "\u2021", "\\ddagger"); +defineSymbol(math, main, bin, "\u2240", "\\wr", true); +defineSymbol(math, main, bin, "\u2A3F", "\\amalg"); +defineSymbol(math, main, bin, "&", "\\And"); // from amsmath +// Arrow Symbols + +defineSymbol(math, main, rel, "\u27F5", "\\longleftarrow", true); +defineSymbol(math, main, rel, "\u21D0", "\\Leftarrow", true); +defineSymbol(math, main, rel, "\u27F8", "\\Longleftarrow", true); +defineSymbol(math, main, rel, "\u27F6", "\\longrightarrow", true); +defineSymbol(math, main, rel, "\u21D2", "\\Rightarrow", true); +defineSymbol(math, main, rel, "\u27F9", "\\Longrightarrow", true); +defineSymbol(math, main, rel, "\u2194", "\\leftrightarrow", true); +defineSymbol(math, main, rel, "\u27F7", "\\longleftrightarrow", true); +defineSymbol(math, main, rel, "\u21D4", "\\Leftrightarrow", true); +defineSymbol(math, main, rel, "\u27FA", "\\Longleftrightarrow", true); +defineSymbol(math, main, rel, "\u21A6", "\\mapsto", true); +defineSymbol(math, main, rel, "\u27FC", "\\longmapsto", true); +defineSymbol(math, main, rel, "\u2197", "\\nearrow", true); +defineSymbol(math, main, rel, "\u21A9", "\\hookleftarrow", true); +defineSymbol(math, main, rel, "\u21AA", "\\hookrightarrow", true); +defineSymbol(math, main, rel, "\u2198", "\\searrow", true); +defineSymbol(math, main, rel, "\u21BC", "\\leftharpoonup", true); +defineSymbol(math, main, rel, "\u21C0", "\\rightharpoonup", true); +defineSymbol(math, main, rel, "\u2199", "\\swarrow", true); +defineSymbol(math, main, rel, "\u21BD", "\\leftharpoondown", true); +defineSymbol(math, main, rel, "\u21C1", "\\rightharpoondown", true); +defineSymbol(math, main, rel, "\u2196", "\\nwarrow", true); +defineSymbol(math, main, rel, "\u21CC", "\\rightleftharpoons", true); // AMS Negated Binary Relations + +defineSymbol(math, ams, rel, "\u226E", "\\nless", true); // Symbol names preceeded by "@" each have a corresponding macro. + +defineSymbol(math, ams, rel, "\uE010", "\\@nleqslant"); +defineSymbol(math, ams, rel, "\uE011", "\\@nleqq"); +defineSymbol(math, ams, rel, "\u2A87", "\\lneq", true); +defineSymbol(math, ams, rel, "\u2268", "\\lneqq", true); +defineSymbol(math, ams, rel, "\uE00C", "\\@lvertneqq"); +defineSymbol(math, ams, rel, "\u22E6", "\\lnsim", true); +defineSymbol(math, ams, rel, "\u2A89", "\\lnapprox", true); +defineSymbol(math, ams, rel, "\u2280", "\\nprec", true); // unicode-math maps \u22e0 to \npreccurlyeq. We'll use the AMS synonym. + +defineSymbol(math, ams, rel, "\u22E0", "\\npreceq", true); +defineSymbol(math, ams, rel, "\u22E8", "\\precnsim", true); +defineSymbol(math, ams, rel, "\u2AB9", "\\precnapprox", true); +defineSymbol(math, ams, rel, "\u2241", "\\nsim", true); +defineSymbol(math, ams, rel, "\uE006", "\\@nshortmid"); +defineSymbol(math, ams, rel, "\u2224", "\\nmid", true); +defineSymbol(math, ams, rel, "\u22AC", "\\nvdash", true); +defineSymbol(math, ams, rel, "\u22AD", "\\nvDash", true); +defineSymbol(math, ams, rel, "\u22EA", "\\ntriangleleft"); +defineSymbol(math, ams, rel, "\u22EC", "\\ntrianglelefteq", true); +defineSymbol(math, ams, rel, "\u228A", "\\subsetneq", true); +defineSymbol(math, ams, rel, "\uE01A", "\\@varsubsetneq"); +defineSymbol(math, ams, rel, "\u2ACB", "\\subsetneqq", true); +defineSymbol(math, ams, rel, "\uE017", "\\@varsubsetneqq"); +defineSymbol(math, ams, rel, "\u226F", "\\ngtr", true); +defineSymbol(math, ams, rel, "\uE00F", "\\@ngeqslant"); +defineSymbol(math, ams, rel, "\uE00E", "\\@ngeqq"); +defineSymbol(math, ams, rel, "\u2A88", "\\gneq", true); +defineSymbol(math, ams, rel, "\u2269", "\\gneqq", true); +defineSymbol(math, ams, rel, "\uE00D", "\\@gvertneqq"); +defineSymbol(math, ams, rel, "\u22E7", "\\gnsim", true); +defineSymbol(math, ams, rel, "\u2A8A", "\\gnapprox", true); +defineSymbol(math, ams, rel, "\u2281", "\\nsucc", true); // unicode-math maps \u22e1 to \nsucccurlyeq. We'll use the AMS synonym. + +defineSymbol(math, ams, rel, "\u22E1", "\\nsucceq", true); +defineSymbol(math, ams, rel, "\u22E9", "\\succnsim", true); +defineSymbol(math, ams, rel, "\u2ABA", "\\succnapprox", true); // unicode-math maps \u2246 to \simneqq. We'll use the AMS synonym. + +defineSymbol(math, ams, rel, "\u2246", "\\ncong", true); +defineSymbol(math, ams, rel, "\uE007", "\\@nshortparallel"); +defineSymbol(math, ams, rel, "\u2226", "\\nparallel", true); +defineSymbol(math, ams, rel, "\u22AF", "\\nVDash", true); +defineSymbol(math, ams, rel, "\u22EB", "\\ntriangleright"); +defineSymbol(math, ams, rel, "\u22ED", "\\ntrianglerighteq", true); +defineSymbol(math, ams, rel, "\uE018", "\\@nsupseteqq"); +defineSymbol(math, ams, rel, "\u228B", "\\supsetneq", true); +defineSymbol(math, ams, rel, "\uE01B", "\\@varsupsetneq"); +defineSymbol(math, ams, rel, "\u2ACC", "\\supsetneqq", true); +defineSymbol(math, ams, rel, "\uE019", "\\@varsupsetneqq"); +defineSymbol(math, ams, rel, "\u22AE", "\\nVdash", true); +defineSymbol(math, ams, rel, "\u2AB5", "\\precneqq", true); +defineSymbol(math, ams, rel, "\u2AB6", "\\succneqq", true); +defineSymbol(math, ams, rel, "\uE016", "\\@nsubseteqq"); +defineSymbol(math, ams, bin, "\u22B4", "\\unlhd"); +defineSymbol(math, ams, bin, "\u22B5", "\\unrhd"); // AMS Negated Arrows + +defineSymbol(math, ams, rel, "\u219A", "\\nleftarrow", true); +defineSymbol(math, ams, rel, "\u219B", "\\nrightarrow", true); +defineSymbol(math, ams, rel, "\u21CD", "\\nLeftarrow", true); +defineSymbol(math, ams, rel, "\u21CF", "\\nRightarrow", true); +defineSymbol(math, ams, rel, "\u21AE", "\\nleftrightarrow", true); +defineSymbol(math, ams, rel, "\u21CE", "\\nLeftrightarrow", true); // AMS Misc + +defineSymbol(math, ams, rel, "\u25B3", "\\vartriangle"); +defineSymbol(math, ams, textord, "\u210F", "\\hslash"); +defineSymbol(math, ams, textord, "\u25BD", "\\triangledown"); +defineSymbol(math, ams, textord, "\u25CA", "\\lozenge"); +defineSymbol(math, ams, textord, "\u24C8", "\\circledS"); +defineSymbol(math, ams, textord, "\xAE", "\\circledR"); +defineSymbol(symbols_text, ams, textord, "\xAE", "\\circledR"); +defineSymbol(math, ams, textord, "\u2221", "\\measuredangle", true); +defineSymbol(math, ams, textord, "\u2204", "\\nexists"); +defineSymbol(math, ams, textord, "\u2127", "\\mho"); +defineSymbol(math, ams, textord, "\u2132", "\\Finv", true); +defineSymbol(math, ams, textord, "\u2141", "\\Game", true); +defineSymbol(math, ams, textord, "\u2035", "\\backprime"); +defineSymbol(math, ams, textord, "\u25B2", "\\blacktriangle"); +defineSymbol(math, ams, textord, "\u25BC", "\\blacktriangledown"); +defineSymbol(math, ams, textord, "\u25A0", "\\blacksquare"); +defineSymbol(math, ams, textord, "\u29EB", "\\blacklozenge"); +defineSymbol(math, ams, textord, "\u2605", "\\bigstar"); +defineSymbol(math, ams, textord, "\u2222", "\\sphericalangle", true); +defineSymbol(math, ams, textord, "\u2201", "\\complement", true); // unicode-math maps U+F0 to \matheth. We map to AMS function \eth + +defineSymbol(math, ams, textord, "\xF0", "\\eth", true); +defineSymbol(symbols_text, main, textord, "\xF0", "\xF0"); +defineSymbol(math, ams, textord, "\u2571", "\\diagup"); +defineSymbol(math, ams, textord, "\u2572", "\\diagdown"); +defineSymbol(math, ams, textord, "\u25A1", "\\square"); +defineSymbol(math, ams, textord, "\u25A1", "\\Box"); +defineSymbol(math, ams, textord, "\u25CA", "\\Diamond"); // unicode-math maps U+A5 to \mathyen. We map to AMS function \yen + +defineSymbol(math, ams, textord, "\xA5", "\\yen", true); +defineSymbol(symbols_text, ams, textord, "\xA5", "\\yen", true); +defineSymbol(math, ams, textord, "\u2713", "\\checkmark", true); +defineSymbol(symbols_text, ams, textord, "\u2713", "\\checkmark"); // AMS Hebrew + +defineSymbol(math, ams, textord, "\u2136", "\\beth", true); +defineSymbol(math, ams, textord, "\u2138", "\\daleth", true); +defineSymbol(math, ams, textord, "\u2137", "\\gimel", true); // AMS Greek + +defineSymbol(math, ams, textord, "\u03DD", "\\digamma", true); +defineSymbol(math, ams, textord, "\u03F0", "\\varkappa"); // AMS Delimiters + +defineSymbol(math, ams, symbols_open, "\u250C", "\\@ulcorner", true); +defineSymbol(math, ams, symbols_close, "\u2510", "\\@urcorner", true); +defineSymbol(math, ams, symbols_open, "\u2514", "\\@llcorner", true); +defineSymbol(math, ams, symbols_close, "\u2518", "\\@lrcorner", true); // AMS Binary Relations + +defineSymbol(math, ams, rel, "\u2266", "\\leqq", true); +defineSymbol(math, ams, rel, "\u2A7D", "\\leqslant", true); +defineSymbol(math, ams, rel, "\u2A95", "\\eqslantless", true); +defineSymbol(math, ams, rel, "\u2272", "\\lesssim", true); +defineSymbol(math, ams, rel, "\u2A85", "\\lessapprox", true); +defineSymbol(math, ams, rel, "\u224A", "\\approxeq", true); +defineSymbol(math, ams, bin, "\u22D6", "\\lessdot"); +defineSymbol(math, ams, rel, "\u22D8", "\\lll", true); +defineSymbol(math, ams, rel, "\u2276", "\\lessgtr", true); +defineSymbol(math, ams, rel, "\u22DA", "\\lesseqgtr", true); +defineSymbol(math, ams, rel, "\u2A8B", "\\lesseqqgtr", true); +defineSymbol(math, ams, rel, "\u2251", "\\doteqdot"); +defineSymbol(math, ams, rel, "\u2253", "\\risingdotseq", true); +defineSymbol(math, ams, rel, "\u2252", "\\fallingdotseq", true); +defineSymbol(math, ams, rel, "\u223D", "\\backsim", true); +defineSymbol(math, ams, rel, "\u22CD", "\\backsimeq", true); +defineSymbol(math, ams, rel, "\u2AC5", "\\subseteqq", true); +defineSymbol(math, ams, rel, "\u22D0", "\\Subset", true); +defineSymbol(math, ams, rel, "\u228F", "\\sqsubset", true); +defineSymbol(math, ams, rel, "\u227C", "\\preccurlyeq", true); +defineSymbol(math, ams, rel, "\u22DE", "\\curlyeqprec", true); +defineSymbol(math, ams, rel, "\u227E", "\\precsim", true); +defineSymbol(math, ams, rel, "\u2AB7", "\\precapprox", true); +defineSymbol(math, ams, rel, "\u22B2", "\\vartriangleleft"); +defineSymbol(math, ams, rel, "\u22B4", "\\trianglelefteq"); +defineSymbol(math, ams, rel, "\u22A8", "\\vDash", true); +defineSymbol(math, ams, rel, "\u22AA", "\\Vvdash", true); +defineSymbol(math, ams, rel, "\u2323", "\\smallsmile"); +defineSymbol(math, ams, rel, "\u2322", "\\smallfrown"); +defineSymbol(math, ams, rel, "\u224F", "\\bumpeq", true); +defineSymbol(math, ams, rel, "\u224E", "\\Bumpeq", true); +defineSymbol(math, ams, rel, "\u2267", "\\geqq", true); +defineSymbol(math, ams, rel, "\u2A7E", "\\geqslant", true); +defineSymbol(math, ams, rel, "\u2A96", "\\eqslantgtr", true); +defineSymbol(math, ams, rel, "\u2273", "\\gtrsim", true); +defineSymbol(math, ams, rel, "\u2A86", "\\gtrapprox", true); +defineSymbol(math, ams, bin, "\u22D7", "\\gtrdot"); +defineSymbol(math, ams, rel, "\u22D9", "\\ggg", true); +defineSymbol(math, ams, rel, "\u2277", "\\gtrless", true); +defineSymbol(math, ams, rel, "\u22DB", "\\gtreqless", true); +defineSymbol(math, ams, rel, "\u2A8C", "\\gtreqqless", true); +defineSymbol(math, ams, rel, "\u2256", "\\eqcirc", true); +defineSymbol(math, ams, rel, "\u2257", "\\circeq", true); +defineSymbol(math, ams, rel, "\u225C", "\\triangleq", true); +defineSymbol(math, ams, rel, "\u223C", "\\thicksim"); +defineSymbol(math, ams, rel, "\u2248", "\\thickapprox"); +defineSymbol(math, ams, rel, "\u2AC6", "\\supseteqq", true); +defineSymbol(math, ams, rel, "\u22D1", "\\Supset", true); +defineSymbol(math, ams, rel, "\u2290", "\\sqsupset", true); +defineSymbol(math, ams, rel, "\u227D", "\\succcurlyeq", true); +defineSymbol(math, ams, rel, "\u22DF", "\\curlyeqsucc", true); +defineSymbol(math, ams, rel, "\u227F", "\\succsim", true); +defineSymbol(math, ams, rel, "\u2AB8", "\\succapprox", true); +defineSymbol(math, ams, rel, "\u22B3", "\\vartriangleright"); +defineSymbol(math, ams, rel, "\u22B5", "\\trianglerighteq"); +defineSymbol(math, ams, rel, "\u22A9", "\\Vdash", true); +defineSymbol(math, ams, rel, "\u2223", "\\shortmid"); +defineSymbol(math, ams, rel, "\u2225", "\\shortparallel"); +defineSymbol(math, ams, rel, "\u226C", "\\between", true); +defineSymbol(math, ams, rel, "\u22D4", "\\pitchfork", true); +defineSymbol(math, ams, rel, "\u221D", "\\varpropto"); +defineSymbol(math, ams, rel, "\u25C0", "\\blacktriangleleft"); // unicode-math says that \therefore is a mathord atom. +// We kept the amssymb atom type, which is rel. + +defineSymbol(math, ams, rel, "\u2234", "\\therefore", true); +defineSymbol(math, ams, rel, "\u220D", "\\backepsilon"); +defineSymbol(math, ams, rel, "\u25B6", "\\blacktriangleright"); // unicode-math says that \because is a mathord atom. +// We kept the amssymb atom type, which is rel. + +defineSymbol(math, ams, rel, "\u2235", "\\because", true); +defineSymbol(math, ams, rel, "\u22D8", "\\llless"); +defineSymbol(math, ams, rel, "\u22D9", "\\gggtr"); +defineSymbol(math, ams, bin, "\u22B2", "\\lhd"); +defineSymbol(math, ams, bin, "\u22B3", "\\rhd"); +defineSymbol(math, ams, rel, "\u2242", "\\eqsim", true); +defineSymbol(math, main, rel, "\u22C8", "\\Join"); +defineSymbol(math, ams, rel, "\u2251", "\\Doteq", true); // AMS Binary Operators + +defineSymbol(math, ams, bin, "\u2214", "\\dotplus", true); +defineSymbol(math, ams, bin, "\u2216", "\\smallsetminus"); +defineSymbol(math, ams, bin, "\u22D2", "\\Cap", true); +defineSymbol(math, ams, bin, "\u22D3", "\\Cup", true); +defineSymbol(math, ams, bin, "\u2A5E", "\\doublebarwedge", true); +defineSymbol(math, ams, bin, "\u229F", "\\boxminus", true); +defineSymbol(math, ams, bin, "\u229E", "\\boxplus", true); +defineSymbol(math, ams, bin, "\u22C7", "\\divideontimes", true); +defineSymbol(math, ams, bin, "\u22C9", "\\ltimes", true); +defineSymbol(math, ams, bin, "\u22CA", "\\rtimes", true); +defineSymbol(math, ams, bin, "\u22CB", "\\leftthreetimes", true); +defineSymbol(math, ams, bin, "\u22CC", "\\rightthreetimes", true); +defineSymbol(math, ams, bin, "\u22CF", "\\curlywedge", true); +defineSymbol(math, ams, bin, "\u22CE", "\\curlyvee", true); +defineSymbol(math, ams, bin, "\u229D", "\\circleddash", true); +defineSymbol(math, ams, bin, "\u229B", "\\circledast", true); +defineSymbol(math, ams, bin, "\u22C5", "\\centerdot"); +defineSymbol(math, ams, bin, "\u22BA", "\\intercal", true); +defineSymbol(math, ams, bin, "\u22D2", "\\doublecap"); +defineSymbol(math, ams, bin, "\u22D3", "\\doublecup"); +defineSymbol(math, ams, bin, "\u22A0", "\\boxtimes", true); // AMS Arrows +// Note: unicode-math maps \u21e2 to their own function \rightdasharrow. +// We'll map it to AMS function \dashrightarrow. It produces the same atom. + +defineSymbol(math, ams, rel, "\u21E2", "\\dashrightarrow", true); // unicode-math maps \u21e0 to \leftdasharrow. We'll use the AMS synonym. + +defineSymbol(math, ams, rel, "\u21E0", "\\dashleftarrow", true); +defineSymbol(math, ams, rel, "\u21C7", "\\leftleftarrows", true); +defineSymbol(math, ams, rel, "\u21C6", "\\leftrightarrows", true); +defineSymbol(math, ams, rel, "\u21DA", "\\Lleftarrow", true); +defineSymbol(math, ams, rel, "\u219E", "\\twoheadleftarrow", true); +defineSymbol(math, ams, rel, "\u21A2", "\\leftarrowtail", true); +defineSymbol(math, ams, rel, "\u21AB", "\\looparrowleft", true); +defineSymbol(math, ams, rel, "\u21CB", "\\leftrightharpoons", true); +defineSymbol(math, ams, rel, "\u21B6", "\\curvearrowleft", true); // unicode-math maps \u21ba to \acwopencirclearrow. We'll use the AMS synonym. + +defineSymbol(math, ams, rel, "\u21BA", "\\circlearrowleft", true); +defineSymbol(math, ams, rel, "\u21B0", "\\Lsh", true); +defineSymbol(math, ams, rel, "\u21C8", "\\upuparrows", true); +defineSymbol(math, ams, rel, "\u21BF", "\\upharpoonleft", true); +defineSymbol(math, ams, rel, "\u21C3", "\\downharpoonleft", true); +defineSymbol(math, main, rel, "\u22B6", "\\origof", true); // not in font + +defineSymbol(math, main, rel, "\u22B7", "\\imageof", true); // not in font + +defineSymbol(math, ams, rel, "\u22B8", "\\multimap", true); +defineSymbol(math, ams, rel, "\u21AD", "\\leftrightsquigarrow", true); +defineSymbol(math, ams, rel, "\u21C9", "\\rightrightarrows", true); +defineSymbol(math, ams, rel, "\u21C4", "\\rightleftarrows", true); +defineSymbol(math, ams, rel, "\u21A0", "\\twoheadrightarrow", true); +defineSymbol(math, ams, rel, "\u21A3", "\\rightarrowtail", true); +defineSymbol(math, ams, rel, "\u21AC", "\\looparrowright", true); +defineSymbol(math, ams, rel, "\u21B7", "\\curvearrowright", true); // unicode-math maps \u21bb to \cwopencirclearrow. We'll use the AMS synonym. + +defineSymbol(math, ams, rel, "\u21BB", "\\circlearrowright", true); +defineSymbol(math, ams, rel, "\u21B1", "\\Rsh", true); +defineSymbol(math, ams, rel, "\u21CA", "\\downdownarrows", true); +defineSymbol(math, ams, rel, "\u21BE", "\\upharpoonright", true); +defineSymbol(math, ams, rel, "\u21C2", "\\downharpoonright", true); +defineSymbol(math, ams, rel, "\u21DD", "\\rightsquigarrow", true); +defineSymbol(math, ams, rel, "\u21DD", "\\leadsto"); +defineSymbol(math, ams, rel, "\u21DB", "\\Rrightarrow", true); +defineSymbol(math, ams, rel, "\u21BE", "\\restriction"); +defineSymbol(math, main, textord, "\u2018", "`"); +defineSymbol(math, main, textord, "$", "\\$"); +defineSymbol(symbols_text, main, textord, "$", "\\$"); +defineSymbol(symbols_text, main, textord, "$", "\\textdollar"); +defineSymbol(math, main, textord, "%", "\\%"); +defineSymbol(symbols_text, main, textord, "%", "\\%"); +defineSymbol(math, main, textord, "_", "\\_"); +defineSymbol(symbols_text, main, textord, "_", "\\_"); +defineSymbol(symbols_text, main, textord, "_", "\\textunderscore"); +defineSymbol(math, main, textord, "\u2220", "\\angle", true); +defineSymbol(math, main, textord, "\u221E", "\\infty", true); +defineSymbol(math, main, textord, "\u2032", "\\prime"); +defineSymbol(math, main, textord, "\u25B3", "\\triangle"); +defineSymbol(math, main, textord, "\u0393", "\\Gamma", true); +defineSymbol(math, main, textord, "\u0394", "\\Delta", true); +defineSymbol(math, main, textord, "\u0398", "\\Theta", true); +defineSymbol(math, main, textord, "\u039B", "\\Lambda", true); +defineSymbol(math, main, textord, "\u039E", "\\Xi", true); +defineSymbol(math, main, textord, "\u03A0", "\\Pi", true); +defineSymbol(math, main, textord, "\u03A3", "\\Sigma", true); +defineSymbol(math, main, textord, "\u03A5", "\\Upsilon", true); +defineSymbol(math, main, textord, "\u03A6", "\\Phi", true); +defineSymbol(math, main, textord, "\u03A8", "\\Psi", true); +defineSymbol(math, main, textord, "\u03A9", "\\Omega", true); +defineSymbol(math, main, textord, "A", "\u0391"); +defineSymbol(math, main, textord, "B", "\u0392"); +defineSymbol(math, main, textord, "E", "\u0395"); +defineSymbol(math, main, textord, "Z", "\u0396"); +defineSymbol(math, main, textord, "H", "\u0397"); +defineSymbol(math, main, textord, "I", "\u0399"); +defineSymbol(math, main, textord, "K", "\u039A"); +defineSymbol(math, main, textord, "M", "\u039C"); +defineSymbol(math, main, textord, "N", "\u039D"); +defineSymbol(math, main, textord, "O", "\u039F"); +defineSymbol(math, main, textord, "P", "\u03A1"); +defineSymbol(math, main, textord, "T", "\u03A4"); +defineSymbol(math, main, textord, "X", "\u03A7"); +defineSymbol(math, main, textord, "\xAC", "\\neg", true); +defineSymbol(math, main, textord, "\xAC", "\\lnot"); +defineSymbol(math, main, textord, "\u22A4", "\\top"); +defineSymbol(math, main, textord, "\u22A5", "\\bot"); +defineSymbol(math, main, textord, "\u2205", "\\emptyset"); +defineSymbol(math, ams, textord, "\u2205", "\\varnothing"); +defineSymbol(math, main, mathord, "\u03B1", "\\alpha", true); +defineSymbol(math, main, mathord, "\u03B2", "\\beta", true); +defineSymbol(math, main, mathord, "\u03B3", "\\gamma", true); +defineSymbol(math, main, mathord, "\u03B4", "\\delta", true); +defineSymbol(math, main, mathord, "\u03F5", "\\epsilon", true); +defineSymbol(math, main, mathord, "\u03B6", "\\zeta", true); +defineSymbol(math, main, mathord, "\u03B7", "\\eta", true); +defineSymbol(math, main, mathord, "\u03B8", "\\theta", true); +defineSymbol(math, main, mathord, "\u03B9", "\\iota", true); +defineSymbol(math, main, mathord, "\u03BA", "\\kappa", true); +defineSymbol(math, main, mathord, "\u03BB", "\\lambda", true); +defineSymbol(math, main, mathord, "\u03BC", "\\mu", true); +defineSymbol(math, main, mathord, "\u03BD", "\\nu", true); +defineSymbol(math, main, mathord, "\u03BE", "\\xi", true); +defineSymbol(math, main, mathord, "\u03BF", "\\omicron", true); +defineSymbol(math, main, mathord, "\u03C0", "\\pi", true); +defineSymbol(math, main, mathord, "\u03C1", "\\rho", true); +defineSymbol(math, main, mathord, "\u03C3", "\\sigma", true); +defineSymbol(math, main, mathord, "\u03C4", "\\tau", true); +defineSymbol(math, main, mathord, "\u03C5", "\\upsilon", true); +defineSymbol(math, main, mathord, "\u03D5", "\\phi", true); +defineSymbol(math, main, mathord, "\u03C7", "\\chi", true); +defineSymbol(math, main, mathord, "\u03C8", "\\psi", true); +defineSymbol(math, main, mathord, "\u03C9", "\\omega", true); +defineSymbol(math, main, mathord, "\u03B5", "\\varepsilon", true); +defineSymbol(math, main, mathord, "\u03D1", "\\vartheta", true); +defineSymbol(math, main, mathord, "\u03D6", "\\varpi", true); +defineSymbol(math, main, mathord, "\u03F1", "\\varrho", true); +defineSymbol(math, main, mathord, "\u03C2", "\\varsigma", true); +defineSymbol(math, main, mathord, "\u03C6", "\\varphi", true); +defineSymbol(math, main, bin, "\u2217", "*", true); +defineSymbol(math, main, bin, "+", "+"); +defineSymbol(math, main, bin, "\u2212", "-", true); +defineSymbol(math, main, bin, "\u22C5", "\\cdot", true); +defineSymbol(math, main, bin, "\u2218", "\\circ", true); +defineSymbol(math, main, bin, "\xF7", "\\div", true); +defineSymbol(math, main, bin, "\xB1", "\\pm", true); +defineSymbol(math, main, bin, "\xD7", "\\times", true); +defineSymbol(math, main, bin, "\u2229", "\\cap", true); +defineSymbol(math, main, bin, "\u222A", "\\cup", true); +defineSymbol(math, main, bin, "\u2216", "\\setminus", true); +defineSymbol(math, main, bin, "\u2227", "\\land"); +defineSymbol(math, main, bin, "\u2228", "\\lor"); +defineSymbol(math, main, bin, "\u2227", "\\wedge", true); +defineSymbol(math, main, bin, "\u2228", "\\vee", true); +defineSymbol(math, main, textord, "\u221A", "\\surd"); +defineSymbol(math, main, symbols_open, "\u27E8", "\\langle", true); +defineSymbol(math, main, symbols_open, "\u2223", "\\lvert"); +defineSymbol(math, main, symbols_open, "\u2225", "\\lVert"); +defineSymbol(math, main, symbols_close, "?", "?"); +defineSymbol(math, main, symbols_close, "!", "!"); +defineSymbol(math, main, symbols_close, "\u27E9", "\\rangle", true); +defineSymbol(math, main, symbols_close, "\u2223", "\\rvert"); +defineSymbol(math, main, symbols_close, "\u2225", "\\rVert"); +defineSymbol(math, main, rel, "=", "="); +defineSymbol(math, main, rel, ":", ":"); +defineSymbol(math, main, rel, "\u2248", "\\approx", true); +defineSymbol(math, main, rel, "\u2245", "\\cong", true); +defineSymbol(math, main, rel, "\u2265", "\\ge"); +defineSymbol(math, main, rel, "\u2265", "\\geq", true); +defineSymbol(math, main, rel, "\u2190", "\\gets"); +defineSymbol(math, main, rel, ">", "\\gt", true); +defineSymbol(math, main, rel, "\u2208", "\\in", true); +defineSymbol(math, main, rel, "\uE020", "\\@not"); +defineSymbol(math, main, rel, "\u2282", "\\subset", true); +defineSymbol(math, main, rel, "\u2283", "\\supset", true); +defineSymbol(math, main, rel, "\u2286", "\\subseteq", true); +defineSymbol(math, main, rel, "\u2287", "\\supseteq", true); +defineSymbol(math, ams, rel, "\u2288", "\\nsubseteq", true); +defineSymbol(math, ams, rel, "\u2289", "\\nsupseteq", true); +defineSymbol(math, main, rel, "\u22A8", "\\models"); +defineSymbol(math, main, rel, "\u2190", "\\leftarrow", true); +defineSymbol(math, main, rel, "\u2264", "\\le"); +defineSymbol(math, main, rel, "\u2264", "\\leq", true); +defineSymbol(math, main, rel, "<", "\\lt", true); +defineSymbol(math, main, rel, "\u2192", "\\rightarrow", true); +defineSymbol(math, main, rel, "\u2192", "\\to"); +defineSymbol(math, ams, rel, "\u2271", "\\ngeq", true); +defineSymbol(math, ams, rel, "\u2270", "\\nleq", true); +defineSymbol(math, main, spacing, "\xA0", "\\ "); +defineSymbol(math, main, spacing, "\xA0", "\\space"); // Ref: LaTeX Source 2e: \DeclareRobustCommand{\nobreakspace}{% + +defineSymbol(math, main, spacing, "\xA0", "\\nobreakspace"); +defineSymbol(symbols_text, main, spacing, "\xA0", "\\ "); +defineSymbol(symbols_text, main, spacing, "\xA0", " "); +defineSymbol(symbols_text, main, spacing, "\xA0", "\\space"); +defineSymbol(symbols_text, main, spacing, "\xA0", "\\nobreakspace"); +defineSymbol(math, main, spacing, null, "\\nobreak"); +defineSymbol(math, main, spacing, null, "\\allowbreak"); +defineSymbol(math, main, punct, ",", ","); +defineSymbol(math, main, punct, ";", ";"); +defineSymbol(math, ams, bin, "\u22BC", "\\barwedge", true); +defineSymbol(math, ams, bin, "\u22BB", "\\veebar", true); +defineSymbol(math, main, bin, "\u2299", "\\odot", true); +defineSymbol(math, main, bin, "\u2295", "\\oplus", true); +defineSymbol(math, main, bin, "\u2297", "\\otimes", true); +defineSymbol(math, main, textord, "\u2202", "\\partial", true); +defineSymbol(math, main, bin, "\u2298", "\\oslash", true); +defineSymbol(math, ams, bin, "\u229A", "\\circledcirc", true); +defineSymbol(math, ams, bin, "\u22A1", "\\boxdot", true); +defineSymbol(math, main, bin, "\u25B3", "\\bigtriangleup"); +defineSymbol(math, main, bin, "\u25BD", "\\bigtriangledown"); +defineSymbol(math, main, bin, "\u2020", "\\dagger"); +defineSymbol(math, main, bin, "\u22C4", "\\diamond"); +defineSymbol(math, main, bin, "\u22C6", "\\star"); +defineSymbol(math, main, bin, "\u25C3", "\\triangleleft"); +defineSymbol(math, main, bin, "\u25B9", "\\triangleright"); +defineSymbol(math, main, symbols_open, "{", "\\{"); +defineSymbol(symbols_text, main, textord, "{", "\\{"); +defineSymbol(symbols_text, main, textord, "{", "\\textbraceleft"); +defineSymbol(math, main, symbols_close, "}", "\\}"); +defineSymbol(symbols_text, main, textord, "}", "\\}"); +defineSymbol(symbols_text, main, textord, "}", "\\textbraceright"); +defineSymbol(math, main, symbols_open, "{", "\\lbrace"); +defineSymbol(math, main, symbols_close, "}", "\\rbrace"); +defineSymbol(math, main, symbols_open, "[", "\\lbrack", true); +defineSymbol(symbols_text, main, textord, "[", "\\lbrack", true); +defineSymbol(math, main, symbols_close, "]", "\\rbrack", true); +defineSymbol(symbols_text, main, textord, "]", "\\rbrack", true); +defineSymbol(math, main, symbols_open, "(", "\\lparen", true); +defineSymbol(math, main, symbols_close, ")", "\\rparen", true); +defineSymbol(symbols_text, main, textord, "<", "\\textless", true); // in T1 fontenc + +defineSymbol(symbols_text, main, textord, ">", "\\textgreater", true); // in T1 fontenc + +defineSymbol(math, main, symbols_open, "\u230A", "\\lfloor", true); +defineSymbol(math, main, symbols_close, "\u230B", "\\rfloor", true); +defineSymbol(math, main, symbols_open, "\u2308", "\\lceil", true); +defineSymbol(math, main, symbols_close, "\u2309", "\\rceil", true); +defineSymbol(math, main, textord, "\\", "\\backslash"); +defineSymbol(math, main, textord, "\u2223", "|"); +defineSymbol(math, main, textord, "\u2223", "\\vert"); +defineSymbol(symbols_text, main, textord, "|", "\\textbar", true); // in T1 fontenc + +defineSymbol(math, main, textord, "\u2225", "\\|"); +defineSymbol(math, main, textord, "\u2225", "\\Vert"); +defineSymbol(symbols_text, main, textord, "\u2225", "\\textbardbl"); +defineSymbol(symbols_text, main, textord, "~", "\\textasciitilde"); +defineSymbol(symbols_text, main, textord, "\\", "\\textbackslash"); +defineSymbol(symbols_text, main, textord, "^", "\\textasciicircum"); +defineSymbol(math, main, rel, "\u2191", "\\uparrow", true); +defineSymbol(math, main, rel, "\u21D1", "\\Uparrow", true); +defineSymbol(math, main, rel, "\u2193", "\\downarrow", true); +defineSymbol(math, main, rel, "\u21D3", "\\Downarrow", true); +defineSymbol(math, main, rel, "\u2195", "\\updownarrow", true); +defineSymbol(math, main, rel, "\u21D5", "\\Updownarrow", true); +defineSymbol(math, main, op, "\u2210", "\\coprod"); +defineSymbol(math, main, op, "\u22C1", "\\bigvee"); +defineSymbol(math, main, op, "\u22C0", "\\bigwedge"); +defineSymbol(math, main, op, "\u2A04", "\\biguplus"); +defineSymbol(math, main, op, "\u22C2", "\\bigcap"); +defineSymbol(math, main, op, "\u22C3", "\\bigcup"); +defineSymbol(math, main, op, "\u222B", "\\int"); +defineSymbol(math, main, op, "\u222B", "\\intop"); +defineSymbol(math, main, op, "\u222C", "\\iint"); +defineSymbol(math, main, op, "\u222D", "\\iiint"); +defineSymbol(math, main, op, "\u220F", "\\prod"); +defineSymbol(math, main, op, "\u2211", "\\sum"); +defineSymbol(math, main, op, "\u2A02", "\\bigotimes"); +defineSymbol(math, main, op, "\u2A01", "\\bigoplus"); +defineSymbol(math, main, op, "\u2A00", "\\bigodot"); +defineSymbol(math, main, op, "\u222E", "\\oint"); +defineSymbol(math, main, op, "\u222F", "\\oiint"); +defineSymbol(math, main, op, "\u2230", "\\oiiint"); +defineSymbol(math, main, op, "\u2A06", "\\bigsqcup"); +defineSymbol(math, main, op, "\u222B", "\\smallint"); +defineSymbol(symbols_text, main, inner, "\u2026", "\\textellipsis"); +defineSymbol(math, main, inner, "\u2026", "\\mathellipsis"); +defineSymbol(symbols_text, main, inner, "\u2026", "\\ldots", true); +defineSymbol(math, main, inner, "\u2026", "\\ldots", true); +defineSymbol(math, main, inner, "\u22EF", "\\@cdots", true); +defineSymbol(math, main, inner, "\u22F1", "\\ddots", true); +defineSymbol(math, main, textord, "\u22EE", "\\varvdots"); // \vdots is a macro + +defineSymbol(math, main, accent, "\u02CA", "\\acute"); +defineSymbol(math, main, accent, "\u02CB", "\\grave"); +defineSymbol(math, main, accent, "\xA8", "\\ddot"); +defineSymbol(math, main, accent, "~", "\\tilde"); +defineSymbol(math, main, accent, "\u02C9", "\\bar"); +defineSymbol(math, main, accent, "\u02D8", "\\breve"); +defineSymbol(math, main, accent, "\u02C7", "\\check"); +defineSymbol(math, main, accent, "^", "\\hat"); +defineSymbol(math, main, accent, "\u20D7", "\\vec"); +defineSymbol(math, main, accent, "\u02D9", "\\dot"); +defineSymbol(math, main, accent, "\u02DA", "\\mathring"); // \imath and \jmath should be invariant to \mathrm, \mathbf, etc., so use PUA + +defineSymbol(math, main, mathord, "\uE131", "\\@imath"); +defineSymbol(math, main, mathord, "\uE237", "\\@jmath"); +defineSymbol(math, main, textord, "\u0131", "\u0131"); +defineSymbol(math, main, textord, "\u0237", "\u0237"); +defineSymbol(symbols_text, main, textord, "\u0131", "\\i", true); +defineSymbol(symbols_text, main, textord, "\u0237", "\\j", true); +defineSymbol(symbols_text, main, textord, "\xDF", "\\ss", true); +defineSymbol(symbols_text, main, textord, "\xE6", "\\ae", true); +defineSymbol(symbols_text, main, textord, "\u0153", "\\oe", true); +defineSymbol(symbols_text, main, textord, "\xF8", "\\o", true); +defineSymbol(symbols_text, main, textord, "\xC6", "\\AE", true); +defineSymbol(symbols_text, main, textord, "\u0152", "\\OE", true); +defineSymbol(symbols_text, main, textord, "\xD8", "\\O", true); +defineSymbol(symbols_text, main, accent, "\u02CA", "\\'"); // acute + +defineSymbol(symbols_text, main, accent, "\u02CB", "\\`"); // grave + +defineSymbol(symbols_text, main, accent, "\u02C6", "\\^"); // circumflex + +defineSymbol(symbols_text, main, accent, "\u02DC", "\\~"); // tilde + +defineSymbol(symbols_text, main, accent, "\u02C9", "\\="); // macron + +defineSymbol(symbols_text, main, accent, "\u02D8", "\\u"); // breve + +defineSymbol(symbols_text, main, accent, "\u02D9", "\\."); // dot above + +defineSymbol(symbols_text, main, accent, "\xB8", "\\c"); // cedilla + +defineSymbol(symbols_text, main, accent, "\u02DA", "\\r"); // ring above + +defineSymbol(symbols_text, main, accent, "\u02C7", "\\v"); // caron + +defineSymbol(symbols_text, main, accent, "\xA8", '\\"'); // diaresis + +defineSymbol(symbols_text, main, accent, "\u02DD", "\\H"); // double acute + +defineSymbol(symbols_text, main, accent, "\u25EF", "\\textcircled"); // \bigcirc glyph +// These ligatures are detected and created in Parser.js's `formLigatures`. + +var ligatures = { + "--": true, + "---": true, + "``": true, + "''": true +}; +defineSymbol(symbols_text, main, textord, "\u2013", "--", true); +defineSymbol(symbols_text, main, textord, "\u2013", "\\textendash"); +defineSymbol(symbols_text, main, textord, "\u2014", "---", true); +defineSymbol(symbols_text, main, textord, "\u2014", "\\textemdash"); +defineSymbol(symbols_text, main, textord, "\u2018", "`", true); +defineSymbol(symbols_text, main, textord, "\u2018", "\\textquoteleft"); +defineSymbol(symbols_text, main, textord, "\u2019", "'", true); +defineSymbol(symbols_text, main, textord, "\u2019", "\\textquoteright"); +defineSymbol(symbols_text, main, textord, "\u201C", "``", true); +defineSymbol(symbols_text, main, textord, "\u201C", "\\textquotedblleft"); +defineSymbol(symbols_text, main, textord, "\u201D", "''", true); +defineSymbol(symbols_text, main, textord, "\u201D", "\\textquotedblright"); // \degree from gensymb package + +defineSymbol(math, main, textord, "\xB0", "\\degree", true); +defineSymbol(symbols_text, main, textord, "\xB0", "\\degree"); // \textdegree from inputenc package + +defineSymbol(symbols_text, main, textord, "\xB0", "\\textdegree", true); // TODO: In LaTeX, \pounds can generate a different character in text and math +// mode, but among our fonts, only Main-Regular defines this character "163". + +defineSymbol(math, main, textord, "\xA3", "\\pounds"); +defineSymbol(math, main, textord, "\xA3", "\\mathsterling", true); +defineSymbol(symbols_text, main, textord, "\xA3", "\\pounds"); +defineSymbol(symbols_text, main, textord, "\xA3", "\\textsterling", true); +defineSymbol(math, ams, textord, "\u2720", "\\maltese"); +defineSymbol(symbols_text, ams, textord, "\u2720", "\\maltese"); // There are lots of symbols which are the same, so we add them in afterwards. +// All of these are textords in math mode + +var mathTextSymbols = "0123456789/@.\""; + +for (var i = 0; i < mathTextSymbols.length; i++) { + var ch = mathTextSymbols.charAt(i); + defineSymbol(math, main, textord, ch, ch); +} // All of these are textords in text mode + + +var textSymbols = "0123456789!@*()-=+\";:?/.,"; + +for (var _i = 0; _i < textSymbols.length; _i++) { + var _ch = textSymbols.charAt(_i); + + defineSymbol(symbols_text, main, textord, _ch, _ch); +} // All of these are textords in text mode, and mathords in math mode + + +var letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"; + +for (var _i2 = 0; _i2 < letters.length; _i2++) { + var _ch2 = letters.charAt(_i2); + + defineSymbol(math, main, mathord, _ch2, _ch2); + defineSymbol(symbols_text, main, textord, _ch2, _ch2); +} // Blackboard bold and script letters in Unicode range + + +defineSymbol(math, ams, textord, "C", "\u2102"); // blackboard bold + +defineSymbol(symbols_text, ams, textord, "C", "\u2102"); +defineSymbol(math, ams, textord, "H", "\u210D"); +defineSymbol(symbols_text, ams, textord, "H", "\u210D"); +defineSymbol(math, ams, textord, "N", "\u2115"); +defineSymbol(symbols_text, ams, textord, "N", "\u2115"); +defineSymbol(math, ams, textord, "P", "\u2119"); +defineSymbol(symbols_text, ams, textord, "P", "\u2119"); +defineSymbol(math, ams, textord, "Q", "\u211A"); +defineSymbol(symbols_text, ams, textord, "Q", "\u211A"); +defineSymbol(math, ams, textord, "R", "\u211D"); +defineSymbol(symbols_text, ams, textord, "R", "\u211D"); +defineSymbol(math, ams, textord, "Z", "\u2124"); +defineSymbol(symbols_text, ams, textord, "Z", "\u2124"); +defineSymbol(math, main, mathord, "h", "\u210E"); // italic h, Planck constant + +defineSymbol(symbols_text, main, mathord, "h", "\u210E"); // The next loop loads wide (surrogate pair) characters. +// We support some letters in the Unicode range U+1D400 to U+1D7FF, +// Mathematical Alphanumeric Symbols. +// Some editors do not deal well with wide characters. So don't write the +// string into this file. Instead, create the string from the surrogate pair. + +var wideChar = ""; + +for (var _i3 = 0; _i3 < letters.length; _i3++) { + var _ch3 = letters.charAt(_i3); // The hex numbers in the next line are a surrogate pair. + // 0xD835 is the high surrogate for all letters in the range we support. + // 0xDC00 is the low surrogate for bold A. + + + wideChar = String.fromCharCode(0xD835, 0xDC00 + _i3); // A-Z a-z bold + + defineSymbol(math, main, mathord, _ch3, wideChar); + defineSymbol(symbols_text, main, textord, _ch3, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDC34 + _i3); // A-Z a-z italic + + defineSymbol(math, main, mathord, _ch3, wideChar); + defineSymbol(symbols_text, main, textord, _ch3, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDC68 + _i3); // A-Z a-z bold italic + + defineSymbol(math, main, mathord, _ch3, wideChar); + defineSymbol(symbols_text, main, textord, _ch3, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDD04 + _i3); // A-Z a-z Fractur + + defineSymbol(math, main, mathord, _ch3, wideChar); + defineSymbol(symbols_text, main, textord, _ch3, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDDA0 + _i3); // A-Z a-z sans-serif + + defineSymbol(math, main, mathord, _ch3, wideChar); + defineSymbol(symbols_text, main, textord, _ch3, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDDD4 + _i3); // A-Z a-z sans bold + + defineSymbol(math, main, mathord, _ch3, wideChar); + defineSymbol(symbols_text, main, textord, _ch3, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDE08 + _i3); // A-Z a-z sans italic + + defineSymbol(math, main, mathord, _ch3, wideChar); + defineSymbol(symbols_text, main, textord, _ch3, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDE70 + _i3); // A-Z a-z monospace + + defineSymbol(math, main, mathord, _ch3, wideChar); + defineSymbol(symbols_text, main, textord, _ch3, wideChar); + + if (_i3 < 26) { + // KaTeX fonts have only capital letters for blackboard bold and script. + // See exception for k below. + wideChar = String.fromCharCode(0xD835, 0xDD38 + _i3); // A-Z double struck + + defineSymbol(math, main, mathord, _ch3, wideChar); + defineSymbol(symbols_text, main, textord, _ch3, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDC9C + _i3); // A-Z script + + defineSymbol(math, main, mathord, _ch3, wideChar); + defineSymbol(symbols_text, main, textord, _ch3, wideChar); + } // TODO: Add bold script when it is supported by a KaTeX font. + +} // "k" is the only double struck lower case letter in the KaTeX fonts. + + +wideChar = String.fromCharCode(0xD835, 0xDD5C); // k double struck + +defineSymbol(math, main, mathord, "k", wideChar); +defineSymbol(symbols_text, main, textord, "k", wideChar); // Next, some wide character numerals + +for (var _i4 = 0; _i4 < 10; _i4++) { + var _ch4 = _i4.toString(); + + wideChar = String.fromCharCode(0xD835, 0xDFCE + _i4); // 0-9 bold + + defineSymbol(math, main, mathord, _ch4, wideChar); + defineSymbol(symbols_text, main, textord, _ch4, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDFE2 + _i4); // 0-9 sans serif + + defineSymbol(math, main, mathord, _ch4, wideChar); + defineSymbol(symbols_text, main, textord, _ch4, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDFEC + _i4); // 0-9 bold sans + + defineSymbol(math, main, mathord, _ch4, wideChar); + defineSymbol(symbols_text, main, textord, _ch4, wideChar); + wideChar = String.fromCharCode(0xD835, 0xDFF6 + _i4); // 0-9 monospace + + defineSymbol(math, main, mathord, _ch4, wideChar); + defineSymbol(symbols_text, main, textord, _ch4, wideChar); +} // We add these Latin-1 letters as symbols for backwards-compatibility, +// but they are not actually in the font, nor are they supported by the +// Unicode accent mechanism, so they fall back to Times font and look ugly. +// TODO(edemaine): Fix this. + + +var extraLatin = "\xD0\xDE\xFE"; + +for (var _i5 = 0; _i5 < extraLatin.length; _i5++) { + var _ch5 = extraLatin.charAt(_i5); + + defineSymbol(math, main, mathord, _ch5, _ch5); + defineSymbol(symbols_text, main, textord, _ch5, _ch5); +} +;// CONCATENATED MODULE: ./src/wide-character.js +/** + * This file provides support for Unicode range U+1D400 to U+1D7FF, + * Mathematical Alphanumeric Symbols. + * + * Function wideCharacterFont takes a wide character as input and returns + * the font information necessary to render it properly. + */ + +/** + * Data below is from https://www.unicode.org/charts/PDF/U1D400.pdf + * That document sorts characters into groups by font type, say bold or italic. + * + * In the arrays below, each subarray consists three elements: + * * The CSS class of that group when in math mode. + * * The CSS class of that group when in text mode. + * * The font name, so that KaTeX can get font metrics. + */ + +var wideLatinLetterData = [["mathbf", "textbf", "Main-Bold"], // A-Z bold upright +["mathbf", "textbf", "Main-Bold"], // a-z bold upright +["mathnormal", "textit", "Math-Italic"], // A-Z italic +["mathnormal", "textit", "Math-Italic"], // a-z italic +["boldsymbol", "boldsymbol", "Main-BoldItalic"], // A-Z bold italic +["boldsymbol", "boldsymbol", "Main-BoldItalic"], // a-z bold italic +// Map fancy A-Z letters to script, not calligraphic. +// This aligns with unicode-math and math fonts (except Cambria Math). +["mathscr", "textscr", "Script-Regular"], // A-Z script +["", "", ""], // a-z script. No font +["", "", ""], // A-Z bold script. No font +["", "", ""], // a-z bold script. No font +["mathfrak", "textfrak", "Fraktur-Regular"], // A-Z Fraktur +["mathfrak", "textfrak", "Fraktur-Regular"], // a-z Fraktur +["mathbb", "textbb", "AMS-Regular"], // A-Z double-struck +["mathbb", "textbb", "AMS-Regular"], // k double-struck +["", "", ""], // A-Z bold Fraktur No font metrics +["", "", ""], // a-z bold Fraktur. No font. +["mathsf", "textsf", "SansSerif-Regular"], // A-Z sans-serif +["mathsf", "textsf", "SansSerif-Regular"], // a-z sans-serif +["mathboldsf", "textboldsf", "SansSerif-Bold"], // A-Z bold sans-serif +["mathboldsf", "textboldsf", "SansSerif-Bold"], // a-z bold sans-serif +["mathitsf", "textitsf", "SansSerif-Italic"], // A-Z italic sans-serif +["mathitsf", "textitsf", "SansSerif-Italic"], // a-z italic sans-serif +["", "", ""], // A-Z bold italic sans. No font +["", "", ""], // a-z bold italic sans. No font +["mathtt", "texttt", "Typewriter-Regular"], // A-Z monospace +["mathtt", "texttt", "Typewriter-Regular"] // a-z monospace +]; +var wideNumeralData = [["mathbf", "textbf", "Main-Bold"], // 0-9 bold +["", "", ""], // 0-9 double-struck. No KaTeX font. +["mathsf", "textsf", "SansSerif-Regular"], // 0-9 sans-serif +["mathboldsf", "textboldsf", "SansSerif-Bold"], // 0-9 bold sans-serif +["mathtt", "texttt", "Typewriter-Regular"] // 0-9 monospace +]; +var wideCharacterFont = function wideCharacterFont(wideChar, mode) { + // IE doesn't support codePointAt(). So work with the surrogate pair. + var H = wideChar.charCodeAt(0); // high surrogate + + var L = wideChar.charCodeAt(1); // low surrogate + + var codePoint = (H - 0xD800) * 0x400 + (L - 0xDC00) + 0x10000; + var j = mode === "math" ? 0 : 1; // column index for CSS class. + + if (0x1D400 <= codePoint && codePoint < 0x1D6A4) { + // wideLatinLetterData contains exactly 26 chars on each row. + // So we can calculate the relevant row. No traverse necessary. + var i = Math.floor((codePoint - 0x1D400) / 26); + return [wideLatinLetterData[i][2], wideLatinLetterData[i][j]]; + } else if (0x1D7CE <= codePoint && codePoint <= 0x1D7FF) { + // Numerals, ten per row. + var _i = Math.floor((codePoint - 0x1D7CE) / 10); + + return [wideNumeralData[_i][2], wideNumeralData[_i][j]]; + } else if (codePoint === 0x1D6A5 || codePoint === 0x1D6A6) { + // dotless i or j + return [wideLatinLetterData[0][2], wideLatinLetterData[0][j]]; + } else if (0x1D6A6 < codePoint && codePoint < 0x1D7CE) { + // Greek letters. Not supported, yet. + return ["", ""]; + } else { + // We don't support any wide characters outside 1D400–1D7FF. + throw new src_ParseError("Unsupported character: " + wideChar); + } +}; +;// CONCATENATED MODULE: ./src/buildCommon.js +/* eslint no-console:0 */ + +/** + * This module contains general functions that can be used for building + * different kinds of domTree nodes in a consistent manner. + */ + + + + + + + +/** + * Looks up the given symbol in fontMetrics, after applying any symbol + * replacements defined in symbol.js + */ +var lookupSymbol = function lookupSymbol(value, // TODO(#963): Use a union type for this. +fontName, mode) { + // Replace the value with its replaced value from symbol.js + if (src_symbols[mode][value] && src_symbols[mode][value].replace) { + value = src_symbols[mode][value].replace; + } + + return { + value: value, + metrics: getCharacterMetrics(value, fontName, mode) + }; +}; +/** + * Makes a symbolNode after translation via the list of symbols in symbols.js. + * Correctly pulls out metrics for the character, and optionally takes a list of + * classes to be attached to the node. + * + * TODO: make argument order closer to makeSpan + * TODO: add a separate argument for math class (e.g. `mop`, `mbin`), which + * should if present come first in `classes`. + * TODO(#953): Make `options` mandatory and always pass it in. + */ + + +var makeSymbol = function makeSymbol(value, fontName, mode, options, classes) { + var lookup = lookupSymbol(value, fontName, mode); + var metrics = lookup.metrics; + value = lookup.value; + var symbolNode; + + if (metrics) { + var italic = metrics.italic; + + if (mode === "text" || options && options.font === "mathit") { + italic = 0; + } + + symbolNode = new SymbolNode(value, metrics.height, metrics.depth, italic, metrics.skew, metrics.width, classes); + } else { + // TODO(emily): Figure out a good way to only print this in development + typeof console !== "undefined" && console.warn("No character metrics " + ("for '" + value + "' in style '" + fontName + "' and mode '" + mode + "'")); + symbolNode = new SymbolNode(value, 0, 0, 0, 0, 0, classes); + } + + if (options) { + symbolNode.maxFontSize = options.sizeMultiplier; + + if (options.style.isTight()) { + symbolNode.classes.push("mtight"); + } + + var color = options.getColor(); + + if (color) { + symbolNode.style.color = color; + } + } + + return symbolNode; +}; +/** + * Makes a symbol in Main-Regular or AMS-Regular. + * Used for rel, bin, open, close, inner, and punct. + */ + + +var mathsym = function mathsym(value, mode, options, classes) { + if (classes === void 0) { + classes = []; + } + + // Decide what font to render the symbol in by its entry in the symbols + // table. + // Have a special case for when the value = \ because the \ is used as a + // textord in unsupported command errors but cannot be parsed as a regular + // text ordinal and is therefore not present as a symbol in the symbols + // table for text, as well as a special case for boldsymbol because it + // can be used for bold + and - + if (options.font === "boldsymbol" && lookupSymbol(value, "Main-Bold", mode).metrics) { + return makeSymbol(value, "Main-Bold", mode, options, classes.concat(["mathbf"])); + } else if (value === "\\" || src_symbols[mode][value].font === "main") { + return makeSymbol(value, "Main-Regular", mode, options, classes); + } else { + return makeSymbol(value, "AMS-Regular", mode, options, classes.concat(["amsrm"])); + } +}; +/** + * Determines which of the two font names (Main-Bold and Math-BoldItalic) and + * corresponding style tags (mathbf or boldsymbol) to use for font "boldsymbol", + * depending on the symbol. Use this function instead of fontMap for font + * "boldsymbol". + */ + + +var boldsymbol = function boldsymbol(value, mode, options, classes, type) { + if (type !== "textord" && lookupSymbol(value, "Math-BoldItalic", mode).metrics) { + return { + fontName: "Math-BoldItalic", + fontClass: "boldsymbol" + }; + } else { + // Some glyphs do not exist in Math-BoldItalic so we need to use + // Main-Bold instead. + return { + fontName: "Main-Bold", + fontClass: "mathbf" + }; + } +}; +/** + * Makes either a mathord or textord in the correct font and color. + */ + + +var makeOrd = function makeOrd(group, options, type) { + var mode = group.mode; + var text = group.text; + var classes = ["mord"]; // Math mode or Old font (i.e. \rm) + + var isFont = mode === "math" || mode === "text" && options.font; + var fontOrFamily = isFont ? options.font : options.fontFamily; + + if (text.charCodeAt(0) === 0xD835) { + // surrogate pairs get special treatment + var _wideCharacterFont = wideCharacterFont(text, mode), + wideFontName = _wideCharacterFont[0], + wideFontClass = _wideCharacterFont[1]; + + return makeSymbol(text, wideFontName, mode, options, classes.concat(wideFontClass)); + } else if (fontOrFamily) { + var fontName; + var fontClasses; + + if (fontOrFamily === "boldsymbol") { + var fontData = boldsymbol(text, mode, options, classes, type); + fontName = fontData.fontName; + fontClasses = [fontData.fontClass]; + } else if (isFont) { + fontName = fontMap[fontOrFamily].fontName; + fontClasses = [fontOrFamily]; + } else { + fontName = retrieveTextFontName(fontOrFamily, options.fontWeight, options.fontShape); + fontClasses = [fontOrFamily, options.fontWeight, options.fontShape]; + } + + if (lookupSymbol(text, fontName, mode).metrics) { + return makeSymbol(text, fontName, mode, options, classes.concat(fontClasses)); + } else if (ligatures.hasOwnProperty(text) && fontName.slice(0, 10) === "Typewriter") { + // Deconstruct ligatures in monospace fonts (\texttt, \tt). + var parts = []; + + for (var i = 0; i < text.length; i++) { + parts.push(makeSymbol(text[i], fontName, mode, options, classes.concat(fontClasses))); + } + + return makeFragment(parts); + } + } // Makes a symbol in the default font for mathords and textords. + + + if (type === "mathord") { + return makeSymbol(text, "Math-Italic", mode, options, classes.concat(["mathnormal"])); + } else if (type === "textord") { + var font = src_symbols[mode][text] && src_symbols[mode][text].font; + + if (font === "ams") { + var _fontName = retrieveTextFontName("amsrm", options.fontWeight, options.fontShape); + + return makeSymbol(text, _fontName, mode, options, classes.concat("amsrm", options.fontWeight, options.fontShape)); + } else if (font === "main" || !font) { + var _fontName2 = retrieveTextFontName("textrm", options.fontWeight, options.fontShape); + + return makeSymbol(text, _fontName2, mode, options, classes.concat(options.fontWeight, options.fontShape)); + } else { + // fonts added by plugins + var _fontName3 = retrieveTextFontName(font, options.fontWeight, options.fontShape); // We add font name as a css class + + + return makeSymbol(text, _fontName3, mode, options, classes.concat(_fontName3, options.fontWeight, options.fontShape)); + } + } else { + throw new Error("unexpected type: " + type + " in makeOrd"); + } +}; +/** + * Returns true if subsequent symbolNodes have the same classes, skew, maxFont, + * and styles. + */ + + +var canCombine = function canCombine(prev, next) { + if (createClass(prev.classes) !== createClass(next.classes) || prev.skew !== next.skew || prev.maxFontSize !== next.maxFontSize) { + return false; + } // If prev and next both are just "mbin"s or "mord"s we don't combine them + // so that the proper spacing can be preserved. + + + if (prev.classes.length === 1) { + var cls = prev.classes[0]; + + if (cls === "mbin" || cls === "mord") { + return false; + } + } + + for (var style in prev.style) { + if (prev.style.hasOwnProperty(style) && prev.style[style] !== next.style[style]) { + return false; + } + } + + for (var _style in next.style) { + if (next.style.hasOwnProperty(_style) && prev.style[_style] !== next.style[_style]) { + return false; + } + } + + return true; +}; +/** + * Combine consecutive domTree.symbolNodes into a single symbolNode. + * Note: this function mutates the argument. + */ + + +var tryCombineChars = function tryCombineChars(chars) { + for (var i = 0; i < chars.length - 1; i++) { + var prev = chars[i]; + var next = chars[i + 1]; + + if (prev instanceof SymbolNode && next instanceof SymbolNode && canCombine(prev, next)) { + prev.text += next.text; + prev.height = Math.max(prev.height, next.height); + prev.depth = Math.max(prev.depth, next.depth); // Use the last character's italic correction since we use + // it to add padding to the right of the span created from + // the combined characters. + + prev.italic = next.italic; + chars.splice(i + 1, 1); + i--; + } + } + + return chars; +}; +/** + * Calculate the height, depth, and maxFontSize of an element based on its + * children. + */ + + +var sizeElementFromChildren = function sizeElementFromChildren(elem) { + var height = 0; + var depth = 0; + var maxFontSize = 0; + + for (var i = 0; i < elem.children.length; i++) { + var child = elem.children[i]; + + if (child.height > height) { + height = child.height; + } + + if (child.depth > depth) { + depth = child.depth; + } + + if (child.maxFontSize > maxFontSize) { + maxFontSize = child.maxFontSize; + } + } + + elem.height = height; + elem.depth = depth; + elem.maxFontSize = maxFontSize; +}; +/** + * Makes a span with the given list of classes, list of children, and options. + * + * TODO(#953): Ensure that `options` is always provided (currently some call + * sites don't pass it) and make the type below mandatory. + * TODO: add a separate argument for math class (e.g. `mop`, `mbin`), which + * should if present come first in `classes`. + */ + + +var makeSpan = function makeSpan(classes, children, options, style) { + var span = new Span(classes, children, options, style); + sizeElementFromChildren(span); + return span; +}; // SVG one is simpler -- doesn't require height, depth, max-font setting. +// This is also a separate method for typesafety. + + +var makeSvgSpan = function makeSvgSpan(classes, children, options, style) { + return new Span(classes, children, options, style); +}; + +var makeLineSpan = function makeLineSpan(className, options, thickness) { + var line = makeSpan([className], [], options); + line.height = Math.max(thickness || options.fontMetrics().defaultRuleThickness, options.minRuleThickness); + line.style.borderBottomWidth = makeEm(line.height); + line.maxFontSize = 1.0; + return line; +}; +/** + * Makes an anchor with the given href, list of classes, list of children, + * and options. + */ + + +var makeAnchor = function makeAnchor(href, classes, children, options) { + var anchor = new Anchor(href, classes, children, options); + sizeElementFromChildren(anchor); + return anchor; +}; +/** + * Makes a document fragment with the given list of children. + */ + + +var makeFragment = function makeFragment(children) { + var fragment = new DocumentFragment(children); + sizeElementFromChildren(fragment); + return fragment; +}; +/** + * Wraps group in a span if it's a document fragment, allowing to apply classes + * and styles + */ + + +var wrapFragment = function wrapFragment(group, options) { + if (group instanceof DocumentFragment) { + return makeSpan([], [group], options); + } + + return group; +}; // These are exact object types to catch typos in the names of the optional fields. + + +// Computes the updated `children` list and the overall depth. +// +// This helper function for makeVList makes it easier to enforce type safety by +// allowing early exits (returns) in the logic. +var getVListChildrenAndDepth = function getVListChildrenAndDepth(params) { + if (params.positionType === "individualShift") { + var oldChildren = params.children; + var children = [oldChildren[0]]; // Add in kerns to the list of params.children to get each element to be + // shifted to the correct specified shift + + var _depth = -oldChildren[0].shift - oldChildren[0].elem.depth; + + var currPos = _depth; + + for (var i = 1; i < oldChildren.length; i++) { + var diff = -oldChildren[i].shift - currPos - oldChildren[i].elem.depth; + var size = diff - (oldChildren[i - 1].elem.height + oldChildren[i - 1].elem.depth); + currPos = currPos + diff; + children.push({ + type: "kern", + size: size + }); + children.push(oldChildren[i]); + } + + return { + children: children, + depth: _depth + }; + } + + var depth; + + if (params.positionType === "top") { + // We always start at the bottom, so calculate the bottom by adding up + // all the sizes + var bottom = params.positionData; + + for (var _i = 0; _i < params.children.length; _i++) { + var child = params.children[_i]; + bottom -= child.type === "kern" ? child.size : child.elem.height + child.elem.depth; + } + + depth = bottom; + } else if (params.positionType === "bottom") { + depth = -params.positionData; + } else { + var firstChild = params.children[0]; + + if (firstChild.type !== "elem") { + throw new Error('First child must have type "elem".'); + } + + if (params.positionType === "shift") { + depth = -firstChild.elem.depth - params.positionData; + } else if (params.positionType === "firstBaseline") { + depth = -firstChild.elem.depth; + } else { + throw new Error("Invalid positionType " + params.positionType + "."); + } + } + + return { + children: params.children, + depth: depth + }; +}; +/** + * Makes a vertical list by stacking elements and kerns on top of each other. + * Allows for many different ways of specifying the positioning method. + * + * See VListParam documentation above. + */ + + +var makeVList = function makeVList(params, options) { + var _getVListChildrenAndD = getVListChildrenAndDepth(params), + children = _getVListChildrenAndD.children, + depth = _getVListChildrenAndD.depth; // Create a strut that is taller than any list item. The strut is added to + // each item, where it will determine the item's baseline. Since it has + // `overflow:hidden`, the strut's top edge will sit on the item's line box's + // top edge and the strut's bottom edge will sit on the item's baseline, + // with no additional line-height spacing. This allows the item baseline to + // be positioned precisely without worrying about font ascent and + // line-height. + + + var pstrutSize = 0; + + for (var i = 0; i < children.length; i++) { + var child = children[i]; + + if (child.type === "elem") { + var elem = child.elem; + pstrutSize = Math.max(pstrutSize, elem.maxFontSize, elem.height); + } + } + + pstrutSize += 2; + var pstrut = makeSpan(["pstrut"], []); + pstrut.style.height = makeEm(pstrutSize); // Create a new list of actual children at the correct offsets + + var realChildren = []; + var minPos = depth; + var maxPos = depth; + var currPos = depth; + + for (var _i2 = 0; _i2 < children.length; _i2++) { + var _child = children[_i2]; + + if (_child.type === "kern") { + currPos += _child.size; + } else { + var _elem = _child.elem; + var classes = _child.wrapperClasses || []; + var style = _child.wrapperStyle || {}; + var childWrap = makeSpan(classes, [pstrut, _elem], undefined, style); + childWrap.style.top = makeEm(-pstrutSize - currPos - _elem.depth); + + if (_child.marginLeft) { + childWrap.style.marginLeft = _child.marginLeft; + } + + if (_child.marginRight) { + childWrap.style.marginRight = _child.marginRight; + } + + realChildren.push(childWrap); + currPos += _elem.height + _elem.depth; + } + + minPos = Math.min(minPos, currPos); + maxPos = Math.max(maxPos, currPos); + } // The vlist contents go in a table-cell with `vertical-align:bottom`. + // This cell's bottom edge will determine the containing table's baseline + // without overly expanding the containing line-box. + + + var vlist = makeSpan(["vlist"], realChildren); + vlist.style.height = makeEm(maxPos); // A second row is used if necessary to represent the vlist's depth. + + var rows; + + if (minPos < 0) { + // We will define depth in an empty span with display: table-cell. + // It should render with the height that we define. But Chrome, in + // contenteditable mode only, treats that span as if it contains some + // text content. And that min-height over-rides our desired height. + // So we put another empty span inside the depth strut span. + var emptySpan = makeSpan([], []); + var depthStrut = makeSpan(["vlist"], [emptySpan]); + depthStrut.style.height = makeEm(-minPos); // Safari wants the first row to have inline content; otherwise it + // puts the bottom of the *second* row on the baseline. + + var topStrut = makeSpan(["vlist-s"], [new SymbolNode("\u200B")]); + rows = [makeSpan(["vlist-r"], [vlist, topStrut]), makeSpan(["vlist-r"], [depthStrut])]; + } else { + rows = [makeSpan(["vlist-r"], [vlist])]; + } + + var vtable = makeSpan(["vlist-t"], rows); + + if (rows.length === 2) { + vtable.classes.push("vlist-t2"); + } + + vtable.height = maxPos; + vtable.depth = -minPos; + return vtable; +}; // Glue is a concept from TeX which is a flexible space between elements in +// either a vertical or horizontal list. In KaTeX, at least for now, it's +// static space between elements in a horizontal layout. + + +var makeGlue = function makeGlue(measurement, options) { + // Make an empty span for the space + var rule = makeSpan(["mspace"], [], options); + var size = calculateSize(measurement, options); + rule.style.marginRight = makeEm(size); + return rule; +}; // Takes font options, and returns the appropriate fontLookup name + + +var retrieveTextFontName = function retrieveTextFontName(fontFamily, fontWeight, fontShape) { + var baseFontName = ""; + + switch (fontFamily) { + case "amsrm": + baseFontName = "AMS"; + break; + + case "textrm": + baseFontName = "Main"; + break; + + case "textsf": + baseFontName = "SansSerif"; + break; + + case "texttt": + baseFontName = "Typewriter"; + break; + + default: + baseFontName = fontFamily; + // use fonts added by a plugin + } + + var fontStylesName; + + if (fontWeight === "textbf" && fontShape === "textit") { + fontStylesName = "BoldItalic"; + } else if (fontWeight === "textbf") { + fontStylesName = "Bold"; + } else if (fontWeight === "textit") { + fontStylesName = "Italic"; + } else { + fontStylesName = "Regular"; + } + + return baseFontName + "-" + fontStylesName; +}; +/** + * Maps TeX font commands to objects containing: + * - variant: string used for "mathvariant" attribute in buildMathML.js + * - fontName: the "style" parameter to fontMetrics.getCharacterMetrics + */ +// A map between tex font commands an MathML mathvariant attribute values + + +var fontMap = { + // styles + "mathbf": { + variant: "bold", + fontName: "Main-Bold" + }, + "mathrm": { + variant: "normal", + fontName: "Main-Regular" + }, + "textit": { + variant: "italic", + fontName: "Main-Italic" + }, + "mathit": { + variant: "italic", + fontName: "Main-Italic" + }, + "mathnormal": { + variant: "italic", + fontName: "Math-Italic" + }, + // "boldsymbol" is missing because they require the use of multiple fonts: + // Math-BoldItalic and Main-Bold. This is handled by a special case in + // makeOrd which ends up calling boldsymbol. + // families + "mathbb": { + variant: "double-struck", + fontName: "AMS-Regular" + }, + "mathcal": { + variant: "script", + fontName: "Caligraphic-Regular" + }, + "mathfrak": { + variant: "fraktur", + fontName: "Fraktur-Regular" + }, + "mathscr": { + variant: "script", + fontName: "Script-Regular" + }, + "mathsf": { + variant: "sans-serif", + fontName: "SansSerif-Regular" + }, + "mathtt": { + variant: "monospace", + fontName: "Typewriter-Regular" + } +}; +var svgData = { + // path, width, height + vec: ["vec", 0.471, 0.714], + // values from the font glyph + oiintSize1: ["oiintSize1", 0.957, 0.499], + // oval to overlay the integrand + oiintSize2: ["oiintSize2", 1.472, 0.659], + oiiintSize1: ["oiiintSize1", 1.304, 0.499], + oiiintSize2: ["oiiintSize2", 1.98, 0.659] +}; + +var staticSvg = function staticSvg(value, options) { + // Create a span with inline SVG for the element. + var _svgData$value = svgData[value], + pathName = _svgData$value[0], + width = _svgData$value[1], + height = _svgData$value[2]; + var path = new PathNode(pathName); + var svgNode = new SvgNode([path], { + "width": makeEm(width), + "height": makeEm(height), + // Override CSS rule `.katex svg { width: 100% }` + "style": "width:" + makeEm(width), + "viewBox": "0 0 " + 1000 * width + " " + 1000 * height, + "preserveAspectRatio": "xMinYMin" + }); + var span = makeSvgSpan(["overlay"], [svgNode], options); + span.height = height; + span.style.height = makeEm(height); + span.style.width = makeEm(width); + return span; +}; + +/* harmony default export */ var buildCommon = ({ + fontMap: fontMap, + makeSymbol: makeSymbol, + mathsym: mathsym, + makeSpan: makeSpan, + makeSvgSpan: makeSvgSpan, + makeLineSpan: makeLineSpan, + makeAnchor: makeAnchor, + makeFragment: makeFragment, + wrapFragment: wrapFragment, + makeVList: makeVList, + makeOrd: makeOrd, + makeGlue: makeGlue, + staticSvg: staticSvg, + svgData: svgData, + tryCombineChars: tryCombineChars +}); +;// CONCATENATED MODULE: ./src/spacingData.js +/** + * Describes spaces between different classes of atoms. + */ +var thinspace = { + number: 3, + unit: "mu" +}; +var mediumspace = { + number: 4, + unit: "mu" +}; +var thickspace = { + number: 5, + unit: "mu" +}; // Making the type below exact with all optional fields doesn't work due to +// - https://github.com/facebook/flow/issues/4582 +// - https://github.com/facebook/flow/issues/5688 +// However, since *all* fields are optional, $Shape<> works as suggested in 5688 +// above. + +// Spacing relationships for display and text styles +var spacings = { + mord: { + mop: thinspace, + mbin: mediumspace, + mrel: thickspace, + minner: thinspace + }, + mop: { + mord: thinspace, + mop: thinspace, + mrel: thickspace, + minner: thinspace + }, + mbin: { + mord: mediumspace, + mop: mediumspace, + mopen: mediumspace, + minner: mediumspace + }, + mrel: { + mord: thickspace, + mop: thickspace, + mopen: thickspace, + minner: thickspace + }, + mopen: {}, + mclose: { + mop: thinspace, + mbin: mediumspace, + mrel: thickspace, + minner: thinspace + }, + mpunct: { + mord: thinspace, + mop: thinspace, + mrel: thickspace, + mopen: thinspace, + mclose: thinspace, + mpunct: thinspace, + minner: thinspace + }, + minner: { + mord: thinspace, + mop: thinspace, + mbin: mediumspace, + mrel: thickspace, + mopen: thinspace, + mpunct: thinspace, + minner: thinspace + } +}; // Spacing relationships for script and scriptscript styles + +var tightSpacings = { + mord: { + mop: thinspace + }, + mop: { + mord: thinspace, + mop: thinspace + }, + mbin: {}, + mrel: {}, + mopen: {}, + mclose: { + mop: thinspace + }, + mpunct: {}, + minner: { + mop: thinspace + } +}; +;// CONCATENATED MODULE: ./src/defineFunction.js +/** Context provided to function handlers for error messages. */ +// Note: reverse the order of the return type union will cause a flow error. +// See https://github.com/facebook/flow/issues/3663. +// More general version of `HtmlBuilder` for nodes (e.g. \sum, accent types) +// whose presence impacts super/subscripting. In this case, ParseNode<"supsub"> +// delegates its HTML building to the HtmlBuilder corresponding to these nodes. + +/** + * Final function spec for use at parse time. + * This is almost identical to `FunctionPropSpec`, except it + * 1. includes the function handler, and + * 2. requires all arguments except argTypes. + * It is generated by `defineFunction()` below. + */ + +/** + * All registered functions. + * `functions.js` just exports this same dictionary again and makes it public. + * `Parser.js` requires this dictionary. + */ +var _functions = {}; +/** + * All HTML builders. Should be only used in the `define*` and the `build*ML` + * functions. + */ + +var _htmlGroupBuilders = {}; +/** + * All MathML builders. Should be only used in the `define*` and the `build*ML` + * functions. + */ + +var _mathmlGroupBuilders = {}; +function defineFunction(_ref) { + var type = _ref.type, + names = _ref.names, + props = _ref.props, + handler = _ref.handler, + htmlBuilder = _ref.htmlBuilder, + mathmlBuilder = _ref.mathmlBuilder; + // Set default values of functions + var data = { + type: type, + numArgs: props.numArgs, + argTypes: props.argTypes, + allowedInArgument: !!props.allowedInArgument, + allowedInText: !!props.allowedInText, + allowedInMath: props.allowedInMath === undefined ? true : props.allowedInMath, + numOptionalArgs: props.numOptionalArgs || 0, + infix: !!props.infix, + primitive: !!props.primitive, + handler: handler + }; + + for (var i = 0; i < names.length; ++i) { + _functions[names[i]] = data; + } + + if (type) { + if (htmlBuilder) { + _htmlGroupBuilders[type] = htmlBuilder; + } + + if (mathmlBuilder) { + _mathmlGroupBuilders[type] = mathmlBuilder; + } + } +} +/** + * Use this to register only the HTML and MathML builders for a function (e.g. + * if the function's ParseNode is generated in Parser.js rather than via a + * stand-alone handler provided to `defineFunction`). + */ + +function defineFunctionBuilders(_ref2) { + var type = _ref2.type, + htmlBuilder = _ref2.htmlBuilder, + mathmlBuilder = _ref2.mathmlBuilder; + defineFunction({ + type: type, + names: [], + props: { + numArgs: 0 + }, + handler: function handler() { + throw new Error('Should never be called.'); + }, + htmlBuilder: htmlBuilder, + mathmlBuilder: mathmlBuilder + }); +} +var normalizeArgument = function normalizeArgument(arg) { + return arg.type === "ordgroup" && arg.body.length === 1 ? arg.body[0] : arg; +}; // Since the corresponding buildHTML/buildMathML function expects a +// list of elements, we normalize for different kinds of arguments + +var ordargument = function ordargument(arg) { + return arg.type === "ordgroup" ? arg.body : [arg]; +}; +;// CONCATENATED MODULE: ./src/buildHTML.js +/** + * This file does the main work of building a domTree structure from a parse + * tree. The entry point is the `buildHTML` function, which takes a parse tree. + * Then, the buildExpression, buildGroup, and various groupBuilders functions + * are called, to produce a final HTML tree. + */ + + + + + + + + + +var buildHTML_makeSpan = buildCommon.makeSpan; // Binary atoms (first class `mbin`) change into ordinary atoms (`mord`) +// depending on their surroundings. See TeXbook pg. 442-446, Rules 5 and 6, +// and the text before Rule 19. + +var binLeftCanceller = ["leftmost", "mbin", "mopen", "mrel", "mop", "mpunct"]; +var binRightCanceller = ["rightmost", "mrel", "mclose", "mpunct"]; +var styleMap = { + "display": src_Style.DISPLAY, + "text": src_Style.TEXT, + "script": src_Style.SCRIPT, + "scriptscript": src_Style.SCRIPTSCRIPT +}; +var DomEnum = { + mord: "mord", + mop: "mop", + mbin: "mbin", + mrel: "mrel", + mopen: "mopen", + mclose: "mclose", + mpunct: "mpunct", + minner: "minner" +}; + +/** + * Take a list of nodes, build them in order, and return a list of the built + * nodes. documentFragments are flattened into their contents, so the + * returned list contains no fragments. `isRealGroup` is true if `expression` + * is a real group (no atoms will be added on either side), as opposed to + * a partial group (e.g. one created by \color). `surrounding` is an array + * consisting type of nodes that will be added to the left and right. + */ +var buildExpression = function buildExpression(expression, options, isRealGroup, surrounding) { + if (surrounding === void 0) { + surrounding = [null, null]; + } + + // Parse expressions into `groups`. + var groups = []; + + for (var i = 0; i < expression.length; i++) { + var output = buildGroup(expression[i], options); + + if (output instanceof DocumentFragment) { + var children = output.children; + groups.push.apply(groups, children); + } else { + groups.push(output); + } + } // Combine consecutive domTree.symbolNodes into a single symbolNode. + + + buildCommon.tryCombineChars(groups); // If `expression` is a partial group, let the parent handle spacings + // to avoid processing groups multiple times. + + if (!isRealGroup) { + return groups; + } + + var glueOptions = options; + + if (expression.length === 1) { + var node = expression[0]; + + if (node.type === "sizing") { + glueOptions = options.havingSize(node.size); + } else if (node.type === "styling") { + glueOptions = options.havingStyle(styleMap[node.style]); + } + } // Dummy spans for determining spacings between surrounding atoms. + // If `expression` has no atoms on the left or right, class "leftmost" + // or "rightmost", respectively, is used to indicate it. + + + var dummyPrev = buildHTML_makeSpan([surrounding[0] || "leftmost"], [], options); + var dummyNext = buildHTML_makeSpan([surrounding[1] || "rightmost"], [], options); // TODO: These code assumes that a node's math class is the first element + // of its `classes` array. A later cleanup should ensure this, for + // instance by changing the signature of `makeSpan`. + // Before determining what spaces to insert, perform bin cancellation. + // Binary operators change to ordinary symbols in some contexts. + + var isRoot = isRealGroup === "root"; + traverseNonSpaceNodes(groups, function (node, prev) { + var prevType = prev.classes[0]; + var type = node.classes[0]; + + if (prevType === "mbin" && utils.contains(binRightCanceller, type)) { + prev.classes[0] = "mord"; + } else if (type === "mbin" && utils.contains(binLeftCanceller, prevType)) { + node.classes[0] = "mord"; + } + }, { + node: dummyPrev + }, dummyNext, isRoot); + traverseNonSpaceNodes(groups, function (node, prev) { + var prevType = getTypeOfDomTree(prev); + var type = getTypeOfDomTree(node); // 'mtight' indicates that the node is script or scriptscript style. + + var space = prevType && type ? node.hasClass("mtight") ? tightSpacings[prevType][type] : spacings[prevType][type] : null; + + if (space) { + // Insert glue (spacing) after the `prev`. + return buildCommon.makeGlue(space, glueOptions); + } + }, { + node: dummyPrev + }, dummyNext, isRoot); + return groups; +}; // Depth-first traverse non-space `nodes`, calling `callback` with the current and +// previous node as arguments, optionally returning a node to insert after the +// previous node. `prev` is an object with the previous node and `insertAfter` +// function to insert after it. `next` is a node that will be added to the right. +// Used for bin cancellation and inserting spacings. + +var traverseNonSpaceNodes = function traverseNonSpaceNodes(nodes, callback, prev, next, isRoot) { + if (next) { + // temporarily append the right node, if exists + nodes.push(next); + } + + var i = 0; + + for (; i < nodes.length; i++) { + var node = nodes[i]; + var partialGroup = checkPartialGroup(node); + + if (partialGroup) { + // Recursive DFS + // $FlowFixMe: make nodes a $ReadOnlyArray by returning a new array + traverseNonSpaceNodes(partialGroup.children, callback, prev, null, isRoot); + continue; + } // Ignore explicit spaces (e.g., \;, \,) when determining what implicit + // spacing should go between atoms of different classes + + + var nonspace = !node.hasClass("mspace"); + + if (nonspace) { + var result = callback(node, prev.node); + + if (result) { + if (prev.insertAfter) { + prev.insertAfter(result); + } else { + // insert at front + nodes.unshift(result); + i++; + } + } + } + + if (nonspace) { + prev.node = node; + } else if (isRoot && node.hasClass("newline")) { + prev.node = buildHTML_makeSpan(["leftmost"]); // treat like beginning of line + } + + prev.insertAfter = function (index) { + return function (n) { + nodes.splice(index + 1, 0, n); + i++; + }; + }(i); + } + + if (next) { + nodes.pop(); + } +}; // Check if given node is a partial group, i.e., does not affect spacing around. + + +var checkPartialGroup = function checkPartialGroup(node) { + if (node instanceof DocumentFragment || node instanceof Anchor || node instanceof Span && node.hasClass("enclosing")) { + return node; + } + + return null; +}; // Return the outermost node of a domTree. + + +var getOutermostNode = function getOutermostNode(node, side) { + var partialGroup = checkPartialGroup(node); + + if (partialGroup) { + var children = partialGroup.children; + + if (children.length) { + if (side === "right") { + return getOutermostNode(children[children.length - 1], "right"); + } else if (side === "left") { + return getOutermostNode(children[0], "left"); + } + } + } + + return node; +}; // Return math atom class (mclass) of a domTree. +// If `side` is given, it will get the type of the outermost node at given side. + + +var getTypeOfDomTree = function getTypeOfDomTree(node, side) { + if (!node) { + return null; + } + + if (side) { + node = getOutermostNode(node, side); + } // This makes a lot of assumptions as to where the type of atom + // appears. We should do a better job of enforcing this. + + + return DomEnum[node.classes[0]] || null; +}; +var makeNullDelimiter = function makeNullDelimiter(options, classes) { + var moreClasses = ["nulldelimiter"].concat(options.baseSizingClasses()); + return buildHTML_makeSpan(classes.concat(moreClasses)); +}; +/** + * buildGroup is the function that takes a group and calls the correct groupType + * function for it. It also handles the interaction of size and style changes + * between parents and children. + */ + +var buildGroup = function buildGroup(group, options, baseOptions) { + if (!group) { + return buildHTML_makeSpan(); + } + + if (_htmlGroupBuilders[group.type]) { + // Call the groupBuilders function + // $FlowFixMe + var groupNode = _htmlGroupBuilders[group.type](group, options); // If the size changed between the parent and the current group, account + // for that size difference. + + if (baseOptions && options.size !== baseOptions.size) { + groupNode = buildHTML_makeSpan(options.sizingClasses(baseOptions), [groupNode], options); + var multiplier = options.sizeMultiplier / baseOptions.sizeMultiplier; + groupNode.height *= multiplier; + groupNode.depth *= multiplier; + } + + return groupNode; + } else { + throw new src_ParseError("Got group of unknown type: '" + group.type + "'"); + } +}; +/** + * Combine an array of HTML DOM nodes (e.g., the output of `buildExpression`) + * into an unbreakable HTML node of class .base, with proper struts to + * guarantee correct vertical extent. `buildHTML` calls this repeatedly to + * make up the entire expression as a sequence of unbreakable units. + */ + +function buildHTMLUnbreakable(children, options) { + // Compute height and depth of this chunk. + var body = buildHTML_makeSpan(["base"], children, options); // Add strut, which ensures that the top of the HTML element falls at + // the height of the expression, and the bottom of the HTML element + // falls at the depth of the expression. + + var strut = buildHTML_makeSpan(["strut"]); + strut.style.height = makeEm(body.height + body.depth); + + if (body.depth) { + strut.style.verticalAlign = makeEm(-body.depth); + } + + body.children.unshift(strut); + return body; +} +/** + * Take an entire parse tree, and build it into an appropriate set of HTML + * nodes. + */ + + +function buildHTML(tree, options) { + // Strip off outer tag wrapper for processing below. + var tag = null; + + if (tree.length === 1 && tree[0].type === "tag") { + tag = tree[0].tag; + tree = tree[0].body; + } // Build the expression contained in the tree + + + var expression = buildExpression(tree, options, "root"); + var eqnNum; + + if (expression.length === 2 && expression[1].hasClass("tag")) { + // An environment with automatic equation numbers, e.g. {gather}. + eqnNum = expression.pop(); + } + + var children = []; // Create one base node for each chunk between potential line breaks. + // The TeXBook [p.173] says "A formula will be broken only after a + // relation symbol like $=$ or $<$ or $\rightarrow$, or after a binary + // operation symbol like $+$ or $-$ or $\times$, where the relation or + // binary operation is on the ``outer level'' of the formula (i.e., not + // enclosed in {...} and not part of an \over construction)." + + var parts = []; + + for (var i = 0; i < expression.length; i++) { + parts.push(expression[i]); + + if (expression[i].hasClass("mbin") || expression[i].hasClass("mrel") || expression[i].hasClass("allowbreak")) { + // Put any post-operator glue on same line as operator. + // Watch for \nobreak along the way, and stop at \newline. + var nobreak = false; + + while (i < expression.length - 1 && expression[i + 1].hasClass("mspace") && !expression[i + 1].hasClass("newline")) { + i++; + parts.push(expression[i]); + + if (expression[i].hasClass("nobreak")) { + nobreak = true; + } + } // Don't allow break if \nobreak among the post-operator glue. + + + if (!nobreak) { + children.push(buildHTMLUnbreakable(parts, options)); + parts = []; + } + } else if (expression[i].hasClass("newline")) { + // Write the line except the newline + parts.pop(); + + if (parts.length > 0) { + children.push(buildHTMLUnbreakable(parts, options)); + parts = []; + } // Put the newline at the top level + + + children.push(expression[i]); + } + } + + if (parts.length > 0) { + children.push(buildHTMLUnbreakable(parts, options)); + } // Now, if there was a tag, build it too and append it as a final child. + + + var tagChild; + + if (tag) { + tagChild = buildHTMLUnbreakable(buildExpression(tag, options, true)); + tagChild.classes = ["tag"]; + children.push(tagChild); + } else if (eqnNum) { + children.push(eqnNum); + } + + var htmlNode = buildHTML_makeSpan(["katex-html"], children); + htmlNode.setAttribute("aria-hidden", "true"); // Adjust the strut of the tag to be the maximum height of all children + // (the height of the enclosing htmlNode) for proper vertical alignment. + + if (tagChild) { + var strut = tagChild.children[0]; + strut.style.height = makeEm(htmlNode.height + htmlNode.depth); + + if (htmlNode.depth) { + strut.style.verticalAlign = makeEm(-htmlNode.depth); + } + } + + return htmlNode; +} +;// CONCATENATED MODULE: ./src/mathMLTree.js +/** + * These objects store data about MathML nodes. This is the MathML equivalent + * of the types in domTree.js. Since MathML handles its own rendering, and + * since we're mainly using MathML to improve accessibility, we don't manage + * any of the styling state that the plain DOM nodes do. + * + * The `toNode` and `toMarkup` functions work similarly to how they do in + * domTree.js, creating namespaced DOM nodes and HTML text markup respectively. + */ + + + + +function newDocumentFragment(children) { + return new DocumentFragment(children); +} +/** + * This node represents a general purpose MathML node of any type. The + * constructor requires the type of node to create (for example, `"mo"` or + * `"mspace"`, corresponding to `` and `` tags). + */ + +var MathNode = /*#__PURE__*/function () { + function MathNode(type, children, classes) { + this.type = void 0; + this.attributes = void 0; + this.children = void 0; + this.classes = void 0; + this.type = type; + this.attributes = {}; + this.children = children || []; + this.classes = classes || []; + } + /** + * Sets an attribute on a MathML node. MathML depends on attributes to convey a + * semantic content, so this is used heavily. + */ + + + var _proto = MathNode.prototype; + + _proto.setAttribute = function setAttribute(name, value) { + this.attributes[name] = value; + } + /** + * Gets an attribute on a MathML node. + */ + ; + + _proto.getAttribute = function getAttribute(name) { + return this.attributes[name]; + } + /** + * Converts the math node into a MathML-namespaced DOM element. + */ + ; + + _proto.toNode = function toNode() { + var node = document.createElementNS("http://www.w3.org/1998/Math/MathML", this.type); + + for (var attr in this.attributes) { + if (Object.prototype.hasOwnProperty.call(this.attributes, attr)) { + node.setAttribute(attr, this.attributes[attr]); + } + } + + if (this.classes.length > 0) { + node.className = createClass(this.classes); + } + + for (var i = 0; i < this.children.length; i++) { + node.appendChild(this.children[i].toNode()); + } + + return node; + } + /** + * Converts the math node into an HTML markup string. + */ + ; + + _proto.toMarkup = function toMarkup() { + var markup = "<" + this.type; // Add the attributes + + for (var attr in this.attributes) { + if (Object.prototype.hasOwnProperty.call(this.attributes, attr)) { + markup += " " + attr + "=\""; + markup += utils.escape(this.attributes[attr]); + markup += "\""; + } + } + + if (this.classes.length > 0) { + markup += " class =\"" + utils.escape(createClass(this.classes)) + "\""; + } + + markup += ">"; + + for (var i = 0; i < this.children.length; i++) { + markup += this.children[i].toMarkup(); + } + + markup += ""; + return markup; + } + /** + * Converts the math node into a string, similar to innerText, but escaped. + */ + ; + + _proto.toText = function toText() { + return this.children.map(function (child) { + return child.toText(); + }).join(""); + }; + + return MathNode; +}(); +/** + * This node represents a piece of text. + */ + +var TextNode = /*#__PURE__*/function () { + function TextNode(text) { + this.text = void 0; + this.text = text; + } + /** + * Converts the text node into a DOM text node. + */ + + + var _proto2 = TextNode.prototype; + + _proto2.toNode = function toNode() { + return document.createTextNode(this.text); + } + /** + * Converts the text node into escaped HTML markup + * (representing the text itself). + */ + ; + + _proto2.toMarkup = function toMarkup() { + return utils.escape(this.toText()); + } + /** + * Converts the text node into a string + * (representing the text itself). + */ + ; + + _proto2.toText = function toText() { + return this.text; + }; + + return TextNode; +}(); +/** + * This node represents a space, but may render as or as text, + * depending on the width. + */ + +var SpaceNode = /*#__PURE__*/function () { + /** + * Create a Space node with width given in CSS ems. + */ + function SpaceNode(width) { + this.width = void 0; + this.character = void 0; + this.width = width; // See https://www.w3.org/TR/2000/WD-MathML2-20000328/chapter6.html + // for a table of space-like characters. We use Unicode + // representations instead of &LongNames; as it's not clear how to + // make the latter via document.createTextNode. + + if (width >= 0.05555 && width <= 0.05556) { + this.character = "\u200A"; //   + } else if (width >= 0.1666 && width <= 0.1667) { + this.character = "\u2009"; //   + } else if (width >= 0.2222 && width <= 0.2223) { + this.character = "\u2005"; //   + } else if (width >= 0.2777 && width <= 0.2778) { + this.character = "\u2005\u200A"; //    + } else if (width >= -0.05556 && width <= -0.05555) { + this.character = "\u200A\u2063"; // ​ + } else if (width >= -0.1667 && width <= -0.1666) { + this.character = "\u2009\u2063"; // ​ + } else if (width >= -0.2223 && width <= -0.2222) { + this.character = "\u205F\u2063"; // ​ + } else if (width >= -0.2778 && width <= -0.2777) { + this.character = "\u2005\u2063"; // ​ + } else { + this.character = null; + } + } + /** + * Converts the math node into a MathML-namespaced DOM element. + */ + + + var _proto3 = SpaceNode.prototype; + + _proto3.toNode = function toNode() { + if (this.character) { + return document.createTextNode(this.character); + } else { + var node = document.createElementNS("http://www.w3.org/1998/Math/MathML", "mspace"); + node.setAttribute("width", makeEm(this.width)); + return node; + } + } + /** + * Converts the math node into an HTML markup string. + */ + ; + + _proto3.toMarkup = function toMarkup() { + if (this.character) { + return "" + this.character + ""; + } else { + return ""; + } + } + /** + * Converts the math node into a string, similar to innerText. + */ + ; + + _proto3.toText = function toText() { + if (this.character) { + return this.character; + } else { + return " "; + } + }; + + return SpaceNode; +}(); + +/* harmony default export */ var mathMLTree = ({ + MathNode: MathNode, + TextNode: TextNode, + SpaceNode: SpaceNode, + newDocumentFragment: newDocumentFragment +}); +;// CONCATENATED MODULE: ./src/buildMathML.js +/** + * This file converts a parse tree into a corresponding MathML tree. The main + * entry point is the `buildMathML` function, which takes a parse tree from the + * parser. + */ + + + + + + + + + +/** + * Takes a symbol and converts it into a MathML text node after performing + * optional replacement from symbols.js. + */ +var makeText = function makeText(text, mode, options) { + if (src_symbols[mode][text] && src_symbols[mode][text].replace && text.charCodeAt(0) !== 0xD835 && !(ligatures.hasOwnProperty(text) && options && (options.fontFamily && options.fontFamily.slice(4, 6) === "tt" || options.font && options.font.slice(4, 6) === "tt"))) { + text = src_symbols[mode][text].replace; + } + + return new mathMLTree.TextNode(text); +}; +/** + * Wrap the given array of nodes in an node if needed, i.e., + * unless the array has length 1. Always returns a single node. + */ + +var makeRow = function makeRow(body) { + if (body.length === 1) { + return body[0]; + } else { + return new mathMLTree.MathNode("mrow", body); + } +}; +/** + * Returns the math variant as a string or null if none is required. + */ + +var getVariant = function getVariant(group, options) { + // Handle \text... font specifiers as best we can. + // MathML has a limited list of allowable mathvariant specifiers; see + // https://www.w3.org/TR/MathML3/chapter3.html#presm.commatt + if (options.fontFamily === "texttt") { + return "monospace"; + } else if (options.fontFamily === "textsf") { + if (options.fontShape === "textit" && options.fontWeight === "textbf") { + return "sans-serif-bold-italic"; + } else if (options.fontShape === "textit") { + return "sans-serif-italic"; + } else if (options.fontWeight === "textbf") { + return "bold-sans-serif"; + } else { + return "sans-serif"; + } + } else if (options.fontShape === "textit" && options.fontWeight === "textbf") { + return "bold-italic"; + } else if (options.fontShape === "textit") { + return "italic"; + } else if (options.fontWeight === "textbf") { + return "bold"; + } + + var font = options.font; + + if (!font || font === "mathnormal") { + return null; + } + + var mode = group.mode; + + if (font === "mathit") { + return "italic"; + } else if (font === "boldsymbol") { + return group.type === "textord" ? "bold" : "bold-italic"; + } else if (font === "mathbf") { + return "bold"; + } else if (font === "mathbb") { + return "double-struck"; + } else if (font === "mathfrak") { + return "fraktur"; + } else if (font === "mathscr" || font === "mathcal") { + // MathML makes no distinction between script and calligraphic + return "script"; + } else if (font === "mathsf") { + return "sans-serif"; + } else if (font === "mathtt") { + return "monospace"; + } + + var text = group.text; + + if (utils.contains(["\\imath", "\\jmath"], text)) { + return null; + } + + if (src_symbols[mode][text] && src_symbols[mode][text].replace) { + text = src_symbols[mode][text].replace; + } + + var fontName = buildCommon.fontMap[font].fontName; + + if (getCharacterMetrics(text, fontName, mode)) { + return buildCommon.fontMap[font].variant; + } + + return null; +}; +/** + * Takes a list of nodes, builds them, and returns a list of the generated + * MathML nodes. Also combine consecutive outputs into a single + * tag. + */ + +var buildMathML_buildExpression = function buildExpression(expression, options, isOrdgroup) { + if (expression.length === 1) { + var group = buildMathML_buildGroup(expression[0], options); + + if (isOrdgroup && group instanceof MathNode && group.type === "mo") { + // When TeX writers want to suppress spacing on an operator, + // they often put the operator by itself inside braces. + group.setAttribute("lspace", "0em"); + group.setAttribute("rspace", "0em"); + } + + return [group]; + } + + var groups = []; + var lastGroup; + + for (var i = 0; i < expression.length; i++) { + var _group = buildMathML_buildGroup(expression[i], options); + + if (_group instanceof MathNode && lastGroup instanceof MathNode) { + // Concatenate adjacent s + if (_group.type === 'mtext' && lastGroup.type === 'mtext' && _group.getAttribute('mathvariant') === lastGroup.getAttribute('mathvariant')) { + var _lastGroup$children; + + (_lastGroup$children = lastGroup.children).push.apply(_lastGroup$children, _group.children); + + continue; // Concatenate adjacent s + } else if (_group.type === 'mn' && lastGroup.type === 'mn') { + var _lastGroup$children2; + + (_lastGroup$children2 = lastGroup.children).push.apply(_lastGroup$children2, _group.children); + + continue; // Concatenate ... followed by . + } else if (_group.type === 'mi' && _group.children.length === 1 && lastGroup.type === 'mn') { + var child = _group.children[0]; + + if (child instanceof TextNode && child.text === '.') { + var _lastGroup$children3; + + (_lastGroup$children3 = lastGroup.children).push.apply(_lastGroup$children3, _group.children); + + continue; + } + } else if (lastGroup.type === 'mi' && lastGroup.children.length === 1) { + var lastChild = lastGroup.children[0]; + + if (lastChild instanceof TextNode && lastChild.text === "\u0338" && (_group.type === 'mo' || _group.type === 'mi' || _group.type === 'mn')) { + var _child = _group.children[0]; + + if (_child instanceof TextNode && _child.text.length > 0) { + // Overlay with combining character long solidus + _child.text = _child.text.slice(0, 1) + "\u0338" + _child.text.slice(1); + groups.pop(); + } + } + } + } + + groups.push(_group); + lastGroup = _group; + } + + return groups; +}; +/** + * Equivalent to buildExpression, but wraps the elements in an + * if there's more than one. Returns a single node instead of an array. + */ + +var buildExpressionRow = function buildExpressionRow(expression, options, isOrdgroup) { + return makeRow(buildMathML_buildExpression(expression, options, isOrdgroup)); +}; +/** + * Takes a group from the parser and calls the appropriate groupBuilders function + * on it to produce a MathML node. + */ + +var buildMathML_buildGroup = function buildGroup(group, options) { + if (!group) { + return new mathMLTree.MathNode("mrow"); + } + + if (_mathmlGroupBuilders[group.type]) { + // Call the groupBuilders function + // $FlowFixMe + var result = _mathmlGroupBuilders[group.type](group, options); // $FlowFixMe + + return result; + } else { + throw new src_ParseError("Got group of unknown type: '" + group.type + "'"); + } +}; +/** + * Takes a full parse tree and settings and builds a MathML representation of + * it. In particular, we put the elements from building the parse tree into a + * tag so we can also include that TeX source as an annotation. + * + * Note that we actually return a domTree element with a `` inside it so + * we can do appropriate styling. + */ + +function buildMathML(tree, texExpression, options, isDisplayMode, forMathmlOnly) { + var expression = buildMathML_buildExpression(tree, options); // TODO: Make a pass thru the MathML similar to buildHTML.traverseNonSpaceNodes + // and add spacing nodes. This is necessary only adjacent to math operators + // like \sin or \lim or to subsup elements that contain math operators. + // MathML takes care of the other spacing issues. + // Wrap up the expression in an mrow so it is presented in the semantics + // tag correctly, unless it's a single or . + + var wrapper; + + if (expression.length === 1 && expression[0] instanceof MathNode && utils.contains(["mrow", "mtable"], expression[0].type)) { + wrapper = expression[0]; + } else { + wrapper = new mathMLTree.MathNode("mrow", expression); + } // Build a TeX annotation of the source + + + var annotation = new mathMLTree.MathNode("annotation", [new mathMLTree.TextNode(texExpression)]); + annotation.setAttribute("encoding", "application/x-tex"); + var semantics = new mathMLTree.MathNode("semantics", [wrapper, annotation]); + var math = new mathMLTree.MathNode("math", [semantics]); + math.setAttribute("xmlns", "http://www.w3.org/1998/Math/MathML"); + + if (isDisplayMode) { + math.setAttribute("display", "block"); + } // You can't style nodes, so we wrap the node in a span. + // NOTE: The span class is not typed to have nodes as children, and + // we don't want to make the children type more generic since the children + // of span are expected to have more fields in `buildHtml` contexts. + + + var wrapperClass = forMathmlOnly ? "katex" : "katex-mathml"; // $FlowFixMe + + return buildCommon.makeSpan([wrapperClass], [math]); +} +;// CONCATENATED MODULE: ./src/buildTree.js + + + + + + + +var optionsFromSettings = function optionsFromSettings(settings) { + return new src_Options({ + style: settings.displayMode ? src_Style.DISPLAY : src_Style.TEXT, + maxSize: settings.maxSize, + minRuleThickness: settings.minRuleThickness + }); +}; + +var displayWrap = function displayWrap(node, settings) { + if (settings.displayMode) { + var classes = ["katex-display"]; + + if (settings.leqno) { + classes.push("leqno"); + } + + if (settings.fleqn) { + classes.push("fleqn"); + } + + node = buildCommon.makeSpan(classes, [node]); + } + + return node; +}; + +var buildTree = function buildTree(tree, expression, settings) { + var options = optionsFromSettings(settings); + var katexNode; + + if (settings.output === "mathml") { + return buildMathML(tree, expression, options, settings.displayMode, true); + } else if (settings.output === "html") { + var htmlNode = buildHTML(tree, options); + katexNode = buildCommon.makeSpan(["katex"], [htmlNode]); + } else { + var mathMLNode = buildMathML(tree, expression, options, settings.displayMode, false); + + var _htmlNode = buildHTML(tree, options); + + katexNode = buildCommon.makeSpan(["katex"], [mathMLNode, _htmlNode]); + } + + return displayWrap(katexNode, settings); +}; +var buildHTMLTree = function buildHTMLTree(tree, expression, settings) { + var options = optionsFromSettings(settings); + var htmlNode = buildHTML(tree, options); + var katexNode = buildCommon.makeSpan(["katex"], [htmlNode]); + return displayWrap(katexNode, settings); +}; +/* harmony default export */ var src_buildTree = ((/* unused pure expression or super */ null && (buildTree))); +;// CONCATENATED MODULE: ./src/stretchy.js +/** + * This file provides support to buildMathML.js and buildHTML.js + * for stretchy wide elements rendered from SVG files + * and other CSS trickery. + */ + + + + + +var stretchyCodePoint = { + widehat: "^", + widecheck: "ˇ", + widetilde: "~", + utilde: "~", + overleftarrow: "\u2190", + underleftarrow: "\u2190", + xleftarrow: "\u2190", + overrightarrow: "\u2192", + underrightarrow: "\u2192", + xrightarrow: "\u2192", + underbrace: "\u23DF", + overbrace: "\u23DE", + overgroup: "\u23E0", + undergroup: "\u23E1", + overleftrightarrow: "\u2194", + underleftrightarrow: "\u2194", + xleftrightarrow: "\u2194", + Overrightarrow: "\u21D2", + xRightarrow: "\u21D2", + overleftharpoon: "\u21BC", + xleftharpoonup: "\u21BC", + overrightharpoon: "\u21C0", + xrightharpoonup: "\u21C0", + xLeftarrow: "\u21D0", + xLeftrightarrow: "\u21D4", + xhookleftarrow: "\u21A9", + xhookrightarrow: "\u21AA", + xmapsto: "\u21A6", + xrightharpoondown: "\u21C1", + xleftharpoondown: "\u21BD", + xrightleftharpoons: "\u21CC", + xleftrightharpoons: "\u21CB", + xtwoheadleftarrow: "\u219E", + xtwoheadrightarrow: "\u21A0", + xlongequal: "=", + xtofrom: "\u21C4", + xrightleftarrows: "\u21C4", + xrightequilibrium: "\u21CC", + // Not a perfect match. + xleftequilibrium: "\u21CB", + // None better available. + "\\cdrightarrow": "\u2192", + "\\cdleftarrow": "\u2190", + "\\cdlongequal": "=" +}; + +var mathMLnode = function mathMLnode(label) { + var node = new mathMLTree.MathNode("mo", [new mathMLTree.TextNode(stretchyCodePoint[label.replace(/^\\/, '')])]); + node.setAttribute("stretchy", "true"); + return node; +}; // Many of the KaTeX SVG images have been adapted from glyphs in KaTeX fonts. +// Copyright (c) 2009-2010, Design Science, Inc. () +// Copyright (c) 2014-2017 Khan Academy () +// Licensed under the SIL Open Font License, Version 1.1. +// See \nhttp://scripts.sil.org/OFL +// Very Long SVGs +// Many of the KaTeX stretchy wide elements use a long SVG image and an +// overflow: hidden tactic to achieve a stretchy image while avoiding +// distortion of arrowheads or brace corners. +// The SVG typically contains a very long (400 em) arrow. +// The SVG is in a container span that has overflow: hidden, so the span +// acts like a window that exposes only part of the SVG. +// The SVG always has a longer, thinner aspect ratio than the container span. +// After the SVG fills 100% of the height of the container span, +// there is a long arrow shaft left over. That left-over shaft is not shown. +// Instead, it is sliced off because the span's CSS has overflow: hidden. +// Thus, the reader sees an arrow that matches the subject matter width +// without distortion. +// Some functions, such as \cancel, need to vary their aspect ratio. These +// functions do not get the overflow SVG treatment. +// Second Brush Stroke +// Low resolution monitors struggle to display images in fine detail. +// So browsers apply anti-aliasing. A long straight arrow shaft therefore +// will sometimes appear as if it has a blurred edge. +// To mitigate this, these SVG files contain a second "brush-stroke" on the +// arrow shafts. That is, a second long thin rectangular SVG path has been +// written directly on top of each arrow shaft. This reinforcement causes +// some of the screen pixels to display as black instead of the anti-aliased +// gray pixel that a single path would generate. So we get arrow shafts +// whose edges appear to be sharper. +// In the katexImagesData object just below, the dimensions all +// correspond to path geometry inside the relevant SVG. +// For example, \overrightarrow uses the same arrowhead as glyph U+2192 +// from the KaTeX Main font. The scaling factor is 1000. +// That is, inside the font, that arrowhead is 522 units tall, which +// corresponds to 0.522 em inside the document. + + +var katexImagesData = { + // path(s), minWidth, height, align + overrightarrow: [["rightarrow"], 0.888, 522, "xMaxYMin"], + overleftarrow: [["leftarrow"], 0.888, 522, "xMinYMin"], + underrightarrow: [["rightarrow"], 0.888, 522, "xMaxYMin"], + underleftarrow: [["leftarrow"], 0.888, 522, "xMinYMin"], + xrightarrow: [["rightarrow"], 1.469, 522, "xMaxYMin"], + "\\cdrightarrow": [["rightarrow"], 3.0, 522, "xMaxYMin"], + // CD minwwidth2.5pc + xleftarrow: [["leftarrow"], 1.469, 522, "xMinYMin"], + "\\cdleftarrow": [["leftarrow"], 3.0, 522, "xMinYMin"], + Overrightarrow: [["doublerightarrow"], 0.888, 560, "xMaxYMin"], + xRightarrow: [["doublerightarrow"], 1.526, 560, "xMaxYMin"], + xLeftarrow: [["doubleleftarrow"], 1.526, 560, "xMinYMin"], + overleftharpoon: [["leftharpoon"], 0.888, 522, "xMinYMin"], + xleftharpoonup: [["leftharpoon"], 0.888, 522, "xMinYMin"], + xleftharpoondown: [["leftharpoondown"], 0.888, 522, "xMinYMin"], + overrightharpoon: [["rightharpoon"], 0.888, 522, "xMaxYMin"], + xrightharpoonup: [["rightharpoon"], 0.888, 522, "xMaxYMin"], + xrightharpoondown: [["rightharpoondown"], 0.888, 522, "xMaxYMin"], + xlongequal: [["longequal"], 0.888, 334, "xMinYMin"], + "\\cdlongequal": [["longequal"], 3.0, 334, "xMinYMin"], + xtwoheadleftarrow: [["twoheadleftarrow"], 0.888, 334, "xMinYMin"], + xtwoheadrightarrow: [["twoheadrightarrow"], 0.888, 334, "xMaxYMin"], + overleftrightarrow: [["leftarrow", "rightarrow"], 0.888, 522], + overbrace: [["leftbrace", "midbrace", "rightbrace"], 1.6, 548], + underbrace: [["leftbraceunder", "midbraceunder", "rightbraceunder"], 1.6, 548], + underleftrightarrow: [["leftarrow", "rightarrow"], 0.888, 522], + xleftrightarrow: [["leftarrow", "rightarrow"], 1.75, 522], + xLeftrightarrow: [["doubleleftarrow", "doublerightarrow"], 1.75, 560], + xrightleftharpoons: [["leftharpoondownplus", "rightharpoonplus"], 1.75, 716], + xleftrightharpoons: [["leftharpoonplus", "rightharpoondownplus"], 1.75, 716], + xhookleftarrow: [["leftarrow", "righthook"], 1.08, 522], + xhookrightarrow: [["lefthook", "rightarrow"], 1.08, 522], + overlinesegment: [["leftlinesegment", "rightlinesegment"], 0.888, 522], + underlinesegment: [["leftlinesegment", "rightlinesegment"], 0.888, 522], + overgroup: [["leftgroup", "rightgroup"], 0.888, 342], + undergroup: [["leftgroupunder", "rightgroupunder"], 0.888, 342], + xmapsto: [["leftmapsto", "rightarrow"], 1.5, 522], + xtofrom: [["leftToFrom", "rightToFrom"], 1.75, 528], + // The next three arrows are from the mhchem package. + // In mhchem.sty, min-length is 2.0em. But these arrows might appear in the + // document as \xrightarrow or \xrightleftharpoons. Those have + // min-length = 1.75em, so we set min-length on these next three to match. + xrightleftarrows: [["baraboveleftarrow", "rightarrowabovebar"], 1.75, 901], + xrightequilibrium: [["baraboveshortleftharpoon", "rightharpoonaboveshortbar"], 1.75, 716], + xleftequilibrium: [["shortbaraboveleftharpoon", "shortrightharpoonabovebar"], 1.75, 716] +}; + +var groupLength = function groupLength(arg) { + if (arg.type === "ordgroup") { + return arg.body.length; + } else { + return 1; + } +}; + +var svgSpan = function svgSpan(group, options) { + // Create a span with inline SVG for the element. + function buildSvgSpan_() { + var viewBoxWidth = 400000; // default + + var label = group.label.slice(1); + + if (utils.contains(["widehat", "widecheck", "widetilde", "utilde"], label)) { + // Each type in the `if` statement corresponds to one of the ParseNode + // types below. This narrowing is required to access `grp.base`. + // $FlowFixMe + var grp = group; // There are four SVG images available for each function. + // Choose a taller image when there are more characters. + + var numChars = groupLength(grp.base); + var viewBoxHeight; + var pathName; + + var _height; + + if (numChars > 5) { + if (label === "widehat" || label === "widecheck") { + viewBoxHeight = 420; + viewBoxWidth = 2364; + _height = 0.42; + pathName = label + "4"; + } else { + viewBoxHeight = 312; + viewBoxWidth = 2340; + _height = 0.34; + pathName = "tilde4"; + } + } else { + var imgIndex = [1, 1, 2, 2, 3, 3][numChars]; + + if (label === "widehat" || label === "widecheck") { + viewBoxWidth = [0, 1062, 2364, 2364, 2364][imgIndex]; + viewBoxHeight = [0, 239, 300, 360, 420][imgIndex]; + _height = [0, 0.24, 0.3, 0.3, 0.36, 0.42][imgIndex]; + pathName = label + imgIndex; + } else { + viewBoxWidth = [0, 600, 1033, 2339, 2340][imgIndex]; + viewBoxHeight = [0, 260, 286, 306, 312][imgIndex]; + _height = [0, 0.26, 0.286, 0.3, 0.306, 0.34][imgIndex]; + pathName = "tilde" + imgIndex; + } + } + + var path = new PathNode(pathName); + var svgNode = new SvgNode([path], { + "width": "100%", + "height": makeEm(_height), + "viewBox": "0 0 " + viewBoxWidth + " " + viewBoxHeight, + "preserveAspectRatio": "none" + }); + return { + span: buildCommon.makeSvgSpan([], [svgNode], options), + minWidth: 0, + height: _height + }; + } else { + var spans = []; + var data = katexImagesData[label]; + var paths = data[0], + _minWidth = data[1], + _viewBoxHeight = data[2]; + + var _height2 = _viewBoxHeight / 1000; + + var numSvgChildren = paths.length; + var widthClasses; + var aligns; + + if (numSvgChildren === 1) { + // $FlowFixMe: All these cases must be of the 4-tuple type. + var align1 = data[3]; + widthClasses = ["hide-tail"]; + aligns = [align1]; + } else if (numSvgChildren === 2) { + widthClasses = ["halfarrow-left", "halfarrow-right"]; + aligns = ["xMinYMin", "xMaxYMin"]; + } else if (numSvgChildren === 3) { + widthClasses = ["brace-left", "brace-center", "brace-right"]; + aligns = ["xMinYMin", "xMidYMin", "xMaxYMin"]; + } else { + throw new Error("Correct katexImagesData or update code here to support\n " + numSvgChildren + " children."); + } + + for (var i = 0; i < numSvgChildren; i++) { + var _path = new PathNode(paths[i]); + + var _svgNode = new SvgNode([_path], { + "width": "400em", + "height": makeEm(_height2), + "viewBox": "0 0 " + viewBoxWidth + " " + _viewBoxHeight, + "preserveAspectRatio": aligns[i] + " slice" + }); + + var _span = buildCommon.makeSvgSpan([widthClasses[i]], [_svgNode], options); + + if (numSvgChildren === 1) { + return { + span: _span, + minWidth: _minWidth, + height: _height2 + }; + } else { + _span.style.height = makeEm(_height2); + spans.push(_span); + } + } + + return { + span: buildCommon.makeSpan(["stretchy"], spans, options), + minWidth: _minWidth, + height: _height2 + }; + } + } // buildSvgSpan_() + + + var _buildSvgSpan_ = buildSvgSpan_(), + span = _buildSvgSpan_.span, + minWidth = _buildSvgSpan_.minWidth, + height = _buildSvgSpan_.height; // Note that we are returning span.depth = 0. + // Any adjustments relative to the baseline must be done in buildHTML. + + + span.height = height; + span.style.height = makeEm(height); + + if (minWidth > 0) { + span.style.minWidth = makeEm(minWidth); + } + + return span; +}; + +var encloseSpan = function encloseSpan(inner, label, topPad, bottomPad, options) { + // Return an image span for \cancel, \bcancel, \xcancel, \fbox, or \angl + var img; + var totalHeight = inner.height + inner.depth + topPad + bottomPad; + + if (/fbox|color|angl/.test(label)) { + img = buildCommon.makeSpan(["stretchy", label], [], options); + + if (label === "fbox") { + var color = options.color && options.getColor(); + + if (color) { + img.style.borderColor = color; + } + } + } else { + // \cancel, \bcancel, or \xcancel + // Since \cancel's SVG is inline and it omits the viewBox attribute, + // its stroke-width will not vary with span area. + var lines = []; + + if (/^[bx]cancel$/.test(label)) { + lines.push(new LineNode({ + "x1": "0", + "y1": "0", + "x2": "100%", + "y2": "100%", + "stroke-width": "0.046em" + })); + } + + if (/^x?cancel$/.test(label)) { + lines.push(new LineNode({ + "x1": "0", + "y1": "100%", + "x2": "100%", + "y2": "0", + "stroke-width": "0.046em" + })); + } + + var svgNode = new SvgNode(lines, { + "width": "100%", + "height": makeEm(totalHeight) + }); + img = buildCommon.makeSvgSpan([], [svgNode], options); + } + + img.height = totalHeight; + img.style.height = makeEm(totalHeight); + return img; +}; + +/* harmony default export */ var stretchy = ({ + encloseSpan: encloseSpan, + mathMLnode: mathMLnode, + svgSpan: svgSpan +}); +;// CONCATENATED MODULE: ./src/parseNode.js + + +/** + * Asserts that the node is of the given type and returns it with stricter + * typing. Throws if the node's type does not match. + */ +function assertNodeType(node, type) { + if (!node || node.type !== type) { + throw new Error("Expected node of type " + type + ", but got " + (node ? "node of type " + node.type : String(node))); + } // $FlowFixMe, >=0.125 + + + return node; +} +/** + * Returns the node more strictly typed iff it is of the given type. Otherwise, + * returns null. + */ + +function assertSymbolNodeType(node) { + var typedNode = checkSymbolNodeType(node); + + if (!typedNode) { + throw new Error("Expected node of symbol group type, but got " + (node ? "node of type " + node.type : String(node))); + } + + return typedNode; +} +/** + * Returns the node more strictly typed iff it is of the given type. Otherwise, + * returns null. + */ + +function checkSymbolNodeType(node) { + if (node && (node.type === "atom" || NON_ATOMS.hasOwnProperty(node.type))) { + // $FlowFixMe + return node; + } + + return null; +} +;// CONCATENATED MODULE: ./src/functions/accent.js + + + + + + + + + + +// NOTE: Unlike most `htmlBuilder`s, this one handles not only "accent", but +// also "supsub" since an accent can affect super/subscripting. +var htmlBuilder = function htmlBuilder(grp, options) { + // Accents are handled in the TeXbook pg. 443, rule 12. + var base; + var group; + var supSubGroup; + + if (grp && grp.type === "supsub") { + // If our base is a character box, and we have superscripts and + // subscripts, the supsub will defer to us. In particular, we want + // to attach the superscripts and subscripts to the inner body (so + // that the position of the superscripts and subscripts won't be + // affected by the height of the accent). We accomplish this by + // sticking the base of the accent into the base of the supsub, and + // rendering that, while keeping track of where the accent is. + // The real accent group is the base of the supsub group + group = assertNodeType(grp.base, "accent"); // The character box is the base of the accent group + + base = group.base; // Stick the character box into the base of the supsub group + + grp.base = base; // Rerender the supsub group with its new base, and store that + // result. + + supSubGroup = assertSpan(buildGroup(grp, options)); // reset original base + + grp.base = group; + } else { + group = assertNodeType(grp, "accent"); + base = group.base; + } // Build the base group + + + var body = buildGroup(base, options.havingCrampedStyle()); // Does the accent need to shift for the skew of a character? + + var mustShift = group.isShifty && utils.isCharacterBox(base); // Calculate the skew of the accent. This is based on the line "If the + // nucleus is not a single character, let s = 0; otherwise set s to the + // kern amount for the nucleus followed by the \skewchar of its font." + // Note that our skew metrics are just the kern between each character + // and the skewchar. + + var skew = 0; + + if (mustShift) { + // If the base is a character box, then we want the skew of the + // innermost character. To do that, we find the innermost character: + var baseChar = utils.getBaseElem(base); // Then, we render its group to get the symbol inside it + + var baseGroup = buildGroup(baseChar, options.havingCrampedStyle()); // Finally, we pull the skew off of the symbol. + + skew = assertSymbolDomNode(baseGroup).skew; // Note that we now throw away baseGroup, because the layers we + // removed with getBaseElem might contain things like \color which + // we can't get rid of. + // TODO(emily): Find a better way to get the skew + } + + var accentBelow = group.label === "\\c"; // calculate the amount of space between the body and the accent + + var clearance = accentBelow ? body.height + body.depth : Math.min(body.height, options.fontMetrics().xHeight); // Build the accent + + var accentBody; + + if (!group.isStretchy) { + var accent; + var width; + + if (group.label === "\\vec") { + // Before version 0.9, \vec used the combining font glyph U+20D7. + // But browsers, especially Safari, are not consistent in how they + // render combining characters when not preceded by a character. + // So now we use an SVG. + // If Safari reforms, we should consider reverting to the glyph. + accent = buildCommon.staticSvg("vec", options); + width = buildCommon.svgData.vec[1]; + } else { + accent = buildCommon.makeOrd({ + mode: group.mode, + text: group.label + }, options, "textord"); + accent = assertSymbolDomNode(accent); // Remove the italic correction of the accent, because it only serves to + // shift the accent over to a place we don't want. + + accent.italic = 0; + width = accent.width; + + if (accentBelow) { + clearance += accent.depth; + } + } + + accentBody = buildCommon.makeSpan(["accent-body"], [accent]); // "Full" accents expand the width of the resulting symbol to be + // at least the width of the accent, and overlap directly onto the + // character without any vertical offset. + + var accentFull = group.label === "\\textcircled"; + + if (accentFull) { + accentBody.classes.push('accent-full'); + clearance = body.height; + } // Shift the accent over by the skew. + + + var left = skew; // CSS defines `.katex .accent .accent-body:not(.accent-full) { width: 0 }` + // so that the accent doesn't contribute to the bounding box. + // We need to shift the character by its width (effectively half + // its width) to compensate. + + if (!accentFull) { + left -= width / 2; + } + + accentBody.style.left = makeEm(left); // \textcircled uses the \bigcirc glyph, so it needs some + // vertical adjustment to match LaTeX. + + if (group.label === "\\textcircled") { + accentBody.style.top = ".2em"; + } + + accentBody = buildCommon.makeVList({ + positionType: "firstBaseline", + children: [{ + type: "elem", + elem: body + }, { + type: "kern", + size: -clearance + }, { + type: "elem", + elem: accentBody + }] + }, options); + } else { + accentBody = stretchy.svgSpan(group, options); + accentBody = buildCommon.makeVList({ + positionType: "firstBaseline", + children: [{ + type: "elem", + elem: body + }, { + type: "elem", + elem: accentBody, + wrapperClasses: ["svg-align"], + wrapperStyle: skew > 0 ? { + width: "calc(100% - " + makeEm(2 * skew) + ")", + marginLeft: makeEm(2 * skew) + } : undefined + }] + }, options); + } + + var accentWrap = buildCommon.makeSpan(["mord", "accent"], [accentBody], options); + + if (supSubGroup) { + // Here, we replace the "base" child of the supsub with our newly + // generated accent. + supSubGroup.children[0] = accentWrap; // Since we don't rerun the height calculation after replacing the + // accent, we manually recalculate height. + + supSubGroup.height = Math.max(accentWrap.height, supSubGroup.height); // Accents should always be ords, even when their innards are not. + + supSubGroup.classes[0] = "mord"; + return supSubGroup; + } else { + return accentWrap; + } +}; + +var mathmlBuilder = function mathmlBuilder(group, options) { + var accentNode = group.isStretchy ? stretchy.mathMLnode(group.label) : new mathMLTree.MathNode("mo", [makeText(group.label, group.mode)]); + var node = new mathMLTree.MathNode("mover", [buildMathML_buildGroup(group.base, options), accentNode]); + node.setAttribute("accent", "true"); + return node; +}; + +var NON_STRETCHY_ACCENT_REGEX = new RegExp(["\\acute", "\\grave", "\\ddot", "\\tilde", "\\bar", "\\breve", "\\check", "\\hat", "\\vec", "\\dot", "\\mathring"].map(function (accent) { + return "\\" + accent; +}).join("|")); // Accents + +defineFunction({ + type: "accent", + names: ["\\acute", "\\grave", "\\ddot", "\\tilde", "\\bar", "\\breve", "\\check", "\\hat", "\\vec", "\\dot", "\\mathring", "\\widecheck", "\\widehat", "\\widetilde", "\\overrightarrow", "\\overleftarrow", "\\Overrightarrow", "\\overleftrightarrow", "\\overgroup", "\\overlinesegment", "\\overleftharpoon", "\\overrightharpoon"], + props: { + numArgs: 1 + }, + handler: function handler(context, args) { + var base = normalizeArgument(args[0]); + var isStretchy = !NON_STRETCHY_ACCENT_REGEX.test(context.funcName); + var isShifty = !isStretchy || context.funcName === "\\widehat" || context.funcName === "\\widetilde" || context.funcName === "\\widecheck"; + return { + type: "accent", + mode: context.parser.mode, + label: context.funcName, + isStretchy: isStretchy, + isShifty: isShifty, + base: base + }; + }, + htmlBuilder: htmlBuilder, + mathmlBuilder: mathmlBuilder +}); // Text-mode accents + +defineFunction({ + type: "accent", + names: ["\\'", "\\`", "\\^", "\\~", "\\=", "\\u", "\\.", '\\"', "\\c", "\\r", "\\H", "\\v", "\\textcircled"], + props: { + numArgs: 1, + allowedInText: true, + allowedInMath: true, + // unless in strict mode + argTypes: ["primitive"] + }, + handler: function handler(context, args) { + var base = args[0]; + var mode = context.parser.mode; + + if (mode === "math") { + context.parser.settings.reportNonstrict("mathVsTextAccents", "LaTeX's accent " + context.funcName + " works only in text mode"); + mode = "text"; + } + + return { + type: "accent", + mode: mode, + label: context.funcName, + isStretchy: false, + isShifty: true, + base: base + }; + }, + htmlBuilder: htmlBuilder, + mathmlBuilder: mathmlBuilder +}); +;// CONCATENATED MODULE: ./src/functions/accentunder.js +// Horizontal overlap functions + + + + + + +defineFunction({ + type: "accentUnder", + names: ["\\underleftarrow", "\\underrightarrow", "\\underleftrightarrow", "\\undergroup", "\\underlinesegment", "\\utilde"], + props: { + numArgs: 1 + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + var base = args[0]; + return { + type: "accentUnder", + mode: parser.mode, + label: funcName, + base: base + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + // Treat under accents much like underlines. + var innerGroup = buildGroup(group.base, options); + var accentBody = stretchy.svgSpan(group, options); + var kern = group.label === "\\utilde" ? 0.12 : 0; // Generate the vlist, with the appropriate kerns + + var vlist = buildCommon.makeVList({ + positionType: "top", + positionData: innerGroup.height, + children: [{ + type: "elem", + elem: accentBody, + wrapperClasses: ["svg-align"] + }, { + type: "kern", + size: kern + }, { + type: "elem", + elem: innerGroup + }] + }, options); + return buildCommon.makeSpan(["mord", "accentunder"], [vlist], options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var accentNode = stretchy.mathMLnode(group.label); + var node = new mathMLTree.MathNode("munder", [buildMathML_buildGroup(group.base, options), accentNode]); + node.setAttribute("accentunder", "true"); + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/arrow.js + + + + + + + +// Helper function +var paddedNode = function paddedNode(group) { + var node = new mathMLTree.MathNode("mpadded", group ? [group] : []); + node.setAttribute("width", "+0.6em"); + node.setAttribute("lspace", "0.3em"); + return node; +}; // Stretchy arrows with an optional argument + + +defineFunction({ + type: "xArrow", + names: ["\\xleftarrow", "\\xrightarrow", "\\xLeftarrow", "\\xRightarrow", "\\xleftrightarrow", "\\xLeftrightarrow", "\\xhookleftarrow", "\\xhookrightarrow", "\\xmapsto", "\\xrightharpoondown", "\\xrightharpoonup", "\\xleftharpoondown", "\\xleftharpoonup", "\\xrightleftharpoons", "\\xleftrightharpoons", "\\xlongequal", "\\xtwoheadrightarrow", "\\xtwoheadleftarrow", "\\xtofrom", // The next 3 functions are here to support the mhchem extension. + // Direct use of these functions is discouraged and may break someday. + "\\xrightleftarrows", "\\xrightequilibrium", "\\xleftequilibrium", // The next 3 functions are here only to support the {CD} environment. + "\\\\cdrightarrow", "\\\\cdleftarrow", "\\\\cdlongequal"], + props: { + numArgs: 1, + numOptionalArgs: 1 + }, + handler: function handler(_ref, args, optArgs) { + var parser = _ref.parser, + funcName = _ref.funcName; + return { + type: "xArrow", + mode: parser.mode, + label: funcName, + body: args[0], + below: optArgs[0] + }; + }, + // Flow is unable to correctly infer the type of `group`, even though it's + // unambiguously determined from the passed-in `type` above. + htmlBuilder: function htmlBuilder(group, options) { + var style = options.style; // Build the argument groups in the appropriate style. + // Ref: amsmath.dtx: \hbox{$\scriptstyle\mkern#3mu{#6}\mkern#4mu$}% + // Some groups can return document fragments. Handle those by wrapping + // them in a span. + + var newOptions = options.havingStyle(style.sup()); + var upperGroup = buildCommon.wrapFragment(buildGroup(group.body, newOptions, options), options); + var arrowPrefix = group.label.slice(0, 2) === "\\x" ? "x" : "cd"; + upperGroup.classes.push(arrowPrefix + "-arrow-pad"); + var lowerGroup; + + if (group.below) { + // Build the lower group + newOptions = options.havingStyle(style.sub()); + lowerGroup = buildCommon.wrapFragment(buildGroup(group.below, newOptions, options), options); + lowerGroup.classes.push(arrowPrefix + "-arrow-pad"); + } + + var arrowBody = stretchy.svgSpan(group, options); // Re shift: Note that stretchy.svgSpan returned arrowBody.depth = 0. + // The point we want on the math axis is at 0.5 * arrowBody.height. + + var arrowShift = -options.fontMetrics().axisHeight + 0.5 * arrowBody.height; // 2 mu kern. Ref: amsmath.dtx: #7\if0#2\else\mkern#2mu\fi + + var upperShift = -options.fontMetrics().axisHeight - 0.5 * arrowBody.height - 0.111; // 0.111 em = 2 mu + + if (upperGroup.depth > 0.25 || group.label === "\\xleftequilibrium") { + upperShift -= upperGroup.depth; // shift up if depth encroaches + } // Generate the vlist + + + var vlist; + + if (lowerGroup) { + var lowerShift = -options.fontMetrics().axisHeight + lowerGroup.height + 0.5 * arrowBody.height + 0.111; + vlist = buildCommon.makeVList({ + positionType: "individualShift", + children: [{ + type: "elem", + elem: upperGroup, + shift: upperShift + }, { + type: "elem", + elem: arrowBody, + shift: arrowShift + }, { + type: "elem", + elem: lowerGroup, + shift: lowerShift + }] + }, options); + } else { + vlist = buildCommon.makeVList({ + positionType: "individualShift", + children: [{ + type: "elem", + elem: upperGroup, + shift: upperShift + }, { + type: "elem", + elem: arrowBody, + shift: arrowShift + }] + }, options); + } // $FlowFixMe: Replace this with passing "svg-align" into makeVList. + + + vlist.children[0].children[0].children[1].classes.push("svg-align"); + return buildCommon.makeSpan(["mrel", "x-arrow"], [vlist], options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var arrowNode = stretchy.mathMLnode(group.label); + arrowNode.setAttribute("minsize", group.label.charAt(0) === "x" ? "1.75em" : "3.0em"); + var node; + + if (group.body) { + var upperNode = paddedNode(buildMathML_buildGroup(group.body, options)); + + if (group.below) { + var lowerNode = paddedNode(buildMathML_buildGroup(group.below, options)); + node = new mathMLTree.MathNode("munderover", [arrowNode, lowerNode, upperNode]); + } else { + node = new mathMLTree.MathNode("mover", [arrowNode, upperNode]); + } + } else if (group.below) { + var _lowerNode = paddedNode(buildMathML_buildGroup(group.below, options)); + + node = new mathMLTree.MathNode("munder", [arrowNode, _lowerNode]); + } else { + // This should never happen. + // Parser.js throws an error if there is no argument. + node = paddedNode(); + node = new mathMLTree.MathNode("mover", [arrowNode, node]); + } + + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/mclass.js + + + + + + +var mclass_makeSpan = buildCommon.makeSpan; + +function mclass_htmlBuilder(group, options) { + var elements = buildExpression(group.body, options, true); + return mclass_makeSpan([group.mclass], elements, options); +} + +function mclass_mathmlBuilder(group, options) { + var node; + var inner = buildMathML_buildExpression(group.body, options); + + if (group.mclass === "minner") { + node = new mathMLTree.MathNode("mpadded", inner); + } else if (group.mclass === "mord") { + if (group.isCharacterBox) { + node = inner[0]; + node.type = "mi"; + } else { + node = new mathMLTree.MathNode("mi", inner); + } + } else { + if (group.isCharacterBox) { + node = inner[0]; + node.type = "mo"; + } else { + node = new mathMLTree.MathNode("mo", inner); + } // Set spacing based on what is the most likely adjacent atom type. + // See TeXbook p170. + + + if (group.mclass === "mbin") { + node.attributes.lspace = "0.22em"; // medium space + + node.attributes.rspace = "0.22em"; + } else if (group.mclass === "mpunct") { + node.attributes.lspace = "0em"; + node.attributes.rspace = "0.17em"; // thinspace + } else if (group.mclass === "mopen" || group.mclass === "mclose") { + node.attributes.lspace = "0em"; + node.attributes.rspace = "0em"; + } else if (group.mclass === "minner") { + node.attributes.lspace = "0.0556em"; // 1 mu is the most likely option + + node.attributes.width = "+0.1111em"; + } // MathML default space is 5/18 em, so needs no action. + // Ref: https://developer.mozilla.org/en-US/docs/Web/MathML/Element/mo + + } + + return node; +} // Math class commands except \mathop + + +defineFunction({ + type: "mclass", + names: ["\\mathord", "\\mathbin", "\\mathrel", "\\mathopen", "\\mathclose", "\\mathpunct", "\\mathinner"], + props: { + numArgs: 1, + primitive: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + var body = args[0]; + return { + type: "mclass", + mode: parser.mode, + mclass: "m" + funcName.slice(5), + // TODO(kevinb): don't prefix with 'm' + body: ordargument(body), + isCharacterBox: utils.isCharacterBox(body) + }; + }, + htmlBuilder: mclass_htmlBuilder, + mathmlBuilder: mclass_mathmlBuilder +}); +var binrelClass = function binrelClass(arg) { + // \binrel@ spacing varies with (bin|rel|ord) of the atom in the argument. + // (by rendering separately and with {}s before and after, and measuring + // the change in spacing). We'll do roughly the same by detecting the + // atom type directly. + var atom = arg.type === "ordgroup" && arg.body.length ? arg.body[0] : arg; + + if (atom.type === "atom" && (atom.family === "bin" || atom.family === "rel")) { + return "m" + atom.family; + } else { + return "mord"; + } +}; // \@binrel{x}{y} renders like y but as mbin/mrel/mord if x is mbin/mrel/mord. +// This is equivalent to \binrel@{x}\binrel@@{y} in AMSTeX. + +defineFunction({ + type: "mclass", + names: ["\\@binrel"], + props: { + numArgs: 2 + }, + handler: function handler(_ref2, args) { + var parser = _ref2.parser; + return { + type: "mclass", + mode: parser.mode, + mclass: binrelClass(args[0]), + body: ordargument(args[1]), + isCharacterBox: utils.isCharacterBox(args[1]) + }; + } +}); // Build a relation or stacked op by placing one symbol on top of another + +defineFunction({ + type: "mclass", + names: ["\\stackrel", "\\overset", "\\underset"], + props: { + numArgs: 2 + }, + handler: function handler(_ref3, args) { + var parser = _ref3.parser, + funcName = _ref3.funcName; + var baseArg = args[1]; + var shiftedArg = args[0]; + var mclass; + + if (funcName !== "\\stackrel") { + // LaTeX applies \binrel spacing to \overset and \underset. + mclass = binrelClass(baseArg); + } else { + mclass = "mrel"; // for \stackrel + } + + var baseOp = { + type: "op", + mode: baseArg.mode, + limits: true, + alwaysHandleSupSub: true, + parentIsSupSub: false, + symbol: false, + suppressBaseShift: funcName !== "\\stackrel", + body: ordargument(baseArg) + }; + var supsub = { + type: "supsub", + mode: shiftedArg.mode, + base: baseOp, + sup: funcName === "\\underset" ? null : shiftedArg, + sub: funcName === "\\underset" ? shiftedArg : null + }; + return { + type: "mclass", + mode: parser.mode, + mclass: mclass, + body: [supsub], + isCharacterBox: utils.isCharacterBox(supsub) + }; + }, + htmlBuilder: mclass_htmlBuilder, + mathmlBuilder: mclass_mathmlBuilder +}); +;// CONCATENATED MODULE: ./src/functions/pmb.js + + + + + + +// \pmb is a simulation of bold font. +// The version of \pmb in ambsy.sty works by typesetting three copies +// with small offsets. We use CSS text-shadow. +// It's a hack. Not as good as a real bold font. Better than nothing. +defineFunction({ + type: "pmb", + names: ["\\pmb"], + props: { + numArgs: 1, + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + return { + type: "pmb", + mode: parser.mode, + mclass: binrelClass(args[0]), + body: ordargument(args[0]) + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var elements = buildExpression(group.body, options, true); + var node = buildCommon.makeSpan([group.mclass], elements, options); + node.style.textShadow = "0.02em 0.01em 0.04px"; + return node; + }, + mathmlBuilder: function mathmlBuilder(group, style) { + var inner = buildMathML_buildExpression(group.body, style); // Wrap with an element. + + var node = new mathMLTree.MathNode("mstyle", inner); + node.setAttribute("style", "text-shadow: 0.02em 0.01em 0.04px"); + return node; + } +}); +;// CONCATENATED MODULE: ./src/environments/cd.js + + + + + + + + +var cdArrowFunctionName = { + ">": "\\\\cdrightarrow", + "<": "\\\\cdleftarrow", + "=": "\\\\cdlongequal", + "A": "\\uparrow", + "V": "\\downarrow", + "|": "\\Vert", + ".": "no arrow" +}; + +var newCell = function newCell() { + // Create an empty cell, to be filled below with parse nodes. + // The parseTree from this module must be constructed like the + // one created by parseArray(), so an empty CD cell must + // be a ParseNode<"styling">. And CD is always displaystyle. + // So these values are fixed and flow can do implicit typing. + return { + type: "styling", + body: [], + mode: "math", + style: "display" + }; +}; + +var isStartOfArrow = function isStartOfArrow(node) { + return node.type === "textord" && node.text === "@"; +}; + +var isLabelEnd = function isLabelEnd(node, endChar) { + return (node.type === "mathord" || node.type === "atom") && node.text === endChar; +}; + +function cdArrow(arrowChar, labels, parser) { + // Return a parse tree of an arrow and its labels. + // This acts in a way similar to a macro expansion. + var funcName = cdArrowFunctionName[arrowChar]; + + switch (funcName) { + case "\\\\cdrightarrow": + case "\\\\cdleftarrow": + return parser.callFunction(funcName, [labels[0]], [labels[1]]); + + case "\\uparrow": + case "\\downarrow": + { + var leftLabel = parser.callFunction("\\\\cdleft", [labels[0]], []); + var bareArrow = { + type: "atom", + text: funcName, + mode: "math", + family: "rel" + }; + var sizedArrow = parser.callFunction("\\Big", [bareArrow], []); + var rightLabel = parser.callFunction("\\\\cdright", [labels[1]], []); + var arrowGroup = { + type: "ordgroup", + mode: "math", + body: [leftLabel, sizedArrow, rightLabel] + }; + return parser.callFunction("\\\\cdparent", [arrowGroup], []); + } + + case "\\\\cdlongequal": + return parser.callFunction("\\\\cdlongequal", [], []); + + case "\\Vert": + { + var arrow = { + type: "textord", + text: "\\Vert", + mode: "math" + }; + return parser.callFunction("\\Big", [arrow], []); + } + + default: + return { + type: "textord", + text: " ", + mode: "math" + }; + } +} + +function parseCD(parser) { + // Get the array's parse nodes with \\ temporarily mapped to \cr. + var parsedRows = []; + parser.gullet.beginGroup(); + parser.gullet.macros.set("\\cr", "\\\\\\relax"); + parser.gullet.beginGroup(); + + while (true) { + // eslint-disable-line no-constant-condition + // Get the parse nodes for the next row. + parsedRows.push(parser.parseExpression(false, "\\\\")); + parser.gullet.endGroup(); + parser.gullet.beginGroup(); + var next = parser.fetch().text; + + if (next === "&" || next === "\\\\") { + parser.consume(); + } else if (next === "\\end") { + if (parsedRows[parsedRows.length - 1].length === 0) { + parsedRows.pop(); // final row ended in \\ + } + + break; + } else { + throw new src_ParseError("Expected \\\\ or \\cr or \\end", parser.nextToken); + } + } + + var row = []; + var body = [row]; // Loop thru the parse nodes. Collect them into cells and arrows. + + for (var i = 0; i < parsedRows.length; i++) { + // Start a new row. + var rowNodes = parsedRows[i]; // Create the first cell. + + var cell = newCell(); + + for (var j = 0; j < rowNodes.length; j++) { + if (!isStartOfArrow(rowNodes[j])) { + // If a parseNode is not an arrow, it goes into a cell. + cell.body.push(rowNodes[j]); + } else { + // Parse node j is an "@", the start of an arrow. + // Before starting on the arrow, push the cell into `row`. + row.push(cell); // Now collect parseNodes into an arrow. + // The character after "@" defines the arrow type. + + j += 1; + var arrowChar = assertSymbolNodeType(rowNodes[j]).text; // Create two empty label nodes. We may or may not use them. + + var labels = new Array(2); + labels[0] = { + type: "ordgroup", + mode: "math", + body: [] + }; + labels[1] = { + type: "ordgroup", + mode: "math", + body: [] + }; // Process the arrow. + + if ("=|.".indexOf(arrowChar) > -1) {// Three "arrows", ``@=`, `@|`, and `@.`, do not take labels. + // Do nothing here. + } else if ("<>AV".indexOf(arrowChar) > -1) { + // Four arrows, `@>>>`, `@<<<`, `@AAA`, and `@VVV`, each take + // two optional labels. E.g. the right-point arrow syntax is + // really: @>{optional label}>{optional label}> + // Collect parseNodes into labels. + for (var labelNum = 0; labelNum < 2; labelNum++) { + var inLabel = true; + + for (var k = j + 1; k < rowNodes.length; k++) { + if (isLabelEnd(rowNodes[k], arrowChar)) { + inLabel = false; + j = k; + break; + } + + if (isStartOfArrow(rowNodes[k])) { + throw new src_ParseError("Missing a " + arrowChar + " character to complete a CD arrow.", rowNodes[k]); + } + + labels[labelNum].body.push(rowNodes[k]); + } + + if (inLabel) { + // isLabelEnd never returned a true. + throw new src_ParseError("Missing a " + arrowChar + " character to complete a CD arrow.", rowNodes[j]); + } + } + } else { + throw new src_ParseError("Expected one of \"<>AV=|.\" after @", rowNodes[j]); + } // Now join the arrow to its labels. + + + var arrow = cdArrow(arrowChar, labels, parser); // Wrap the arrow in ParseNode<"styling">. + // This is done to match parseArray() behavior. + + var wrappedArrow = { + type: "styling", + body: [arrow], + mode: "math", + style: "display" // CD is always displaystyle. + + }; + row.push(wrappedArrow); // In CD's syntax, cells are implicit. That is, everything that + // is not an arrow gets collected into a cell. So create an empty + // cell now. It will collect upcoming parseNodes. + + cell = newCell(); + } + } + + if (i % 2 === 0) { + // Even-numbered rows consist of: cell, arrow, cell, arrow, ... cell + // The last cell is not yet pushed into `row`, so: + row.push(cell); + } else { + // Odd-numbered rows consist of: vert arrow, empty cell, ... vert arrow + // Remove the empty cell that was placed at the beginning of `row`. + row.shift(); + } + + row = []; + body.push(row); + } // End row group + + + parser.gullet.endGroup(); // End array group defining \\ + + parser.gullet.endGroup(); // define column separation. + + var cols = new Array(body[0].length).fill({ + type: "align", + align: "c", + pregap: 0.25, + // CD package sets \enskip between columns. + postgap: 0.25 // So pre and post each get half an \enskip, i.e. 0.25em. + + }); + return { + type: "array", + mode: "math", + body: body, + arraystretch: 1, + addJot: true, + rowGaps: [null], + cols: cols, + colSeparationType: "CD", + hLinesBeforeRow: new Array(body.length + 1).fill([]) + }; +} // The functions below are not available for general use. +// They are here only for internal use by the {CD} environment in placing labels +// next to vertical arrows. +// We don't need any such functions for horizontal arrows because we can reuse +// the functionality that already exists for extensible arrows. + +defineFunction({ + type: "cdlabel", + names: ["\\\\cdleft", "\\\\cdright"], + props: { + numArgs: 1 + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + return { + type: "cdlabel", + mode: parser.mode, + side: funcName.slice(4), + label: args[0] + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var newOptions = options.havingStyle(options.style.sup()); + var label = buildCommon.wrapFragment(buildGroup(group.label, newOptions, options), options); + label.classes.push("cd-label-" + group.side); + label.style.bottom = makeEm(0.8 - label.depth); // Zero out label height & depth, so vertical align of arrow is set + // by the arrow height, not by the label. + + label.height = 0; + label.depth = 0; + return label; + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var label = new mathMLTree.MathNode("mrow", [buildMathML_buildGroup(group.label, options)]); + label = new mathMLTree.MathNode("mpadded", [label]); + label.setAttribute("width", "0"); + + if (group.side === "left") { + label.setAttribute("lspace", "-1width"); + } // We have to guess at vertical alignment. We know the arrow is 1.8em tall, + // But we don't know the height or depth of the label. + + + label.setAttribute("voffset", "0.7em"); + label = new mathMLTree.MathNode("mstyle", [label]); + label.setAttribute("displaystyle", "false"); + label.setAttribute("scriptlevel", "1"); + return label; + } +}); +defineFunction({ + type: "cdlabelparent", + names: ["\\\\cdparent"], + props: { + numArgs: 1 + }, + handler: function handler(_ref2, args) { + var parser = _ref2.parser; + return { + type: "cdlabelparent", + mode: parser.mode, + fragment: args[0] + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + // Wrap the vertical arrow and its labels. + // The parent gets position: relative. The child gets position: absolute. + // So CSS can locate the label correctly. + var parent = buildCommon.wrapFragment(buildGroup(group.fragment, options), options); + parent.classes.push("cd-vert-arrow"); + return parent; + }, + mathmlBuilder: function mathmlBuilder(group, options) { + return new mathMLTree.MathNode("mrow", [buildMathML_buildGroup(group.fragment, options)]); + } +}); +;// CONCATENATED MODULE: ./src/functions/char.js + + + // \@char is an internal function that takes a grouped decimal argument like +// {123} and converts into symbol with code 123. It is used by the *macro* +// \char defined in macros.js. + +defineFunction({ + type: "textord", + names: ["\\@char"], + props: { + numArgs: 1, + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + var arg = assertNodeType(args[0], "ordgroup"); + var group = arg.body; + var number = ""; + + for (var i = 0; i < group.length; i++) { + var node = assertNodeType(group[i], "textord"); + number += node.text; + } + + var code = parseInt(number); + var text; + + if (isNaN(code)) { + throw new src_ParseError("\\@char has non-numeric argument " + number); // If we drop IE support, the following code could be replaced with + // text = String.fromCodePoint(code) + } else if (code < 0 || code >= 0x10ffff) { + throw new src_ParseError("\\@char with invalid code point " + number); + } else if (code <= 0xffff) { + text = String.fromCharCode(code); + } else { + // Astral code point; split into surrogate halves + code -= 0x10000; + text = String.fromCharCode((code >> 10) + 0xd800, (code & 0x3ff) + 0xdc00); + } + + return { + type: "textord", + mode: parser.mode, + text: text + }; + } +}); +;// CONCATENATED MODULE: ./src/functions/color.js + + + + + + + +var color_htmlBuilder = function htmlBuilder(group, options) { + var elements = buildExpression(group.body, options.withColor(group.color), false); // \color isn't supposed to affect the type of the elements it contains. + // To accomplish this, we wrap the results in a fragment, so the inner + // elements will be able to directly interact with their neighbors. For + // example, `\color{red}{2 +} 3` has the same spacing as `2 + 3` + + return buildCommon.makeFragment(elements); +}; + +var color_mathmlBuilder = function mathmlBuilder(group, options) { + var inner = buildMathML_buildExpression(group.body, options.withColor(group.color)); + var node = new mathMLTree.MathNode("mstyle", inner); + node.setAttribute("mathcolor", group.color); + return node; +}; + +defineFunction({ + type: "color", + names: ["\\textcolor"], + props: { + numArgs: 2, + allowedInText: true, + argTypes: ["color", "original"] + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + var color = assertNodeType(args[0], "color-token").color; + var body = args[1]; + return { + type: "color", + mode: parser.mode, + color: color, + body: ordargument(body) + }; + }, + htmlBuilder: color_htmlBuilder, + mathmlBuilder: color_mathmlBuilder +}); +defineFunction({ + type: "color", + names: ["\\color"], + props: { + numArgs: 1, + allowedInText: true, + argTypes: ["color"] + }, + handler: function handler(_ref2, args) { + var parser = _ref2.parser, + breakOnTokenText = _ref2.breakOnTokenText; + var color = assertNodeType(args[0], "color-token").color; // Set macro \current@color in current namespace to store the current + // color, mimicking the behavior of color.sty. + // This is currently used just to correctly color a \right + // that follows a \color command. + + parser.gullet.macros.set("\\current@color", color); // Parse out the implicit body that should be colored. + + var body = parser.parseExpression(true, breakOnTokenText); + return { + type: "color", + mode: parser.mode, + color: color, + body: body + }; + }, + htmlBuilder: color_htmlBuilder, + mathmlBuilder: color_mathmlBuilder +}); +;// CONCATENATED MODULE: ./src/functions/cr.js +// Row breaks within tabular environments, and line breaks at top level + + + + + // \DeclareRobustCommand\\{...\@xnewline} + +defineFunction({ + type: "cr", + names: ["\\\\"], + props: { + numArgs: 0, + numOptionalArgs: 0, + allowedInText: true + }, + handler: function handler(_ref, args, optArgs) { + var parser = _ref.parser; + var size = parser.gullet.future().text === "[" ? parser.parseSizeGroup(true) : null; + var newLine = !parser.settings.displayMode || !parser.settings.useStrictBehavior("newLineInDisplayMode", "In LaTeX, \\\\ or \\newline " + "does nothing in display mode"); + return { + type: "cr", + mode: parser.mode, + newLine: newLine, + size: size && assertNodeType(size, "size").value + }; + }, + // The following builders are called only at the top level, + // not within tabular/array environments. + htmlBuilder: function htmlBuilder(group, options) { + var span = buildCommon.makeSpan(["mspace"], [], options); + + if (group.newLine) { + span.classes.push("newline"); + + if (group.size) { + span.style.marginTop = makeEm(calculateSize(group.size, options)); + } + } + + return span; + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var node = new mathMLTree.MathNode("mspace"); + + if (group.newLine) { + node.setAttribute("linebreak", "newline"); + + if (group.size) { + node.setAttribute("height", makeEm(calculateSize(group.size, options))); + } + } + + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/def.js + + + +var globalMap = { + "\\global": "\\global", + "\\long": "\\\\globallong", + "\\\\globallong": "\\\\globallong", + "\\def": "\\gdef", + "\\gdef": "\\gdef", + "\\edef": "\\xdef", + "\\xdef": "\\xdef", + "\\let": "\\\\globallet", + "\\futurelet": "\\\\globalfuture" +}; + +var checkControlSequence = function checkControlSequence(tok) { + var name = tok.text; + + if (/^(?:[\\{}$&#^_]|EOF)$/.test(name)) { + throw new src_ParseError("Expected a control sequence", tok); + } + + return name; +}; + +var getRHS = function getRHS(parser) { + var tok = parser.gullet.popToken(); + + if (tok.text === "=") { + // consume optional equals + tok = parser.gullet.popToken(); + + if (tok.text === " ") { + // consume one optional space + tok = parser.gullet.popToken(); + } + } + + return tok; +}; + +var letCommand = function letCommand(parser, name, tok, global) { + var macro = parser.gullet.macros.get(tok.text); + + if (macro == null) { + // don't expand it later even if a macro with the same name is defined + // e.g., \let\foo=\frac \def\frac{\relax} \frac12 + tok.noexpand = true; + macro = { + tokens: [tok], + numArgs: 0, + // reproduce the same behavior in expansion + unexpandable: !parser.gullet.isExpandable(tok.text) + }; + } + + parser.gullet.macros.set(name, macro, global); +}; // -> | +// -> |\global +// -> | +// -> \global|\long|\outer + + +defineFunction({ + type: "internal", + names: ["\\global", "\\long", "\\\\globallong" // can’t be entered directly + ], + props: { + numArgs: 0, + allowedInText: true + }, + handler: function handler(_ref) { + var parser = _ref.parser, + funcName = _ref.funcName; + parser.consumeSpaces(); + var token = parser.fetch(); + + if (globalMap[token.text]) { + // KaTeX doesn't have \par, so ignore \long + if (funcName === "\\global" || funcName === "\\\\globallong") { + token.text = globalMap[token.text]; + } + + return assertNodeType(parser.parseFunction(), "internal"); + } + + throw new src_ParseError("Invalid token after macro prefix", token); + } +}); // Basic support for macro definitions: \def, \gdef, \edef, \xdef +// -> +// -> \def|\gdef|\edef|\xdef +// -> + +defineFunction({ + type: "internal", + names: ["\\def", "\\gdef", "\\edef", "\\xdef"], + props: { + numArgs: 0, + allowedInText: true, + primitive: true + }, + handler: function handler(_ref2) { + var parser = _ref2.parser, + funcName = _ref2.funcName; + var tok = parser.gullet.popToken(); + var name = tok.text; + + if (/^(?:[\\{}$&#^_]|EOF)$/.test(name)) { + throw new src_ParseError("Expected a control sequence", tok); + } + + var numArgs = 0; + var insert; + var delimiters = [[]]; // contains no braces + + while (parser.gullet.future().text !== "{") { + tok = parser.gullet.popToken(); + + if (tok.text === "#") { + // If the very last character of the is #, so that + // this # is immediately followed by {, TeX will behave as if the { + // had been inserted at the right end of both the parameter text + // and the replacement text. + if (parser.gullet.future().text === "{") { + insert = parser.gullet.future(); + delimiters[numArgs].push("{"); + break; + } // A parameter, the first appearance of # must be followed by 1, + // the next by 2, and so on; up to nine #’s are allowed + + + tok = parser.gullet.popToken(); + + if (!/^[1-9]$/.test(tok.text)) { + throw new src_ParseError("Invalid argument number \"" + tok.text + "\""); + } + + if (parseInt(tok.text) !== numArgs + 1) { + throw new src_ParseError("Argument number \"" + tok.text + "\" out of order"); + } + + numArgs++; + delimiters.push([]); + } else if (tok.text === "EOF") { + throw new src_ParseError("Expected a macro definition"); + } else { + delimiters[numArgs].push(tok.text); + } + } // replacement text, enclosed in '{' and '}' and properly nested + + + var _parser$gullet$consum = parser.gullet.consumeArg(), + tokens = _parser$gullet$consum.tokens; + + if (insert) { + tokens.unshift(insert); + } + + if (funcName === "\\edef" || funcName === "\\xdef") { + tokens = parser.gullet.expandTokens(tokens); + tokens.reverse(); // to fit in with stack order + } // Final arg is the expansion of the macro + + + parser.gullet.macros.set(name, { + tokens: tokens, + numArgs: numArgs, + delimiters: delimiters + }, funcName === globalMap[funcName]); + return { + type: "internal", + mode: parser.mode + }; + } +}); // -> +// -> \futurelet +// | \let +// -> |= + +defineFunction({ + type: "internal", + names: ["\\let", "\\\\globallet" // can’t be entered directly + ], + props: { + numArgs: 0, + allowedInText: true, + primitive: true + }, + handler: function handler(_ref3) { + var parser = _ref3.parser, + funcName = _ref3.funcName; + var name = checkControlSequence(parser.gullet.popToken()); + parser.gullet.consumeSpaces(); + var tok = getRHS(parser); + letCommand(parser, name, tok, funcName === "\\\\globallet"); + return { + type: "internal", + mode: parser.mode + }; + } +}); // ref: https://www.tug.org/TUGboat/tb09-3/tb22bechtolsheim.pdf + +defineFunction({ + type: "internal", + names: ["\\futurelet", "\\\\globalfuture" // can’t be entered directly + ], + props: { + numArgs: 0, + allowedInText: true, + primitive: true + }, + handler: function handler(_ref4) { + var parser = _ref4.parser, + funcName = _ref4.funcName; + var name = checkControlSequence(parser.gullet.popToken()); + var middle = parser.gullet.popToken(); + var tok = parser.gullet.popToken(); + letCommand(parser, name, tok, funcName === "\\\\globalfuture"); + parser.gullet.pushToken(tok); + parser.gullet.pushToken(middle); + return { + type: "internal", + mode: parser.mode + }; + } +}); +;// CONCATENATED MODULE: ./src/delimiter.js +/** + * This file deals with creating delimiters of various sizes. The TeXbook + * discusses these routines on page 441-442, in the "Another subroutine sets box + * x to a specified variable delimiter" paragraph. + * + * There are three main routines here. `makeSmallDelim` makes a delimiter in the + * normal font, but in either text, script, or scriptscript style. + * `makeLargeDelim` makes a delimiter in textstyle, but in one of the Size1, + * Size2, Size3, or Size4 fonts. `makeStackedDelim` makes a delimiter out of + * smaller pieces that are stacked on top of one another. + * + * The functions take a parameter `center`, which determines if the delimiter + * should be centered around the axis. + * + * Then, there are three exposed functions. `sizedDelim` makes a delimiter in + * one of the given sizes. This is used for things like `\bigl`. + * `customSizedDelim` makes a delimiter with a given total height+depth. It is + * called in places like `\sqrt`. `leftRightDelim` makes an appropriate + * delimiter which surrounds an expression of a given height an depth. It is + * used in `\left` and `\right`. + */ + + + + + + + + + + + +/** + * Get the metrics for a given symbol and font, after transformation (i.e. + * after following replacement from symbols.js) + */ +var getMetrics = function getMetrics(symbol, font, mode) { + var replace = src_symbols.math[symbol] && src_symbols.math[symbol].replace; + var metrics = getCharacterMetrics(replace || symbol, font, mode); + + if (!metrics) { + throw new Error("Unsupported symbol " + symbol + " and font size " + font + "."); + } + + return metrics; +}; +/** + * Puts a delimiter span in a given style, and adds appropriate height, depth, + * and maxFontSizes. + */ + + +var styleWrap = function styleWrap(delim, toStyle, options, classes) { + var newOptions = options.havingBaseStyle(toStyle); + var span = buildCommon.makeSpan(classes.concat(newOptions.sizingClasses(options)), [delim], options); + var delimSizeMultiplier = newOptions.sizeMultiplier / options.sizeMultiplier; + span.height *= delimSizeMultiplier; + span.depth *= delimSizeMultiplier; + span.maxFontSize = newOptions.sizeMultiplier; + return span; +}; + +var centerSpan = function centerSpan(span, options, style) { + var newOptions = options.havingBaseStyle(style); + var shift = (1 - options.sizeMultiplier / newOptions.sizeMultiplier) * options.fontMetrics().axisHeight; + span.classes.push("delimcenter"); + span.style.top = makeEm(shift); + span.height -= shift; + span.depth += shift; +}; +/** + * Makes a small delimiter. This is a delimiter that comes in the Main-Regular + * font, but is restyled to either be in textstyle, scriptstyle, or + * scriptscriptstyle. + */ + + +var makeSmallDelim = function makeSmallDelim(delim, style, center, options, mode, classes) { + var text = buildCommon.makeSymbol(delim, "Main-Regular", mode, options); + var span = styleWrap(text, style, options, classes); + + if (center) { + centerSpan(span, options, style); + } + + return span; +}; +/** + * Builds a symbol in the given font size (note size is an integer) + */ + + +var mathrmSize = function mathrmSize(value, size, mode, options) { + return buildCommon.makeSymbol(value, "Size" + size + "-Regular", mode, options); +}; +/** + * Makes a large delimiter. This is a delimiter that comes in the Size1, Size2, + * Size3, or Size4 fonts. It is always rendered in textstyle. + */ + + +var makeLargeDelim = function makeLargeDelim(delim, size, center, options, mode, classes) { + var inner = mathrmSize(delim, size, mode, options); + var span = styleWrap(buildCommon.makeSpan(["delimsizing", "size" + size], [inner], options), src_Style.TEXT, options, classes); + + if (center) { + centerSpan(span, options, src_Style.TEXT); + } + + return span; +}; +/** + * Make a span from a font glyph with the given offset and in the given font. + * This is used in makeStackedDelim to make the stacking pieces for the delimiter. + */ + + +var makeGlyphSpan = function makeGlyphSpan(symbol, font, mode) { + var sizeClass; // Apply the correct CSS class to choose the right font. + + if (font === "Size1-Regular") { + sizeClass = "delim-size1"; + } else + /* if (font === "Size4-Regular") */ + { + sizeClass = "delim-size4"; + } + + var corner = buildCommon.makeSpan(["delimsizinginner", sizeClass], [buildCommon.makeSpan([], [buildCommon.makeSymbol(symbol, font, mode)])]); // Since this will be passed into `makeVList` in the end, wrap the element + // in the appropriate tag that VList uses. + + return { + type: "elem", + elem: corner + }; +}; + +var makeInner = function makeInner(ch, height, options) { + // Create a span with inline SVG for the inner part of a tall stacked delimiter. + var width = fontMetricsData["Size4-Regular"][ch.charCodeAt(0)] ? fontMetricsData["Size4-Regular"][ch.charCodeAt(0)][4] : fontMetricsData["Size1-Regular"][ch.charCodeAt(0)][4]; + var path = new PathNode("inner", innerPath(ch, Math.round(1000 * height))); + var svgNode = new SvgNode([path], { + "width": makeEm(width), + "height": makeEm(height), + // Override CSS rule `.katex svg { width: 100% }` + "style": "width:" + makeEm(width), + "viewBox": "0 0 " + 1000 * width + " " + Math.round(1000 * height), + "preserveAspectRatio": "xMinYMin" + }); + var span = buildCommon.makeSvgSpan([], [svgNode], options); + span.height = height; + span.style.height = makeEm(height); + span.style.width = makeEm(width); + return { + type: "elem", + elem: span + }; +}; // Helpers for makeStackedDelim + + +var lapInEms = 0.008; +var lap = { + type: "kern", + size: -1 * lapInEms +}; +var verts = ["|", "\\lvert", "\\rvert", "\\vert"]; +var doubleVerts = ["\\|", "\\lVert", "\\rVert", "\\Vert"]; +/** + * Make a stacked delimiter out of a given delimiter, with the total height at + * least `heightTotal`. This routine is mentioned on page 442 of the TeXbook. + */ + +var makeStackedDelim = function makeStackedDelim(delim, heightTotal, center, options, mode, classes) { + // There are four parts, the top, an optional middle, a repeated part, and a + // bottom. + var top; + var middle; + var repeat; + var bottom; + var svgLabel = ""; + var viewBoxWidth = 0; + top = repeat = bottom = delim; + middle = null; // Also keep track of what font the delimiters are in + + var font = "Size1-Regular"; // We set the parts and font based on the symbol. Note that we use + // '\u23d0' instead of '|' and '\u2016' instead of '\\|' for the + // repeats of the arrows + + if (delim === "\\uparrow") { + repeat = bottom = "\u23D0"; + } else if (delim === "\\Uparrow") { + repeat = bottom = "\u2016"; + } else if (delim === "\\downarrow") { + top = repeat = "\u23D0"; + } else if (delim === "\\Downarrow") { + top = repeat = "\u2016"; + } else if (delim === "\\updownarrow") { + top = "\\uparrow"; + repeat = "\u23D0"; + bottom = "\\downarrow"; + } else if (delim === "\\Updownarrow") { + top = "\\Uparrow"; + repeat = "\u2016"; + bottom = "\\Downarrow"; + } else if (utils.contains(verts, delim)) { + repeat = "\u2223"; + svgLabel = "vert"; + viewBoxWidth = 333; + } else if (utils.contains(doubleVerts, delim)) { + repeat = "\u2225"; + svgLabel = "doublevert"; + viewBoxWidth = 556; + } else if (delim === "[" || delim === "\\lbrack") { + top = "\u23A1"; + repeat = "\u23A2"; + bottom = "\u23A3"; + font = "Size4-Regular"; + svgLabel = "lbrack"; + viewBoxWidth = 667; + } else if (delim === "]" || delim === "\\rbrack") { + top = "\u23A4"; + repeat = "\u23A5"; + bottom = "\u23A6"; + font = "Size4-Regular"; + svgLabel = "rbrack"; + viewBoxWidth = 667; + } else if (delim === "\\lfloor" || delim === "\u230A") { + repeat = top = "\u23A2"; + bottom = "\u23A3"; + font = "Size4-Regular"; + svgLabel = "lfloor"; + viewBoxWidth = 667; + } else if (delim === "\\lceil" || delim === "\u2308") { + top = "\u23A1"; + repeat = bottom = "\u23A2"; + font = "Size4-Regular"; + svgLabel = "lceil"; + viewBoxWidth = 667; + } else if (delim === "\\rfloor" || delim === "\u230B") { + repeat = top = "\u23A5"; + bottom = "\u23A6"; + font = "Size4-Regular"; + svgLabel = "rfloor"; + viewBoxWidth = 667; + } else if (delim === "\\rceil" || delim === "\u2309") { + top = "\u23A4"; + repeat = bottom = "\u23A5"; + font = "Size4-Regular"; + svgLabel = "rceil"; + viewBoxWidth = 667; + } else if (delim === "(" || delim === "\\lparen") { + top = "\u239B"; + repeat = "\u239C"; + bottom = "\u239D"; + font = "Size4-Regular"; + svgLabel = "lparen"; + viewBoxWidth = 875; + } else if (delim === ")" || delim === "\\rparen") { + top = "\u239E"; + repeat = "\u239F"; + bottom = "\u23A0"; + font = "Size4-Regular"; + svgLabel = "rparen"; + viewBoxWidth = 875; + } else if (delim === "\\{" || delim === "\\lbrace") { + top = "\u23A7"; + middle = "\u23A8"; + bottom = "\u23A9"; + repeat = "\u23AA"; + font = "Size4-Regular"; + } else if (delim === "\\}" || delim === "\\rbrace") { + top = "\u23AB"; + middle = "\u23AC"; + bottom = "\u23AD"; + repeat = "\u23AA"; + font = "Size4-Regular"; + } else if (delim === "\\lgroup" || delim === "\u27EE") { + top = "\u23A7"; + bottom = "\u23A9"; + repeat = "\u23AA"; + font = "Size4-Regular"; + } else if (delim === "\\rgroup" || delim === "\u27EF") { + top = "\u23AB"; + bottom = "\u23AD"; + repeat = "\u23AA"; + font = "Size4-Regular"; + } else if (delim === "\\lmoustache" || delim === "\u23B0") { + top = "\u23A7"; + bottom = "\u23AD"; + repeat = "\u23AA"; + font = "Size4-Regular"; + } else if (delim === "\\rmoustache" || delim === "\u23B1") { + top = "\u23AB"; + bottom = "\u23A9"; + repeat = "\u23AA"; + font = "Size4-Regular"; + } // Get the metrics of the four sections + + + var topMetrics = getMetrics(top, font, mode); + var topHeightTotal = topMetrics.height + topMetrics.depth; + var repeatMetrics = getMetrics(repeat, font, mode); + var repeatHeightTotal = repeatMetrics.height + repeatMetrics.depth; + var bottomMetrics = getMetrics(bottom, font, mode); + var bottomHeightTotal = bottomMetrics.height + bottomMetrics.depth; + var middleHeightTotal = 0; + var middleFactor = 1; + + if (middle !== null) { + var middleMetrics = getMetrics(middle, font, mode); + middleHeightTotal = middleMetrics.height + middleMetrics.depth; + middleFactor = 2; // repeat symmetrically above and below middle + } // Calculate the minimal height that the delimiter can have. + // It is at least the size of the top, bottom, and optional middle combined. + + + var minHeight = topHeightTotal + bottomHeightTotal + middleHeightTotal; // Compute the number of copies of the repeat symbol we will need + + var repeatCount = Math.max(0, Math.ceil((heightTotal - minHeight) / (middleFactor * repeatHeightTotal))); // Compute the total height of the delimiter including all the symbols + + var realHeightTotal = minHeight + repeatCount * middleFactor * repeatHeightTotal; // The center of the delimiter is placed at the center of the axis. Note + // that in this context, "center" means that the delimiter should be + // centered around the axis in the current style, while normally it is + // centered around the axis in textstyle. + + var axisHeight = options.fontMetrics().axisHeight; + + if (center) { + axisHeight *= options.sizeMultiplier; + } // Calculate the depth + + + var depth = realHeightTotal / 2 - axisHeight; // Now, we start building the pieces that will go into the vlist + // Keep a list of the pieces of the stacked delimiter + + var stack = []; + + if (svgLabel.length > 0) { + // Instead of stacking glyphs, create a single SVG. + // This evades browser problems with imprecise positioning of spans. + var midHeight = realHeightTotal - topHeightTotal - bottomHeightTotal; + var viewBoxHeight = Math.round(realHeightTotal * 1000); + var pathStr = tallDelim(svgLabel, Math.round(midHeight * 1000)); + var path = new PathNode(svgLabel, pathStr); + var width = (viewBoxWidth / 1000).toFixed(3) + "em"; + var height = (viewBoxHeight / 1000).toFixed(3) + "em"; + var svg = new SvgNode([path], { + "width": width, + "height": height, + "viewBox": "0 0 " + viewBoxWidth + " " + viewBoxHeight + }); + var wrapper = buildCommon.makeSvgSpan([], [svg], options); + wrapper.height = viewBoxHeight / 1000; + wrapper.style.width = width; + wrapper.style.height = height; + stack.push({ + type: "elem", + elem: wrapper + }); + } else { + // Stack glyphs + // Start by adding the bottom symbol + stack.push(makeGlyphSpan(bottom, font, mode)); + stack.push(lap); // overlap + + if (middle === null) { + // The middle section will be an SVG. Make it an extra 0.016em tall. + // We'll overlap by 0.008em at top and bottom. + var innerHeight = realHeightTotal - topHeightTotal - bottomHeightTotal + 2 * lapInEms; + stack.push(makeInner(repeat, innerHeight, options)); + } else { + // When there is a middle bit, we need the middle part and two repeated + // sections + var _innerHeight = (realHeightTotal - topHeightTotal - bottomHeightTotal - middleHeightTotal) / 2 + 2 * lapInEms; + + stack.push(makeInner(repeat, _innerHeight, options)); // Now insert the middle of the brace. + + stack.push(lap); + stack.push(makeGlyphSpan(middle, font, mode)); + stack.push(lap); + stack.push(makeInner(repeat, _innerHeight, options)); + } // Add the top symbol + + + stack.push(lap); + stack.push(makeGlyphSpan(top, font, mode)); + } // Finally, build the vlist + + + var newOptions = options.havingBaseStyle(src_Style.TEXT); + var inner = buildCommon.makeVList({ + positionType: "bottom", + positionData: depth, + children: stack + }, newOptions); + return styleWrap(buildCommon.makeSpan(["delimsizing", "mult"], [inner], newOptions), src_Style.TEXT, options, classes); +}; // All surds have 0.08em padding above the vinculum inside the SVG. +// That keeps browser span height rounding error from pinching the line. + + +var vbPad = 80; // padding above the surd, measured inside the viewBox. + +var emPad = 0.08; // padding, in ems, measured in the document. + +var sqrtSvg = function sqrtSvg(sqrtName, height, viewBoxHeight, extraVinculum, options) { + var path = sqrtPath(sqrtName, extraVinculum, viewBoxHeight); + var pathNode = new PathNode(sqrtName, path); + var svg = new SvgNode([pathNode], { + // Note: 1000:1 ratio of viewBox to document em width. + "width": "400em", + "height": makeEm(height), + "viewBox": "0 0 400000 " + viewBoxHeight, + "preserveAspectRatio": "xMinYMin slice" + }); + return buildCommon.makeSvgSpan(["hide-tail"], [svg], options); +}; +/** + * Make a sqrt image of the given height, + */ + + +var makeSqrtImage = function makeSqrtImage(height, options) { + // Define a newOptions that removes the effect of size changes such as \Huge. + // We don't pick different a height surd for \Huge. For it, we scale up. + var newOptions = options.havingBaseSizing(); // Pick the desired surd glyph from a sequence of surds. + + var delim = traverseSequence("\\surd", height * newOptions.sizeMultiplier, stackLargeDelimiterSequence, newOptions); + var sizeMultiplier = newOptions.sizeMultiplier; // default + // The standard sqrt SVGs each have a 0.04em thick vinculum. + // If Settings.minRuleThickness is larger than that, we add extraVinculum. + + var extraVinculum = Math.max(0, options.minRuleThickness - options.fontMetrics().sqrtRuleThickness); // Create a span containing an SVG image of a sqrt symbol. + + var span; + var spanHeight = 0; + var texHeight = 0; + var viewBoxHeight = 0; + var advanceWidth; // We create viewBoxes with 80 units of "padding" above each surd. + // Then browser rounding error on the parent span height will not + // encroach on the ink of the vinculum. But that padding is not + // included in the TeX-like `height` used for calculation of + // vertical alignment. So texHeight = span.height < span.style.height. + + if (delim.type === "small") { + // Get an SVG that is derived from glyph U+221A in font KaTeX-Main. + // 1000 unit normal glyph height. + viewBoxHeight = 1000 + 1000 * extraVinculum + vbPad; + + if (height < 1.0) { + sizeMultiplier = 1.0; // mimic a \textfont radical + } else if (height < 1.4) { + sizeMultiplier = 0.7; // mimic a \scriptfont radical + } + + spanHeight = (1.0 + extraVinculum + emPad) / sizeMultiplier; + texHeight = (1.00 + extraVinculum) / sizeMultiplier; + span = sqrtSvg("sqrtMain", spanHeight, viewBoxHeight, extraVinculum, options); + span.style.minWidth = "0.853em"; + advanceWidth = 0.833 / sizeMultiplier; // from the font. + } else if (delim.type === "large") { + // These SVGs come from fonts: KaTeX_Size1, _Size2, etc. + viewBoxHeight = (1000 + vbPad) * sizeToMaxHeight[delim.size]; + texHeight = (sizeToMaxHeight[delim.size] + extraVinculum) / sizeMultiplier; + spanHeight = (sizeToMaxHeight[delim.size] + extraVinculum + emPad) / sizeMultiplier; + span = sqrtSvg("sqrtSize" + delim.size, spanHeight, viewBoxHeight, extraVinculum, options); + span.style.minWidth = "1.02em"; + advanceWidth = 1.0 / sizeMultiplier; // 1.0 from the font. + } else { + // Tall sqrt. In TeX, this would be stacked using multiple glyphs. + // We'll use a single SVG to accomplish the same thing. + spanHeight = height + extraVinculum + emPad; + texHeight = height + extraVinculum; + viewBoxHeight = Math.floor(1000 * height + extraVinculum) + vbPad; + span = sqrtSvg("sqrtTall", spanHeight, viewBoxHeight, extraVinculum, options); + span.style.minWidth = "0.742em"; + advanceWidth = 1.056; + } + + span.height = texHeight; + span.style.height = makeEm(spanHeight); + return { + span: span, + advanceWidth: advanceWidth, + // Calculate the actual line width. + // This actually should depend on the chosen font -- e.g. \boldmath + // should use the thicker surd symbols from e.g. KaTeX_Main-Bold, and + // have thicker rules. + ruleWidth: (options.fontMetrics().sqrtRuleThickness + extraVinculum) * sizeMultiplier + }; +}; // There are three kinds of delimiters, delimiters that stack when they become +// too large + + +var stackLargeDelimiters = ["(", "\\lparen", ")", "\\rparen", "[", "\\lbrack", "]", "\\rbrack", "\\{", "\\lbrace", "\\}", "\\rbrace", "\\lfloor", "\\rfloor", "\u230A", "\u230B", "\\lceil", "\\rceil", "\u2308", "\u2309", "\\surd"]; // delimiters that always stack + +var stackAlwaysDelimiters = ["\\uparrow", "\\downarrow", "\\updownarrow", "\\Uparrow", "\\Downarrow", "\\Updownarrow", "|", "\\|", "\\vert", "\\Vert", "\\lvert", "\\rvert", "\\lVert", "\\rVert", "\\lgroup", "\\rgroup", "\u27EE", "\u27EF", "\\lmoustache", "\\rmoustache", "\u23B0", "\u23B1"]; // and delimiters that never stack + +var stackNeverDelimiters = ["<", ">", "\\langle", "\\rangle", "/", "\\backslash", "\\lt", "\\gt"]; // Metrics of the different sizes. Found by looking at TeX's output of +// $\bigl| // \Bigl| \biggl| \Biggl| \showlists$ +// Used to create stacked delimiters of appropriate sizes in makeSizedDelim. + +var sizeToMaxHeight = [0, 1.2, 1.8, 2.4, 3.0]; +/** + * Used to create a delimiter of a specific size, where `size` is 1, 2, 3, or 4. + */ + +var makeSizedDelim = function makeSizedDelim(delim, size, options, mode, classes) { + // < and > turn into \langle and \rangle in delimiters + if (delim === "<" || delim === "\\lt" || delim === "\u27E8") { + delim = "\\langle"; + } else if (delim === ">" || delim === "\\gt" || delim === "\u27E9") { + delim = "\\rangle"; + } // Sized delimiters are never centered. + + + if (utils.contains(stackLargeDelimiters, delim) || utils.contains(stackNeverDelimiters, delim)) { + return makeLargeDelim(delim, size, false, options, mode, classes); + } else if (utils.contains(stackAlwaysDelimiters, delim)) { + return makeStackedDelim(delim, sizeToMaxHeight[size], false, options, mode, classes); + } else { + throw new src_ParseError("Illegal delimiter: '" + delim + "'"); + } +}; +/** + * There are three different sequences of delimiter sizes that the delimiters + * follow depending on the kind of delimiter. This is used when creating custom + * sized delimiters to decide whether to create a small, large, or stacked + * delimiter. + * + * In real TeX, these sequences aren't explicitly defined, but are instead + * defined inside the font metrics. Since there are only three sequences that + * are possible for the delimiters that TeX defines, it is easier to just encode + * them explicitly here. + */ + + +// Delimiters that never stack try small delimiters and large delimiters only +var stackNeverDelimiterSequence = [{ + type: "small", + style: src_Style.SCRIPTSCRIPT +}, { + type: "small", + style: src_Style.SCRIPT +}, { + type: "small", + style: src_Style.TEXT +}, { + type: "large", + size: 1 +}, { + type: "large", + size: 2 +}, { + type: "large", + size: 3 +}, { + type: "large", + size: 4 +}]; // Delimiters that always stack try the small delimiters first, then stack + +var stackAlwaysDelimiterSequence = [{ + type: "small", + style: src_Style.SCRIPTSCRIPT +}, { + type: "small", + style: src_Style.SCRIPT +}, { + type: "small", + style: src_Style.TEXT +}, { + type: "stack" +}]; // Delimiters that stack when large try the small and then large delimiters, and +// stack afterwards + +var stackLargeDelimiterSequence = [{ + type: "small", + style: src_Style.SCRIPTSCRIPT +}, { + type: "small", + style: src_Style.SCRIPT +}, { + type: "small", + style: src_Style.TEXT +}, { + type: "large", + size: 1 +}, { + type: "large", + size: 2 +}, { + type: "large", + size: 3 +}, { + type: "large", + size: 4 +}, { + type: "stack" +}]; +/** + * Get the font used in a delimiter based on what kind of delimiter it is. + * TODO(#963) Use more specific font family return type once that is introduced. + */ + +var delimTypeToFont = function delimTypeToFont(type) { + if (type.type === "small") { + return "Main-Regular"; + } else if (type.type === "large") { + return "Size" + type.size + "-Regular"; + } else if (type.type === "stack") { + return "Size4-Regular"; + } else { + throw new Error("Add support for delim type '" + type.type + "' here."); + } +}; +/** + * Traverse a sequence of types of delimiters to decide what kind of delimiter + * should be used to create a delimiter of the given height+depth. + */ + + +var traverseSequence = function traverseSequence(delim, height, sequence, options) { + // Here, we choose the index we should start at in the sequences. In smaller + // sizes (which correspond to larger numbers in style.size) we start earlier + // in the sequence. Thus, scriptscript starts at index 3-3=0, script starts + // at index 3-2=1, text starts at 3-1=2, and display starts at min(2,3-0)=2 + var start = Math.min(2, 3 - options.style.size); + + for (var i = start; i < sequence.length; i++) { + if (sequence[i].type === "stack") { + // This is always the last delimiter, so we just break the loop now. + break; + } + + var metrics = getMetrics(delim, delimTypeToFont(sequence[i]), "math"); + var heightDepth = metrics.height + metrics.depth; // Small delimiters are scaled down versions of the same font, so we + // account for the style change size. + + if (sequence[i].type === "small") { + var newOptions = options.havingBaseStyle(sequence[i].style); + heightDepth *= newOptions.sizeMultiplier; + } // Check if the delimiter at this size works for the given height. + + + if (heightDepth > height) { + return sequence[i]; + } + } // If we reached the end of the sequence, return the last sequence element. + + + return sequence[sequence.length - 1]; +}; +/** + * Make a delimiter of a given height+depth, with optional centering. Here, we + * traverse the sequences, and create a delimiter that the sequence tells us to. + */ + + +var makeCustomSizedDelim = function makeCustomSizedDelim(delim, height, center, options, mode, classes) { + if (delim === "<" || delim === "\\lt" || delim === "\u27E8") { + delim = "\\langle"; + } else if (delim === ">" || delim === "\\gt" || delim === "\u27E9") { + delim = "\\rangle"; + } // Decide what sequence to use + + + var sequence; + + if (utils.contains(stackNeverDelimiters, delim)) { + sequence = stackNeverDelimiterSequence; + } else if (utils.contains(stackLargeDelimiters, delim)) { + sequence = stackLargeDelimiterSequence; + } else { + sequence = stackAlwaysDelimiterSequence; + } // Look through the sequence + + + var delimType = traverseSequence(delim, height, sequence, options); // Get the delimiter from font glyphs. + // Depending on the sequence element we decided on, call the + // appropriate function. + + if (delimType.type === "small") { + return makeSmallDelim(delim, delimType.style, center, options, mode, classes); + } else if (delimType.type === "large") { + return makeLargeDelim(delim, delimType.size, center, options, mode, classes); + } else + /* if (delimType.type === "stack") */ + { + return makeStackedDelim(delim, height, center, options, mode, classes); + } +}; +/** + * Make a delimiter for use with `\left` and `\right`, given a height and depth + * of an expression that the delimiters surround. + */ + + +var makeLeftRightDelim = function makeLeftRightDelim(delim, height, depth, options, mode, classes) { + // We always center \left/\right delimiters, so the axis is always shifted + var axisHeight = options.fontMetrics().axisHeight * options.sizeMultiplier; // Taken from TeX source, tex.web, function make_left_right + + var delimiterFactor = 901; + var delimiterExtend = 5.0 / options.fontMetrics().ptPerEm; + var maxDistFromAxis = Math.max(height - axisHeight, depth + axisHeight); + var totalHeight = Math.max( // In real TeX, calculations are done using integral values which are + // 65536 per pt, or 655360 per em. So, the division here truncates in + // TeX but doesn't here, producing different results. If we wanted to + // exactly match TeX's calculation, we could do + // Math.floor(655360 * maxDistFromAxis / 500) * + // delimiterFactor / 655360 + // (To see the difference, compare + // x^{x^{\left(\rule{0.1em}{0.68em}\right)}} + // in TeX and KaTeX) + maxDistFromAxis / 500 * delimiterFactor, 2 * maxDistFromAxis - delimiterExtend); // Finally, we defer to `makeCustomSizedDelim` with our calculated total + // height + + return makeCustomSizedDelim(delim, totalHeight, true, options, mode, classes); +}; + +/* harmony default export */ var delimiter = ({ + sqrtImage: makeSqrtImage, + sizedDelim: makeSizedDelim, + sizeToMaxHeight: sizeToMaxHeight, + customSizedDelim: makeCustomSizedDelim, + leftRightDelim: makeLeftRightDelim +}); +;// CONCATENATED MODULE: ./src/functions/delimsizing.js + + + + + + + + + + +// Extra data needed for the delimiter handler down below +var delimiterSizes = { + "\\bigl": { + mclass: "mopen", + size: 1 + }, + "\\Bigl": { + mclass: "mopen", + size: 2 + }, + "\\biggl": { + mclass: "mopen", + size: 3 + }, + "\\Biggl": { + mclass: "mopen", + size: 4 + }, + "\\bigr": { + mclass: "mclose", + size: 1 + }, + "\\Bigr": { + mclass: "mclose", + size: 2 + }, + "\\biggr": { + mclass: "mclose", + size: 3 + }, + "\\Biggr": { + mclass: "mclose", + size: 4 + }, + "\\bigm": { + mclass: "mrel", + size: 1 + }, + "\\Bigm": { + mclass: "mrel", + size: 2 + }, + "\\biggm": { + mclass: "mrel", + size: 3 + }, + "\\Biggm": { + mclass: "mrel", + size: 4 + }, + "\\big": { + mclass: "mord", + size: 1 + }, + "\\Big": { + mclass: "mord", + size: 2 + }, + "\\bigg": { + mclass: "mord", + size: 3 + }, + "\\Bigg": { + mclass: "mord", + size: 4 + } +}; +var delimiters = ["(", "\\lparen", ")", "\\rparen", "[", "\\lbrack", "]", "\\rbrack", "\\{", "\\lbrace", "\\}", "\\rbrace", "\\lfloor", "\\rfloor", "\u230A", "\u230B", "\\lceil", "\\rceil", "\u2308", "\u2309", "<", ">", "\\langle", "\u27E8", "\\rangle", "\u27E9", "\\lt", "\\gt", "\\lvert", "\\rvert", "\\lVert", "\\rVert", "\\lgroup", "\\rgroup", "\u27EE", "\u27EF", "\\lmoustache", "\\rmoustache", "\u23B0", "\u23B1", "/", "\\backslash", "|", "\\vert", "\\|", "\\Vert", "\\uparrow", "\\Uparrow", "\\downarrow", "\\Downarrow", "\\updownarrow", "\\Updownarrow", "."]; + +// Delimiter functions +function checkDelimiter(delim, context) { + var symDelim = checkSymbolNodeType(delim); + + if (symDelim && utils.contains(delimiters, symDelim.text)) { + return symDelim; + } else if (symDelim) { + throw new src_ParseError("Invalid delimiter '" + symDelim.text + "' after '" + context.funcName + "'", delim); + } else { + throw new src_ParseError("Invalid delimiter type '" + delim.type + "'", delim); + } +} + +defineFunction({ + type: "delimsizing", + names: ["\\bigl", "\\Bigl", "\\biggl", "\\Biggl", "\\bigr", "\\Bigr", "\\biggr", "\\Biggr", "\\bigm", "\\Bigm", "\\biggm", "\\Biggm", "\\big", "\\Big", "\\bigg", "\\Bigg"], + props: { + numArgs: 1, + argTypes: ["primitive"] + }, + handler: function handler(context, args) { + var delim = checkDelimiter(args[0], context); + return { + type: "delimsizing", + mode: context.parser.mode, + size: delimiterSizes[context.funcName].size, + mclass: delimiterSizes[context.funcName].mclass, + delim: delim.text + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + if (group.delim === ".") { + // Empty delimiters still count as elements, even though they don't + // show anything. + return buildCommon.makeSpan([group.mclass]); + } // Use delimiter.sizedDelim to generate the delimiter. + + + return delimiter.sizedDelim(group.delim, group.size, options, group.mode, [group.mclass]); + }, + mathmlBuilder: function mathmlBuilder(group) { + var children = []; + + if (group.delim !== ".") { + children.push(makeText(group.delim, group.mode)); + } + + var node = new mathMLTree.MathNode("mo", children); + + if (group.mclass === "mopen" || group.mclass === "mclose") { + // Only some of the delimsizing functions act as fences, and they + // return "mopen" or "mclose" mclass. + node.setAttribute("fence", "true"); + } else { + // Explicitly disable fencing if it's not a fence, to override the + // defaults. + node.setAttribute("fence", "false"); + } + + node.setAttribute("stretchy", "true"); + var size = makeEm(delimiter.sizeToMaxHeight[group.size]); + node.setAttribute("minsize", size); + node.setAttribute("maxsize", size); + return node; + } +}); + +function assertParsed(group) { + if (!group.body) { + throw new Error("Bug: The leftright ParseNode wasn't fully parsed."); + } +} + +defineFunction({ + type: "leftright-right", + names: ["\\right"], + props: { + numArgs: 1, + primitive: true + }, + handler: function handler(context, args) { + // \left case below triggers parsing of \right in + // `const right = parser.parseFunction();` + // uses this return value. + var color = context.parser.gullet.macros.get("\\current@color"); + + if (color && typeof color !== "string") { + throw new src_ParseError("\\current@color set to non-string in \\right"); + } + + return { + type: "leftright-right", + mode: context.parser.mode, + delim: checkDelimiter(args[0], context).text, + color: color // undefined if not set via \color + + }; + } +}); +defineFunction({ + type: "leftright", + names: ["\\left"], + props: { + numArgs: 1, + primitive: true + }, + handler: function handler(context, args) { + var delim = checkDelimiter(args[0], context); + var parser = context.parser; // Parse out the implicit body + + ++parser.leftrightDepth; // parseExpression stops before '\\right' + + var body = parser.parseExpression(false); + --parser.leftrightDepth; // Check the next token + + parser.expect("\\right", false); + var right = assertNodeType(parser.parseFunction(), "leftright-right"); + return { + type: "leftright", + mode: parser.mode, + body: body, + left: delim.text, + right: right.delim, + rightColor: right.color + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + assertParsed(group); // Build the inner expression + + var inner = buildExpression(group.body, options, true, ["mopen", "mclose"]); + var innerHeight = 0; + var innerDepth = 0; + var hadMiddle = false; // Calculate its height and depth + + for (var i = 0; i < inner.length; i++) { + // Property `isMiddle` not defined on `span`. See comment in + // "middle"'s htmlBuilder. + // $FlowFixMe + if (inner[i].isMiddle) { + hadMiddle = true; + } else { + innerHeight = Math.max(inner[i].height, innerHeight); + innerDepth = Math.max(inner[i].depth, innerDepth); + } + } // The size of delimiters is the same, regardless of what style we are + // in. Thus, to correctly calculate the size of delimiter we need around + // a group, we scale down the inner size based on the size. + + + innerHeight *= options.sizeMultiplier; + innerDepth *= options.sizeMultiplier; + var leftDelim; + + if (group.left === ".") { + // Empty delimiters in \left and \right make null delimiter spaces. + leftDelim = makeNullDelimiter(options, ["mopen"]); + } else { + // Otherwise, use leftRightDelim to generate the correct sized + // delimiter. + leftDelim = delimiter.leftRightDelim(group.left, innerHeight, innerDepth, options, group.mode, ["mopen"]); + } // Add it to the beginning of the expression + + + inner.unshift(leftDelim); // Handle middle delimiters + + if (hadMiddle) { + for (var _i = 1; _i < inner.length; _i++) { + var middleDelim = inner[_i]; // Property `isMiddle` not defined on `span`. See comment in + // "middle"'s htmlBuilder. + // $FlowFixMe + + var isMiddle = middleDelim.isMiddle; + + if (isMiddle) { + // Apply the options that were active when \middle was called + inner[_i] = delimiter.leftRightDelim(isMiddle.delim, innerHeight, innerDepth, isMiddle.options, group.mode, []); + } + } + } + + var rightDelim; // Same for the right delimiter, but using color specified by \color + + if (group.right === ".") { + rightDelim = makeNullDelimiter(options, ["mclose"]); + } else { + var colorOptions = group.rightColor ? options.withColor(group.rightColor) : options; + rightDelim = delimiter.leftRightDelim(group.right, innerHeight, innerDepth, colorOptions, group.mode, ["mclose"]); + } // Add it to the end of the expression. + + + inner.push(rightDelim); + return buildCommon.makeSpan(["minner"], inner, options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + assertParsed(group); + var inner = buildMathML_buildExpression(group.body, options); + + if (group.left !== ".") { + var leftNode = new mathMLTree.MathNode("mo", [makeText(group.left, group.mode)]); + leftNode.setAttribute("fence", "true"); + inner.unshift(leftNode); + } + + if (group.right !== ".") { + var rightNode = new mathMLTree.MathNode("mo", [makeText(group.right, group.mode)]); + rightNode.setAttribute("fence", "true"); + + if (group.rightColor) { + rightNode.setAttribute("mathcolor", group.rightColor); + } + + inner.push(rightNode); + } + + return makeRow(inner); + } +}); +defineFunction({ + type: "middle", + names: ["\\middle"], + props: { + numArgs: 1, + primitive: true + }, + handler: function handler(context, args) { + var delim = checkDelimiter(args[0], context); + + if (!context.parser.leftrightDepth) { + throw new src_ParseError("\\middle without preceding \\left", delim); + } + + return { + type: "middle", + mode: context.parser.mode, + delim: delim.text + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var middleDelim; + + if (group.delim === ".") { + middleDelim = makeNullDelimiter(options, []); + } else { + middleDelim = delimiter.sizedDelim(group.delim, 1, options, group.mode, []); + var isMiddle = { + delim: group.delim, + options: options + }; // Property `isMiddle` not defined on `span`. It is only used in + // this file above. + // TODO: Fix this violation of the `span` type and possibly rename + // things since `isMiddle` sounds like a boolean, but is a struct. + // $FlowFixMe + + middleDelim.isMiddle = isMiddle; + } + + return middleDelim; + }, + mathmlBuilder: function mathmlBuilder(group, options) { + // A Firefox \middle will stretch a character vertically only if it + // is in the fence part of the operator dictionary at: + // https://www.w3.org/TR/MathML3/appendixc.html. + // So we need to avoid U+2223 and use plain "|" instead. + var textNode = group.delim === "\\vert" || group.delim === "|" ? makeText("|", "text") : makeText(group.delim, group.mode); + var middleNode = new mathMLTree.MathNode("mo", [textNode]); + middleNode.setAttribute("fence", "true"); // MathML gives 5/18em spacing to each element. + // \middle should get delimiter spacing instead. + + middleNode.setAttribute("lspace", "0.05em"); + middleNode.setAttribute("rspace", "0.05em"); + return middleNode; + } +}); +;// CONCATENATED MODULE: ./src/functions/enclose.js + + + + + + + + + + + + +var enclose_htmlBuilder = function htmlBuilder(group, options) { + // \cancel, \bcancel, \xcancel, \sout, \fbox, \colorbox, \fcolorbox, \phase + // Some groups can return document fragments. Handle those by wrapping + // them in a span. + var inner = buildCommon.wrapFragment(buildGroup(group.body, options), options); + var label = group.label.slice(1); + var scale = options.sizeMultiplier; + var img; + var imgShift = 0; // In the LaTeX cancel package, line geometry is slightly different + // depending on whether the subject is wider than it is tall, or vice versa. + // We don't know the width of a group, so as a proxy, we test if + // the subject is a single character. This captures most of the + // subjects that should get the "tall" treatment. + + var isSingleChar = utils.isCharacterBox(group.body); + + if (label === "sout") { + img = buildCommon.makeSpan(["stretchy", "sout"]); + img.height = options.fontMetrics().defaultRuleThickness / scale; + imgShift = -0.5 * options.fontMetrics().xHeight; + } else if (label === "phase") { + // Set a couple of dimensions from the steinmetz package. + var lineWeight = calculateSize({ + number: 0.6, + unit: "pt" + }, options); + var clearance = calculateSize({ + number: 0.35, + unit: "ex" + }, options); // Prevent size changes like \Huge from affecting line thickness + + var newOptions = options.havingBaseSizing(); + scale = scale / newOptions.sizeMultiplier; + var angleHeight = inner.height + inner.depth + lineWeight + clearance; // Reserve a left pad for the angle. + + inner.style.paddingLeft = makeEm(angleHeight / 2 + lineWeight); // Create an SVG + + var viewBoxHeight = Math.floor(1000 * angleHeight * scale); + var path = phasePath(viewBoxHeight); + var svgNode = new SvgNode([new PathNode("phase", path)], { + "width": "400em", + "height": makeEm(viewBoxHeight / 1000), + "viewBox": "0 0 400000 " + viewBoxHeight, + "preserveAspectRatio": "xMinYMin slice" + }); // Wrap it in a span with overflow: hidden. + + img = buildCommon.makeSvgSpan(["hide-tail"], [svgNode], options); + img.style.height = makeEm(angleHeight); + imgShift = inner.depth + lineWeight + clearance; + } else { + // Add horizontal padding + if (/cancel/.test(label)) { + if (!isSingleChar) { + inner.classes.push("cancel-pad"); + } + } else if (label === "angl") { + inner.classes.push("anglpad"); + } else { + inner.classes.push("boxpad"); + } // Add vertical padding + + + var topPad = 0; + var bottomPad = 0; + var ruleThickness = 0; // ref: cancel package: \advance\totalheight2\p@ % "+2" + + if (/box/.test(label)) { + ruleThickness = Math.max(options.fontMetrics().fboxrule, // default + options.minRuleThickness // User override. + ); + topPad = options.fontMetrics().fboxsep + (label === "colorbox" ? 0 : ruleThickness); + bottomPad = topPad; + } else if (label === "angl") { + ruleThickness = Math.max(options.fontMetrics().defaultRuleThickness, options.minRuleThickness); + topPad = 4 * ruleThickness; // gap = 3 × line, plus the line itself. + + bottomPad = Math.max(0, 0.25 - inner.depth); + } else { + topPad = isSingleChar ? 0.2 : 0; + bottomPad = topPad; + } + + img = stretchy.encloseSpan(inner, label, topPad, bottomPad, options); + + if (/fbox|boxed|fcolorbox/.test(label)) { + img.style.borderStyle = "solid"; + img.style.borderWidth = makeEm(ruleThickness); + } else if (label === "angl" && ruleThickness !== 0.049) { + img.style.borderTopWidth = makeEm(ruleThickness); + img.style.borderRightWidth = makeEm(ruleThickness); + } + + imgShift = inner.depth + bottomPad; + + if (group.backgroundColor) { + img.style.backgroundColor = group.backgroundColor; + + if (group.borderColor) { + img.style.borderColor = group.borderColor; + } + } + } + + var vlist; + + if (group.backgroundColor) { + vlist = buildCommon.makeVList({ + positionType: "individualShift", + children: [// Put the color background behind inner; + { + type: "elem", + elem: img, + shift: imgShift + }, { + type: "elem", + elem: inner, + shift: 0 + }] + }, options); + } else { + var classes = /cancel|phase/.test(label) ? ["svg-align"] : []; + vlist = buildCommon.makeVList({ + positionType: "individualShift", + children: [// Write the \cancel stroke on top of inner. + { + type: "elem", + elem: inner, + shift: 0 + }, { + type: "elem", + elem: img, + shift: imgShift, + wrapperClasses: classes + }] + }, options); + } + + if (/cancel/.test(label)) { + // The cancel package documentation says that cancel lines add their height + // to the expression, but tests show that isn't how it actually works. + vlist.height = inner.height; + vlist.depth = inner.depth; + } + + if (/cancel/.test(label) && !isSingleChar) { + // cancel does not create horiz space for its line extension. + return buildCommon.makeSpan(["mord", "cancel-lap"], [vlist], options); + } else { + return buildCommon.makeSpan(["mord"], [vlist], options); + } +}; + +var enclose_mathmlBuilder = function mathmlBuilder(group, options) { + var fboxsep = 0; + var node = new mathMLTree.MathNode(group.label.indexOf("colorbox") > -1 ? "mpadded" : "menclose", [buildMathML_buildGroup(group.body, options)]); + + switch (group.label) { + case "\\cancel": + node.setAttribute("notation", "updiagonalstrike"); + break; + + case "\\bcancel": + node.setAttribute("notation", "downdiagonalstrike"); + break; + + case "\\phase": + node.setAttribute("notation", "phasorangle"); + break; + + case "\\sout": + node.setAttribute("notation", "horizontalstrike"); + break; + + case "\\fbox": + node.setAttribute("notation", "box"); + break; + + case "\\angl": + node.setAttribute("notation", "actuarial"); + break; + + case "\\fcolorbox": + case "\\colorbox": + // doesn't have a good notation option. So use + // instead. Set some attributes that come included with . + fboxsep = options.fontMetrics().fboxsep * options.fontMetrics().ptPerEm; + node.setAttribute("width", "+" + 2 * fboxsep + "pt"); + node.setAttribute("height", "+" + 2 * fboxsep + "pt"); + node.setAttribute("lspace", fboxsep + "pt"); // + + node.setAttribute("voffset", fboxsep + "pt"); + + if (group.label === "\\fcolorbox") { + var thk = Math.max(options.fontMetrics().fboxrule, // default + options.minRuleThickness // user override + ); + node.setAttribute("style", "border: " + thk + "em solid " + String(group.borderColor)); + } + + break; + + case "\\xcancel": + node.setAttribute("notation", "updiagonalstrike downdiagonalstrike"); + break; + } + + if (group.backgroundColor) { + node.setAttribute("mathbackground", group.backgroundColor); + } + + return node; +}; + +defineFunction({ + type: "enclose", + names: ["\\colorbox"], + props: { + numArgs: 2, + allowedInText: true, + argTypes: ["color", "text"] + }, + handler: function handler(_ref, args, optArgs) { + var parser = _ref.parser, + funcName = _ref.funcName; + var color = assertNodeType(args[0], "color-token").color; + var body = args[1]; + return { + type: "enclose", + mode: parser.mode, + label: funcName, + backgroundColor: color, + body: body + }; + }, + htmlBuilder: enclose_htmlBuilder, + mathmlBuilder: enclose_mathmlBuilder +}); +defineFunction({ + type: "enclose", + names: ["\\fcolorbox"], + props: { + numArgs: 3, + allowedInText: true, + argTypes: ["color", "color", "text"] + }, + handler: function handler(_ref2, args, optArgs) { + var parser = _ref2.parser, + funcName = _ref2.funcName; + var borderColor = assertNodeType(args[0], "color-token").color; + var backgroundColor = assertNodeType(args[1], "color-token").color; + var body = args[2]; + return { + type: "enclose", + mode: parser.mode, + label: funcName, + backgroundColor: backgroundColor, + borderColor: borderColor, + body: body + }; + }, + htmlBuilder: enclose_htmlBuilder, + mathmlBuilder: enclose_mathmlBuilder +}); +defineFunction({ + type: "enclose", + names: ["\\fbox"], + props: { + numArgs: 1, + argTypes: ["hbox"], + allowedInText: true + }, + handler: function handler(_ref3, args) { + var parser = _ref3.parser; + return { + type: "enclose", + mode: parser.mode, + label: "\\fbox", + body: args[0] + }; + } +}); +defineFunction({ + type: "enclose", + names: ["\\cancel", "\\bcancel", "\\xcancel", "\\sout", "\\phase"], + props: { + numArgs: 1 + }, + handler: function handler(_ref4, args) { + var parser = _ref4.parser, + funcName = _ref4.funcName; + var body = args[0]; + return { + type: "enclose", + mode: parser.mode, + label: funcName, + body: body + }; + }, + htmlBuilder: enclose_htmlBuilder, + mathmlBuilder: enclose_mathmlBuilder +}); +defineFunction({ + type: "enclose", + names: ["\\angl"], + props: { + numArgs: 1, + argTypes: ["hbox"], + allowedInText: false + }, + handler: function handler(_ref5, args) { + var parser = _ref5.parser; + return { + type: "enclose", + mode: parser.mode, + label: "\\angl", + body: args[0] + }; + } +}); +;// CONCATENATED MODULE: ./src/defineEnvironment.js + + +/** + * All registered environments. + * `environments.js` exports this same dictionary again and makes it public. + * `Parser.js` requires this dictionary via `environments.js`. + */ +var _environments = {}; +function defineEnvironment(_ref) { + var type = _ref.type, + names = _ref.names, + props = _ref.props, + handler = _ref.handler, + htmlBuilder = _ref.htmlBuilder, + mathmlBuilder = _ref.mathmlBuilder; + // Set default values of environments. + var data = { + type: type, + numArgs: props.numArgs || 0, + allowedInText: false, + numOptionalArgs: 0, + handler: handler + }; + + for (var i = 0; i < names.length; ++i) { + // TODO: The value type of _environments should be a type union of all + // possible `EnvSpec<>` possibilities instead of `EnvSpec<*>`, which is + // an existential type. + _environments[names[i]] = data; + } + + if (htmlBuilder) { + _htmlGroupBuilders[type] = htmlBuilder; + } + + if (mathmlBuilder) { + _mathmlGroupBuilders[type] = mathmlBuilder; + } +} +;// CONCATENATED MODULE: ./src/defineMacro.js + + +/** + * All registered global/built-in macros. + * `macros.js` exports this same dictionary again and makes it public. + * `Parser.js` requires this dictionary via `macros.js`. + */ +var _macros = {}; // This function might one day accept an additional argument and do more things. + +function defineMacro(name, body) { + _macros[name] = body; +} +;// CONCATENATED MODULE: ./src/SourceLocation.js +/** + * Lexing or parsing positional information for error reporting. + * This object is immutable. + */ +var SourceLocation = /*#__PURE__*/function () { + // The + prefix indicates that these fields aren't writeable + // Lexer holding the input string. + // Start offset, zero-based inclusive. + // End offset, zero-based exclusive. + function SourceLocation(lexer, start, end) { + this.lexer = void 0; + this.start = void 0; + this.end = void 0; + this.lexer = lexer; + this.start = start; + this.end = end; + } + /** + * Merges two `SourceLocation`s from location providers, given they are + * provided in order of appearance. + * - Returns the first one's location if only the first is provided. + * - Returns a merged range of the first and the last if both are provided + * and their lexers match. + * - Otherwise, returns null. + */ + + + SourceLocation.range = function range(first, second) { + if (!second) { + return first && first.loc; + } else if (!first || !first.loc || !second.loc || first.loc.lexer !== second.loc.lexer) { + return null; + } else { + return new SourceLocation(first.loc.lexer, first.loc.start, second.loc.end); + } + }; + + return SourceLocation; +}(); + + +;// CONCATENATED MODULE: ./src/Token.js + +/** + * Interface required to break circular dependency between Token, Lexer, and + * ParseError. + */ + +/** + * The resulting token returned from `lex`. + * + * It consists of the token text plus some position information. + * The position information is essentially a range in an input string, + * but instead of referencing the bare input string, we refer to the lexer. + * That way it is possible to attach extra metadata to the input string, + * like for example a file name or similar. + * + * The position information is optional, so it is OK to construct synthetic + * tokens if appropriate. Not providing available position information may + * lead to degraded error reporting, though. + */ +var Token = /*#__PURE__*/function () { + // don't expand the token + // used in \noexpand + function Token(text, // the text of this token + loc) { + this.text = void 0; + this.loc = void 0; + this.noexpand = void 0; + this.treatAsRelax = void 0; + this.text = text; + this.loc = loc; + } + /** + * Given a pair of tokens (this and endToken), compute a `Token` encompassing + * the whole input range enclosed by these two. + */ + + + var _proto = Token.prototype; + + _proto.range = function range(endToken, // last token of the range, inclusive + text // the text of the newly constructed token + ) { + return new Token(text, SourceLocation.range(this, endToken)); + }; + + return Token; +}(); +;// CONCATENATED MODULE: ./src/environments/array.js + + + + + + + + + + + + + + + + +// Helper functions +function getHLines(parser) { + // Return an array. The array length = number of hlines. + // Each element in the array tells if the line is dashed. + var hlineInfo = []; + parser.consumeSpaces(); + var nxt = parser.fetch().text; + + if (nxt === "\\relax") { + // \relax is an artifact of the \cr macro below + parser.consume(); + parser.consumeSpaces(); + nxt = parser.fetch().text; + } + + while (nxt === "\\hline" || nxt === "\\hdashline") { + parser.consume(); + hlineInfo.push(nxt === "\\hdashline"); + parser.consumeSpaces(); + nxt = parser.fetch().text; + } + + return hlineInfo; +} + +var validateAmsEnvironmentContext = function validateAmsEnvironmentContext(context) { + var settings = context.parser.settings; + + if (!settings.displayMode) { + throw new src_ParseError("{" + context.envName + "} can be used only in" + " display mode."); + } +}; // autoTag (an argument to parseArray) can be one of three values: +// * undefined: Regular (not-top-level) array; no tags on each row +// * true: Automatic equation numbering, overridable by \tag +// * false: Tags allowed on each row, but no automatic numbering +// This function *doesn't* work with the "split" environment name. + + +function getAutoTag(name) { + if (name.indexOf("ed") === -1) { + return name.indexOf("*") === -1; + } // return undefined; + +} +/** + * Parse the body of the environment, with rows delimited by \\ and + * columns delimited by &, and create a nested list in row-major order + * with one group per cell. If given an optional argument style + * ("text", "display", etc.), then each cell is cast into that style. + */ + + +function parseArray(parser, _ref, style) { + var hskipBeforeAndAfter = _ref.hskipBeforeAndAfter, + addJot = _ref.addJot, + cols = _ref.cols, + arraystretch = _ref.arraystretch, + colSeparationType = _ref.colSeparationType, + autoTag = _ref.autoTag, + singleRow = _ref.singleRow, + emptySingleRow = _ref.emptySingleRow, + maxNumCols = _ref.maxNumCols, + leqno = _ref.leqno; + parser.gullet.beginGroup(); + + if (!singleRow) { + // \cr is equivalent to \\ without the optional size argument (see below) + // TODO: provide helpful error when \cr is used outside array environment + parser.gullet.macros.set("\\cr", "\\\\\\relax"); + } // Get current arraystretch if it's not set by the environment + + + if (!arraystretch) { + var stretch = parser.gullet.expandMacroAsText("\\arraystretch"); + + if (stretch == null) { + // Default \arraystretch from lttab.dtx + arraystretch = 1; + } else { + arraystretch = parseFloat(stretch); + + if (!arraystretch || arraystretch < 0) { + throw new src_ParseError("Invalid \\arraystretch: " + stretch); + } + } + } // Start group for first cell + + + parser.gullet.beginGroup(); + var row = []; + var body = [row]; + var rowGaps = []; + var hLinesBeforeRow = []; + var tags = autoTag != null ? [] : undefined; // amsmath uses \global\@eqnswtrue and \global\@eqnswfalse to represent + // whether this row should have an equation number. Simulate this with + // a \@eqnsw macro set to 1 or 0. + + function beginRow() { + if (autoTag) { + parser.gullet.macros.set("\\@eqnsw", "1", true); + } + } + + function endRow() { + if (tags) { + if (parser.gullet.macros.get("\\df@tag")) { + tags.push(parser.subparse([new Token("\\df@tag")])); + parser.gullet.macros.set("\\df@tag", undefined, true); + } else { + tags.push(Boolean(autoTag) && parser.gullet.macros.get("\\@eqnsw") === "1"); + } + } + } + + beginRow(); // Test for \hline at the top of the array. + + hLinesBeforeRow.push(getHLines(parser)); + + while (true) { + // eslint-disable-line no-constant-condition + // Parse each cell in its own group (namespace) + var cell = parser.parseExpression(false, singleRow ? "\\end" : "\\\\"); + parser.gullet.endGroup(); + parser.gullet.beginGroup(); + cell = { + type: "ordgroup", + mode: parser.mode, + body: cell + }; + + if (style) { + cell = { + type: "styling", + mode: parser.mode, + style: style, + body: [cell] + }; + } + + row.push(cell); + var next = parser.fetch().text; + + if (next === "&") { + if (maxNumCols && row.length === maxNumCols) { + if (singleRow || colSeparationType) { + // {equation} or {split} + throw new src_ParseError("Too many tab characters: &", parser.nextToken); + } else { + // {array} environment + parser.settings.reportNonstrict("textEnv", "Too few columns " + "specified in the {array} column argument."); + } + } + + parser.consume(); + } else if (next === "\\end") { + endRow(); // Arrays terminate newlines with `\crcr` which consumes a `\cr` if + // the last line is empty. However, AMS environments keep the + // empty row if it's the only one. + // NOTE: Currently, `cell` is the last item added into `row`. + + if (row.length === 1 && cell.type === "styling" && cell.body[0].body.length === 0 && (body.length > 1 || !emptySingleRow)) { + body.pop(); + } + + if (hLinesBeforeRow.length < body.length + 1) { + hLinesBeforeRow.push([]); + } + + break; + } else if (next === "\\\\") { + parser.consume(); + var size = void 0; // \def\Let@{\let\\\math@cr} + // \def\math@cr{...\math@cr@} + // \def\math@cr@{\new@ifnextchar[\math@cr@@{\math@cr@@[\z@]}} + // \def\math@cr@@[#1]{...\math@cr@@@...} + // \def\math@cr@@@{\cr} + + if (parser.gullet.future().text !== " ") { + size = parser.parseSizeGroup(true); + } + + rowGaps.push(size ? size.value : null); + endRow(); // check for \hline(s) following the row separator + + hLinesBeforeRow.push(getHLines(parser)); + row = []; + body.push(row); + beginRow(); + } else { + throw new src_ParseError("Expected & or \\\\ or \\cr or \\end", parser.nextToken); + } + } // End cell group + + + parser.gullet.endGroup(); // End array group defining \cr + + parser.gullet.endGroup(); + return { + type: "array", + mode: parser.mode, + addJot: addJot, + arraystretch: arraystretch, + body: body, + cols: cols, + rowGaps: rowGaps, + hskipBeforeAndAfter: hskipBeforeAndAfter, + hLinesBeforeRow: hLinesBeforeRow, + colSeparationType: colSeparationType, + tags: tags, + leqno: leqno + }; +} // Decides on a style for cells in an array according to whether the given +// environment name starts with the letter 'd'. + + +function dCellStyle(envName) { + if (envName.slice(0, 1) === "d") { + return "display"; + } else { + return "text"; + } +} + +var array_htmlBuilder = function htmlBuilder(group, options) { + var r; + var c; + var nr = group.body.length; + var hLinesBeforeRow = group.hLinesBeforeRow; + var nc = 0; + var body = new Array(nr); + var hlines = []; + var ruleThickness = Math.max( // From LaTeX \showthe\arrayrulewidth. Equals 0.04 em. + options.fontMetrics().arrayRuleWidth, options.minRuleThickness // User override. + ); // Horizontal spacing + + var pt = 1 / options.fontMetrics().ptPerEm; + var arraycolsep = 5 * pt; // default value, i.e. \arraycolsep in article.cls + + if (group.colSeparationType && group.colSeparationType === "small") { + // We're in a {smallmatrix}. Default column space is \thickspace, + // i.e. 5/18em = 0.2778em, per amsmath.dtx for {smallmatrix}. + // But that needs adjustment because LaTeX applies \scriptstyle to the + // entire array, including the colspace, but this function applies + // \scriptstyle only inside each element. + var localMultiplier = options.havingStyle(src_Style.SCRIPT).sizeMultiplier; + arraycolsep = 0.2778 * (localMultiplier / options.sizeMultiplier); + } // Vertical spacing + + + var baselineskip = group.colSeparationType === "CD" ? calculateSize({ + number: 3, + unit: "ex" + }, options) : 12 * pt; // see size10.clo + // Default \jot from ltmath.dtx + // TODO(edemaine): allow overriding \jot via \setlength (#687) + + var jot = 3 * pt; + var arrayskip = group.arraystretch * baselineskip; + var arstrutHeight = 0.7 * arrayskip; // \strutbox in ltfsstrc.dtx and + + var arstrutDepth = 0.3 * arrayskip; // \@arstrutbox in lttab.dtx + + var totalHeight = 0; // Set a position for \hline(s) at the top of the array, if any. + + function setHLinePos(hlinesInGap) { + for (var i = 0; i < hlinesInGap.length; ++i) { + if (i > 0) { + totalHeight += 0.25; + } + + hlines.push({ + pos: totalHeight, + isDashed: hlinesInGap[i] + }); + } + } + + setHLinePos(hLinesBeforeRow[0]); + + for (r = 0; r < group.body.length; ++r) { + var inrow = group.body[r]; + var height = arstrutHeight; // \@array adds an \@arstrut + + var depth = arstrutDepth; // to each tow (via the template) + + if (nc < inrow.length) { + nc = inrow.length; + } + + var outrow = new Array(inrow.length); + + for (c = 0; c < inrow.length; ++c) { + var elt = buildGroup(inrow[c], options); + + if (depth < elt.depth) { + depth = elt.depth; + } + + if (height < elt.height) { + height = elt.height; + } + + outrow[c] = elt; + } + + var rowGap = group.rowGaps[r]; + var gap = 0; + + if (rowGap) { + gap = calculateSize(rowGap, options); + + if (gap > 0) { + // \@argarraycr + gap += arstrutDepth; + + if (depth < gap) { + depth = gap; // \@xargarraycr + } + + gap = 0; + } + } // In AMS multiline environments such as aligned and gathered, rows + // correspond to lines that have additional \jot added to the + // \baselineskip via \openup. + + + if (group.addJot) { + depth += jot; + } + + outrow.height = height; + outrow.depth = depth; + totalHeight += height; + outrow.pos = totalHeight; + totalHeight += depth + gap; // \@yargarraycr + + body[r] = outrow; // Set a position for \hline(s), if any. + + setHLinePos(hLinesBeforeRow[r + 1]); + } + + var offset = totalHeight / 2 + options.fontMetrics().axisHeight; + var colDescriptions = group.cols || []; + var cols = []; + var colSep; + var colDescrNum; + var tagSpans = []; + + if (group.tags && group.tags.some(function (tag) { + return tag; + })) { + // An environment with manual tags and/or automatic equation numbers. + // Create node(s), the latter of which trigger CSS counter increment. + for (r = 0; r < nr; ++r) { + var rw = body[r]; + var shift = rw.pos - offset; + var tag = group.tags[r]; + var tagSpan = void 0; + + if (tag === true) { + // automatic numbering + tagSpan = buildCommon.makeSpan(["eqn-num"], [], options); + } else if (tag === false) { + // \nonumber/\notag or starred environment + tagSpan = buildCommon.makeSpan([], [], options); + } else { + // manual \tag + tagSpan = buildCommon.makeSpan([], buildExpression(tag, options, true), options); + } + + tagSpan.depth = rw.depth; + tagSpan.height = rw.height; + tagSpans.push({ + type: "elem", + elem: tagSpan, + shift: shift + }); + } + } + + for (c = 0, colDescrNum = 0; // Continue while either there are more columns or more column + // descriptions, so trailing separators don't get lost. + c < nc || colDescrNum < colDescriptions.length; ++c, ++colDescrNum) { + var colDescr = colDescriptions[colDescrNum] || {}; + var firstSeparator = true; + + while (colDescr.type === "separator") { + // If there is more than one separator in a row, add a space + // between them. + if (!firstSeparator) { + colSep = buildCommon.makeSpan(["arraycolsep"], []); + colSep.style.width = makeEm(options.fontMetrics().doubleRuleSep); + cols.push(colSep); + } + + if (colDescr.separator === "|" || colDescr.separator === ":") { + var lineType = colDescr.separator === "|" ? "solid" : "dashed"; + var separator = buildCommon.makeSpan(["vertical-separator"], [], options); + separator.style.height = makeEm(totalHeight); + separator.style.borderRightWidth = makeEm(ruleThickness); + separator.style.borderRightStyle = lineType; + separator.style.margin = "0 " + makeEm(-ruleThickness / 2); + + var _shift = totalHeight - offset; + + if (_shift) { + separator.style.verticalAlign = makeEm(-_shift); + } + + cols.push(separator); + } else { + throw new src_ParseError("Invalid separator type: " + colDescr.separator); + } + + colDescrNum++; + colDescr = colDescriptions[colDescrNum] || {}; + firstSeparator = false; + } + + if (c >= nc) { + continue; + } + + var sepwidth = void 0; + + if (c > 0 || group.hskipBeforeAndAfter) { + sepwidth = utils.deflt(colDescr.pregap, arraycolsep); + + if (sepwidth !== 0) { + colSep = buildCommon.makeSpan(["arraycolsep"], []); + colSep.style.width = makeEm(sepwidth); + cols.push(colSep); + } + } + + var col = []; + + for (r = 0; r < nr; ++r) { + var row = body[r]; + var elem = row[c]; + + if (!elem) { + continue; + } + + var _shift2 = row.pos - offset; + + elem.depth = row.depth; + elem.height = row.height; + col.push({ + type: "elem", + elem: elem, + shift: _shift2 + }); + } + + col = buildCommon.makeVList({ + positionType: "individualShift", + children: col + }, options); + col = buildCommon.makeSpan(["col-align-" + (colDescr.align || "c")], [col]); + cols.push(col); + + if (c < nc - 1 || group.hskipBeforeAndAfter) { + sepwidth = utils.deflt(colDescr.postgap, arraycolsep); + + if (sepwidth !== 0) { + colSep = buildCommon.makeSpan(["arraycolsep"], []); + colSep.style.width = makeEm(sepwidth); + cols.push(colSep); + } + } + } + + body = buildCommon.makeSpan(["mtable"], cols); // Add \hline(s), if any. + + if (hlines.length > 0) { + var line = buildCommon.makeLineSpan("hline", options, ruleThickness); + var dashes = buildCommon.makeLineSpan("hdashline", options, ruleThickness); + var vListElems = [{ + type: "elem", + elem: body, + shift: 0 + }]; + + while (hlines.length > 0) { + var hline = hlines.pop(); + var lineShift = hline.pos - offset; + + if (hline.isDashed) { + vListElems.push({ + type: "elem", + elem: dashes, + shift: lineShift + }); + } else { + vListElems.push({ + type: "elem", + elem: line, + shift: lineShift + }); + } + } + + body = buildCommon.makeVList({ + positionType: "individualShift", + children: vListElems + }, options); + } + + if (tagSpans.length === 0) { + return buildCommon.makeSpan(["mord"], [body], options); + } else { + var eqnNumCol = buildCommon.makeVList({ + positionType: "individualShift", + children: tagSpans + }, options); + eqnNumCol = buildCommon.makeSpan(["tag"], [eqnNumCol], options); + return buildCommon.makeFragment([body, eqnNumCol]); + } +}; + +var alignMap = { + c: "center ", + l: "left ", + r: "right " +}; + +var array_mathmlBuilder = function mathmlBuilder(group, options) { + var tbl = []; + var glue = new mathMLTree.MathNode("mtd", [], ["mtr-glue"]); + var tag = new mathMLTree.MathNode("mtd", [], ["mml-eqn-num"]); + + for (var i = 0; i < group.body.length; i++) { + var rw = group.body[i]; + var row = []; + + for (var j = 0; j < rw.length; j++) { + row.push(new mathMLTree.MathNode("mtd", [buildMathML_buildGroup(rw[j], options)])); + } + + if (group.tags && group.tags[i]) { + row.unshift(glue); + row.push(glue); + + if (group.leqno) { + row.unshift(tag); + } else { + row.push(tag); + } + } + + tbl.push(new mathMLTree.MathNode("mtr", row)); + } + + var table = new mathMLTree.MathNode("mtable", tbl); // Set column alignment, row spacing, column spacing, and + // array lines by setting attributes on the table element. + // Set the row spacing. In MathML, we specify a gap distance. + // We do not use rowGap[] because MathML automatically increases + // cell height with the height/depth of the element content. + // LaTeX \arraystretch multiplies the row baseline-to-baseline distance. + // We simulate this by adding (arraystretch - 1)em to the gap. This + // does a reasonable job of adjusting arrays containing 1 em tall content. + // The 0.16 and 0.09 values are found empirically. They produce an array + // similar to LaTeX and in which content does not interfere with \hlines. + + var gap = group.arraystretch === 0.5 ? 0.1 // {smallmatrix}, {subarray} + : 0.16 + group.arraystretch - 1 + (group.addJot ? 0.09 : 0); + table.setAttribute("rowspacing", makeEm(gap)); // MathML table lines go only between cells. + // To place a line on an edge we'll use , if necessary. + + var menclose = ""; + var align = ""; + + if (group.cols && group.cols.length > 0) { + // Find column alignment, column spacing, and vertical lines. + var cols = group.cols; + var columnLines = ""; + var prevTypeWasAlign = false; + var iStart = 0; + var iEnd = cols.length; + + if (cols[0].type === "separator") { + menclose += "top "; + iStart = 1; + } + + if (cols[cols.length - 1].type === "separator") { + menclose += "bottom "; + iEnd -= 1; + } + + for (var _i = iStart; _i < iEnd; _i++) { + if (cols[_i].type === "align") { + align += alignMap[cols[_i].align]; + + if (prevTypeWasAlign) { + columnLines += "none "; + } + + prevTypeWasAlign = true; + } else if (cols[_i].type === "separator") { + // MathML accepts only single lines between cells. + // So we read only the first of consecutive separators. + if (prevTypeWasAlign) { + columnLines += cols[_i].separator === "|" ? "solid " : "dashed "; + prevTypeWasAlign = false; + } + } + } + + table.setAttribute("columnalign", align.trim()); + + if (/[sd]/.test(columnLines)) { + table.setAttribute("columnlines", columnLines.trim()); + } + } // Set column spacing. + + + if (group.colSeparationType === "align") { + var _cols = group.cols || []; + + var spacing = ""; + + for (var _i2 = 1; _i2 < _cols.length; _i2++) { + spacing += _i2 % 2 ? "0em " : "1em "; + } + + table.setAttribute("columnspacing", spacing.trim()); + } else if (group.colSeparationType === "alignat" || group.colSeparationType === "gather") { + table.setAttribute("columnspacing", "0em"); + } else if (group.colSeparationType === "small") { + table.setAttribute("columnspacing", "0.2778em"); + } else if (group.colSeparationType === "CD") { + table.setAttribute("columnspacing", "0.5em"); + } else { + table.setAttribute("columnspacing", "1em"); + } // Address \hline and \hdashline + + + var rowLines = ""; + var hlines = group.hLinesBeforeRow; + menclose += hlines[0].length > 0 ? "left " : ""; + menclose += hlines[hlines.length - 1].length > 0 ? "right " : ""; + + for (var _i3 = 1; _i3 < hlines.length - 1; _i3++) { + rowLines += hlines[_i3].length === 0 ? "none " // MathML accepts only a single line between rows. Read one element. + : hlines[_i3][0] ? "dashed " : "solid "; + } + + if (/[sd]/.test(rowLines)) { + table.setAttribute("rowlines", rowLines.trim()); + } + + if (menclose !== "") { + table = new mathMLTree.MathNode("menclose", [table]); + table.setAttribute("notation", menclose.trim()); + } + + if (group.arraystretch && group.arraystretch < 1) { + // A small array. Wrap in scriptstyle so row gap is not too large. + table = new mathMLTree.MathNode("mstyle", [table]); + table.setAttribute("scriptlevel", "1"); + } + + return table; +}; // Convenience function for align, align*, aligned, alignat, alignat*, alignedat. + + +var alignedHandler = function alignedHandler(context, args) { + if (context.envName.indexOf("ed") === -1) { + validateAmsEnvironmentContext(context); + } + + var cols = []; + var separationType = context.envName.indexOf("at") > -1 ? "alignat" : "align"; + var isSplit = context.envName === "split"; + var res = parseArray(context.parser, { + cols: cols, + addJot: true, + autoTag: isSplit ? undefined : getAutoTag(context.envName), + emptySingleRow: true, + colSeparationType: separationType, + maxNumCols: isSplit ? 2 : undefined, + leqno: context.parser.settings.leqno + }, "display"); // Determining number of columns. + // 1. If the first argument is given, we use it as a number of columns, + // and makes sure that each row doesn't exceed that number. + // 2. Otherwise, just count number of columns = maximum number + // of cells in each row ("aligned" mode -- isAligned will be true). + // + // At the same time, prepend empty group {} at beginning of every second + // cell in each row (starting with second cell) so that operators become + // binary. This behavior is implemented in amsmath's \start@aligned. + + var numMaths; + var numCols = 0; + var emptyGroup = { + type: "ordgroup", + mode: context.mode, + body: [] + }; + + if (args[0] && args[0].type === "ordgroup") { + var arg0 = ""; + + for (var i = 0; i < args[0].body.length; i++) { + var textord = assertNodeType(args[0].body[i], "textord"); + arg0 += textord.text; + } + + numMaths = Number(arg0); + numCols = numMaths * 2; + } + + var isAligned = !numCols; + res.body.forEach(function (row) { + for (var _i4 = 1; _i4 < row.length; _i4 += 2) { + // Modify ordgroup node within styling node + var styling = assertNodeType(row[_i4], "styling"); + var ordgroup = assertNodeType(styling.body[0], "ordgroup"); + ordgroup.body.unshift(emptyGroup); + } + + if (!isAligned) { + // Case 1 + var curMaths = row.length / 2; + + if (numMaths < curMaths) { + throw new src_ParseError("Too many math in a row: " + ("expected " + numMaths + ", but got " + curMaths), row[0]); + } + } else if (numCols < row.length) { + // Case 2 + numCols = row.length; + } + }); // Adjusting alignment. + // In aligned mode, we add one \qquad between columns; + // otherwise we add nothing. + + for (var _i5 = 0; _i5 < numCols; ++_i5) { + var align = "r"; + var pregap = 0; + + if (_i5 % 2 === 1) { + align = "l"; + } else if (_i5 > 0 && isAligned) { + // "aligned" mode. + pregap = 1; // add one \quad + } + + cols[_i5] = { + type: "align", + align: align, + pregap: pregap, + postgap: 0 + }; + } + + res.colSeparationType = isAligned ? "align" : "alignat"; + return res; +}; // Arrays are part of LaTeX, defined in lttab.dtx so its documentation +// is part of the source2e.pdf file of LaTeX2e source documentation. +// {darray} is an {array} environment where cells are set in \displaystyle, +// as defined in nccmath.sty. + + +defineEnvironment({ + type: "array", + names: ["array", "darray"], + props: { + numArgs: 1 + }, + handler: function handler(context, args) { + // Since no types are specified above, the two possibilities are + // - The argument is wrapped in {} or [], in which case Parser's + // parseGroup() returns an "ordgroup" wrapping some symbol node. + // - The argument is a bare symbol node. + var symNode = checkSymbolNodeType(args[0]); + var colalign = symNode ? [args[0]] : assertNodeType(args[0], "ordgroup").body; + var cols = colalign.map(function (nde) { + var node = assertSymbolNodeType(nde); + var ca = node.text; + + if ("lcr".indexOf(ca) !== -1) { + return { + type: "align", + align: ca + }; + } else if (ca === "|") { + return { + type: "separator", + separator: "|" + }; + } else if (ca === ":") { + return { + type: "separator", + separator: ":" + }; + } + + throw new src_ParseError("Unknown column alignment: " + ca, nde); + }); + var res = { + cols: cols, + hskipBeforeAndAfter: true, + // \@preamble in lttab.dtx + maxNumCols: cols.length + }; + return parseArray(context.parser, res, dCellStyle(context.envName)); + }, + htmlBuilder: array_htmlBuilder, + mathmlBuilder: array_mathmlBuilder +}); // The matrix environments of amsmath builds on the array environment +// of LaTeX, which is discussed above. +// The mathtools package adds starred versions of the same environments. +// These have an optional argument to choose left|center|right justification. + +defineEnvironment({ + type: "array", + names: ["matrix", "pmatrix", "bmatrix", "Bmatrix", "vmatrix", "Vmatrix", "matrix*", "pmatrix*", "bmatrix*", "Bmatrix*", "vmatrix*", "Vmatrix*"], + props: { + numArgs: 0 + }, + handler: function handler(context) { + var delimiters = { + "matrix": null, + "pmatrix": ["(", ")"], + "bmatrix": ["[", "]"], + "Bmatrix": ["\\{", "\\}"], + "vmatrix": ["|", "|"], + "Vmatrix": ["\\Vert", "\\Vert"] + }[context.envName.replace("*", "")]; // \hskip -\arraycolsep in amsmath + + var colAlign = "c"; + var payload = { + hskipBeforeAndAfter: false, + cols: [{ + type: "align", + align: colAlign + }] + }; + + if (context.envName.charAt(context.envName.length - 1) === "*") { + // It's one of the mathtools starred functions. + // Parse the optional alignment argument. + var parser = context.parser; + parser.consumeSpaces(); + + if (parser.fetch().text === "[") { + parser.consume(); + parser.consumeSpaces(); + colAlign = parser.fetch().text; + + if ("lcr".indexOf(colAlign) === -1) { + throw new src_ParseError("Expected l or c or r", parser.nextToken); + } + + parser.consume(); + parser.consumeSpaces(); + parser.expect("]"); + parser.consume(); + payload.cols = [{ + type: "align", + align: colAlign + }]; + } + } + + var res = parseArray(context.parser, payload, dCellStyle(context.envName)); // Populate cols with the correct number of column alignment specs. + + var numCols = Math.max.apply(Math, [0].concat(res.body.map(function (row) { + return row.length; + }))); + res.cols = new Array(numCols).fill({ + type: "align", + align: colAlign + }); + return delimiters ? { + type: "leftright", + mode: context.mode, + body: [res], + left: delimiters[0], + right: delimiters[1], + rightColor: undefined // \right uninfluenced by \color in array + + } : res; + }, + htmlBuilder: array_htmlBuilder, + mathmlBuilder: array_mathmlBuilder +}); +defineEnvironment({ + type: "array", + names: ["smallmatrix"], + props: { + numArgs: 0 + }, + handler: function handler(context) { + var payload = { + arraystretch: 0.5 + }; + var res = parseArray(context.parser, payload, "script"); + res.colSeparationType = "small"; + return res; + }, + htmlBuilder: array_htmlBuilder, + mathmlBuilder: array_mathmlBuilder +}); +defineEnvironment({ + type: "array", + names: ["subarray"], + props: { + numArgs: 1 + }, + handler: function handler(context, args) { + // Parsing of {subarray} is similar to {array} + var symNode = checkSymbolNodeType(args[0]); + var colalign = symNode ? [args[0]] : assertNodeType(args[0], "ordgroup").body; + var cols = colalign.map(function (nde) { + var node = assertSymbolNodeType(nde); + var ca = node.text; // {subarray} only recognizes "l" & "c" + + if ("lc".indexOf(ca) !== -1) { + return { + type: "align", + align: ca + }; + } + + throw new src_ParseError("Unknown column alignment: " + ca, nde); + }); + + if (cols.length > 1) { + throw new src_ParseError("{subarray} can contain only one column"); + } + + var res = { + cols: cols, + hskipBeforeAndAfter: false, + arraystretch: 0.5 + }; + res = parseArray(context.parser, res, "script"); + + if (res.body.length > 0 && res.body[0].length > 1) { + throw new src_ParseError("{subarray} can contain only one column"); + } + + return res; + }, + htmlBuilder: array_htmlBuilder, + mathmlBuilder: array_mathmlBuilder +}); // A cases environment (in amsmath.sty) is almost equivalent to +// \def\arraystretch{1.2}% +// \left\{\begin{array}{@{}l@{\quad}l@{}} … \end{array}\right. +// {dcases} is a {cases} environment where cells are set in \displaystyle, +// as defined in mathtools.sty. +// {rcases} is another mathtools environment. It's brace is on the right side. + +defineEnvironment({ + type: "array", + names: ["cases", "dcases", "rcases", "drcases"], + props: { + numArgs: 0 + }, + handler: function handler(context) { + var payload = { + arraystretch: 1.2, + cols: [{ + type: "align", + align: "l", + pregap: 0, + // TODO(kevinb) get the current style. + // For now we use the metrics for TEXT style which is what we were + // doing before. Before attempting to get the current style we + // should look at TeX's behavior especially for \over and matrices. + postgap: 1.0 + /* 1em quad */ + + }, { + type: "align", + align: "l", + pregap: 0, + postgap: 0 + }] + }; + var res = parseArray(context.parser, payload, dCellStyle(context.envName)); + return { + type: "leftright", + mode: context.mode, + body: [res], + left: context.envName.indexOf("r") > -1 ? "." : "\\{", + right: context.envName.indexOf("r") > -1 ? "\\}" : ".", + rightColor: undefined + }; + }, + htmlBuilder: array_htmlBuilder, + mathmlBuilder: array_mathmlBuilder +}); // In the align environment, one uses ampersands, &, to specify number of +// columns in each row, and to locate spacing between each column. +// align gets automatic numbering. align* and aligned do not. +// The alignedat environment can be used in math mode. +// Note that we assume \nomallineskiplimit to be zero, +// so that \strut@ is the same as \strut. + +defineEnvironment({ + type: "array", + names: ["align", "align*", "aligned", "split"], + props: { + numArgs: 0 + }, + handler: alignedHandler, + htmlBuilder: array_htmlBuilder, + mathmlBuilder: array_mathmlBuilder +}); // A gathered environment is like an array environment with one centered +// column, but where rows are considered lines so get \jot line spacing +// and contents are set in \displaystyle. + +defineEnvironment({ + type: "array", + names: ["gathered", "gather", "gather*"], + props: { + numArgs: 0 + }, + handler: function handler(context) { + if (utils.contains(["gather", "gather*"], context.envName)) { + validateAmsEnvironmentContext(context); + } + + var res = { + cols: [{ + type: "align", + align: "c" + }], + addJot: true, + colSeparationType: "gather", + autoTag: getAutoTag(context.envName), + emptySingleRow: true, + leqno: context.parser.settings.leqno + }; + return parseArray(context.parser, res, "display"); + }, + htmlBuilder: array_htmlBuilder, + mathmlBuilder: array_mathmlBuilder +}); // alignat environment is like an align environment, but one must explicitly +// specify maximum number of columns in each row, and can adjust spacing between +// each columns. + +defineEnvironment({ + type: "array", + names: ["alignat", "alignat*", "alignedat"], + props: { + numArgs: 1 + }, + handler: alignedHandler, + htmlBuilder: array_htmlBuilder, + mathmlBuilder: array_mathmlBuilder +}); +defineEnvironment({ + type: "array", + names: ["equation", "equation*"], + props: { + numArgs: 0 + }, + handler: function handler(context) { + validateAmsEnvironmentContext(context); + var res = { + autoTag: getAutoTag(context.envName), + emptySingleRow: true, + singleRow: true, + maxNumCols: 1, + leqno: context.parser.settings.leqno + }; + return parseArray(context.parser, res, "display"); + }, + htmlBuilder: array_htmlBuilder, + mathmlBuilder: array_mathmlBuilder +}); +defineEnvironment({ + type: "array", + names: ["CD"], + props: { + numArgs: 0 + }, + handler: function handler(context) { + validateAmsEnvironmentContext(context); + return parseCD(context.parser); + }, + htmlBuilder: array_htmlBuilder, + mathmlBuilder: array_mathmlBuilder +}); +defineMacro("\\nonumber", "\\gdef\\@eqnsw{0}"); +defineMacro("\\notag", "\\nonumber"); // Catch \hline outside array environment + +defineFunction({ + type: "text", + // Doesn't matter what this is. + names: ["\\hline", "\\hdashline"], + props: { + numArgs: 0, + allowedInText: true, + allowedInMath: true + }, + handler: function handler(context, args) { + throw new src_ParseError(context.funcName + " valid only within array environment"); + } +}); +;// CONCATENATED MODULE: ./src/environments.js + +var environments = _environments; +/* harmony default export */ var src_environments = (environments); // All environment definitions should be imported below + + +;// CONCATENATED MODULE: ./src/functions/environment.js + + + + // Environment delimiters. HTML/MathML rendering is defined in the corresponding +// defineEnvironment definitions. + +defineFunction({ + type: "environment", + names: ["\\begin", "\\end"], + props: { + numArgs: 1, + argTypes: ["text"] + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + var nameGroup = args[0]; + + if (nameGroup.type !== "ordgroup") { + throw new src_ParseError("Invalid environment name", nameGroup); + } + + var envName = ""; + + for (var i = 0; i < nameGroup.body.length; ++i) { + envName += assertNodeType(nameGroup.body[i], "textord").text; + } + + if (funcName === "\\begin") { + // begin...end is similar to left...right + if (!src_environments.hasOwnProperty(envName)) { + throw new src_ParseError("No such environment: " + envName, nameGroup); + } // Build the environment object. Arguments and other information will + // be made available to the begin and end methods using properties. + + + var env = src_environments[envName]; + + var _parser$parseArgument = parser.parseArguments("\\begin{" + envName + "}", env), + _args = _parser$parseArgument.args, + optArgs = _parser$parseArgument.optArgs; + + var context = { + mode: parser.mode, + envName: envName, + parser: parser + }; + var result = env.handler(context, _args, optArgs); + parser.expect("\\end", false); + var endNameToken = parser.nextToken; + var end = assertNodeType(parser.parseFunction(), "environment"); + + if (end.name !== envName) { + throw new src_ParseError("Mismatch: \\begin{" + envName + "} matched by \\end{" + end.name + "}", endNameToken); + } // $FlowFixMe, "environment" handler returns an environment ParseNode + + + return result; + } + + return { + type: "environment", + mode: parser.mode, + name: envName, + nameGroup: nameGroup + }; + } +}); +;// CONCATENATED MODULE: ./src/functions/font.js +// TODO(kevinb): implement \\sl and \\sc + + + + + + +var font_htmlBuilder = function htmlBuilder(group, options) { + var font = group.font; + var newOptions = options.withFont(font); + return buildGroup(group.body, newOptions); +}; + +var font_mathmlBuilder = function mathmlBuilder(group, options) { + var font = group.font; + var newOptions = options.withFont(font); + return buildMathML_buildGroup(group.body, newOptions); +}; + +var fontAliases = { + "\\Bbb": "\\mathbb", + "\\bold": "\\mathbf", + "\\frak": "\\mathfrak", + "\\bm": "\\boldsymbol" +}; +defineFunction({ + type: "font", + names: [// styles, except \boldsymbol defined below + "\\mathrm", "\\mathit", "\\mathbf", "\\mathnormal", // families + "\\mathbb", "\\mathcal", "\\mathfrak", "\\mathscr", "\\mathsf", "\\mathtt", // aliases, except \bm defined below + "\\Bbb", "\\bold", "\\frak"], + props: { + numArgs: 1, + allowedInArgument: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + var body = normalizeArgument(args[0]); + var func = funcName; + + if (func in fontAliases) { + func = fontAliases[func]; + } + + return { + type: "font", + mode: parser.mode, + font: func.slice(1), + body: body + }; + }, + htmlBuilder: font_htmlBuilder, + mathmlBuilder: font_mathmlBuilder +}); +defineFunction({ + type: "mclass", + names: ["\\boldsymbol", "\\bm"], + props: { + numArgs: 1 + }, + handler: function handler(_ref2, args) { + var parser = _ref2.parser; + var body = args[0]; + var isCharacterBox = utils.isCharacterBox(body); // amsbsy.sty's \boldsymbol uses \binrel spacing to inherit the + // argument's bin|rel|ord status + + return { + type: "mclass", + mode: parser.mode, + mclass: binrelClass(body), + body: [{ + type: "font", + mode: parser.mode, + font: "boldsymbol", + body: body + }], + isCharacterBox: isCharacterBox + }; + } +}); // Old font changing functions + +defineFunction({ + type: "font", + names: ["\\rm", "\\sf", "\\tt", "\\bf", "\\it", "\\cal"], + props: { + numArgs: 0, + allowedInText: true + }, + handler: function handler(_ref3, args) { + var parser = _ref3.parser, + funcName = _ref3.funcName, + breakOnTokenText = _ref3.breakOnTokenText; + var mode = parser.mode; + var body = parser.parseExpression(true, breakOnTokenText); + var style = "math" + funcName.slice(1); + return { + type: "font", + mode: mode, + font: style, + body: { + type: "ordgroup", + mode: parser.mode, + body: body + } + }; + }, + htmlBuilder: font_htmlBuilder, + mathmlBuilder: font_mathmlBuilder +}); +;// CONCATENATED MODULE: ./src/functions/genfrac.js + + + + + + + + + + + +var adjustStyle = function adjustStyle(size, originalStyle) { + // Figure out what style this fraction should be in based on the + // function used + var style = originalStyle; + + if (size === "display") { + // Get display style as a default. + // If incoming style is sub/sup, use style.text() to get correct size. + style = style.id >= src_Style.SCRIPT.id ? style.text() : src_Style.DISPLAY; + } else if (size === "text" && style.size === src_Style.DISPLAY.size) { + // We're in a \tfrac but incoming style is displaystyle, so: + style = src_Style.TEXT; + } else if (size === "script") { + style = src_Style.SCRIPT; + } else if (size === "scriptscript") { + style = src_Style.SCRIPTSCRIPT; + } + + return style; +}; + +var genfrac_htmlBuilder = function htmlBuilder(group, options) { + // Fractions are handled in the TeXbook on pages 444-445, rules 15(a-e). + var style = adjustStyle(group.size, options.style); + var nstyle = style.fracNum(); + var dstyle = style.fracDen(); + var newOptions; + newOptions = options.havingStyle(nstyle); + var numerm = buildGroup(group.numer, newOptions, options); + + if (group.continued) { + // \cfrac inserts a \strut into the numerator. + // Get \strut dimensions from TeXbook page 353. + var hStrut = 8.5 / options.fontMetrics().ptPerEm; + var dStrut = 3.5 / options.fontMetrics().ptPerEm; + numerm.height = numerm.height < hStrut ? hStrut : numerm.height; + numerm.depth = numerm.depth < dStrut ? dStrut : numerm.depth; + } + + newOptions = options.havingStyle(dstyle); + var denomm = buildGroup(group.denom, newOptions, options); + var rule; + var ruleWidth; + var ruleSpacing; + + if (group.hasBarLine) { + if (group.barSize) { + ruleWidth = calculateSize(group.barSize, options); + rule = buildCommon.makeLineSpan("frac-line", options, ruleWidth); + } else { + rule = buildCommon.makeLineSpan("frac-line", options); + } + + ruleWidth = rule.height; + ruleSpacing = rule.height; + } else { + rule = null; + ruleWidth = 0; + ruleSpacing = options.fontMetrics().defaultRuleThickness; + } // Rule 15b + + + var numShift; + var clearance; + var denomShift; + + if (style.size === src_Style.DISPLAY.size || group.size === "display") { + numShift = options.fontMetrics().num1; + + if (ruleWidth > 0) { + clearance = 3 * ruleSpacing; + } else { + clearance = 7 * ruleSpacing; + } + + denomShift = options.fontMetrics().denom1; + } else { + if (ruleWidth > 0) { + numShift = options.fontMetrics().num2; + clearance = ruleSpacing; + } else { + numShift = options.fontMetrics().num3; + clearance = 3 * ruleSpacing; + } + + denomShift = options.fontMetrics().denom2; + } + + var frac; + + if (!rule) { + // Rule 15c + var candidateClearance = numShift - numerm.depth - (denomm.height - denomShift); + + if (candidateClearance < clearance) { + numShift += 0.5 * (clearance - candidateClearance); + denomShift += 0.5 * (clearance - candidateClearance); + } + + frac = buildCommon.makeVList({ + positionType: "individualShift", + children: [{ + type: "elem", + elem: denomm, + shift: denomShift + }, { + type: "elem", + elem: numerm, + shift: -numShift + }] + }, options); + } else { + // Rule 15d + var axisHeight = options.fontMetrics().axisHeight; + + if (numShift - numerm.depth - (axisHeight + 0.5 * ruleWidth) < clearance) { + numShift += clearance - (numShift - numerm.depth - (axisHeight + 0.5 * ruleWidth)); + } + + if (axisHeight - 0.5 * ruleWidth - (denomm.height - denomShift) < clearance) { + denomShift += clearance - (axisHeight - 0.5 * ruleWidth - (denomm.height - denomShift)); + } + + var midShift = -(axisHeight - 0.5 * ruleWidth); + frac = buildCommon.makeVList({ + positionType: "individualShift", + children: [{ + type: "elem", + elem: denomm, + shift: denomShift + }, { + type: "elem", + elem: rule, + shift: midShift + }, { + type: "elem", + elem: numerm, + shift: -numShift + }] + }, options); + } // Since we manually change the style sometimes (with \dfrac or \tfrac), + // account for the possible size change here. + + + newOptions = options.havingStyle(style); + frac.height *= newOptions.sizeMultiplier / options.sizeMultiplier; + frac.depth *= newOptions.sizeMultiplier / options.sizeMultiplier; // Rule 15e + + var delimSize; + + if (style.size === src_Style.DISPLAY.size) { + delimSize = options.fontMetrics().delim1; + } else if (style.size === src_Style.SCRIPTSCRIPT.size) { + delimSize = options.havingStyle(src_Style.SCRIPT).fontMetrics().delim2; + } else { + delimSize = options.fontMetrics().delim2; + } + + var leftDelim; + var rightDelim; + + if (group.leftDelim == null) { + leftDelim = makeNullDelimiter(options, ["mopen"]); + } else { + leftDelim = delimiter.customSizedDelim(group.leftDelim, delimSize, true, options.havingStyle(style), group.mode, ["mopen"]); + } + + if (group.continued) { + rightDelim = buildCommon.makeSpan([]); // zero width for \cfrac + } else if (group.rightDelim == null) { + rightDelim = makeNullDelimiter(options, ["mclose"]); + } else { + rightDelim = delimiter.customSizedDelim(group.rightDelim, delimSize, true, options.havingStyle(style), group.mode, ["mclose"]); + } + + return buildCommon.makeSpan(["mord"].concat(newOptions.sizingClasses(options)), [leftDelim, buildCommon.makeSpan(["mfrac"], [frac]), rightDelim], options); +}; + +var genfrac_mathmlBuilder = function mathmlBuilder(group, options) { + var node = new mathMLTree.MathNode("mfrac", [buildMathML_buildGroup(group.numer, options), buildMathML_buildGroup(group.denom, options)]); + + if (!group.hasBarLine) { + node.setAttribute("linethickness", "0px"); + } else if (group.barSize) { + var ruleWidth = calculateSize(group.barSize, options); + node.setAttribute("linethickness", makeEm(ruleWidth)); + } + + var style = adjustStyle(group.size, options.style); + + if (style.size !== options.style.size) { + node = new mathMLTree.MathNode("mstyle", [node]); + var isDisplay = style.size === src_Style.DISPLAY.size ? "true" : "false"; + node.setAttribute("displaystyle", isDisplay); + node.setAttribute("scriptlevel", "0"); + } + + if (group.leftDelim != null || group.rightDelim != null) { + var withDelims = []; + + if (group.leftDelim != null) { + var leftOp = new mathMLTree.MathNode("mo", [new mathMLTree.TextNode(group.leftDelim.replace("\\", ""))]); + leftOp.setAttribute("fence", "true"); + withDelims.push(leftOp); + } + + withDelims.push(node); + + if (group.rightDelim != null) { + var rightOp = new mathMLTree.MathNode("mo", [new mathMLTree.TextNode(group.rightDelim.replace("\\", ""))]); + rightOp.setAttribute("fence", "true"); + withDelims.push(rightOp); + } + + return makeRow(withDelims); + } + + return node; +}; + +defineFunction({ + type: "genfrac", + names: ["\\dfrac", "\\frac", "\\tfrac", "\\dbinom", "\\binom", "\\tbinom", "\\\\atopfrac", // can’t be entered directly + "\\\\bracefrac", "\\\\brackfrac" // ditto + ], + props: { + numArgs: 2, + allowedInArgument: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + var numer = args[0]; + var denom = args[1]; + var hasBarLine; + var leftDelim = null; + var rightDelim = null; + var size = "auto"; + + switch (funcName) { + case "\\dfrac": + case "\\frac": + case "\\tfrac": + hasBarLine = true; + break; + + case "\\\\atopfrac": + hasBarLine = false; + break; + + case "\\dbinom": + case "\\binom": + case "\\tbinom": + hasBarLine = false; + leftDelim = "("; + rightDelim = ")"; + break; + + case "\\\\bracefrac": + hasBarLine = false; + leftDelim = "\\{"; + rightDelim = "\\}"; + break; + + case "\\\\brackfrac": + hasBarLine = false; + leftDelim = "["; + rightDelim = "]"; + break; + + default: + throw new Error("Unrecognized genfrac command"); + } + + switch (funcName) { + case "\\dfrac": + case "\\dbinom": + size = "display"; + break; + + case "\\tfrac": + case "\\tbinom": + size = "text"; + break; + } + + return { + type: "genfrac", + mode: parser.mode, + continued: false, + numer: numer, + denom: denom, + hasBarLine: hasBarLine, + leftDelim: leftDelim, + rightDelim: rightDelim, + size: size, + barSize: null + }; + }, + htmlBuilder: genfrac_htmlBuilder, + mathmlBuilder: genfrac_mathmlBuilder +}); +defineFunction({ + type: "genfrac", + names: ["\\cfrac"], + props: { + numArgs: 2 + }, + handler: function handler(_ref2, args) { + var parser = _ref2.parser, + funcName = _ref2.funcName; + var numer = args[0]; + var denom = args[1]; + return { + type: "genfrac", + mode: parser.mode, + continued: true, + numer: numer, + denom: denom, + hasBarLine: true, + leftDelim: null, + rightDelim: null, + size: "display", + barSize: null + }; + } +}); // Infix generalized fractions -- these are not rendered directly, but replaced +// immediately by one of the variants above. + +defineFunction({ + type: "infix", + names: ["\\over", "\\choose", "\\atop", "\\brace", "\\brack"], + props: { + numArgs: 0, + infix: true + }, + handler: function handler(_ref3) { + var parser = _ref3.parser, + funcName = _ref3.funcName, + token = _ref3.token; + var replaceWith; + + switch (funcName) { + case "\\over": + replaceWith = "\\frac"; + break; + + case "\\choose": + replaceWith = "\\binom"; + break; + + case "\\atop": + replaceWith = "\\\\atopfrac"; + break; + + case "\\brace": + replaceWith = "\\\\bracefrac"; + break; + + case "\\brack": + replaceWith = "\\\\brackfrac"; + break; + + default: + throw new Error("Unrecognized infix genfrac command"); + } + + return { + type: "infix", + mode: parser.mode, + replaceWith: replaceWith, + token: token + }; + } +}); +var stylArray = ["display", "text", "script", "scriptscript"]; + +var delimFromValue = function delimFromValue(delimString) { + var delim = null; + + if (delimString.length > 0) { + delim = delimString; + delim = delim === "." ? null : delim; + } + + return delim; +}; + +defineFunction({ + type: "genfrac", + names: ["\\genfrac"], + props: { + numArgs: 6, + allowedInArgument: true, + argTypes: ["math", "math", "size", "text", "math", "math"] + }, + handler: function handler(_ref4, args) { + var parser = _ref4.parser; + var numer = args[4]; + var denom = args[5]; // Look into the parse nodes to get the desired delimiters. + + var leftNode = normalizeArgument(args[0]); + var leftDelim = leftNode.type === "atom" && leftNode.family === "open" ? delimFromValue(leftNode.text) : null; + var rightNode = normalizeArgument(args[1]); + var rightDelim = rightNode.type === "atom" && rightNode.family === "close" ? delimFromValue(rightNode.text) : null; + var barNode = assertNodeType(args[2], "size"); + var hasBarLine; + var barSize = null; + + if (barNode.isBlank) { + // \genfrac acts differently than \above. + // \genfrac treats an empty size group as a signal to use a + // standard bar size. \above would see size = 0 and omit the bar. + hasBarLine = true; + } else { + barSize = barNode.value; + hasBarLine = barSize.number > 0; + } // Find out if we want displaystyle, textstyle, etc. + + + var size = "auto"; + var styl = args[3]; + + if (styl.type === "ordgroup") { + if (styl.body.length > 0) { + var textOrd = assertNodeType(styl.body[0], "textord"); + size = stylArray[Number(textOrd.text)]; + } + } else { + styl = assertNodeType(styl, "textord"); + size = stylArray[Number(styl.text)]; + } + + return { + type: "genfrac", + mode: parser.mode, + numer: numer, + denom: denom, + continued: false, + hasBarLine: hasBarLine, + barSize: barSize, + leftDelim: leftDelim, + rightDelim: rightDelim, + size: size + }; + }, + htmlBuilder: genfrac_htmlBuilder, + mathmlBuilder: genfrac_mathmlBuilder +}); // \above is an infix fraction that also defines a fraction bar size. + +defineFunction({ + type: "infix", + names: ["\\above"], + props: { + numArgs: 1, + argTypes: ["size"], + infix: true + }, + handler: function handler(_ref5, args) { + var parser = _ref5.parser, + funcName = _ref5.funcName, + token = _ref5.token; + return { + type: "infix", + mode: parser.mode, + replaceWith: "\\\\abovefrac", + size: assertNodeType(args[0], "size").value, + token: token + }; + } +}); +defineFunction({ + type: "genfrac", + names: ["\\\\abovefrac"], + props: { + numArgs: 3, + argTypes: ["math", "size", "math"] + }, + handler: function handler(_ref6, args) { + var parser = _ref6.parser, + funcName = _ref6.funcName; + var numer = args[0]; + var barSize = assert(assertNodeType(args[1], "infix").size); + var denom = args[2]; + var hasBarLine = barSize.number > 0; + return { + type: "genfrac", + mode: parser.mode, + numer: numer, + denom: denom, + continued: false, + hasBarLine: hasBarLine, + barSize: barSize, + leftDelim: null, + rightDelim: null, + size: "auto" + }; + }, + htmlBuilder: genfrac_htmlBuilder, + mathmlBuilder: genfrac_mathmlBuilder +}); +;// CONCATENATED MODULE: ./src/functions/horizBrace.js + + + + + + + + +// NOTE: Unlike most `htmlBuilder`s, this one handles not only "horizBrace", but +// also "supsub" since an over/underbrace can affect super/subscripting. +var horizBrace_htmlBuilder = function htmlBuilder(grp, options) { + var style = options.style; // Pull out the `ParseNode<"horizBrace">` if `grp` is a "supsub" node. + + var supSubGroup; + var group; + + if (grp.type === "supsub") { + // Ref: LaTeX source2e: }}}}\limits} + // i.e. LaTeX treats the brace similar to an op and passes it + // with \limits, so we need to assign supsub style. + supSubGroup = grp.sup ? buildGroup(grp.sup, options.havingStyle(style.sup()), options) : buildGroup(grp.sub, options.havingStyle(style.sub()), options); + group = assertNodeType(grp.base, "horizBrace"); + } else { + group = assertNodeType(grp, "horizBrace"); + } // Build the base group + + + var body = buildGroup(group.base, options.havingBaseStyle(src_Style.DISPLAY)); // Create the stretchy element + + var braceBody = stretchy.svgSpan(group, options); // Generate the vlist, with the appropriate kerns ┏━━━━━━━━┓ + // This first vlist contains the content and the brace: equation + + var vlist; + + if (group.isOver) { + vlist = buildCommon.makeVList({ + positionType: "firstBaseline", + children: [{ + type: "elem", + elem: body + }, { + type: "kern", + size: 0.1 + }, { + type: "elem", + elem: braceBody + }] + }, options); // $FlowFixMe: Replace this with passing "svg-align" into makeVList. + + vlist.children[0].children[0].children[1].classes.push("svg-align"); + } else { + vlist = buildCommon.makeVList({ + positionType: "bottom", + positionData: body.depth + 0.1 + braceBody.height, + children: [{ + type: "elem", + elem: braceBody + }, { + type: "kern", + size: 0.1 + }, { + type: "elem", + elem: body + }] + }, options); // $FlowFixMe: Replace this with passing "svg-align" into makeVList. + + vlist.children[0].children[0].children[0].classes.push("svg-align"); + } + + if (supSubGroup) { + // To write the supsub, wrap the first vlist in another vlist: + // They can't all go in the same vlist, because the note might be + // wider than the equation. We want the equation to control the + // brace width. + // note long note long note + // ┏━━━━━━━━┓ or ┏━━━┓ not ┏━━━━━━━━━┓ + // equation eqn eqn + var vSpan = buildCommon.makeSpan(["mord", group.isOver ? "mover" : "munder"], [vlist], options); + + if (group.isOver) { + vlist = buildCommon.makeVList({ + positionType: "firstBaseline", + children: [{ + type: "elem", + elem: vSpan + }, { + type: "kern", + size: 0.2 + }, { + type: "elem", + elem: supSubGroup + }] + }, options); + } else { + vlist = buildCommon.makeVList({ + positionType: "bottom", + positionData: vSpan.depth + 0.2 + supSubGroup.height + supSubGroup.depth, + children: [{ + type: "elem", + elem: supSubGroup + }, { + type: "kern", + size: 0.2 + }, { + type: "elem", + elem: vSpan + }] + }, options); + } + } + + return buildCommon.makeSpan(["mord", group.isOver ? "mover" : "munder"], [vlist], options); +}; + +var horizBrace_mathmlBuilder = function mathmlBuilder(group, options) { + var accentNode = stretchy.mathMLnode(group.label); + return new mathMLTree.MathNode(group.isOver ? "mover" : "munder", [buildMathML_buildGroup(group.base, options), accentNode]); +}; // Horizontal stretchy braces + + +defineFunction({ + type: "horizBrace", + names: ["\\overbrace", "\\underbrace"], + props: { + numArgs: 1 + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + return { + type: "horizBrace", + mode: parser.mode, + label: funcName, + isOver: /^\\over/.test(funcName), + base: args[0] + }; + }, + htmlBuilder: horizBrace_htmlBuilder, + mathmlBuilder: horizBrace_mathmlBuilder +}); +;// CONCATENATED MODULE: ./src/functions/href.js + + + + + + +defineFunction({ + type: "href", + names: ["\\href"], + props: { + numArgs: 2, + argTypes: ["url", "original"], + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + var body = args[1]; + var href = assertNodeType(args[0], "url").url; + + if (!parser.settings.isTrusted({ + command: "\\href", + url: href + })) { + return parser.formatUnsupportedCmd("\\href"); + } + + return { + type: "href", + mode: parser.mode, + href: href, + body: ordargument(body) + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var elements = buildExpression(group.body, options, false); + return buildCommon.makeAnchor(group.href, [], elements, options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var math = buildExpressionRow(group.body, options); + + if (!(math instanceof MathNode)) { + math = new MathNode("mrow", [math]); + } + + math.setAttribute("href", group.href); + return math; + } +}); +defineFunction({ + type: "href", + names: ["\\url"], + props: { + numArgs: 1, + argTypes: ["url"], + allowedInText: true + }, + handler: function handler(_ref2, args) { + var parser = _ref2.parser; + var href = assertNodeType(args[0], "url").url; + + if (!parser.settings.isTrusted({ + command: "\\url", + url: href + })) { + return parser.formatUnsupportedCmd("\\url"); + } + + var chars = []; + + for (var i = 0; i < href.length; i++) { + var c = href[i]; + + if (c === "~") { + c = "\\textasciitilde"; + } + + chars.push({ + type: "textord", + mode: "text", + text: c + }); + } + + var body = { + type: "text", + mode: parser.mode, + font: "\\texttt", + body: chars + }; + return { + type: "href", + mode: parser.mode, + href: href, + body: ordargument(body) + }; + } +}); +;// CONCATENATED MODULE: ./src/functions/hbox.js + + + + + // \hbox is provided for compatibility with LaTeX \vcenter. +// In LaTeX, \vcenter can act only on a box, as in +// \vcenter{\hbox{$\frac{a+b}{\dfrac{c}{d}}$}} +// This function by itself doesn't do anything but prevent a soft line break. + +defineFunction({ + type: "hbox", + names: ["\\hbox"], + props: { + numArgs: 1, + argTypes: ["text"], + allowedInText: true, + primitive: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + return { + type: "hbox", + mode: parser.mode, + body: ordargument(args[0]) + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var elements = buildExpression(group.body, options, false); + return buildCommon.makeFragment(elements); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + return new mathMLTree.MathNode("mrow", buildMathML_buildExpression(group.body, options)); + } +}); +;// CONCATENATED MODULE: ./src/functions/html.js + + + + + + +defineFunction({ + type: "html", + names: ["\\htmlClass", "\\htmlId", "\\htmlStyle", "\\htmlData"], + props: { + numArgs: 2, + argTypes: ["raw", "original"], + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName, + token = _ref.token; + var value = assertNodeType(args[0], "raw").string; + var body = args[1]; + + if (parser.settings.strict) { + parser.settings.reportNonstrict("htmlExtension", "HTML extension is disabled on strict mode"); + } + + var trustContext; + var attributes = {}; + + switch (funcName) { + case "\\htmlClass": + attributes.class = value; + trustContext = { + command: "\\htmlClass", + class: value + }; + break; + + case "\\htmlId": + attributes.id = value; + trustContext = { + command: "\\htmlId", + id: value + }; + break; + + case "\\htmlStyle": + attributes.style = value; + trustContext = { + command: "\\htmlStyle", + style: value + }; + break; + + case "\\htmlData": + { + var data = value.split(","); + + for (var i = 0; i < data.length; i++) { + var keyVal = data[i].split("="); + + if (keyVal.length !== 2) { + throw new src_ParseError("Error parsing key-value for \\htmlData"); + } + + attributes["data-" + keyVal[0].trim()] = keyVal[1].trim(); + } + + trustContext = { + command: "\\htmlData", + attributes: attributes + }; + break; + } + + default: + throw new Error("Unrecognized html command"); + } + + if (!parser.settings.isTrusted(trustContext)) { + return parser.formatUnsupportedCmd(funcName); + } + + return { + type: "html", + mode: parser.mode, + attributes: attributes, + body: ordargument(body) + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var elements = buildExpression(group.body, options, false); + var classes = ["enclosing"]; + + if (group.attributes.class) { + classes.push.apply(classes, group.attributes.class.trim().split(/\s+/)); + } + + var span = buildCommon.makeSpan(classes, elements, options); + + for (var attr in group.attributes) { + if (attr !== "class" && group.attributes.hasOwnProperty(attr)) { + span.setAttribute(attr, group.attributes[attr]); + } + } + + return span; + }, + mathmlBuilder: function mathmlBuilder(group, options) { + return buildExpressionRow(group.body, options); + } +}); +;// CONCATENATED MODULE: ./src/functions/htmlmathml.js + + + + +defineFunction({ + type: "htmlmathml", + names: ["\\html@mathml"], + props: { + numArgs: 2, + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + return { + type: "htmlmathml", + mode: parser.mode, + html: ordargument(args[0]), + mathml: ordargument(args[1]) + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var elements = buildExpression(group.html, options, false); + return buildCommon.makeFragment(elements); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + return buildExpressionRow(group.mathml, options); + } +}); +;// CONCATENATED MODULE: ./src/functions/includegraphics.js + + + + + + + +var sizeData = function sizeData(str) { + if (/^[-+]? *(\d+(\.\d*)?|\.\d+)$/.test(str)) { + // str is a number with no unit specified. + // default unit is bp, per graphix package. + return { + number: +str, + unit: "bp" + }; + } else { + var match = /([-+]?) *(\d+(?:\.\d*)?|\.\d+) *([a-z]{2})/.exec(str); + + if (!match) { + throw new src_ParseError("Invalid size: '" + str + "' in \\includegraphics"); + } + + var data = { + number: +(match[1] + match[2]), + // sign + magnitude, cast to number + unit: match[3] + }; + + if (!validUnit(data)) { + throw new src_ParseError("Invalid unit: '" + data.unit + "' in \\includegraphics."); + } + + return data; + } +}; + +defineFunction({ + type: "includegraphics", + names: ["\\includegraphics"], + props: { + numArgs: 1, + numOptionalArgs: 1, + argTypes: ["raw", "url"], + allowedInText: false + }, + handler: function handler(_ref, args, optArgs) { + var parser = _ref.parser; + var width = { + number: 0, + unit: "em" + }; + var height = { + number: 0.9, + unit: "em" + }; // sorta character sized. + + var totalheight = { + number: 0, + unit: "em" + }; + var alt = ""; + + if (optArgs[0]) { + var attributeStr = assertNodeType(optArgs[0], "raw").string; // Parser.js does not parse key/value pairs. We get a string. + + var attributes = attributeStr.split(","); + + for (var i = 0; i < attributes.length; i++) { + var keyVal = attributes[i].split("="); + + if (keyVal.length === 2) { + var str = keyVal[1].trim(); + + switch (keyVal[0].trim()) { + case "alt": + alt = str; + break; + + case "width": + width = sizeData(str); + break; + + case "height": + height = sizeData(str); + break; + + case "totalheight": + totalheight = sizeData(str); + break; + + default: + throw new src_ParseError("Invalid key: '" + keyVal[0] + "' in \\includegraphics."); + } + } + } + } + + var src = assertNodeType(args[0], "url").url; + + if (alt === "") { + // No alt given. Use the file name. Strip away the path. + alt = src; + alt = alt.replace(/^.*[\\/]/, ''); + alt = alt.substring(0, alt.lastIndexOf('.')); + } + + if (!parser.settings.isTrusted({ + command: "\\includegraphics", + url: src + })) { + return parser.formatUnsupportedCmd("\\includegraphics"); + } + + return { + type: "includegraphics", + mode: parser.mode, + alt: alt, + width: width, + height: height, + totalheight: totalheight, + src: src + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var height = calculateSize(group.height, options); + var depth = 0; + + if (group.totalheight.number > 0) { + depth = calculateSize(group.totalheight, options) - height; + } + + var width = 0; + + if (group.width.number > 0) { + width = calculateSize(group.width, options); + } + + var style = { + height: makeEm(height + depth) + }; + + if (width > 0) { + style.width = makeEm(width); + } + + if (depth > 0) { + style.verticalAlign = makeEm(-depth); + } + + var node = new Img(group.src, group.alt, style); + node.height = height; + node.depth = depth; + return node; + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var node = new mathMLTree.MathNode("mglyph", []); + node.setAttribute("alt", group.alt); + var height = calculateSize(group.height, options); + var depth = 0; + + if (group.totalheight.number > 0) { + depth = calculateSize(group.totalheight, options) - height; + node.setAttribute("valign", makeEm(-depth)); + } + + node.setAttribute("height", makeEm(height + depth)); + + if (group.width.number > 0) { + var width = calculateSize(group.width, options); + node.setAttribute("width", makeEm(width)); + } + + node.setAttribute("src", group.src); + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/kern.js +// Horizontal spacing commands + + + + + // TODO: \hskip and \mskip should support plus and minus in lengths + +defineFunction({ + type: "kern", + names: ["\\kern", "\\mkern", "\\hskip", "\\mskip"], + props: { + numArgs: 1, + argTypes: ["size"], + primitive: true, + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + var size = assertNodeType(args[0], "size"); + + if (parser.settings.strict) { + var mathFunction = funcName[1] === 'm'; // \mkern, \mskip + + var muUnit = size.value.unit === 'mu'; + + if (mathFunction) { + if (!muUnit) { + parser.settings.reportNonstrict("mathVsTextUnits", "LaTeX's " + funcName + " supports only mu units, " + ("not " + size.value.unit + " units")); + } + + if (parser.mode !== "math") { + parser.settings.reportNonstrict("mathVsTextUnits", "LaTeX's " + funcName + " works only in math mode"); + } + } else { + // !mathFunction + if (muUnit) { + parser.settings.reportNonstrict("mathVsTextUnits", "LaTeX's " + funcName + " doesn't support mu units"); + } + } + } + + return { + type: "kern", + mode: parser.mode, + dimension: size.value + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + return buildCommon.makeGlue(group.dimension, options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var dimension = calculateSize(group.dimension, options); + return new mathMLTree.SpaceNode(dimension); + } +}); +;// CONCATENATED MODULE: ./src/functions/lap.js +// Horizontal overlap functions + + + + + + +defineFunction({ + type: "lap", + names: ["\\mathllap", "\\mathrlap", "\\mathclap"], + props: { + numArgs: 1, + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + var body = args[0]; + return { + type: "lap", + mode: parser.mode, + alignment: funcName.slice(5), + body: body + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + // mathllap, mathrlap, mathclap + var inner; + + if (group.alignment === "clap") { + // ref: https://www.math.lsu.edu/~aperlis/publications/mathclap/ + inner = buildCommon.makeSpan([], [buildGroup(group.body, options)]); // wrap, since CSS will center a .clap > .inner > span + + inner = buildCommon.makeSpan(["inner"], [inner], options); + } else { + inner = buildCommon.makeSpan(["inner"], [buildGroup(group.body, options)]); + } + + var fix = buildCommon.makeSpan(["fix"], []); + var node = buildCommon.makeSpan([group.alignment], [inner, fix], options); // At this point, we have correctly set horizontal alignment of the + // two items involved in the lap. + // Next, use a strut to set the height of the HTML bounding box. + // Otherwise, a tall argument may be misplaced. + // This code resolved issue #1153 + + var strut = buildCommon.makeSpan(["strut"]); + strut.style.height = makeEm(node.height + node.depth); + + if (node.depth) { + strut.style.verticalAlign = makeEm(-node.depth); + } + + node.children.unshift(strut); // Next, prevent vertical misplacement when next to something tall. + // This code resolves issue #1234 + + node = buildCommon.makeSpan(["thinbox"], [node], options); + return buildCommon.makeSpan(["mord", "vbox"], [node], options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + // mathllap, mathrlap, mathclap + var node = new mathMLTree.MathNode("mpadded", [buildMathML_buildGroup(group.body, options)]); + + if (group.alignment !== "rlap") { + var offset = group.alignment === "llap" ? "-1" : "-0.5"; + node.setAttribute("lspace", offset + "width"); + } + + node.setAttribute("width", "0px"); + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/math.js + + // Switching from text mode back to math mode + +defineFunction({ + type: "styling", + names: ["\\(", "$"], + props: { + numArgs: 0, + allowedInText: true, + allowedInMath: false + }, + handler: function handler(_ref, args) { + var funcName = _ref.funcName, + parser = _ref.parser; + var outerMode = parser.mode; + parser.switchMode("math"); + var close = funcName === "\\(" ? "\\)" : "$"; + var body = parser.parseExpression(false, close); + parser.expect(close); + parser.switchMode(outerMode); + return { + type: "styling", + mode: parser.mode, + style: "text", + body: body + }; + } +}); // Check for extra closing math delimiters + +defineFunction({ + type: "text", + // Doesn't matter what this is. + names: ["\\)", "\\]"], + props: { + numArgs: 0, + allowedInText: true, + allowedInMath: false + }, + handler: function handler(context, args) { + throw new src_ParseError("Mismatched " + context.funcName); + } +}); +;// CONCATENATED MODULE: ./src/functions/mathchoice.js + + + + + + +var chooseMathStyle = function chooseMathStyle(group, options) { + switch (options.style.size) { + case src_Style.DISPLAY.size: + return group.display; + + case src_Style.TEXT.size: + return group.text; + + case src_Style.SCRIPT.size: + return group.script; + + case src_Style.SCRIPTSCRIPT.size: + return group.scriptscript; + + default: + return group.text; + } +}; + +defineFunction({ + type: "mathchoice", + names: ["\\mathchoice"], + props: { + numArgs: 4, + primitive: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + return { + type: "mathchoice", + mode: parser.mode, + display: ordargument(args[0]), + text: ordargument(args[1]), + script: ordargument(args[2]), + scriptscript: ordargument(args[3]) + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var body = chooseMathStyle(group, options); + var elements = buildExpression(body, options, false); + return buildCommon.makeFragment(elements); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var body = chooseMathStyle(group, options); + return buildExpressionRow(body, options); + } +}); +;// CONCATENATED MODULE: ./src/functions/utils/assembleSupSub.js + + + + // For an operator with limits, assemble the base, sup, and sub into a span. + +var assembleSupSub = function assembleSupSub(base, supGroup, subGroup, options, style, slant, baseShift) { + base = buildCommon.makeSpan([], [base]); + var subIsSingleCharacter = subGroup && utils.isCharacterBox(subGroup); + var sub; + var sup; // We manually have to handle the superscripts and subscripts. This, + // aside from the kern calculations, is copied from supsub. + + if (supGroup) { + var elem = buildGroup(supGroup, options.havingStyle(style.sup()), options); + sup = { + elem: elem, + kern: Math.max(options.fontMetrics().bigOpSpacing1, options.fontMetrics().bigOpSpacing3 - elem.depth) + }; + } + + if (subGroup) { + var _elem = buildGroup(subGroup, options.havingStyle(style.sub()), options); + + sub = { + elem: _elem, + kern: Math.max(options.fontMetrics().bigOpSpacing2, options.fontMetrics().bigOpSpacing4 - _elem.height) + }; + } // Build the final group as a vlist of the possible subscript, base, + // and possible superscript. + + + var finalGroup; + + if (sup && sub) { + var bottom = options.fontMetrics().bigOpSpacing5 + sub.elem.height + sub.elem.depth + sub.kern + base.depth + baseShift; + finalGroup = buildCommon.makeVList({ + positionType: "bottom", + positionData: bottom, + children: [{ + type: "kern", + size: options.fontMetrics().bigOpSpacing5 + }, { + type: "elem", + elem: sub.elem, + marginLeft: makeEm(-slant) + }, { + type: "kern", + size: sub.kern + }, { + type: "elem", + elem: base + }, { + type: "kern", + size: sup.kern + }, { + type: "elem", + elem: sup.elem, + marginLeft: makeEm(slant) + }, { + type: "kern", + size: options.fontMetrics().bigOpSpacing5 + }] + }, options); + } else if (sub) { + var top = base.height - baseShift; // Shift the limits by the slant of the symbol. Note + // that we are supposed to shift the limits by 1/2 of the slant, + // but since we are centering the limits adding a full slant of + // margin will shift by 1/2 that. + + finalGroup = buildCommon.makeVList({ + positionType: "top", + positionData: top, + children: [{ + type: "kern", + size: options.fontMetrics().bigOpSpacing5 + }, { + type: "elem", + elem: sub.elem, + marginLeft: makeEm(-slant) + }, { + type: "kern", + size: sub.kern + }, { + type: "elem", + elem: base + }] + }, options); + } else if (sup) { + var _bottom = base.depth + baseShift; + + finalGroup = buildCommon.makeVList({ + positionType: "bottom", + positionData: _bottom, + children: [{ + type: "elem", + elem: base + }, { + type: "kern", + size: sup.kern + }, { + type: "elem", + elem: sup.elem, + marginLeft: makeEm(slant) + }, { + type: "kern", + size: options.fontMetrics().bigOpSpacing5 + }] + }, options); + } else { + // This case probably shouldn't occur (this would mean the + // supsub was sending us a group with no superscript or + // subscript) but be safe. + return base; + } + + var parts = [finalGroup]; + + if (sub && slant !== 0 && !subIsSingleCharacter) { + // A negative margin-left was applied to the lower limit. + // Avoid an overlap by placing a spacer on the left on the group. + var spacer = buildCommon.makeSpan(["mspace"], [], options); + spacer.style.marginRight = makeEm(slant); + parts.unshift(spacer); + } + + return buildCommon.makeSpan(["mop", "op-limits"], parts, options); +}; +;// CONCATENATED MODULE: ./src/functions/op.js +// Limits, symbols + + + + + + + + + + + +// Most operators have a large successor symbol, but these don't. +var noSuccessor = ["\\smallint"]; // NOTE: Unlike most `htmlBuilder`s, this one handles not only "op", but also +// "supsub" since some of them (like \int) can affect super/subscripting. + +var op_htmlBuilder = function htmlBuilder(grp, options) { + // Operators are handled in the TeXbook pg. 443-444, rule 13(a). + var supGroup; + var subGroup; + var hasLimits = false; + var group; + + if (grp.type === "supsub") { + // If we have limits, supsub will pass us its group to handle. Pull + // out the superscript and subscript and set the group to the op in + // its base. + supGroup = grp.sup; + subGroup = grp.sub; + group = assertNodeType(grp.base, "op"); + hasLimits = true; + } else { + group = assertNodeType(grp, "op"); + } + + var style = options.style; + var large = false; + + if (style.size === src_Style.DISPLAY.size && group.symbol && !utils.contains(noSuccessor, group.name)) { + // Most symbol operators get larger in displaystyle (rule 13) + large = true; + } + + var base; + + if (group.symbol) { + // If this is a symbol, create the symbol. + var fontName = large ? "Size2-Regular" : "Size1-Regular"; + var stash = ""; + + if (group.name === "\\oiint" || group.name === "\\oiiint") { + // No font glyphs yet, so use a glyph w/o the oval. + // TODO: When font glyphs are available, delete this code. + stash = group.name.slice(1); + group.name = stash === "oiint" ? "\\iint" : "\\iiint"; + } + + base = buildCommon.makeSymbol(group.name, fontName, "math", options, ["mop", "op-symbol", large ? "large-op" : "small-op"]); + + if (stash.length > 0) { + // We're in \oiint or \oiiint. Overlay the oval. + // TODO: When font glyphs are available, delete this code. + var italic = base.italic; + var oval = buildCommon.staticSvg(stash + "Size" + (large ? "2" : "1"), options); + base = buildCommon.makeVList({ + positionType: "individualShift", + children: [{ + type: "elem", + elem: base, + shift: 0 + }, { + type: "elem", + elem: oval, + shift: large ? 0.08 : 0 + }] + }, options); + group.name = "\\" + stash; + base.classes.unshift("mop"); // $FlowFixMe + + base.italic = italic; + } + } else if (group.body) { + // If this is a list, compose that list. + var inner = buildExpression(group.body, options, true); + + if (inner.length === 1 && inner[0] instanceof SymbolNode) { + base = inner[0]; + base.classes[0] = "mop"; // replace old mclass + } else { + base = buildCommon.makeSpan(["mop"], inner, options); + } + } else { + // Otherwise, this is a text operator. Build the text from the + // operator's name. + var output = []; + + for (var i = 1; i < group.name.length; i++) { + output.push(buildCommon.mathsym(group.name[i], group.mode, options)); + } + + base = buildCommon.makeSpan(["mop"], output, options); + } // If content of op is a single symbol, shift it vertically. + + + var baseShift = 0; + var slant = 0; + + if ((base instanceof SymbolNode || group.name === "\\oiint" || group.name === "\\oiiint") && !group.suppressBaseShift) { + // We suppress the shift of the base of \overset and \underset. Otherwise, + // shift the symbol so its center lies on the axis (rule 13). It + // appears that our fonts have the centers of the symbols already + // almost on the axis, so these numbers are very small. Note we + // don't actually apply this here, but instead it is used either in + // the vlist creation or separately when there are no limits. + baseShift = (base.height - base.depth) / 2 - options.fontMetrics().axisHeight; // The slant of the symbol is just its italic correction. + // $FlowFixMe + + slant = base.italic; + } + + if (hasLimits) { + return assembleSupSub(base, supGroup, subGroup, options, style, slant, baseShift); + } else { + if (baseShift) { + base.style.position = "relative"; + base.style.top = makeEm(baseShift); + } + + return base; + } +}; + +var op_mathmlBuilder = function mathmlBuilder(group, options) { + var node; + + if (group.symbol) { + // This is a symbol. Just add the symbol. + node = new MathNode("mo", [makeText(group.name, group.mode)]); + + if (utils.contains(noSuccessor, group.name)) { + node.setAttribute("largeop", "false"); + } + } else if (group.body) { + // This is an operator with children. Add them. + node = new MathNode("mo", buildMathML_buildExpression(group.body, options)); + } else { + // This is a text operator. Add all of the characters from the + // operator's name. + node = new MathNode("mi", [new TextNode(group.name.slice(1))]); // Append an . + // ref: https://www.w3.org/TR/REC-MathML/chap3_2.html#sec3.2.4 + + var operator = new MathNode("mo", [makeText("\u2061", "text")]); + + if (group.parentIsSupSub) { + node = new MathNode("mrow", [node, operator]); + } else { + node = newDocumentFragment([node, operator]); + } + } + + return node; +}; + +var singleCharBigOps = { + "\u220F": "\\prod", + "\u2210": "\\coprod", + "\u2211": "\\sum", + "\u22C0": "\\bigwedge", + "\u22C1": "\\bigvee", + "\u22C2": "\\bigcap", + "\u22C3": "\\bigcup", + "\u2A00": "\\bigodot", + "\u2A01": "\\bigoplus", + "\u2A02": "\\bigotimes", + "\u2A04": "\\biguplus", + "\u2A06": "\\bigsqcup" +}; +defineFunction({ + type: "op", + names: ["\\coprod", "\\bigvee", "\\bigwedge", "\\biguplus", "\\bigcap", "\\bigcup", "\\intop", "\\prod", "\\sum", "\\bigotimes", "\\bigoplus", "\\bigodot", "\\bigsqcup", "\\smallint", "\u220F", "\u2210", "\u2211", "\u22C0", "\u22C1", "\u22C2", "\u22C3", "\u2A00", "\u2A01", "\u2A02", "\u2A04", "\u2A06"], + props: { + numArgs: 0 + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + var fName = funcName; + + if (fName.length === 1) { + fName = singleCharBigOps[fName]; + } + + return { + type: "op", + mode: parser.mode, + limits: true, + parentIsSupSub: false, + symbol: true, + name: fName + }; + }, + htmlBuilder: op_htmlBuilder, + mathmlBuilder: op_mathmlBuilder +}); // Note: calling defineFunction with a type that's already been defined only +// works because the same htmlBuilder and mathmlBuilder are being used. + +defineFunction({ + type: "op", + names: ["\\mathop"], + props: { + numArgs: 1, + primitive: true + }, + handler: function handler(_ref2, args) { + var parser = _ref2.parser; + var body = args[0]; + return { + type: "op", + mode: parser.mode, + limits: false, + parentIsSupSub: false, + symbol: false, + body: ordargument(body) + }; + }, + htmlBuilder: op_htmlBuilder, + mathmlBuilder: op_mathmlBuilder +}); // There are 2 flags for operators; whether they produce limits in +// displaystyle, and whether they are symbols and should grow in +// displaystyle. These four groups cover the four possible choices. + +var singleCharIntegrals = { + "\u222B": "\\int", + "\u222C": "\\iint", + "\u222D": "\\iiint", + "\u222E": "\\oint", + "\u222F": "\\oiint", + "\u2230": "\\oiiint" +}; // No limits, not symbols + +defineFunction({ + type: "op", + names: ["\\arcsin", "\\arccos", "\\arctan", "\\arctg", "\\arcctg", "\\arg", "\\ch", "\\cos", "\\cosec", "\\cosh", "\\cot", "\\cotg", "\\coth", "\\csc", "\\ctg", "\\cth", "\\deg", "\\dim", "\\exp", "\\hom", "\\ker", "\\lg", "\\ln", "\\log", "\\sec", "\\sin", "\\sinh", "\\sh", "\\tan", "\\tanh", "\\tg", "\\th"], + props: { + numArgs: 0 + }, + handler: function handler(_ref3) { + var parser = _ref3.parser, + funcName = _ref3.funcName; + return { + type: "op", + mode: parser.mode, + limits: false, + parentIsSupSub: false, + symbol: false, + name: funcName + }; + }, + htmlBuilder: op_htmlBuilder, + mathmlBuilder: op_mathmlBuilder +}); // Limits, not symbols + +defineFunction({ + type: "op", + names: ["\\det", "\\gcd", "\\inf", "\\lim", "\\max", "\\min", "\\Pr", "\\sup"], + props: { + numArgs: 0 + }, + handler: function handler(_ref4) { + var parser = _ref4.parser, + funcName = _ref4.funcName; + return { + type: "op", + mode: parser.mode, + limits: true, + parentIsSupSub: false, + symbol: false, + name: funcName + }; + }, + htmlBuilder: op_htmlBuilder, + mathmlBuilder: op_mathmlBuilder +}); // No limits, symbols + +defineFunction({ + type: "op", + names: ["\\int", "\\iint", "\\iiint", "\\oint", "\\oiint", "\\oiiint", "\u222B", "\u222C", "\u222D", "\u222E", "\u222F", "\u2230"], + props: { + numArgs: 0 + }, + handler: function handler(_ref5) { + var parser = _ref5.parser, + funcName = _ref5.funcName; + var fName = funcName; + + if (fName.length === 1) { + fName = singleCharIntegrals[fName]; + } + + return { + type: "op", + mode: parser.mode, + limits: false, + parentIsSupSub: false, + symbol: true, + name: fName + }; + }, + htmlBuilder: op_htmlBuilder, + mathmlBuilder: op_mathmlBuilder +}); +;// CONCATENATED MODULE: ./src/functions/operatorname.js + + + + + + + + + +// NOTE: Unlike most `htmlBuilder`s, this one handles not only +// "operatorname", but also "supsub" since \operatorname* can +// affect super/subscripting. +var operatorname_htmlBuilder = function htmlBuilder(grp, options) { + // Operators are handled in the TeXbook pg. 443-444, rule 13(a). + var supGroup; + var subGroup; + var hasLimits = false; + var group; + + if (grp.type === "supsub") { + // If we have limits, supsub will pass us its group to handle. Pull + // out the superscript and subscript and set the group to the op in + // its base. + supGroup = grp.sup; + subGroup = grp.sub; + group = assertNodeType(grp.base, "operatorname"); + hasLimits = true; + } else { + group = assertNodeType(grp, "operatorname"); + } + + var base; + + if (group.body.length > 0) { + var body = group.body.map(function (child) { + // $FlowFixMe: Check if the node has a string `text` property. + var childText = child.text; + + if (typeof childText === "string") { + return { + type: "textord", + mode: child.mode, + text: childText + }; + } else { + return child; + } + }); // Consolidate function names into symbol characters. + + var expression = buildExpression(body, options.withFont("mathrm"), true); + + for (var i = 0; i < expression.length; i++) { + var child = expression[i]; + + if (child instanceof SymbolNode) { + // Per amsopn package, + // change minus to hyphen and \ast to asterisk + child.text = child.text.replace(/\u2212/, "-").replace(/\u2217/, "*"); + } + } + + base = buildCommon.makeSpan(["mop"], expression, options); + } else { + base = buildCommon.makeSpan(["mop"], [], options); + } + + if (hasLimits) { + return assembleSupSub(base, supGroup, subGroup, options, options.style, 0, 0); + } else { + return base; + } +}; + +var operatorname_mathmlBuilder = function mathmlBuilder(group, options) { + // The steps taken here are similar to the html version. + var expression = buildMathML_buildExpression(group.body, options.withFont("mathrm")); // Is expression a string or has it something like a fraction? + + var isAllString = true; // default + + for (var i = 0; i < expression.length; i++) { + var node = expression[i]; + + if (node instanceof mathMLTree.SpaceNode) {// Do nothing + } else if (node instanceof mathMLTree.MathNode) { + switch (node.type) { + case "mi": + case "mn": + case "ms": + case "mspace": + case "mtext": + break; + // Do nothing yet. + + case "mo": + { + var child = node.children[0]; + + if (node.children.length === 1 && child instanceof mathMLTree.TextNode) { + child.text = child.text.replace(/\u2212/, "-").replace(/\u2217/, "*"); + } else { + isAllString = false; + } + + break; + } + + default: + isAllString = false; + } + } else { + isAllString = false; + } + } + + if (isAllString) { + // Write a single TextNode instead of multiple nested tags. + var word = expression.map(function (node) { + return node.toText(); + }).join(""); + expression = [new mathMLTree.TextNode(word)]; + } + + var identifier = new mathMLTree.MathNode("mi", expression); + identifier.setAttribute("mathvariant", "normal"); // \u2061 is the same as ⁡ + // ref: https://www.w3schools.com/charsets/ref_html_entities_a.asp + + var operator = new mathMLTree.MathNode("mo", [makeText("\u2061", "text")]); + + if (group.parentIsSupSub) { + return new mathMLTree.MathNode("mrow", [identifier, operator]); + } else { + return mathMLTree.newDocumentFragment([identifier, operator]); + } +}; // \operatorname +// amsopn.dtx: \mathop{#1\kern\z@\operator@font#3}\newmcodes@ + + +defineFunction({ + type: "operatorname", + names: ["\\operatorname@", "\\operatornamewithlimits"], + props: { + numArgs: 1 + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + var body = args[0]; + return { + type: "operatorname", + mode: parser.mode, + body: ordargument(body), + alwaysHandleSupSub: funcName === "\\operatornamewithlimits", + limits: false, + parentIsSupSub: false + }; + }, + htmlBuilder: operatorname_htmlBuilder, + mathmlBuilder: operatorname_mathmlBuilder +}); +defineMacro("\\operatorname", "\\@ifstar\\operatornamewithlimits\\operatorname@"); +;// CONCATENATED MODULE: ./src/functions/ordgroup.js + + + + +defineFunctionBuilders({ + type: "ordgroup", + htmlBuilder: function htmlBuilder(group, options) { + if (group.semisimple) { + return buildCommon.makeFragment(buildExpression(group.body, options, false)); + } + + return buildCommon.makeSpan(["mord"], buildExpression(group.body, options, true), options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + return buildExpressionRow(group.body, options, true); + } +}); +;// CONCATENATED MODULE: ./src/functions/overline.js + + + + + +defineFunction({ + type: "overline", + names: ["\\overline"], + props: { + numArgs: 1 + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + var body = args[0]; + return { + type: "overline", + mode: parser.mode, + body: body + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + // Overlines are handled in the TeXbook pg 443, Rule 9. + // Build the inner group in the cramped style. + var innerGroup = buildGroup(group.body, options.havingCrampedStyle()); // Create the line above the body + + var line = buildCommon.makeLineSpan("overline-line", options); // Generate the vlist, with the appropriate kerns + + var defaultRuleThickness = options.fontMetrics().defaultRuleThickness; + var vlist = buildCommon.makeVList({ + positionType: "firstBaseline", + children: [{ + type: "elem", + elem: innerGroup + }, { + type: "kern", + size: 3 * defaultRuleThickness + }, { + type: "elem", + elem: line + }, { + type: "kern", + size: defaultRuleThickness + }] + }, options); + return buildCommon.makeSpan(["mord", "overline"], [vlist], options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var operator = new mathMLTree.MathNode("mo", [new mathMLTree.TextNode("\u203E")]); + operator.setAttribute("stretchy", "true"); + var node = new mathMLTree.MathNode("mover", [buildMathML_buildGroup(group.body, options), operator]); + node.setAttribute("accent", "true"); + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/phantom.js + + + + + +defineFunction({ + type: "phantom", + names: ["\\phantom"], + props: { + numArgs: 1, + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + var body = args[0]; + return { + type: "phantom", + mode: parser.mode, + body: ordargument(body) + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var elements = buildExpression(group.body, options.withPhantom(), false); // \phantom isn't supposed to affect the elements it contains. + // See "color" for more details. + + return buildCommon.makeFragment(elements); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var inner = buildMathML_buildExpression(group.body, options); + return new mathMLTree.MathNode("mphantom", inner); + } +}); +defineFunction({ + type: "hphantom", + names: ["\\hphantom"], + props: { + numArgs: 1, + allowedInText: true + }, + handler: function handler(_ref2, args) { + var parser = _ref2.parser; + var body = args[0]; + return { + type: "hphantom", + mode: parser.mode, + body: body + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var node = buildCommon.makeSpan([], [buildGroup(group.body, options.withPhantom())]); + node.height = 0; + node.depth = 0; + + if (node.children) { + for (var i = 0; i < node.children.length; i++) { + node.children[i].height = 0; + node.children[i].depth = 0; + } + } // See smash for comment re: use of makeVList + + + node = buildCommon.makeVList({ + positionType: "firstBaseline", + children: [{ + type: "elem", + elem: node + }] + }, options); // For spacing, TeX treats \smash as a math group (same spacing as ord). + + return buildCommon.makeSpan(["mord"], [node], options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var inner = buildMathML_buildExpression(ordargument(group.body), options); + var phantom = new mathMLTree.MathNode("mphantom", inner); + var node = new mathMLTree.MathNode("mpadded", [phantom]); + node.setAttribute("height", "0px"); + node.setAttribute("depth", "0px"); + return node; + } +}); +defineFunction({ + type: "vphantom", + names: ["\\vphantom"], + props: { + numArgs: 1, + allowedInText: true + }, + handler: function handler(_ref3, args) { + var parser = _ref3.parser; + var body = args[0]; + return { + type: "vphantom", + mode: parser.mode, + body: body + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var inner = buildCommon.makeSpan(["inner"], [buildGroup(group.body, options.withPhantom())]); + var fix = buildCommon.makeSpan(["fix"], []); + return buildCommon.makeSpan(["mord", "rlap"], [inner, fix], options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var inner = buildMathML_buildExpression(ordargument(group.body), options); + var phantom = new mathMLTree.MathNode("mphantom", inner); + var node = new mathMLTree.MathNode("mpadded", [phantom]); + node.setAttribute("width", "0px"); + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/raisebox.js + + + + + + + // Box manipulation + +defineFunction({ + type: "raisebox", + names: ["\\raisebox"], + props: { + numArgs: 2, + argTypes: ["size", "hbox"], + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + var amount = assertNodeType(args[0], "size").value; + var body = args[1]; + return { + type: "raisebox", + mode: parser.mode, + dy: amount, + body: body + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var body = buildGroup(group.body, options); + var dy = calculateSize(group.dy, options); + return buildCommon.makeVList({ + positionType: "shift", + positionData: -dy, + children: [{ + type: "elem", + elem: body + }] + }, options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var node = new mathMLTree.MathNode("mpadded", [buildMathML_buildGroup(group.body, options)]); + var dy = group.dy.number + group.dy.unit; + node.setAttribute("voffset", dy); + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/relax.js + +defineFunction({ + type: "internal", + names: ["\\relax"], + props: { + numArgs: 0, + allowedInText: true + }, + handler: function handler(_ref) { + var parser = _ref.parser; + return { + type: "internal", + mode: parser.mode + }; + } +}); +;// CONCATENATED MODULE: ./src/functions/rule.js + + + + + +defineFunction({ + type: "rule", + names: ["\\rule"], + props: { + numArgs: 2, + numOptionalArgs: 1, + argTypes: ["size", "size", "size"] + }, + handler: function handler(_ref, args, optArgs) { + var parser = _ref.parser; + var shift = optArgs[0]; + var width = assertNodeType(args[0], "size"); + var height = assertNodeType(args[1], "size"); + return { + type: "rule", + mode: parser.mode, + shift: shift && assertNodeType(shift, "size").value, + width: width.value, + height: height.value + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + // Make an empty span for the rule + var rule = buildCommon.makeSpan(["mord", "rule"], [], options); // Calculate the shift, width, and height of the rule, and account for units + + var width = calculateSize(group.width, options); + var height = calculateSize(group.height, options); + var shift = group.shift ? calculateSize(group.shift, options) : 0; // Style the rule to the right size + + rule.style.borderRightWidth = makeEm(width); + rule.style.borderTopWidth = makeEm(height); + rule.style.bottom = makeEm(shift); // Record the height and width + + rule.width = width; + rule.height = height + shift; + rule.depth = -shift; // Font size is the number large enough that the browser will + // reserve at least `absHeight` space above the baseline. + // The 1.125 factor was empirically determined + + rule.maxFontSize = height * 1.125 * options.sizeMultiplier; + return rule; + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var width = calculateSize(group.width, options); + var height = calculateSize(group.height, options); + var shift = group.shift ? calculateSize(group.shift, options) : 0; + var color = options.color && options.getColor() || "black"; + var rule = new mathMLTree.MathNode("mspace"); + rule.setAttribute("mathbackground", color); + rule.setAttribute("width", makeEm(width)); + rule.setAttribute("height", makeEm(height)); + var wrapper = new mathMLTree.MathNode("mpadded", [rule]); + + if (shift >= 0) { + wrapper.setAttribute("height", makeEm(shift)); + } else { + wrapper.setAttribute("height", makeEm(shift)); + wrapper.setAttribute("depth", makeEm(-shift)); + } + + wrapper.setAttribute("voffset", makeEm(shift)); + return wrapper; + } +}); +;// CONCATENATED MODULE: ./src/functions/sizing.js + + + + + + +function sizingGroup(value, options, baseOptions) { + var inner = buildExpression(value, options, false); + var multiplier = options.sizeMultiplier / baseOptions.sizeMultiplier; // Add size-resetting classes to the inner list and set maxFontSize + // manually. Handle nested size changes. + + for (var i = 0; i < inner.length; i++) { + var pos = inner[i].classes.indexOf("sizing"); + + if (pos < 0) { + Array.prototype.push.apply(inner[i].classes, options.sizingClasses(baseOptions)); + } else if (inner[i].classes[pos + 1] === "reset-size" + options.size) { + // This is a nested size change: e.g., inner[i] is the "b" in + // `\Huge a \small b`. Override the old size (the `reset-` class) + // but not the new size. + inner[i].classes[pos + 1] = "reset-size" + baseOptions.size; + } + + inner[i].height *= multiplier; + inner[i].depth *= multiplier; + } + + return buildCommon.makeFragment(inner); +} +var sizeFuncs = ["\\tiny", "\\sixptsize", "\\scriptsize", "\\footnotesize", "\\small", "\\normalsize", "\\large", "\\Large", "\\LARGE", "\\huge", "\\Huge"]; +var sizing_htmlBuilder = function htmlBuilder(group, options) { + // Handle sizing operators like \Huge. Real TeX doesn't actually allow + // these functions inside of math expressions, so we do some special + // handling. + var newOptions = options.havingSize(group.size); + return sizingGroup(group.body, newOptions, options); +}; +defineFunction({ + type: "sizing", + names: sizeFuncs, + props: { + numArgs: 0, + allowedInText: true + }, + handler: function handler(_ref, args) { + var breakOnTokenText = _ref.breakOnTokenText, + funcName = _ref.funcName, + parser = _ref.parser; + var body = parser.parseExpression(false, breakOnTokenText); + return { + type: "sizing", + mode: parser.mode, + // Figure out what size to use based on the list of functions above + size: sizeFuncs.indexOf(funcName) + 1, + body: body + }; + }, + htmlBuilder: sizing_htmlBuilder, + mathmlBuilder: function mathmlBuilder(group, options) { + var newOptions = options.havingSize(group.size); + var inner = buildMathML_buildExpression(group.body, newOptions); + var node = new mathMLTree.MathNode("mstyle", inner); // TODO(emily): This doesn't produce the correct size for nested size + // changes, because we don't keep state of what style we're currently + // in, so we can't reset the size to normal before changing it. Now + // that we're passing an options parameter we should be able to fix + // this. + + node.setAttribute("mathsize", makeEm(newOptions.sizeMultiplier)); + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/smash.js +// smash, with optional [tb], as in AMS + + + + + + +defineFunction({ + type: "smash", + names: ["\\smash"], + props: { + numArgs: 1, + numOptionalArgs: 1, + allowedInText: true + }, + handler: function handler(_ref, args, optArgs) { + var parser = _ref.parser; + var smashHeight = false; + var smashDepth = false; + var tbArg = optArgs[0] && assertNodeType(optArgs[0], "ordgroup"); + + if (tbArg) { + // Optional [tb] argument is engaged. + // ref: amsmath: \renewcommand{\smash}[1][tb]{% + // def\mb@t{\ht}\def\mb@b{\dp}\def\mb@tb{\ht\z@\z@\dp}% + var letter = ""; + + for (var i = 0; i < tbArg.body.length; ++i) { + var node = tbArg.body[i]; // $FlowFixMe: Not every node type has a `text` property. + + letter = node.text; + + if (letter === "t") { + smashHeight = true; + } else if (letter === "b") { + smashDepth = true; + } else { + smashHeight = false; + smashDepth = false; + break; + } + } + } else { + smashHeight = true; + smashDepth = true; + } + + var body = args[0]; + return { + type: "smash", + mode: parser.mode, + body: body, + smashHeight: smashHeight, + smashDepth: smashDepth + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var node = buildCommon.makeSpan([], [buildGroup(group.body, options)]); + + if (!group.smashHeight && !group.smashDepth) { + return node; + } + + if (group.smashHeight) { + node.height = 0; // In order to influence makeVList, we have to reset the children. + + if (node.children) { + for (var i = 0; i < node.children.length; i++) { + node.children[i].height = 0; + } + } + } + + if (group.smashDepth) { + node.depth = 0; + + if (node.children) { + for (var _i = 0; _i < node.children.length; _i++) { + node.children[_i].depth = 0; + } + } + } // At this point, we've reset the TeX-like height and depth values. + // But the span still has an HTML line height. + // makeVList applies "display: table-cell", which prevents the browser + // from acting on that line height. So we'll call makeVList now. + + + var smashedNode = buildCommon.makeVList({ + positionType: "firstBaseline", + children: [{ + type: "elem", + elem: node + }] + }, options); // For spacing, TeX treats \hphantom as a math group (same spacing as ord). + + return buildCommon.makeSpan(["mord"], [smashedNode], options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var node = new mathMLTree.MathNode("mpadded", [buildMathML_buildGroup(group.body, options)]); + + if (group.smashHeight) { + node.setAttribute("height", "0px"); + } + + if (group.smashDepth) { + node.setAttribute("depth", "0px"); + } + + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/sqrt.js + + + + + + + + +defineFunction({ + type: "sqrt", + names: ["\\sqrt"], + props: { + numArgs: 1, + numOptionalArgs: 1 + }, + handler: function handler(_ref, args, optArgs) { + var parser = _ref.parser; + var index = optArgs[0]; + var body = args[0]; + return { + type: "sqrt", + mode: parser.mode, + body: body, + index: index + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + // Square roots are handled in the TeXbook pg. 443, Rule 11. + // First, we do the same steps as in overline to build the inner group + // and line + var inner = buildGroup(group.body, options.havingCrampedStyle()); + + if (inner.height === 0) { + // Render a small surd. + inner.height = options.fontMetrics().xHeight; + } // Some groups can return document fragments. Handle those by wrapping + // them in a span. + + + inner = buildCommon.wrapFragment(inner, options); // Calculate the minimum size for the \surd delimiter + + var metrics = options.fontMetrics(); + var theta = metrics.defaultRuleThickness; + var phi = theta; + + if (options.style.id < src_Style.TEXT.id) { + phi = options.fontMetrics().xHeight; + } // Calculate the clearance between the body and line + + + var lineClearance = theta + phi / 4; + var minDelimiterHeight = inner.height + inner.depth + lineClearance + theta; // Create a sqrt SVG of the required minimum size + + var _delimiter$sqrtImage = delimiter.sqrtImage(minDelimiterHeight, options), + img = _delimiter$sqrtImage.span, + ruleWidth = _delimiter$sqrtImage.ruleWidth, + advanceWidth = _delimiter$sqrtImage.advanceWidth; + + var delimDepth = img.height - ruleWidth; // Adjust the clearance based on the delimiter size + + if (delimDepth > inner.height + inner.depth + lineClearance) { + lineClearance = (lineClearance + delimDepth - inner.height - inner.depth) / 2; + } // Shift the sqrt image + + + var imgShift = img.height - inner.height - lineClearance - ruleWidth; + inner.style.paddingLeft = makeEm(advanceWidth); // Overlay the image and the argument. + + var body = buildCommon.makeVList({ + positionType: "firstBaseline", + children: [{ + type: "elem", + elem: inner, + wrapperClasses: ["svg-align"] + }, { + type: "kern", + size: -(inner.height + imgShift) + }, { + type: "elem", + elem: img + }, { + type: "kern", + size: ruleWidth + }] + }, options); + + if (!group.index) { + return buildCommon.makeSpan(["mord", "sqrt"], [body], options); + } else { + // Handle the optional root index + // The index is always in scriptscript style + var newOptions = options.havingStyle(src_Style.SCRIPTSCRIPT); + var rootm = buildGroup(group.index, newOptions, options); // The amount the index is shifted by. This is taken from the TeX + // source, in the definition of `\r@@t`. + + var toShift = 0.6 * (body.height - body.depth); // Build a VList with the superscript shifted up correctly + + var rootVList = buildCommon.makeVList({ + positionType: "shift", + positionData: -toShift, + children: [{ + type: "elem", + elem: rootm + }] + }, options); // Add a class surrounding it so we can add on the appropriate + // kerning + + var rootVListWrap = buildCommon.makeSpan(["root"], [rootVList]); + return buildCommon.makeSpan(["mord", "sqrt"], [rootVListWrap, body], options); + } + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var body = group.body, + index = group.index; + return index ? new mathMLTree.MathNode("mroot", [buildMathML_buildGroup(body, options), buildMathML_buildGroup(index, options)]) : new mathMLTree.MathNode("msqrt", [buildMathML_buildGroup(body, options)]); + } +}); +;// CONCATENATED MODULE: ./src/functions/styling.js + + + + + +var styling_styleMap = { + "display": src_Style.DISPLAY, + "text": src_Style.TEXT, + "script": src_Style.SCRIPT, + "scriptscript": src_Style.SCRIPTSCRIPT +}; +defineFunction({ + type: "styling", + names: ["\\displaystyle", "\\textstyle", "\\scriptstyle", "\\scriptscriptstyle"], + props: { + numArgs: 0, + allowedInText: true, + primitive: true + }, + handler: function handler(_ref, args) { + var breakOnTokenText = _ref.breakOnTokenText, + funcName = _ref.funcName, + parser = _ref.parser; + // parse out the implicit body + var body = parser.parseExpression(true, breakOnTokenText); // TODO: Refactor to avoid duplicating styleMap in multiple places (e.g. + // here and in buildHTML and de-dupe the enumeration of all the styles). + // $FlowFixMe: The names above exactly match the styles. + + var style = funcName.slice(1, funcName.length - 5); + return { + type: "styling", + mode: parser.mode, + // Figure out what style to use by pulling out the style from + // the function name + style: style, + body: body + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + // Style changes are handled in the TeXbook on pg. 442, Rule 3. + var newStyle = styling_styleMap[group.style]; + var newOptions = options.havingStyle(newStyle).withFont(''); + return sizingGroup(group.body, newOptions, options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + // Figure out what style we're changing to. + var newStyle = styling_styleMap[group.style]; + var newOptions = options.havingStyle(newStyle); + var inner = buildMathML_buildExpression(group.body, newOptions); + var node = new mathMLTree.MathNode("mstyle", inner); + var styleAttributes = { + "display": ["0", "true"], + "text": ["0", "false"], + "script": ["1", "false"], + "scriptscript": ["2", "false"] + }; + var attr = styleAttributes[group.style]; + node.setAttribute("scriptlevel", attr[0]); + node.setAttribute("displaystyle", attr[1]); + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/supsub.js + + + + + + + + + + + + + + +/** + * Sometimes, groups perform special rules when they have superscripts or + * subscripts attached to them. This function lets the `supsub` group know that + * Sometimes, groups perform special rules when they have superscripts or + * its inner element should handle the superscripts and subscripts instead of + * handling them itself. + */ +var htmlBuilderDelegate = function htmlBuilderDelegate(group, options) { + var base = group.base; + + if (!base) { + return null; + } else if (base.type === "op") { + // Operators handle supsubs differently when they have limits + // (e.g. `\displaystyle\sum_2^3`) + var delegate = base.limits && (options.style.size === src_Style.DISPLAY.size || base.alwaysHandleSupSub); + return delegate ? op_htmlBuilder : null; + } else if (base.type === "operatorname") { + var _delegate = base.alwaysHandleSupSub && (options.style.size === src_Style.DISPLAY.size || base.limits); + + return _delegate ? operatorname_htmlBuilder : null; + } else if (base.type === "accent") { + return utils.isCharacterBox(base.base) ? htmlBuilder : null; + } else if (base.type === "horizBrace") { + var isSup = !group.sub; + return isSup === base.isOver ? horizBrace_htmlBuilder : null; + } else { + return null; + } +}; // Super scripts and subscripts, whose precise placement can depend on other +// functions that precede them. + + +defineFunctionBuilders({ + type: "supsub", + htmlBuilder: function htmlBuilder(group, options) { + // Superscript and subscripts are handled in the TeXbook on page + // 445-446, rules 18(a-f). + // Here is where we defer to the inner group if it should handle + // superscripts and subscripts itself. + var builderDelegate = htmlBuilderDelegate(group, options); + + if (builderDelegate) { + return builderDelegate(group, options); + } + + var valueBase = group.base, + valueSup = group.sup, + valueSub = group.sub; + var base = buildGroup(valueBase, options); + var supm; + var subm; + var metrics = options.fontMetrics(); // Rule 18a + + var supShift = 0; + var subShift = 0; + var isCharacterBox = valueBase && utils.isCharacterBox(valueBase); + + if (valueSup) { + var newOptions = options.havingStyle(options.style.sup()); + supm = buildGroup(valueSup, newOptions, options); + + if (!isCharacterBox) { + supShift = base.height - newOptions.fontMetrics().supDrop * newOptions.sizeMultiplier / options.sizeMultiplier; + } + } + + if (valueSub) { + var _newOptions = options.havingStyle(options.style.sub()); + + subm = buildGroup(valueSub, _newOptions, options); + + if (!isCharacterBox) { + subShift = base.depth + _newOptions.fontMetrics().subDrop * _newOptions.sizeMultiplier / options.sizeMultiplier; + } + } // Rule 18c + + + var minSupShift; + + if (options.style === src_Style.DISPLAY) { + minSupShift = metrics.sup1; + } else if (options.style.cramped) { + minSupShift = metrics.sup3; + } else { + minSupShift = metrics.sup2; + } // scriptspace is a font-size-independent size, so scale it + // appropriately for use as the marginRight. + + + var multiplier = options.sizeMultiplier; + var marginRight = makeEm(0.5 / metrics.ptPerEm / multiplier); + var marginLeft = null; + + if (subm) { + // Subscripts shouldn't be shifted by the base's italic correction. + // Account for that by shifting the subscript back the appropriate + // amount. Note we only do this when the base is a single symbol. + var isOiint = group.base && group.base.type === "op" && group.base.name && (group.base.name === "\\oiint" || group.base.name === "\\oiiint"); + + if (base instanceof SymbolNode || isOiint) { + // $FlowFixMe + marginLeft = makeEm(-base.italic); + } + } + + var supsub; + + if (supm && subm) { + supShift = Math.max(supShift, minSupShift, supm.depth + 0.25 * metrics.xHeight); + subShift = Math.max(subShift, metrics.sub2); + var ruleWidth = metrics.defaultRuleThickness; // Rule 18e + + var maxWidth = 4 * ruleWidth; + + if (supShift - supm.depth - (subm.height - subShift) < maxWidth) { + subShift = maxWidth - (supShift - supm.depth) + subm.height; + var psi = 0.8 * metrics.xHeight - (supShift - supm.depth); + + if (psi > 0) { + supShift += psi; + subShift -= psi; + } + } + + var vlistElem = [{ + type: "elem", + elem: subm, + shift: subShift, + marginRight: marginRight, + marginLeft: marginLeft + }, { + type: "elem", + elem: supm, + shift: -supShift, + marginRight: marginRight + }]; + supsub = buildCommon.makeVList({ + positionType: "individualShift", + children: vlistElem + }, options); + } else if (subm) { + // Rule 18b + subShift = Math.max(subShift, metrics.sub1, subm.height - 0.8 * metrics.xHeight); + var _vlistElem = [{ + type: "elem", + elem: subm, + marginLeft: marginLeft, + marginRight: marginRight + }]; + supsub = buildCommon.makeVList({ + positionType: "shift", + positionData: subShift, + children: _vlistElem + }, options); + } else if (supm) { + // Rule 18c, d + supShift = Math.max(supShift, minSupShift, supm.depth + 0.25 * metrics.xHeight); + supsub = buildCommon.makeVList({ + positionType: "shift", + positionData: -supShift, + children: [{ + type: "elem", + elem: supm, + marginRight: marginRight + }] + }, options); + } else { + throw new Error("supsub must have either sup or sub."); + } // Wrap the supsub vlist in a span.msupsub to reset text-align. + + + var mclass = getTypeOfDomTree(base, "right") || "mord"; + return buildCommon.makeSpan([mclass], [base, buildCommon.makeSpan(["msupsub"], [supsub])], options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + // Is the inner group a relevant horizonal brace? + var isBrace = false; + var isOver; + var isSup; + + if (group.base && group.base.type === "horizBrace") { + isSup = !!group.sup; + + if (isSup === group.base.isOver) { + isBrace = true; + isOver = group.base.isOver; + } + } + + if (group.base && (group.base.type === "op" || group.base.type === "operatorname")) { + group.base.parentIsSupSub = true; + } + + var children = [buildMathML_buildGroup(group.base, options)]; + + if (group.sub) { + children.push(buildMathML_buildGroup(group.sub, options)); + } + + if (group.sup) { + children.push(buildMathML_buildGroup(group.sup, options)); + } + + var nodeType; + + if (isBrace) { + nodeType = isOver ? "mover" : "munder"; + } else if (!group.sub) { + var base = group.base; + + if (base && base.type === "op" && base.limits && (options.style === src_Style.DISPLAY || base.alwaysHandleSupSub)) { + nodeType = "mover"; + } else if (base && base.type === "operatorname" && base.alwaysHandleSupSub && (base.limits || options.style === src_Style.DISPLAY)) { + nodeType = "mover"; + } else { + nodeType = "msup"; + } + } else if (!group.sup) { + var _base = group.base; + + if (_base && _base.type === "op" && _base.limits && (options.style === src_Style.DISPLAY || _base.alwaysHandleSupSub)) { + nodeType = "munder"; + } else if (_base && _base.type === "operatorname" && _base.alwaysHandleSupSub && (_base.limits || options.style === src_Style.DISPLAY)) { + nodeType = "munder"; + } else { + nodeType = "msub"; + } + } else { + var _base2 = group.base; + + if (_base2 && _base2.type === "op" && _base2.limits && options.style === src_Style.DISPLAY) { + nodeType = "munderover"; + } else if (_base2 && _base2.type === "operatorname" && _base2.alwaysHandleSupSub && (options.style === src_Style.DISPLAY || _base2.limits)) { + nodeType = "munderover"; + } else { + nodeType = "msubsup"; + } + } + + return new mathMLTree.MathNode(nodeType, children); + } +}); +;// CONCATENATED MODULE: ./src/functions/symbolsOp.js + + + + // Operator ParseNodes created in Parser.js from symbol Groups in src/symbols.js. + +defineFunctionBuilders({ + type: "atom", + htmlBuilder: function htmlBuilder(group, options) { + return buildCommon.mathsym(group.text, group.mode, options, ["m" + group.family]); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var node = new mathMLTree.MathNode("mo", [makeText(group.text, group.mode)]); + + if (group.family === "bin") { + var variant = getVariant(group, options); + + if (variant === "bold-italic") { + node.setAttribute("mathvariant", variant); + } + } else if (group.family === "punct") { + node.setAttribute("separator", "true"); + } else if (group.family === "open" || group.family === "close") { + // Delims built here should not stretch vertically. + // See delimsizing.js for stretchy delims. + node.setAttribute("stretchy", "false"); + } + + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/symbolsOrd.js + + + + +// "mathord" and "textord" ParseNodes created in Parser.js from symbol Groups in +// src/symbols.js. +var defaultVariant = { + "mi": "italic", + "mn": "normal", + "mtext": "normal" +}; +defineFunctionBuilders({ + type: "mathord", + htmlBuilder: function htmlBuilder(group, options) { + return buildCommon.makeOrd(group, options, "mathord"); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var node = new mathMLTree.MathNode("mi", [makeText(group.text, group.mode, options)]); + var variant = getVariant(group, options) || "italic"; + + if (variant !== defaultVariant[node.type]) { + node.setAttribute("mathvariant", variant); + } + + return node; + } +}); +defineFunctionBuilders({ + type: "textord", + htmlBuilder: function htmlBuilder(group, options) { + return buildCommon.makeOrd(group, options, "textord"); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var text = makeText(group.text, group.mode, options); + var variant = getVariant(group, options) || "normal"; + var node; + + if (group.mode === 'text') { + node = new mathMLTree.MathNode("mtext", [text]); + } else if (/[0-9]/.test(group.text)) { + node = new mathMLTree.MathNode("mn", [text]); + } else if (group.text === "\\prime") { + node = new mathMLTree.MathNode("mo", [text]); + } else { + node = new mathMLTree.MathNode("mi", [text]); + } + + if (variant !== defaultVariant[node.type]) { + node.setAttribute("mathvariant", variant); + } + + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/symbolsSpacing.js + + + + // A map of CSS-based spacing functions to their CSS class. + +var cssSpace = { + "\\nobreak": "nobreak", + "\\allowbreak": "allowbreak" +}; // A lookup table to determine whether a spacing function/symbol should be +// treated like a regular space character. If a symbol or command is a key +// in this table, then it should be a regular space character. Furthermore, +// the associated value may have a `className` specifying an extra CSS class +// to add to the created `span`. + +var regularSpace = { + " ": {}, + "\\ ": {}, + "~": { + className: "nobreak" + }, + "\\space": {}, + "\\nobreakspace": { + className: "nobreak" + } +}; // ParseNode<"spacing"> created in Parser.js from the "spacing" symbol Groups in +// src/symbols.js. + +defineFunctionBuilders({ + type: "spacing", + htmlBuilder: function htmlBuilder(group, options) { + if (regularSpace.hasOwnProperty(group.text)) { + var className = regularSpace[group.text].className || ""; // Spaces are generated by adding an actual space. Each of these + // things has an entry in the symbols table, so these will be turned + // into appropriate outputs. + + if (group.mode === "text") { + var ord = buildCommon.makeOrd(group, options, "textord"); + ord.classes.push(className); + return ord; + } else { + return buildCommon.makeSpan(["mspace", className], [buildCommon.mathsym(group.text, group.mode, options)], options); + } + } else if (cssSpace.hasOwnProperty(group.text)) { + // Spaces based on just a CSS class. + return buildCommon.makeSpan(["mspace", cssSpace[group.text]], [], options); + } else { + throw new src_ParseError("Unknown type of space \"" + group.text + "\""); + } + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var node; + + if (regularSpace.hasOwnProperty(group.text)) { + node = new mathMLTree.MathNode("mtext", [new mathMLTree.TextNode("\xA0")]); + } else if (cssSpace.hasOwnProperty(group.text)) { + // CSS-based MathML spaces (\nobreak, \allowbreak) are ignored + return new mathMLTree.MathNode("mspace"); + } else { + throw new src_ParseError("Unknown type of space \"" + group.text + "\""); + } + + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/tag.js + + + + +var pad = function pad() { + var padNode = new mathMLTree.MathNode("mtd", []); + padNode.setAttribute("width", "50%"); + return padNode; +}; + +defineFunctionBuilders({ + type: "tag", + mathmlBuilder: function mathmlBuilder(group, options) { + var table = new mathMLTree.MathNode("mtable", [new mathMLTree.MathNode("mtr", [pad(), new mathMLTree.MathNode("mtd", [buildExpressionRow(group.body, options)]), pad(), new mathMLTree.MathNode("mtd", [buildExpressionRow(group.tag, options)])])]); + table.setAttribute("width", "100%"); + return table; // TODO: Left-aligned tags. + // Currently, the group and options passed here do not contain + // enough info to set tag alignment. `leqno` is in Settings but it is + // not passed to Options. On the HTML side, leqno is + // set by a CSS class applied in buildTree.js. That would have worked + // in MathML if browsers supported . Since they don't, we + // need to rewrite the way this function is called. + } +}); +;// CONCATENATED MODULE: ./src/functions/text.js + + + + // Non-mathy text, possibly in a font + +var textFontFamilies = { + "\\text": undefined, + "\\textrm": "textrm", + "\\textsf": "textsf", + "\\texttt": "texttt", + "\\textnormal": "textrm" +}; +var textFontWeights = { + "\\textbf": "textbf", + "\\textmd": "textmd" +}; +var textFontShapes = { + "\\textit": "textit", + "\\textup": "textup" +}; + +var optionsWithFont = function optionsWithFont(group, options) { + var font = group.font; // Checks if the argument is a font family or a font style. + + if (!font) { + return options; + } else if (textFontFamilies[font]) { + return options.withTextFontFamily(textFontFamilies[font]); + } else if (textFontWeights[font]) { + return options.withTextFontWeight(textFontWeights[font]); + } else { + return options.withTextFontShape(textFontShapes[font]); + } +}; + +defineFunction({ + type: "text", + names: [// Font families + "\\text", "\\textrm", "\\textsf", "\\texttt", "\\textnormal", // Font weights + "\\textbf", "\\textmd", // Font Shapes + "\\textit", "\\textup"], + props: { + numArgs: 1, + argTypes: ["text"], + allowedInArgument: true, + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser, + funcName = _ref.funcName; + var body = args[0]; + return { + type: "text", + mode: parser.mode, + body: ordargument(body), + font: funcName + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var newOptions = optionsWithFont(group, options); + var inner = buildExpression(group.body, newOptions, true); + return buildCommon.makeSpan(["mord", "text"], inner, newOptions); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var newOptions = optionsWithFont(group, options); + return buildExpressionRow(group.body, newOptions); + } +}); +;// CONCATENATED MODULE: ./src/functions/underline.js + + + + + +defineFunction({ + type: "underline", + names: ["\\underline"], + props: { + numArgs: 1, + allowedInText: true + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + return { + type: "underline", + mode: parser.mode, + body: args[0] + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + // Underlines are handled in the TeXbook pg 443, Rule 10. + // Build the inner group. + var innerGroup = buildGroup(group.body, options); // Create the line to go below the body + + var line = buildCommon.makeLineSpan("underline-line", options); // Generate the vlist, with the appropriate kerns + + var defaultRuleThickness = options.fontMetrics().defaultRuleThickness; + var vlist = buildCommon.makeVList({ + positionType: "top", + positionData: innerGroup.height, + children: [{ + type: "kern", + size: defaultRuleThickness + }, { + type: "elem", + elem: line + }, { + type: "kern", + size: 3 * defaultRuleThickness + }, { + type: "elem", + elem: innerGroup + }] + }, options); + return buildCommon.makeSpan(["mord", "underline"], [vlist], options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var operator = new mathMLTree.MathNode("mo", [new mathMLTree.TextNode("\u203E")]); + operator.setAttribute("stretchy", "true"); + var node = new mathMLTree.MathNode("munder", [buildMathML_buildGroup(group.body, options), operator]); + node.setAttribute("accentunder", "true"); + return node; + } +}); +;// CONCATENATED MODULE: ./src/functions/vcenter.js + + + + + // \vcenter: Vertically center the argument group on the math axis. + +defineFunction({ + type: "vcenter", + names: ["\\vcenter"], + props: { + numArgs: 1, + argTypes: ["original"], + // In LaTeX, \vcenter can act only on a box. + allowedInText: false + }, + handler: function handler(_ref, args) { + var parser = _ref.parser; + return { + type: "vcenter", + mode: parser.mode, + body: args[0] + }; + }, + htmlBuilder: function htmlBuilder(group, options) { + var body = buildGroup(group.body, options); + var axisHeight = options.fontMetrics().axisHeight; + var dy = 0.5 * (body.height - axisHeight - (body.depth + axisHeight)); + return buildCommon.makeVList({ + positionType: "shift", + positionData: dy, + children: [{ + type: "elem", + elem: body + }] + }, options); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + // There is no way to do this in MathML. + // Write a class as a breadcrumb in case some post-processor wants + // to perform a vcenter adjustment. + return new mathMLTree.MathNode("mpadded", [buildMathML_buildGroup(group.body, options)], ["vcenter"]); + } +}); +;// CONCATENATED MODULE: ./src/functions/verb.js + + + + +defineFunction({ + type: "verb", + names: ["\\verb"], + props: { + numArgs: 0, + allowedInText: true + }, + handler: function handler(context, args, optArgs) { + // \verb and \verb* are dealt with directly in Parser.js. + // If we end up here, it's because of a failure to match the two delimiters + // in the regex in Lexer.js. LaTeX raises the following error when \verb is + // terminated by end of line (or file). + throw new src_ParseError("\\verb ended by end of line instead of matching delimiter"); + }, + htmlBuilder: function htmlBuilder(group, options) { + var text = makeVerb(group); + var body = []; // \verb enters text mode and therefore is sized like \textstyle + + var newOptions = options.havingStyle(options.style.text()); + + for (var i = 0; i < text.length; i++) { + var c = text[i]; + + if (c === '~') { + c = '\\textasciitilde'; + } + + body.push(buildCommon.makeSymbol(c, "Typewriter-Regular", group.mode, newOptions, ["mord", "texttt"])); + } + + return buildCommon.makeSpan(["mord", "text"].concat(newOptions.sizingClasses(options)), buildCommon.tryCombineChars(body), newOptions); + }, + mathmlBuilder: function mathmlBuilder(group, options) { + var text = new mathMLTree.TextNode(makeVerb(group)); + var node = new mathMLTree.MathNode("mtext", [text]); + node.setAttribute("mathvariant", "monospace"); + return node; + } +}); +/** + * Converts verb group into body string. + * + * \verb* replaces each space with an open box \u2423 + * \verb replaces each space with a no-break space \xA0 + */ + +var makeVerb = function makeVerb(group) { + return group.body.replace(/ /g, group.star ? "\u2423" : '\xA0'); +}; +;// CONCATENATED MODULE: ./src/functions.js +/** Include this to ensure that all functions are defined. */ + +var functions = _functions; +/* harmony default export */ var src_functions = (functions); // TODO(kevinb): have functions return an object and call defineFunction with +// that object in this file instead of relying on side-effects. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +;// CONCATENATED MODULE: ./src/Lexer.js +/** + * The Lexer class handles tokenizing the input in various ways. Since our + * parser expects us to be able to backtrack, the lexer allows lexing from any + * given starting point. + * + * Its main exposed function is the `lex` function, which takes a position to + * lex from and a type of token to lex. It defers to the appropriate `_innerLex` + * function. + * + * The various `_innerLex` functions perform the actual lexing of different + * kinds. + */ + + + + +/* The following tokenRegex + * - matches typical whitespace (but not NBSP etc.) using its first group + * - does not match any control character \x00-\x1f except whitespace + * - does not match a bare backslash + * - matches any ASCII character except those just mentioned + * - does not match the BMP private use area \uE000-\uF8FF + * - does not match bare surrogate code units + * - matches any BMP character except for those just described + * - matches any valid Unicode surrogate pair + * - matches a backslash followed by one or more whitespace characters + * - matches a backslash followed by one or more letters then whitespace + * - matches a backslash followed by any BMP character + * Capturing groups: + * [1] regular whitespace + * [2] backslash followed by whitespace + * [3] anything else, which may include: + * [4] left character of \verb* + * [5] left character of \verb + * [6] backslash followed by word, excluding any trailing whitespace + * Just because the Lexer matches something doesn't mean it's valid input: + * If there is no matching function or symbol definition, the Parser will + * still reject the input. + */ +var spaceRegexString = "[ \r\n\t]"; +var controlWordRegexString = "\\\\[a-zA-Z@]+"; +var controlSymbolRegexString = "\\\\[^\uD800-\uDFFF]"; +var controlWordWhitespaceRegexString = "(" + controlWordRegexString + ")" + spaceRegexString + "*"; +var controlSpaceRegexString = "\\\\(\n|[ \r\t]+\n?)[ \r\t]*"; +var combiningDiacriticalMarkString = "[\u0300-\u036F]"; +var combiningDiacriticalMarksEndRegex = new RegExp(combiningDiacriticalMarkString + "+$"); +var tokenRegexString = "(" + spaceRegexString + "+)|" + ( // whitespace +controlSpaceRegexString + "|") + // \whitespace +"([!-\\[\\]-\u2027\u202A-\uD7FF\uF900-\uFFFF]" + ( // single codepoint +combiningDiacriticalMarkString + "*") + // ...plus accents +"|[\uD800-\uDBFF][\uDC00-\uDFFF]" + ( // surrogate pair +combiningDiacriticalMarkString + "*") + // ...plus accents +"|\\\\verb\\*([^]).*?\\4" + // \verb* +"|\\\\verb([^*a-zA-Z]).*?\\5" + ( // \verb unstarred +"|" + controlWordWhitespaceRegexString) + ( // \macroName + spaces +"|" + controlSymbolRegexString + ")"); // \\, \', etc. + +/** Main Lexer class */ + +var Lexer = /*#__PURE__*/function () { + // Category codes. The lexer only supports comment characters (14) for now. + // MacroExpander additionally distinguishes active (13). + function Lexer(input, settings) { + this.input = void 0; + this.settings = void 0; + this.tokenRegex = void 0; + this.catcodes = void 0; + // Separate accents from characters + this.input = input; + this.settings = settings; + this.tokenRegex = new RegExp(tokenRegexString, 'g'); + this.catcodes = { + "%": 14, + // comment character + "~": 13 // active character + + }; + } + + var _proto = Lexer.prototype; + + _proto.setCatcode = function setCatcode(char, code) { + this.catcodes[char] = code; + } + /** + * This function lexes a single token. + */ + ; + + _proto.lex = function lex() { + var input = this.input; + var pos = this.tokenRegex.lastIndex; + + if (pos === input.length) { + return new Token("EOF", new SourceLocation(this, pos, pos)); + } + + var match = this.tokenRegex.exec(input); + + if (match === null || match.index !== pos) { + throw new src_ParseError("Unexpected character: '" + input[pos] + "'", new Token(input[pos], new SourceLocation(this, pos, pos + 1))); + } + + var text = match[6] || match[3] || (match[2] ? "\\ " : " "); + + if (this.catcodes[text] === 14) { + // comment character + var nlIndex = input.indexOf('\n', this.tokenRegex.lastIndex); + + if (nlIndex === -1) { + this.tokenRegex.lastIndex = input.length; // EOF + + this.settings.reportNonstrict("commentAtEnd", "% comment has no terminating newline; LaTeX would " + "fail because of commenting the end of math mode (e.g. $)"); + } else { + this.tokenRegex.lastIndex = nlIndex + 1; + } + + return this.lex(); + } + + return new Token(text, new SourceLocation(this, pos, this.tokenRegex.lastIndex)); + }; + + return Lexer; +}(); + + +;// CONCATENATED MODULE: ./src/Namespace.js +/** + * A `Namespace` refers to a space of nameable things like macros or lengths, + * which can be `set` either globally or local to a nested group, using an + * undo stack similar to how TeX implements this functionality. + * Performance-wise, `get` and local `set` take constant time, while global + * `set` takes time proportional to the depth of group nesting. + */ + + +var Namespace = /*#__PURE__*/function () { + /** + * Both arguments are optional. The first argument is an object of + * built-in mappings which never change. The second argument is an object + * of initial (global-level) mappings, which will constantly change + * according to any global/top-level `set`s done. + */ + function Namespace(builtins, globalMacros) { + if (builtins === void 0) { + builtins = {}; + } + + if (globalMacros === void 0) { + globalMacros = {}; + } + + this.current = void 0; + this.builtins = void 0; + this.undefStack = void 0; + this.current = globalMacros; + this.builtins = builtins; + this.undefStack = []; + } + /** + * Start a new nested group, affecting future local `set`s. + */ + + + var _proto = Namespace.prototype; + + _proto.beginGroup = function beginGroup() { + this.undefStack.push({}); + } + /** + * End current nested group, restoring values before the group began. + */ + ; + + _proto.endGroup = function endGroup() { + if (this.undefStack.length === 0) { + throw new src_ParseError("Unbalanced namespace destruction: attempt " + "to pop global namespace; please report this as a bug"); + } + + var undefs = this.undefStack.pop(); + + for (var undef in undefs) { + if (undefs.hasOwnProperty(undef)) { + if (undefs[undef] == null) { + delete this.current[undef]; + } else { + this.current[undef] = undefs[undef]; + } + } + } + } + /** + * Ends all currently nested groups (if any), restoring values before the + * groups began. Useful in case of an error in the middle of parsing. + */ + ; + + _proto.endGroups = function endGroups() { + while (this.undefStack.length > 0) { + this.endGroup(); + } + } + /** + * Detect whether `name` has a definition. Equivalent to + * `get(name) != null`. + */ + ; + + _proto.has = function has(name) { + return this.current.hasOwnProperty(name) || this.builtins.hasOwnProperty(name); + } + /** + * Get the current value of a name, or `undefined` if there is no value. + * + * Note: Do not use `if (namespace.get(...))` to detect whether a macro + * is defined, as the definition may be the empty string which evaluates + * to `false` in JavaScript. Use `if (namespace.get(...) != null)` or + * `if (namespace.has(...))`. + */ + ; + + _proto.get = function get(name) { + if (this.current.hasOwnProperty(name)) { + return this.current[name]; + } else { + return this.builtins[name]; + } + } + /** + * Set the current value of a name, and optionally set it globally too. + * Local set() sets the current value and (when appropriate) adds an undo + * operation to the undo stack. Global set() may change the undo + * operation at every level, so takes time linear in their number. + * A value of undefined means to delete existing definitions. + */ + ; + + _proto.set = function set(name, value, global) { + if (global === void 0) { + global = false; + } + + if (global) { + // Global set is equivalent to setting in all groups. Simulate this + // by destroying any undos currently scheduled for this name, + // and adding an undo with the *new* value (in case it later gets + // locally reset within this environment). + for (var i = 0; i < this.undefStack.length; i++) { + delete this.undefStack[i][name]; + } + + if (this.undefStack.length > 0) { + this.undefStack[this.undefStack.length - 1][name] = value; + } + } else { + // Undo this set at end of this group (possibly to `undefined`), + // unless an undo is already in place, in which case that older + // value is the correct one. + var top = this.undefStack[this.undefStack.length - 1]; + + if (top && !top.hasOwnProperty(name)) { + top[name] = this.current[name]; + } + } + + if (value == null) { + delete this.current[name]; + } else { + this.current[name] = value; + } + }; + + return Namespace; +}(); + + +;// CONCATENATED MODULE: ./src/macros.js +/** + * Predefined macros for KaTeX. + * This can be used to define some commands in terms of others. + */ +// Export global macros object from defineMacro + +var macros = _macros; +/* harmony default export */ var src_macros = (macros); + + + + + + ////////////////////////////////////////////////////////////////////// +// macro tools + +defineMacro("\\noexpand", function (context) { + // The expansion is the token itself; but that token is interpreted + // as if its meaning were ‘\relax’ if it is a control sequence that + // would ordinarily be expanded by TeX’s expansion rules. + var t = context.popToken(); + + if (context.isExpandable(t.text)) { + t.noexpand = true; + t.treatAsRelax = true; + } + + return { + tokens: [t], + numArgs: 0 + }; +}); +defineMacro("\\expandafter", function (context) { + // TeX first reads the token that comes immediately after \expandafter, + // without expanding it; let’s call this token t. Then TeX reads the + // token that comes after t (and possibly more tokens, if that token + // has an argument), replacing it by its expansion. Finally TeX puts + // t back in front of that expansion. + var t = context.popToken(); + context.expandOnce(true); // expand only an expandable token + + return { + tokens: [t], + numArgs: 0 + }; +}); // LaTeX's \@firstoftwo{#1}{#2} expands to #1, skipping #2 +// TeX source: \long\def\@firstoftwo#1#2{#1} + +defineMacro("\\@firstoftwo", function (context) { + var args = context.consumeArgs(2); + return { + tokens: args[0], + numArgs: 0 + }; +}); // LaTeX's \@secondoftwo{#1}{#2} expands to #2, skipping #1 +// TeX source: \long\def\@secondoftwo#1#2{#2} + +defineMacro("\\@secondoftwo", function (context) { + var args = context.consumeArgs(2); + return { + tokens: args[1], + numArgs: 0 + }; +}); // LaTeX's \@ifnextchar{#1}{#2}{#3} looks ahead to the next (unexpanded) +// symbol that isn't a space, consuming any spaces but not consuming the +// first nonspace character. If that nonspace character matches #1, then +// the macro expands to #2; otherwise, it expands to #3. + +defineMacro("\\@ifnextchar", function (context) { + var args = context.consumeArgs(3); // symbol, if, else + + context.consumeSpaces(); + var nextToken = context.future(); + + if (args[0].length === 1 && args[0][0].text === nextToken.text) { + return { + tokens: args[1], + numArgs: 0 + }; + } else { + return { + tokens: args[2], + numArgs: 0 + }; + } +}); // LaTeX's \@ifstar{#1}{#2} looks ahead to the next (unexpanded) symbol. +// If it is `*`, then it consumes the symbol, and the macro expands to #1; +// otherwise, the macro expands to #2 (without consuming the symbol). +// TeX source: \def\@ifstar#1{\@ifnextchar *{\@firstoftwo{#1}}} + +defineMacro("\\@ifstar", "\\@ifnextchar *{\\@firstoftwo{#1}}"); // LaTeX's \TextOrMath{#1}{#2} expands to #1 in text mode, #2 in math mode + +defineMacro("\\TextOrMath", function (context) { + var args = context.consumeArgs(2); + + if (context.mode === 'text') { + return { + tokens: args[0], + numArgs: 0 + }; + } else { + return { + tokens: args[1], + numArgs: 0 + }; + } +}); // Lookup table for parsing numbers in base 8 through 16 + +var digitToNumber = { + "0": 0, + "1": 1, + "2": 2, + "3": 3, + "4": 4, + "5": 5, + "6": 6, + "7": 7, + "8": 8, + "9": 9, + "a": 10, + "A": 10, + "b": 11, + "B": 11, + "c": 12, + "C": 12, + "d": 13, + "D": 13, + "e": 14, + "E": 14, + "f": 15, + "F": 15 +}; // TeX \char makes a literal character (catcode 12) using the following forms: +// (see The TeXBook, p. 43) +// \char123 -- decimal +// \char'123 -- octal +// \char"123 -- hex +// \char`x -- character that can be written (i.e. isn't active) +// \char`\x -- character that cannot be written (e.g. %) +// These all refer to characters from the font, so we turn them into special +// calls to a function \@char dealt with in the Parser. + +defineMacro("\\char", function (context) { + var token = context.popToken(); + var base; + var number = ''; + + if (token.text === "'") { + base = 8; + token = context.popToken(); + } else if (token.text === '"') { + base = 16; + token = context.popToken(); + } else if (token.text === "`") { + token = context.popToken(); + + if (token.text[0] === "\\") { + number = token.text.charCodeAt(1); + } else if (token.text === "EOF") { + throw new src_ParseError("\\char` missing argument"); + } else { + number = token.text.charCodeAt(0); + } + } else { + base = 10; + } + + if (base) { + // Parse a number in the given base, starting with first `token`. + number = digitToNumber[token.text]; + + if (number == null || number >= base) { + throw new src_ParseError("Invalid base-" + base + " digit " + token.text); + } + + var digit; + + while ((digit = digitToNumber[context.future().text]) != null && digit < base) { + number *= base; + number += digit; + context.popToken(); + } + } + + return "\\@char{" + number + "}"; +}); // \newcommand{\macro}[args]{definition} +// \renewcommand{\macro}[args]{definition} +// TODO: Optional arguments: \newcommand{\macro}[args][default]{definition} + +var newcommand = function newcommand(context, existsOK, nonexistsOK) { + var arg = context.consumeArg().tokens; + + if (arg.length !== 1) { + throw new src_ParseError("\\newcommand's first argument must be a macro name"); + } + + var name = arg[0].text; + var exists = context.isDefined(name); + + if (exists && !existsOK) { + throw new src_ParseError("\\newcommand{" + name + "} attempting to redefine " + (name + "; use \\renewcommand")); + } + + if (!exists && !nonexistsOK) { + throw new src_ParseError("\\renewcommand{" + name + "} when command " + name + " " + "does not yet exist; use \\newcommand"); + } + + var numArgs = 0; + arg = context.consumeArg().tokens; + + if (arg.length === 1 && arg[0].text === "[") { + var argText = ''; + var token = context.expandNextToken(); + + while (token.text !== "]" && token.text !== "EOF") { + // TODO: Should properly expand arg, e.g., ignore {}s + argText += token.text; + token = context.expandNextToken(); + } + + if (!argText.match(/^\s*[0-9]+\s*$/)) { + throw new src_ParseError("Invalid number of arguments: " + argText); + } + + numArgs = parseInt(argText); + arg = context.consumeArg().tokens; + } // Final arg is the expansion of the macro + + + context.macros.set(name, { + tokens: arg, + numArgs: numArgs + }); + return ''; +}; + +defineMacro("\\newcommand", function (context) { + return newcommand(context, false, true); +}); +defineMacro("\\renewcommand", function (context) { + return newcommand(context, true, false); +}); +defineMacro("\\providecommand", function (context) { + return newcommand(context, true, true); +}); // terminal (console) tools + +defineMacro("\\message", function (context) { + var arg = context.consumeArgs(1)[0]; // eslint-disable-next-line no-console + + console.log(arg.reverse().map(function (token) { + return token.text; + }).join("")); + return ''; +}); +defineMacro("\\errmessage", function (context) { + var arg = context.consumeArgs(1)[0]; // eslint-disable-next-line no-console + + console.error(arg.reverse().map(function (token) { + return token.text; + }).join("")); + return ''; +}); +defineMacro("\\show", function (context) { + var tok = context.popToken(); + var name = tok.text; // eslint-disable-next-line no-console + + console.log(tok, context.macros.get(name), src_functions[name], src_symbols.math[name], src_symbols.text[name]); + return ''; +}); ////////////////////////////////////////////////////////////////////// +// Grouping +// \let\bgroup={ \let\egroup=} + +defineMacro("\\bgroup", "{"); +defineMacro("\\egroup", "}"); // Symbols from latex.ltx: +// \def~{\nobreakspace{}} +// \def\lq{`} +// \def\rq{'} +// \def \aa {\r a} +// \def \AA {\r A} + +defineMacro("~", "\\nobreakspace"); +defineMacro("\\lq", "`"); +defineMacro("\\rq", "'"); +defineMacro("\\aa", "\\r a"); +defineMacro("\\AA", "\\r A"); // Copyright (C) and registered (R) symbols. Use raw symbol in MathML. +// \DeclareTextCommandDefault{\textcopyright}{\textcircled{c}} +// \DeclareTextCommandDefault{\textregistered}{\textcircled{% +// \check@mathfonts\fontsize\sf@size\z@\math@fontsfalse\selectfont R}} +// \DeclareRobustCommand{\copyright}{% +// \ifmmode{\nfss@text{\textcopyright}}\else\textcopyright\fi} + +defineMacro("\\textcopyright", "\\html@mathml{\\textcircled{c}}{\\char`©}"); +defineMacro("\\copyright", "\\TextOrMath{\\textcopyright}{\\text{\\textcopyright}}"); +defineMacro("\\textregistered", "\\html@mathml{\\textcircled{\\scriptsize R}}{\\char`®}"); // Characters omitted from Unicode range 1D400–1D7FF + +defineMacro("\u212C", "\\mathscr{B}"); // script + +defineMacro("\u2130", "\\mathscr{E}"); +defineMacro("\u2131", "\\mathscr{F}"); +defineMacro("\u210B", "\\mathscr{H}"); +defineMacro("\u2110", "\\mathscr{I}"); +defineMacro("\u2112", "\\mathscr{L}"); +defineMacro("\u2133", "\\mathscr{M}"); +defineMacro("\u211B", "\\mathscr{R}"); +defineMacro("\u212D", "\\mathfrak{C}"); // Fraktur + +defineMacro("\u210C", "\\mathfrak{H}"); +defineMacro("\u2128", "\\mathfrak{Z}"); // Define \Bbbk with a macro that works in both HTML and MathML. + +defineMacro("\\Bbbk", "\\Bbb{k}"); // Unicode middle dot +// The KaTeX fonts do not contain U+00B7. Instead, \cdotp displays +// the dot at U+22C5 and gives it punct spacing. + +defineMacro("\xB7", "\\cdotp"); // \llap and \rlap render their contents in text mode + +defineMacro("\\llap", "\\mathllap{\\textrm{#1}}"); +defineMacro("\\rlap", "\\mathrlap{\\textrm{#1}}"); +defineMacro("\\clap", "\\mathclap{\\textrm{#1}}"); // \mathstrut from the TeXbook, p 360 + +defineMacro("\\mathstrut", "\\vphantom{(}"); // \underbar from TeXbook p 353 + +defineMacro("\\underbar", "\\underline{\\text{#1}}"); // \not is defined by base/fontmath.ltx via +// \DeclareMathSymbol{\not}{\mathrel}{symbols}{"36} +// It's thus treated like a \mathrel, but defined by a symbol that has zero +// width but extends to the right. We use \rlap to get that spacing. +// For MathML we write U+0338 here. buildMathML.js will then do the overlay. + +defineMacro("\\not", '\\html@mathml{\\mathrel{\\mathrlap\\@not}}{\\char"338}'); // Negated symbols from base/fontmath.ltx: +// \def\neq{\not=} \let\ne=\neq +// \DeclareRobustCommand +// \notin{\mathrel{\m@th\mathpalette\c@ncel\in}} +// \def\c@ncel#1#2{\m@th\ooalign{$\hfil#1\mkern1mu/\hfil$\crcr$#1#2$}} + +defineMacro("\\neq", "\\html@mathml{\\mathrel{\\not=}}{\\mathrel{\\char`≠}}"); +defineMacro("\\ne", "\\neq"); +defineMacro("\u2260", "\\neq"); +defineMacro("\\notin", "\\html@mathml{\\mathrel{{\\in}\\mathllap{/\\mskip1mu}}}" + "{\\mathrel{\\char`∉}}"); +defineMacro("\u2209", "\\notin"); // Unicode stacked relations + +defineMacro("\u2258", "\\html@mathml{" + "\\mathrel{=\\kern{-1em}\\raisebox{0.4em}{$\\scriptsize\\frown$}}" + "}{\\mathrel{\\char`\u2258}}"); +defineMacro("\u2259", "\\html@mathml{\\stackrel{\\tiny\\wedge}{=}}{\\mathrel{\\char`\u2258}}"); +defineMacro("\u225A", "\\html@mathml{\\stackrel{\\tiny\\vee}{=}}{\\mathrel{\\char`\u225A}}"); +defineMacro("\u225B", "\\html@mathml{\\stackrel{\\scriptsize\\star}{=}}" + "{\\mathrel{\\char`\u225B}}"); +defineMacro("\u225D", "\\html@mathml{\\stackrel{\\tiny\\mathrm{def}}{=}}" + "{\\mathrel{\\char`\u225D}}"); +defineMacro("\u225E", "\\html@mathml{\\stackrel{\\tiny\\mathrm{m}}{=}}" + "{\\mathrel{\\char`\u225E}}"); +defineMacro("\u225F", "\\html@mathml{\\stackrel{\\tiny?}{=}}{\\mathrel{\\char`\u225F}}"); // Misc Unicode + +defineMacro("\u27C2", "\\perp"); +defineMacro("\u203C", "\\mathclose{!\\mkern-0.8mu!}"); +defineMacro("\u220C", "\\notni"); +defineMacro("\u231C", "\\ulcorner"); +defineMacro("\u231D", "\\urcorner"); +defineMacro("\u231E", "\\llcorner"); +defineMacro("\u231F", "\\lrcorner"); +defineMacro("\xA9", "\\copyright"); +defineMacro("\xAE", "\\textregistered"); +defineMacro("\uFE0F", "\\textregistered"); // The KaTeX fonts have corners at codepoints that don't match Unicode. +// For MathML purposes, use the Unicode code point. + +defineMacro("\\ulcorner", "\\html@mathml{\\@ulcorner}{\\mathop{\\char\"231c}}"); +defineMacro("\\urcorner", "\\html@mathml{\\@urcorner}{\\mathop{\\char\"231d}}"); +defineMacro("\\llcorner", "\\html@mathml{\\@llcorner}{\\mathop{\\char\"231e}}"); +defineMacro("\\lrcorner", "\\html@mathml{\\@lrcorner}{\\mathop{\\char\"231f}}"); ////////////////////////////////////////////////////////////////////// +// LaTeX_2ε +// \vdots{\vbox{\baselineskip4\p@ \lineskiplimit\z@ +// \kern6\p@\hbox{.}\hbox{.}\hbox{.}}} +// We'll call \varvdots, which gets a glyph from symbols.js. +// The zero-width rule gets us an equivalent to the vertical 6pt kern. + +defineMacro("\\vdots", "\\mathord{\\varvdots\\rule{0pt}{15pt}}"); +defineMacro("\u22EE", "\\vdots"); ////////////////////////////////////////////////////////////////////// +// amsmath.sty +// http://mirrors.concertpass.com/tex-archive/macros/latex/required/amsmath/amsmath.pdf +// Italic Greek capital letters. AMS defines these with \DeclareMathSymbol, +// but they are equivalent to \mathit{\Letter}. + +defineMacro("\\varGamma", "\\mathit{\\Gamma}"); +defineMacro("\\varDelta", "\\mathit{\\Delta}"); +defineMacro("\\varTheta", "\\mathit{\\Theta}"); +defineMacro("\\varLambda", "\\mathit{\\Lambda}"); +defineMacro("\\varXi", "\\mathit{\\Xi}"); +defineMacro("\\varPi", "\\mathit{\\Pi}"); +defineMacro("\\varSigma", "\\mathit{\\Sigma}"); +defineMacro("\\varUpsilon", "\\mathit{\\Upsilon}"); +defineMacro("\\varPhi", "\\mathit{\\Phi}"); +defineMacro("\\varPsi", "\\mathit{\\Psi}"); +defineMacro("\\varOmega", "\\mathit{\\Omega}"); //\newcommand{\substack}[1]{\subarray{c}#1\endsubarray} + +defineMacro("\\substack", "\\begin{subarray}{c}#1\\end{subarray}"); // \renewcommand{\colon}{\nobreak\mskip2mu\mathpunct{}\nonscript +// \mkern-\thinmuskip{:}\mskip6muplus1mu\relax} + +defineMacro("\\colon", "\\nobreak\\mskip2mu\\mathpunct{}" + "\\mathchoice{\\mkern-3mu}{\\mkern-3mu}{}{}{:}\\mskip6mu\\relax"); // \newcommand{\boxed}[1]{\fbox{\m@th$\displaystyle#1$}} + +defineMacro("\\boxed", "\\fbox{$\\displaystyle{#1}$}"); // \def\iff{\DOTSB\;\Longleftrightarrow\;} +// \def\implies{\DOTSB\;\Longrightarrow\;} +// \def\impliedby{\DOTSB\;\Longleftarrow\;} + +defineMacro("\\iff", "\\DOTSB\\;\\Longleftrightarrow\\;"); +defineMacro("\\implies", "\\DOTSB\\;\\Longrightarrow\\;"); +defineMacro("\\impliedby", "\\DOTSB\\;\\Longleftarrow\\;"); // AMSMath's automatic \dots, based on \mdots@@ macro. + +var dotsByToken = { + ',': '\\dotsc', + '\\not': '\\dotsb', + // \keybin@ checks for the following: + '+': '\\dotsb', + '=': '\\dotsb', + '<': '\\dotsb', + '>': '\\dotsb', + '-': '\\dotsb', + '*': '\\dotsb', + ':': '\\dotsb', + // Symbols whose definition starts with \DOTSB: + '\\DOTSB': '\\dotsb', + '\\coprod': '\\dotsb', + '\\bigvee': '\\dotsb', + '\\bigwedge': '\\dotsb', + '\\biguplus': '\\dotsb', + '\\bigcap': '\\dotsb', + '\\bigcup': '\\dotsb', + '\\prod': '\\dotsb', + '\\sum': '\\dotsb', + '\\bigotimes': '\\dotsb', + '\\bigoplus': '\\dotsb', + '\\bigodot': '\\dotsb', + '\\bigsqcup': '\\dotsb', + '\\And': '\\dotsb', + '\\longrightarrow': '\\dotsb', + '\\Longrightarrow': '\\dotsb', + '\\longleftarrow': '\\dotsb', + '\\Longleftarrow': '\\dotsb', + '\\longleftrightarrow': '\\dotsb', + '\\Longleftrightarrow': '\\dotsb', + '\\mapsto': '\\dotsb', + '\\longmapsto': '\\dotsb', + '\\hookrightarrow': '\\dotsb', + '\\doteq': '\\dotsb', + // Symbols whose definition starts with \mathbin: + '\\mathbin': '\\dotsb', + // Symbols whose definition starts with \mathrel: + '\\mathrel': '\\dotsb', + '\\relbar': '\\dotsb', + '\\Relbar': '\\dotsb', + '\\xrightarrow': '\\dotsb', + '\\xleftarrow': '\\dotsb', + // Symbols whose definition starts with \DOTSI: + '\\DOTSI': '\\dotsi', + '\\int': '\\dotsi', + '\\oint': '\\dotsi', + '\\iint': '\\dotsi', + '\\iiint': '\\dotsi', + '\\iiiint': '\\dotsi', + '\\idotsint': '\\dotsi', + // Symbols whose definition starts with \DOTSX: + '\\DOTSX': '\\dotsx' +}; +defineMacro("\\dots", function (context) { + // TODO: If used in text mode, should expand to \textellipsis. + // However, in KaTeX, \textellipsis and \ldots behave the same + // (in text mode), and it's unlikely we'd see any of the math commands + // that affect the behavior of \dots when in text mode. So fine for now + // (until we support \ifmmode ... \else ... \fi). + var thedots = '\\dotso'; + var next = context.expandAfterFuture().text; + + if (next in dotsByToken) { + thedots = dotsByToken[next]; + } else if (next.slice(0, 4) === '\\not') { + thedots = '\\dotsb'; + } else if (next in src_symbols.math) { + if (utils.contains(['bin', 'rel'], src_symbols.math[next].group)) { + thedots = '\\dotsb'; + } + } + + return thedots; +}); +var spaceAfterDots = { + // \rightdelim@ checks for the following: + ')': true, + ']': true, + '\\rbrack': true, + '\\}': true, + '\\rbrace': true, + '\\rangle': true, + '\\rceil': true, + '\\rfloor': true, + '\\rgroup': true, + '\\rmoustache': true, + '\\right': true, + '\\bigr': true, + '\\biggr': true, + '\\Bigr': true, + '\\Biggr': true, + // \extra@ also tests for the following: + '$': true, + // \extrap@ checks for the following: + ';': true, + '.': true, + ',': true +}; +defineMacro("\\dotso", function (context) { + var next = context.future().text; + + if (next in spaceAfterDots) { + return "\\ldots\\,"; + } else { + return "\\ldots"; + } +}); +defineMacro("\\dotsc", function (context) { + var next = context.future().text; // \dotsc uses \extra@ but not \extrap@, instead specially checking for + // ';' and '.', but doesn't check for ','. + + if (next in spaceAfterDots && next !== ',') { + return "\\ldots\\,"; + } else { + return "\\ldots"; + } +}); +defineMacro("\\cdots", function (context) { + var next = context.future().text; + + if (next in spaceAfterDots) { + return "\\@cdots\\,"; + } else { + return "\\@cdots"; + } +}); +defineMacro("\\dotsb", "\\cdots"); +defineMacro("\\dotsm", "\\cdots"); +defineMacro("\\dotsi", "\\!\\cdots"); // amsmath doesn't actually define \dotsx, but \dots followed by a macro +// starting with \DOTSX implies \dotso, and then \extra@ detects this case +// and forces the added `\,`. + +defineMacro("\\dotsx", "\\ldots\\,"); // \let\DOTSI\relax +// \let\DOTSB\relax +// \let\DOTSX\relax + +defineMacro("\\DOTSI", "\\relax"); +defineMacro("\\DOTSB", "\\relax"); +defineMacro("\\DOTSX", "\\relax"); // Spacing, based on amsmath.sty's override of LaTeX defaults +// \DeclareRobustCommand{\tmspace}[3]{% +// \ifmmode\mskip#1#2\else\kern#1#3\fi\relax} + +defineMacro("\\tmspace", "\\TextOrMath{\\kern#1#3}{\\mskip#1#2}\\relax"); // \renewcommand{\,}{\tmspace+\thinmuskip{.1667em}} +// TODO: math mode should use \thinmuskip + +defineMacro("\\,", "\\tmspace+{3mu}{.1667em}"); // \let\thinspace\, + +defineMacro("\\thinspace", "\\,"); // \def\>{\mskip\medmuskip} +// \renewcommand{\:}{\tmspace+\medmuskip{.2222em}} +// TODO: \> and math mode of \: should use \medmuskip = 4mu plus 2mu minus 4mu + +defineMacro("\\>", "\\mskip{4mu}"); +defineMacro("\\:", "\\tmspace+{4mu}{.2222em}"); // \let\medspace\: + +defineMacro("\\medspace", "\\:"); // \renewcommand{\;}{\tmspace+\thickmuskip{.2777em}} +// TODO: math mode should use \thickmuskip = 5mu plus 5mu + +defineMacro("\\;", "\\tmspace+{5mu}{.2777em}"); // \let\thickspace\; + +defineMacro("\\thickspace", "\\;"); // \renewcommand{\!}{\tmspace-\thinmuskip{.1667em}} +// TODO: math mode should use \thinmuskip + +defineMacro("\\!", "\\tmspace-{3mu}{.1667em}"); // \let\negthinspace\! + +defineMacro("\\negthinspace", "\\!"); // \newcommand{\negmedspace}{\tmspace-\medmuskip{.2222em}} +// TODO: math mode should use \medmuskip + +defineMacro("\\negmedspace", "\\tmspace-{4mu}{.2222em}"); // \newcommand{\negthickspace}{\tmspace-\thickmuskip{.2777em}} +// TODO: math mode should use \thickmuskip + +defineMacro("\\negthickspace", "\\tmspace-{5mu}{.277em}"); // \def\enspace{\kern.5em } + +defineMacro("\\enspace", "\\kern.5em "); // \def\enskip{\hskip.5em\relax} + +defineMacro("\\enskip", "\\hskip.5em\\relax"); // \def\quad{\hskip1em\relax} + +defineMacro("\\quad", "\\hskip1em\\relax"); // \def\qquad{\hskip2em\relax} + +defineMacro("\\qquad", "\\hskip2em\\relax"); // \tag@in@display form of \tag + +defineMacro("\\tag", "\\@ifstar\\tag@literal\\tag@paren"); +defineMacro("\\tag@paren", "\\tag@literal{({#1})}"); +defineMacro("\\tag@literal", function (context) { + if (context.macros.get("\\df@tag")) { + throw new src_ParseError("Multiple \\tag"); + } + + return "\\gdef\\df@tag{\\text{#1}}"; +}); // \renewcommand{\bmod}{\nonscript\mskip-\medmuskip\mkern5mu\mathbin +// {\operator@font mod}\penalty900 +// \mkern5mu\nonscript\mskip-\medmuskip} +// \newcommand{\pod}[1]{\allowbreak +// \if@display\mkern18mu\else\mkern8mu\fi(#1)} +// \renewcommand{\pmod}[1]{\pod{{\operator@font mod}\mkern6mu#1}} +// \newcommand{\mod}[1]{\allowbreak\if@display\mkern18mu +// \else\mkern12mu\fi{\operator@font mod}\,\,#1} +// TODO: math mode should use \medmuskip = 4mu plus 2mu minus 4mu + +defineMacro("\\bmod", "\\mathchoice{\\mskip1mu}{\\mskip1mu}{\\mskip5mu}{\\mskip5mu}" + "\\mathbin{\\rm mod}" + "\\mathchoice{\\mskip1mu}{\\mskip1mu}{\\mskip5mu}{\\mskip5mu}"); +defineMacro("\\pod", "\\allowbreak" + "\\mathchoice{\\mkern18mu}{\\mkern8mu}{\\mkern8mu}{\\mkern8mu}(#1)"); +defineMacro("\\pmod", "\\pod{{\\rm mod}\\mkern6mu#1}"); +defineMacro("\\mod", "\\allowbreak" + "\\mathchoice{\\mkern18mu}{\\mkern12mu}{\\mkern12mu}{\\mkern12mu}" + "{\\rm mod}\\,\\,#1"); ////////////////////////////////////////////////////////////////////// +// LaTeX source2e +// \expandafter\let\expandafter\@normalcr +// \csname\expandafter\@gobble\string\\ \endcsname +// \DeclareRobustCommand\newline{\@normalcr\relax} + +defineMacro("\\newline", "\\\\\\relax"); // \def\TeX{T\kern-.1667em\lower.5ex\hbox{E}\kern-.125emX\@} +// TODO: Doesn't normally work in math mode because \@ fails. KaTeX doesn't +// support \@ yet, so that's omitted, and we add \text so that the result +// doesn't look funny in math mode. + +defineMacro("\\TeX", "\\textrm{\\html@mathml{" + "T\\kern-.1667em\\raisebox{-.5ex}{E}\\kern-.125emX" + "}{TeX}}"); // \DeclareRobustCommand{\LaTeX}{L\kern-.36em% +// {\sbox\z@ T% +// \vbox to\ht\z@{\hbox{\check@mathfonts +// \fontsize\sf@size\z@ +// \math@fontsfalse\selectfont +// A}% +// \vss}% +// }% +// \kern-.15em% +// \TeX} +// This code aligns the top of the A with the T (from the perspective of TeX's +// boxes, though visually the A appears to extend above slightly). +// We compute the corresponding \raisebox when A is rendered in \normalsize +// \scriptstyle, which has a scale factor of 0.7 (see Options.js). + +var latexRaiseA = makeEm(fontMetricsData["Main-Regular"]["T".charCodeAt(0)][1] - 0.7 * fontMetricsData["Main-Regular"]["A".charCodeAt(0)][1]); +defineMacro("\\LaTeX", "\\textrm{\\html@mathml{" + ("L\\kern-.36em\\raisebox{" + latexRaiseA + "}{\\scriptstyle A}") + "\\kern-.15em\\TeX}{LaTeX}}"); // New KaTeX logo based on tweaking LaTeX logo + +defineMacro("\\KaTeX", "\\textrm{\\html@mathml{" + ("K\\kern-.17em\\raisebox{" + latexRaiseA + "}{\\scriptstyle A}") + "\\kern-.15em\\TeX}{KaTeX}}"); // \DeclareRobustCommand\hspace{\@ifstar\@hspacer\@hspace} +// \def\@hspace#1{\hskip #1\relax} +// \def\@hspacer#1{\vrule \@width\z@\nobreak +// \hskip #1\hskip \z@skip} + +defineMacro("\\hspace", "\\@ifstar\\@hspacer\\@hspace"); +defineMacro("\\@hspace", "\\hskip #1\\relax"); +defineMacro("\\@hspacer", "\\rule{0pt}{0pt}\\hskip #1\\relax"); ////////////////////////////////////////////////////////////////////// +// mathtools.sty +//\providecommand\ordinarycolon{:} + +defineMacro("\\ordinarycolon", ":"); //\def\vcentcolon{\mathrel{\mathop\ordinarycolon}} +//TODO(edemaine): Not yet centered. Fix via \raisebox or #726 + +defineMacro("\\vcentcolon", "\\mathrel{\\mathop\\ordinarycolon}"); // \providecommand*\dblcolon{\vcentcolon\mathrel{\mkern-.9mu}\vcentcolon} + +defineMacro("\\dblcolon", "\\html@mathml{" + "\\mathrel{\\vcentcolon\\mathrel{\\mkern-.9mu}\\vcentcolon}}" + "{\\mathop{\\char\"2237}}"); // \providecommand*\coloneqq{\vcentcolon\mathrel{\mkern-1.2mu}=} + +defineMacro("\\coloneqq", "\\html@mathml{" + "\\mathrel{\\vcentcolon\\mathrel{\\mkern-1.2mu}=}}" + "{\\mathop{\\char\"2254}}"); // ≔ +// \providecommand*\Coloneqq{\dblcolon\mathrel{\mkern-1.2mu}=} + +defineMacro("\\Coloneqq", "\\html@mathml{" + "\\mathrel{\\dblcolon\\mathrel{\\mkern-1.2mu}=}}" + "{\\mathop{\\char\"2237\\char\"3d}}"); // \providecommand*\coloneq{\vcentcolon\mathrel{\mkern-1.2mu}\mathrel{-}} + +defineMacro("\\coloneq", "\\html@mathml{" + "\\mathrel{\\vcentcolon\\mathrel{\\mkern-1.2mu}\\mathrel{-}}}" + "{\\mathop{\\char\"3a\\char\"2212}}"); // \providecommand*\Coloneq{\dblcolon\mathrel{\mkern-1.2mu}\mathrel{-}} + +defineMacro("\\Coloneq", "\\html@mathml{" + "\\mathrel{\\dblcolon\\mathrel{\\mkern-1.2mu}\\mathrel{-}}}" + "{\\mathop{\\char\"2237\\char\"2212}}"); // \providecommand*\eqqcolon{=\mathrel{\mkern-1.2mu}\vcentcolon} + +defineMacro("\\eqqcolon", "\\html@mathml{" + "\\mathrel{=\\mathrel{\\mkern-1.2mu}\\vcentcolon}}" + "{\\mathop{\\char\"2255}}"); // ≕ +// \providecommand*\Eqqcolon{=\mathrel{\mkern-1.2mu}\dblcolon} + +defineMacro("\\Eqqcolon", "\\html@mathml{" + "\\mathrel{=\\mathrel{\\mkern-1.2mu}\\dblcolon}}" + "{\\mathop{\\char\"3d\\char\"2237}}"); // \providecommand*\eqcolon{\mathrel{-}\mathrel{\mkern-1.2mu}\vcentcolon} + +defineMacro("\\eqcolon", "\\html@mathml{" + "\\mathrel{\\mathrel{-}\\mathrel{\\mkern-1.2mu}\\vcentcolon}}" + "{\\mathop{\\char\"2239}}"); // \providecommand*\Eqcolon{\mathrel{-}\mathrel{\mkern-1.2mu}\dblcolon} + +defineMacro("\\Eqcolon", "\\html@mathml{" + "\\mathrel{\\mathrel{-}\\mathrel{\\mkern-1.2mu}\\dblcolon}}" + "{\\mathop{\\char\"2212\\char\"2237}}"); // \providecommand*\colonapprox{\vcentcolon\mathrel{\mkern-1.2mu}\approx} + +defineMacro("\\colonapprox", "\\html@mathml{" + "\\mathrel{\\vcentcolon\\mathrel{\\mkern-1.2mu}\\approx}}" + "{\\mathop{\\char\"3a\\char\"2248}}"); // \providecommand*\Colonapprox{\dblcolon\mathrel{\mkern-1.2mu}\approx} + +defineMacro("\\Colonapprox", "\\html@mathml{" + "\\mathrel{\\dblcolon\\mathrel{\\mkern-1.2mu}\\approx}}" + "{\\mathop{\\char\"2237\\char\"2248}}"); // \providecommand*\colonsim{\vcentcolon\mathrel{\mkern-1.2mu}\sim} + +defineMacro("\\colonsim", "\\html@mathml{" + "\\mathrel{\\vcentcolon\\mathrel{\\mkern-1.2mu}\\sim}}" + "{\\mathop{\\char\"3a\\char\"223c}}"); // \providecommand*\Colonsim{\dblcolon\mathrel{\mkern-1.2mu}\sim} + +defineMacro("\\Colonsim", "\\html@mathml{" + "\\mathrel{\\dblcolon\\mathrel{\\mkern-1.2mu}\\sim}}" + "{\\mathop{\\char\"2237\\char\"223c}}"); // Some Unicode characters are implemented with macros to mathtools functions. + +defineMacro("\u2237", "\\dblcolon"); // :: + +defineMacro("\u2239", "\\eqcolon"); // -: + +defineMacro("\u2254", "\\coloneqq"); // := + +defineMacro("\u2255", "\\eqqcolon"); // =: + +defineMacro("\u2A74", "\\Coloneqq"); // ::= +////////////////////////////////////////////////////////////////////// +// colonequals.sty +// Alternate names for mathtools's macros: + +defineMacro("\\ratio", "\\vcentcolon"); +defineMacro("\\coloncolon", "\\dblcolon"); +defineMacro("\\colonequals", "\\coloneqq"); +defineMacro("\\coloncolonequals", "\\Coloneqq"); +defineMacro("\\equalscolon", "\\eqqcolon"); +defineMacro("\\equalscoloncolon", "\\Eqqcolon"); +defineMacro("\\colonminus", "\\coloneq"); +defineMacro("\\coloncolonminus", "\\Coloneq"); +defineMacro("\\minuscolon", "\\eqcolon"); +defineMacro("\\minuscoloncolon", "\\Eqcolon"); // \colonapprox name is same in mathtools and colonequals. + +defineMacro("\\coloncolonapprox", "\\Colonapprox"); // \colonsim name is same in mathtools and colonequals. + +defineMacro("\\coloncolonsim", "\\Colonsim"); // Additional macros, implemented by analogy with mathtools definitions: + +defineMacro("\\simcolon", "\\mathrel{\\sim\\mathrel{\\mkern-1.2mu}\\vcentcolon}"); +defineMacro("\\simcoloncolon", "\\mathrel{\\sim\\mathrel{\\mkern-1.2mu}\\dblcolon}"); +defineMacro("\\approxcolon", "\\mathrel{\\approx\\mathrel{\\mkern-1.2mu}\\vcentcolon}"); +defineMacro("\\approxcoloncolon", "\\mathrel{\\approx\\mathrel{\\mkern-1.2mu}\\dblcolon}"); // Present in newtxmath, pxfonts and txfonts + +defineMacro("\\notni", "\\html@mathml{\\not\\ni}{\\mathrel{\\char`\u220C}}"); +defineMacro("\\limsup", "\\DOTSB\\operatorname*{lim\\,sup}"); +defineMacro("\\liminf", "\\DOTSB\\operatorname*{lim\\,inf}"); ////////////////////////////////////////////////////////////////////// +// From amsopn.sty + +defineMacro("\\injlim", "\\DOTSB\\operatorname*{inj\\,lim}"); +defineMacro("\\projlim", "\\DOTSB\\operatorname*{proj\\,lim}"); +defineMacro("\\varlimsup", "\\DOTSB\\operatorname*{\\overline{lim}}"); +defineMacro("\\varliminf", "\\DOTSB\\operatorname*{\\underline{lim}}"); +defineMacro("\\varinjlim", "\\DOTSB\\operatorname*{\\underrightarrow{lim}}"); +defineMacro("\\varprojlim", "\\DOTSB\\operatorname*{\\underleftarrow{lim}}"); ////////////////////////////////////////////////////////////////////// +// MathML alternates for KaTeX glyphs in the Unicode private area + +defineMacro("\\gvertneqq", "\\html@mathml{\\@gvertneqq}{\u2269}"); +defineMacro("\\lvertneqq", "\\html@mathml{\\@lvertneqq}{\u2268}"); +defineMacro("\\ngeqq", "\\html@mathml{\\@ngeqq}{\u2271}"); +defineMacro("\\ngeqslant", "\\html@mathml{\\@ngeqslant}{\u2271}"); +defineMacro("\\nleqq", "\\html@mathml{\\@nleqq}{\u2270}"); +defineMacro("\\nleqslant", "\\html@mathml{\\@nleqslant}{\u2270}"); +defineMacro("\\nshortmid", "\\html@mathml{\\@nshortmid}{∤}"); +defineMacro("\\nshortparallel", "\\html@mathml{\\@nshortparallel}{∦}"); +defineMacro("\\nsubseteqq", "\\html@mathml{\\@nsubseteqq}{\u2288}"); +defineMacro("\\nsupseteqq", "\\html@mathml{\\@nsupseteqq}{\u2289}"); +defineMacro("\\varsubsetneq", "\\html@mathml{\\@varsubsetneq}{⊊}"); +defineMacro("\\varsubsetneqq", "\\html@mathml{\\@varsubsetneqq}{⫋}"); +defineMacro("\\varsupsetneq", "\\html@mathml{\\@varsupsetneq}{⊋}"); +defineMacro("\\varsupsetneqq", "\\html@mathml{\\@varsupsetneqq}{⫌}"); +defineMacro("\\imath", "\\html@mathml{\\@imath}{\u0131}"); +defineMacro("\\jmath", "\\html@mathml{\\@jmath}{\u0237}"); ////////////////////////////////////////////////////////////////////// +// stmaryrd and semantic +// The stmaryrd and semantic packages render the next four items by calling a +// glyph. Those glyphs do not exist in the KaTeX fonts. Hence the macros. + +defineMacro("\\llbracket", "\\html@mathml{" + "\\mathopen{[\\mkern-3.2mu[}}" + "{\\mathopen{\\char`\u27E6}}"); +defineMacro("\\rrbracket", "\\html@mathml{" + "\\mathclose{]\\mkern-3.2mu]}}" + "{\\mathclose{\\char`\u27E7}}"); +defineMacro("\u27E6", "\\llbracket"); // blackboard bold [ + +defineMacro("\u27E7", "\\rrbracket"); // blackboard bold ] + +defineMacro("\\lBrace", "\\html@mathml{" + "\\mathopen{\\{\\mkern-3.2mu[}}" + "{\\mathopen{\\char`\u2983}}"); +defineMacro("\\rBrace", "\\html@mathml{" + "\\mathclose{]\\mkern-3.2mu\\}}}" + "{\\mathclose{\\char`\u2984}}"); +defineMacro("\u2983", "\\lBrace"); // blackboard bold { + +defineMacro("\u2984", "\\rBrace"); // blackboard bold } +// TODO: Create variable sized versions of the last two items. I believe that +// will require new font glyphs. +// The stmaryrd function `\minuso` provides a "Plimsoll" symbol that +// superimposes the characters \circ and \mathminus. Used in chemistry. + +defineMacro("\\minuso", "\\mathbin{\\html@mathml{" + "{\\mathrlap{\\mathchoice{\\kern{0.145em}}{\\kern{0.145em}}" + "{\\kern{0.1015em}}{\\kern{0.0725em}}\\circ}{-}}}" + "{\\char`⦵}}"); +defineMacro("⦵", "\\minuso"); ////////////////////////////////////////////////////////////////////// +// texvc.sty +// The texvc package contains macros available in mediawiki pages. +// We omit the functions deprecated at +// https://en.wikipedia.org/wiki/Help:Displaying_a_formula#Deprecated_syntax +// We also omit texvc's \O, which conflicts with \text{\O} + +defineMacro("\\darr", "\\downarrow"); +defineMacro("\\dArr", "\\Downarrow"); +defineMacro("\\Darr", "\\Downarrow"); +defineMacro("\\lang", "\\langle"); +defineMacro("\\rang", "\\rangle"); +defineMacro("\\uarr", "\\uparrow"); +defineMacro("\\uArr", "\\Uparrow"); +defineMacro("\\Uarr", "\\Uparrow"); +defineMacro("\\N", "\\mathbb{N}"); +defineMacro("\\R", "\\mathbb{R}"); +defineMacro("\\Z", "\\mathbb{Z}"); +defineMacro("\\alef", "\\aleph"); +defineMacro("\\alefsym", "\\aleph"); +defineMacro("\\Alpha", "\\mathrm{A}"); +defineMacro("\\Beta", "\\mathrm{B}"); +defineMacro("\\bull", "\\bullet"); +defineMacro("\\Chi", "\\mathrm{X}"); +defineMacro("\\clubs", "\\clubsuit"); +defineMacro("\\cnums", "\\mathbb{C}"); +defineMacro("\\Complex", "\\mathbb{C}"); +defineMacro("\\Dagger", "\\ddagger"); +defineMacro("\\diamonds", "\\diamondsuit"); +defineMacro("\\empty", "\\emptyset"); +defineMacro("\\Epsilon", "\\mathrm{E}"); +defineMacro("\\Eta", "\\mathrm{H}"); +defineMacro("\\exist", "\\exists"); +defineMacro("\\harr", "\\leftrightarrow"); +defineMacro("\\hArr", "\\Leftrightarrow"); +defineMacro("\\Harr", "\\Leftrightarrow"); +defineMacro("\\hearts", "\\heartsuit"); +defineMacro("\\image", "\\Im"); +defineMacro("\\infin", "\\infty"); +defineMacro("\\Iota", "\\mathrm{I}"); +defineMacro("\\isin", "\\in"); +defineMacro("\\Kappa", "\\mathrm{K}"); +defineMacro("\\larr", "\\leftarrow"); +defineMacro("\\lArr", "\\Leftarrow"); +defineMacro("\\Larr", "\\Leftarrow"); +defineMacro("\\lrarr", "\\leftrightarrow"); +defineMacro("\\lrArr", "\\Leftrightarrow"); +defineMacro("\\Lrarr", "\\Leftrightarrow"); +defineMacro("\\Mu", "\\mathrm{M}"); +defineMacro("\\natnums", "\\mathbb{N}"); +defineMacro("\\Nu", "\\mathrm{N}"); +defineMacro("\\Omicron", "\\mathrm{O}"); +defineMacro("\\plusmn", "\\pm"); +defineMacro("\\rarr", "\\rightarrow"); +defineMacro("\\rArr", "\\Rightarrow"); +defineMacro("\\Rarr", "\\Rightarrow"); +defineMacro("\\real", "\\Re"); +defineMacro("\\reals", "\\mathbb{R}"); +defineMacro("\\Reals", "\\mathbb{R}"); +defineMacro("\\Rho", "\\mathrm{P}"); +defineMacro("\\sdot", "\\cdot"); +defineMacro("\\sect", "\\S"); +defineMacro("\\spades", "\\spadesuit"); +defineMacro("\\sub", "\\subset"); +defineMacro("\\sube", "\\subseteq"); +defineMacro("\\supe", "\\supseteq"); +defineMacro("\\Tau", "\\mathrm{T}"); +defineMacro("\\thetasym", "\\vartheta"); // TODO: defineMacro("\\varcoppa", "\\\mbox{\\coppa}"); + +defineMacro("\\weierp", "\\wp"); +defineMacro("\\Zeta", "\\mathrm{Z}"); ////////////////////////////////////////////////////////////////////// +// statmath.sty +// https://ctan.math.illinois.edu/macros/latex/contrib/statmath/statmath.pdf + +defineMacro("\\argmin", "\\DOTSB\\operatorname*{arg\\,min}"); +defineMacro("\\argmax", "\\DOTSB\\operatorname*{arg\\,max}"); +defineMacro("\\plim", "\\DOTSB\\mathop{\\operatorname{plim}}\\limits"); ////////////////////////////////////////////////////////////////////// +// braket.sty +// http://ctan.math.washington.edu/tex-archive/macros/latex/contrib/braket/braket.pdf + +defineMacro("\\bra", "\\mathinner{\\langle{#1}|}"); +defineMacro("\\ket", "\\mathinner{|{#1}\\rangle}"); +defineMacro("\\braket", "\\mathinner{\\langle{#1}\\rangle}"); +defineMacro("\\Bra", "\\left\\langle#1\\right|"); +defineMacro("\\Ket", "\\left|#1\\right\\rangle"); + +var braketHelper = function braketHelper(one) { + return function (context) { + var left = context.consumeArg().tokens; + var middle = context.consumeArg().tokens; + var middleDouble = context.consumeArg().tokens; + var right = context.consumeArg().tokens; + var oldMiddle = context.macros.get("|"); + var oldMiddleDouble = context.macros.get("\\|"); + context.macros.beginGroup(); + + var midMacro = function midMacro(double) { + return function (context) { + if (one) { + // Only modify the first instance of | or \| + context.macros.set("|", oldMiddle); + + if (middleDouble.length) { + context.macros.set("\\|", oldMiddleDouble); + } + } + + var doubled = double; + + if (!double && middleDouble.length) { + // Mimic \@ifnextchar + var nextToken = context.future(); + + if (nextToken.text === "|") { + context.popToken(); + doubled = true; + } + } + + return { + tokens: doubled ? middleDouble : middle, + numArgs: 0 + }; + }; + }; + + context.macros.set("|", midMacro(false)); + + if (middleDouble.length) { + context.macros.set("\\|", midMacro(true)); + } + + var arg = context.consumeArg().tokens; + var expanded = context.expandTokens([].concat(right, arg, left)); + context.macros.endGroup(); + return { + tokens: expanded.reverse(), + numArgs: 0 + }; + }; +}; + +defineMacro("\\bra@ket", braketHelper(false)); +defineMacro("\\bra@set", braketHelper(true)); +defineMacro("\\Braket", "\\bra@ket{\\left\\langle}" + "{\\,\\middle\\vert\\,}{\\,\\middle\\vert\\,}{\\right\\rangle}"); +defineMacro("\\Set", "\\bra@set{\\left\\{\\:}" + "{\\;\\middle\\vert\\;}{\\;\\middle\\Vert\\;}{\\:\\right\\}}"); +defineMacro("\\set", "\\bra@set{\\{\\,}{\\mid}{}{\\,\\}}"); // has no support for special || or \| +////////////////////////////////////////////////////////////////////// +// actuarialangle.dtx + +defineMacro("\\angln", "{\\angl n}"); // Custom Khan Academy colors, should be moved to an optional package + +defineMacro("\\blue", "\\textcolor{##6495ed}{#1}"); +defineMacro("\\orange", "\\textcolor{##ffa500}{#1}"); +defineMacro("\\pink", "\\textcolor{##ff00af}{#1}"); +defineMacro("\\red", "\\textcolor{##df0030}{#1}"); +defineMacro("\\green", "\\textcolor{##28ae7b}{#1}"); +defineMacro("\\gray", "\\textcolor{gray}{#1}"); +defineMacro("\\purple", "\\textcolor{##9d38bd}{#1}"); +defineMacro("\\blueA", "\\textcolor{##ccfaff}{#1}"); +defineMacro("\\blueB", "\\textcolor{##80f6ff}{#1}"); +defineMacro("\\blueC", "\\textcolor{##63d9ea}{#1}"); +defineMacro("\\blueD", "\\textcolor{##11accd}{#1}"); +defineMacro("\\blueE", "\\textcolor{##0c7f99}{#1}"); +defineMacro("\\tealA", "\\textcolor{##94fff5}{#1}"); +defineMacro("\\tealB", "\\textcolor{##26edd5}{#1}"); +defineMacro("\\tealC", "\\textcolor{##01d1c1}{#1}"); +defineMacro("\\tealD", "\\textcolor{##01a995}{#1}"); +defineMacro("\\tealE", "\\textcolor{##208170}{#1}"); +defineMacro("\\greenA", "\\textcolor{##b6ffb0}{#1}"); +defineMacro("\\greenB", "\\textcolor{##8af281}{#1}"); +defineMacro("\\greenC", "\\textcolor{##74cf70}{#1}"); +defineMacro("\\greenD", "\\textcolor{##1fab54}{#1}"); +defineMacro("\\greenE", "\\textcolor{##0d923f}{#1}"); +defineMacro("\\goldA", "\\textcolor{##ffd0a9}{#1}"); +defineMacro("\\goldB", "\\textcolor{##ffbb71}{#1}"); +defineMacro("\\goldC", "\\textcolor{##ff9c39}{#1}"); +defineMacro("\\goldD", "\\textcolor{##e07d10}{#1}"); +defineMacro("\\goldE", "\\textcolor{##a75a05}{#1}"); +defineMacro("\\redA", "\\textcolor{##fca9a9}{#1}"); +defineMacro("\\redB", "\\textcolor{##ff8482}{#1}"); +defineMacro("\\redC", "\\textcolor{##f9685d}{#1}"); +defineMacro("\\redD", "\\textcolor{##e84d39}{#1}"); +defineMacro("\\redE", "\\textcolor{##bc2612}{#1}"); +defineMacro("\\maroonA", "\\textcolor{##ffbde0}{#1}"); +defineMacro("\\maroonB", "\\textcolor{##ff92c6}{#1}"); +defineMacro("\\maroonC", "\\textcolor{##ed5fa6}{#1}"); +defineMacro("\\maroonD", "\\textcolor{##ca337c}{#1}"); +defineMacro("\\maroonE", "\\textcolor{##9e034e}{#1}"); +defineMacro("\\purpleA", "\\textcolor{##ddd7ff}{#1}"); +defineMacro("\\purpleB", "\\textcolor{##c6b9fc}{#1}"); +defineMacro("\\purpleC", "\\textcolor{##aa87ff}{#1}"); +defineMacro("\\purpleD", "\\textcolor{##7854ab}{#1}"); +defineMacro("\\purpleE", "\\textcolor{##543b78}{#1}"); +defineMacro("\\mintA", "\\textcolor{##f5f9e8}{#1}"); +defineMacro("\\mintB", "\\textcolor{##edf2df}{#1}"); +defineMacro("\\mintC", "\\textcolor{##e0e5cc}{#1}"); +defineMacro("\\grayA", "\\textcolor{##f6f7f7}{#1}"); +defineMacro("\\grayB", "\\textcolor{##f0f1f2}{#1}"); +defineMacro("\\grayC", "\\textcolor{##e3e5e6}{#1}"); +defineMacro("\\grayD", "\\textcolor{##d6d8da}{#1}"); +defineMacro("\\grayE", "\\textcolor{##babec2}{#1}"); +defineMacro("\\grayF", "\\textcolor{##888d93}{#1}"); +defineMacro("\\grayG", "\\textcolor{##626569}{#1}"); +defineMacro("\\grayH", "\\textcolor{##3b3e40}{#1}"); +defineMacro("\\grayI", "\\textcolor{##21242c}{#1}"); +defineMacro("\\kaBlue", "\\textcolor{##314453}{#1}"); +defineMacro("\\kaGreen", "\\textcolor{##71B307}{#1}"); +;// CONCATENATED MODULE: ./src/MacroExpander.js +/** + * This file contains the “gullet” where macros are expanded + * until only non-macro tokens remain. + */ + + + + + + + +// List of commands that act like macros but aren't defined as a macro, +// function, or symbol. Used in `isDefined`. +var implicitCommands = { + "^": true, + // Parser.js + "_": true, + // Parser.js + "\\limits": true, + // Parser.js + "\\nolimits": true // Parser.js + +}; + +var MacroExpander = /*#__PURE__*/function () { + function MacroExpander(input, settings, mode) { + this.settings = void 0; + this.expansionCount = void 0; + this.lexer = void 0; + this.macros = void 0; + this.stack = void 0; + this.mode = void 0; + this.settings = settings; + this.expansionCount = 0; + this.feed(input); // Make new global namespace + + this.macros = new Namespace(src_macros, settings.macros); + this.mode = mode; + this.stack = []; // contains tokens in REVERSE order + } + /** + * Feed a new input string to the same MacroExpander + * (with existing macros etc.). + */ + + + var _proto = MacroExpander.prototype; + + _proto.feed = function feed(input) { + this.lexer = new Lexer(input, this.settings); + } + /** + * Switches between "text" and "math" modes. + */ + ; + + _proto.switchMode = function switchMode(newMode) { + this.mode = newMode; + } + /** + * Start a new group nesting within all namespaces. + */ + ; + + _proto.beginGroup = function beginGroup() { + this.macros.beginGroup(); + } + /** + * End current group nesting within all namespaces. + */ + ; + + _proto.endGroup = function endGroup() { + this.macros.endGroup(); + } + /** + * Ends all currently nested groups (if any), restoring values before the + * groups began. Useful in case of an error in the middle of parsing. + */ + ; + + _proto.endGroups = function endGroups() { + this.macros.endGroups(); + } + /** + * Returns the topmost token on the stack, without expanding it. + * Similar in behavior to TeX's `\futurelet`. + */ + ; + + _proto.future = function future() { + if (this.stack.length === 0) { + this.pushToken(this.lexer.lex()); + } + + return this.stack[this.stack.length - 1]; + } + /** + * Remove and return the next unexpanded token. + */ + ; + + _proto.popToken = function popToken() { + this.future(); // ensure non-empty stack + + return this.stack.pop(); + } + /** + * Add a given token to the token stack. In particular, this get be used + * to put back a token returned from one of the other methods. + */ + ; + + _proto.pushToken = function pushToken(token) { + this.stack.push(token); + } + /** + * Append an array of tokens to the token stack. + */ + ; + + _proto.pushTokens = function pushTokens(tokens) { + var _this$stack; + + (_this$stack = this.stack).push.apply(_this$stack, tokens); + } + /** + * Find an macro argument without expanding tokens and append the array of + * tokens to the token stack. Uses Token as a container for the result. + */ + ; + + _proto.scanArgument = function scanArgument(isOptional) { + var start; + var end; + var tokens; + + if (isOptional) { + this.consumeSpaces(); // \@ifnextchar gobbles any space following it + + if (this.future().text !== "[") { + return null; + } + + start = this.popToken(); // don't include [ in tokens + + var _this$consumeArg = this.consumeArg(["]"]); + + tokens = _this$consumeArg.tokens; + end = _this$consumeArg.end; + } else { + var _this$consumeArg2 = this.consumeArg(); + + tokens = _this$consumeArg2.tokens; + start = _this$consumeArg2.start; + end = _this$consumeArg2.end; + } // indicate the end of an argument + + + this.pushToken(new Token("EOF", end.loc)); + this.pushTokens(tokens); + return start.range(end, ""); + } + /** + * Consume all following space tokens, without expansion. + */ + ; + + _proto.consumeSpaces = function consumeSpaces() { + for (;;) { + var token = this.future(); + + if (token.text === " ") { + this.stack.pop(); + } else { + break; + } + } + } + /** + * Consume an argument from the token stream, and return the resulting array + * of tokens and start/end token. + */ + ; + + _proto.consumeArg = function consumeArg(delims) { + // The argument for a delimited parameter is the shortest (possibly + // empty) sequence of tokens with properly nested {...} groups that is + // followed ... by this particular list of non-parameter tokens. + // The argument for an undelimited parameter is the next nonblank + // token, unless that token is ‘{’, when the argument will be the + // entire {...} group that follows. + var tokens = []; + var isDelimited = delims && delims.length > 0; + + if (!isDelimited) { + // Ignore spaces between arguments. As the TeXbook says: + // "After you have said ‘\def\row#1#2{...}’, you are allowed to + // put spaces between the arguments (e.g., ‘\row x n’), because + // TeX doesn’t use single spaces as undelimited arguments." + this.consumeSpaces(); + } + + var start = this.future(); + var tok; + var depth = 0; + var match = 0; + + do { + tok = this.popToken(); + tokens.push(tok); + + if (tok.text === "{") { + ++depth; + } else if (tok.text === "}") { + --depth; + + if (depth === -1) { + throw new src_ParseError("Extra }", tok); + } + } else if (tok.text === "EOF") { + throw new src_ParseError("Unexpected end of input in a macro argument" + ", expected '" + (delims && isDelimited ? delims[match] : "}") + "'", tok); + } + + if (delims && isDelimited) { + if ((depth === 0 || depth === 1 && delims[match] === "{") && tok.text === delims[match]) { + ++match; + + if (match === delims.length) { + // don't include delims in tokens + tokens.splice(-match, match); + break; + } + } else { + match = 0; + } + } + } while (depth !== 0 || isDelimited); // If the argument found ... has the form ‘{}’, + // ... the outermost braces enclosing the argument are removed + + + if (start.text === "{" && tokens[tokens.length - 1].text === "}") { + tokens.pop(); + tokens.shift(); + } + + tokens.reverse(); // to fit in with stack order + + return { + tokens: tokens, + start: start, + end: tok + }; + } + /** + * Consume the specified number of (delimited) arguments from the token + * stream and return the resulting array of arguments. + */ + ; + + _proto.consumeArgs = function consumeArgs(numArgs, delimiters) { + if (delimiters) { + if (delimiters.length !== numArgs + 1) { + throw new src_ParseError("The length of delimiters doesn't match the number of args!"); + } + + var delims = delimiters[0]; + + for (var i = 0; i < delims.length; i++) { + var tok = this.popToken(); + + if (delims[i] !== tok.text) { + throw new src_ParseError("Use of the macro doesn't match its definition", tok); + } + } + } + + var args = []; + + for (var _i = 0; _i < numArgs; _i++) { + args.push(this.consumeArg(delimiters && delimiters[_i + 1]).tokens); + } + + return args; + } + /** + * Expand the next token only once if possible. + * + * If the token is expanded, the resulting tokens will be pushed onto + * the stack in reverse order, and the number of such tokens will be + * returned. This number might be zero or positive. + * + * If not, the return value is `false`, and the next token remains at the + * top of the stack. + * + * In either case, the next token will be on the top of the stack, + * or the stack will be empty (in case of empty expansion + * and no other tokens). + * + * Used to implement `expandAfterFuture` and `expandNextToken`. + * + * If expandableOnly, only expandable tokens are expanded and + * an undefined control sequence results in an error. + */ + ; + + _proto.expandOnce = function expandOnce(expandableOnly) { + var topToken = this.popToken(); + var name = topToken.text; + var expansion = !topToken.noexpand ? this._getExpansion(name) : null; + + if (expansion == null || expandableOnly && expansion.unexpandable) { + if (expandableOnly && expansion == null && name[0] === "\\" && !this.isDefined(name)) { + throw new src_ParseError("Undefined control sequence: " + name); + } + + this.pushToken(topToken); + return false; + } + + this.expansionCount++; + + if (this.expansionCount > this.settings.maxExpand) { + throw new src_ParseError("Too many expansions: infinite loop or " + "need to increase maxExpand setting"); + } + + var tokens = expansion.tokens; + var args = this.consumeArgs(expansion.numArgs, expansion.delimiters); + + if (expansion.numArgs) { + // paste arguments in place of the placeholders + tokens = tokens.slice(); // make a shallow copy + + for (var i = tokens.length - 1; i >= 0; --i) { + var tok = tokens[i]; + + if (tok.text === "#") { + if (i === 0) { + throw new src_ParseError("Incomplete placeholder at end of macro body", tok); + } + + tok = tokens[--i]; // next token on stack + + if (tok.text === "#") { + // ## → # + tokens.splice(i + 1, 1); // drop first # + } else if (/^[1-9]$/.test(tok.text)) { + var _tokens; + + // replace the placeholder with the indicated argument + (_tokens = tokens).splice.apply(_tokens, [i, 2].concat(args[+tok.text - 1])); + } else { + throw new src_ParseError("Not a valid argument number", tok); + } + } + } + } // Concatenate expansion onto top of stack. + + + this.pushTokens(tokens); + return tokens.length; + } + /** + * Expand the next token only once (if possible), and return the resulting + * top token on the stack (without removing anything from the stack). + * Similar in behavior to TeX's `\expandafter\futurelet`. + * Equivalent to expandOnce() followed by future(). + */ + ; + + _proto.expandAfterFuture = function expandAfterFuture() { + this.expandOnce(); + return this.future(); + } + /** + * Recursively expand first token, then return first non-expandable token. + */ + ; + + _proto.expandNextToken = function expandNextToken() { + for (;;) { + if (this.expandOnce() === false) { + // fully expanded + var token = this.stack.pop(); // the token after \noexpand is interpreted as if its meaning + // were ‘\relax’ + + if (token.treatAsRelax) { + token.text = "\\relax"; + } + + return token; + } + } // Flow unable to figure out that this pathway is impossible. + // https://github.com/facebook/flow/issues/4808 + + + throw new Error(); // eslint-disable-line no-unreachable + } + /** + * Fully expand the given macro name and return the resulting list of + * tokens, or return `undefined` if no such macro is defined. + */ + ; + + _proto.expandMacro = function expandMacro(name) { + return this.macros.has(name) ? this.expandTokens([new Token(name)]) : undefined; + } + /** + * Fully expand the given token stream and return the resulting list of + * tokens. Note that the input tokens are in reverse order, but the + * output tokens are in forward order. + */ + ; + + _proto.expandTokens = function expandTokens(tokens) { + var output = []; + var oldStackLength = this.stack.length; + this.pushTokens(tokens); + + while (this.stack.length > oldStackLength) { + // Expand only expandable tokens + if (this.expandOnce(true) === false) { + // fully expanded + var token = this.stack.pop(); + + if (token.treatAsRelax) { + // the expansion of \noexpand is the token itself + token.noexpand = false; + token.treatAsRelax = false; + } + + output.push(token); + } + } + + return output; + } + /** + * Fully expand the given macro name and return the result as a string, + * or return `undefined` if no such macro is defined. + */ + ; + + _proto.expandMacroAsText = function expandMacroAsText(name) { + var tokens = this.expandMacro(name); + + if (tokens) { + return tokens.map(function (token) { + return token.text; + }).join(""); + } else { + return tokens; + } + } + /** + * Returns the expanded macro as a reversed array of tokens and a macro + * argument count. Or returns `null` if no such macro. + */ + ; + + _proto._getExpansion = function _getExpansion(name) { + var definition = this.macros.get(name); + + if (definition == null) { + // mainly checking for undefined here + return definition; + } // If a single character has an associated catcode other than 13 + // (active character), then don't expand it. + + + if (name.length === 1) { + var catcode = this.lexer.catcodes[name]; + + if (catcode != null && catcode !== 13) { + return; + } + } + + var expansion = typeof definition === "function" ? definition(this) : definition; + + if (typeof expansion === "string") { + var numArgs = 0; + + if (expansion.indexOf("#") !== -1) { + var stripped = expansion.replace(/##/g, ""); + + while (stripped.indexOf("#" + (numArgs + 1)) !== -1) { + ++numArgs; + } + } + + var bodyLexer = new Lexer(expansion, this.settings); + var tokens = []; + var tok = bodyLexer.lex(); + + while (tok.text !== "EOF") { + tokens.push(tok); + tok = bodyLexer.lex(); + } + + tokens.reverse(); // to fit in with stack using push and pop + + var expanded = { + tokens: tokens, + numArgs: numArgs + }; + return expanded; + } + + return expansion; + } + /** + * Determine whether a command is currently "defined" (has some + * functionality), meaning that it's a macro (in the current group), + * a function, a symbol, or one of the special commands listed in + * `implicitCommands`. + */ + ; + + _proto.isDefined = function isDefined(name) { + return this.macros.has(name) || src_functions.hasOwnProperty(name) || src_symbols.math.hasOwnProperty(name) || src_symbols.text.hasOwnProperty(name) || implicitCommands.hasOwnProperty(name); + } + /** + * Determine whether a command is expandable. + */ + ; + + _proto.isExpandable = function isExpandable(name) { + var macro = this.macros.get(name); + return macro != null ? typeof macro === "string" || typeof macro === "function" || !macro.unexpandable : src_functions.hasOwnProperty(name) && !src_functions[name].primitive; + }; + + return MacroExpander; +}(); + + +;// CONCATENATED MODULE: ./src/unicodeSupOrSub.js +// Helpers for Parser.js handling of Unicode (sub|super)script characters. +var unicodeSubRegEx = /^[₊₋₌₍₎₀₁₂₃₄₅₆₇₈₉ₐₑₕᵢⱼₖₗₘₙₒₚᵣₛₜᵤᵥₓᵦᵧᵨᵩᵪ]/; +var uSubsAndSups = Object.freeze({ + '₊': '+', + '₋': '-', + '₌': '=', + '₍': '(', + '₎': ')', + '₀': '0', + '₁': '1', + '₂': '2', + '₃': '3', + '₄': '4', + '₅': '5', + '₆': '6', + '₇': '7', + '₈': '8', + '₉': '9', + "\u2090": 'a', + "\u2091": 'e', + "\u2095": 'h', + "\u1D62": 'i', + "\u2C7C": 'j', + "\u2096": 'k', + "\u2097": 'l', + "\u2098": 'm', + "\u2099": 'n', + "\u2092": 'o', + "\u209A": 'p', + "\u1D63": 'r', + "\u209B": 's', + "\u209C": 't', + "\u1D64": 'u', + "\u1D65": 'v', + "\u2093": 'x', + "\u1D66": 'β', + "\u1D67": 'γ', + "\u1D68": 'ρ', + "\u1D69": "\u03D5", + "\u1D6A": 'χ', + '⁺': '+', + '⁻': '-', + '⁼': '=', + '⁽': '(', + '⁾': ')', + '⁰': '0', + '¹': '1', + '²': '2', + '³': '3', + '⁴': '4', + '⁵': '5', + '⁶': '6', + '⁷': '7', + '⁸': '8', + '⁹': '9', + "\u1D2C": 'A', + "\u1D2E": 'B', + "\u1D30": 'D', + "\u1D31": 'E', + "\u1D33": 'G', + "\u1D34": 'H', + "\u1D35": 'I', + "\u1D36": 'J', + "\u1D37": 'K', + "\u1D38": 'L', + "\u1D39": 'M', + "\u1D3A": 'N', + "\u1D3C": 'O', + "\u1D3E": 'P', + "\u1D3F": 'R', + "\u1D40": 'T', + "\u1D41": 'U', + "\u2C7D": 'V', + "\u1D42": 'W', + "\u1D43": 'a', + "\u1D47": 'b', + "\u1D9C": 'c', + "\u1D48": 'd', + "\u1D49": 'e', + "\u1DA0": 'f', + "\u1D4D": 'g', + "\u02B0": 'h', + "\u2071": 'i', + "\u02B2": 'j', + "\u1D4F": 'k', + "\u02E1": 'l', + "\u1D50": 'm', + "\u207F": 'n', + "\u1D52": 'o', + "\u1D56": 'p', + "\u02B3": 'r', + "\u02E2": 's', + "\u1D57": 't', + "\u1D58": 'u', + "\u1D5B": 'v', + "\u02B7": 'w', + "\u02E3": 'x', + "\u02B8": 'y', + "\u1DBB": 'z', + "\u1D5D": 'β', + "\u1D5E": 'γ', + "\u1D5F": 'δ', + "\u1D60": "\u03D5", + "\u1D61": 'χ', + "\u1DBF": 'θ' +}); +;// CONCATENATED MODULE: ./src/Parser.js +/* eslint no-constant-condition:0 */ + + + + + + + + + + + // Pre-evaluate both modules as unicodeSymbols require String.normalize() + +var unicodeAccents = { + "́": { + "text": "\\'", + "math": "\\acute" + }, + "̀": { + "text": "\\`", + "math": "\\grave" + }, + "̈": { + "text": "\\\"", + "math": "\\ddot" + }, + "̃": { + "text": "\\~", + "math": "\\tilde" + }, + "̄": { + "text": "\\=", + "math": "\\bar" + }, + "̆": { + "text": "\\u", + "math": "\\breve" + }, + "̌": { + "text": "\\v", + "math": "\\check" + }, + "̂": { + "text": "\\^", + "math": "\\hat" + }, + "̇": { + "text": "\\.", + "math": "\\dot" + }, + "̊": { + "text": "\\r", + "math": "\\mathring" + }, + "̋": { + "text": "\\H" + }, + "̧": { + "text": "\\c" + } +}; +var unicodeSymbols = { + "á": "á", + "à": "à", + "ä": "ä", + "ǟ": "ǟ", + "ã": "ã", + "ā": "ā", + "ă": "ă", + "ắ": "ắ", + "ằ": "ằ", + "ẵ": "ẵ", + "ǎ": "ǎ", + "â": "â", + "ấ": "ấ", + "ầ": "ầ", + "ẫ": "ẫ", + "ȧ": "ȧ", + "ǡ": "ǡ", + "å": "å", + "ǻ": "ǻ", + "ḃ": "ḃ", + "ć": "ć", + "ḉ": "ḉ", + "č": "č", + "ĉ": "ĉ", + "ċ": "ċ", + "ç": "ç", + "ď": "ď", + "ḋ": "ḋ", + "ḑ": "ḑ", + "é": "é", + "è": "è", + "ë": "ë", + "ẽ": "ẽ", + "ē": "ē", + "ḗ": "ḗ", + "ḕ": "ḕ", + "ĕ": "ĕ", + "ḝ": "ḝ", + "ě": "ě", + "ê": "ê", + "ế": "ế", + "ề": "ề", + "ễ": "ễ", + "ė": "ė", + "ȩ": "ȩ", + "ḟ": "ḟ", + "ǵ": "ǵ", + "ḡ": "ḡ", + "ğ": "ğ", + "ǧ": "ǧ", + "ĝ": "ĝ", + "ġ": "ġ", + "ģ": "ģ", + "ḧ": "ḧ", + "ȟ": "ȟ", + "ĥ": "ĥ", + "ḣ": "ḣ", + "ḩ": "ḩ", + "í": "í", + "ì": "ì", + "ï": "ï", + "ḯ": "ḯ", + "ĩ": "ĩ", + "ī": "ī", + "ĭ": "ĭ", + "ǐ": "ǐ", + "î": "î", + "ǰ": "ǰ", + "ĵ": "ĵ", + "ḱ": "ḱ", + "ǩ": "ǩ", + "ķ": "ķ", + "ĺ": "ĺ", + "ľ": "ľ", + "ļ": "ļ", + "ḿ": "ḿ", + "ṁ": "ṁ", + "ń": "ń", + "ǹ": "ǹ", + "ñ": "ñ", + "ň": "ň", + "ṅ": "ṅ", + "ņ": "ņ", + "ó": "ó", + "ò": "ò", + "ö": "ö", + "ȫ": "ȫ", + "õ": "õ", + "ṍ": "ṍ", + "ṏ": "ṏ", + "ȭ": "ȭ", + "ō": "ō", + "ṓ": "ṓ", + "ṑ": "ṑ", + "ŏ": "ŏ", + "ǒ": "ǒ", + "ô": "ô", + "ố": "ố", + "ồ": "ồ", + "ỗ": "ỗ", + "ȯ": "ȯ", + "ȱ": "ȱ", + "ő": "ő", + "ṕ": "ṕ", + "ṗ": "ṗ", + "ŕ": "ŕ", + "ř": "ř", + "ṙ": "ṙ", + "ŗ": "ŗ", + "ś": "ś", + "ṥ": "ṥ", + "š": "š", + "ṧ": "ṧ", + "ŝ": "ŝ", + "ṡ": "ṡ", + "ş": "ş", + "ẗ": "ẗ", + "ť": "ť", + "ṫ": "ṫ", + "ţ": "ţ", + "ú": "ú", + "ù": "ù", + "ü": "ü", + "ǘ": "ǘ", + "ǜ": "ǜ", + "ǖ": "ǖ", + "ǚ": "ǚ", + "ũ": "ũ", + "ṹ": "ṹ", + "ū": "ū", + "ṻ": "ṻ", + "ŭ": "ŭ", + "ǔ": "ǔ", + "û": "û", + "ů": "ů", + "ű": "ű", + "ṽ": "ṽ", + "ẃ": "ẃ", + "ẁ": "ẁ", + "ẅ": "ẅ", + "ŵ": "ŵ", + "ẇ": "ẇ", + "ẘ": "ẘ", + "ẍ": "ẍ", + "ẋ": "ẋ", + "ý": "ý", + "ỳ": "ỳ", + "ÿ": "ÿ", + "ỹ": "ỹ", + "ȳ": "ȳ", + "ŷ": "ŷ", + "ẏ": "ẏ", + "ẙ": "ẙ", + "ź": "ź", + "ž": "ž", + "ẑ": "ẑ", + "ż": "ż", + "Á": "Á", + "À": "À", + "Ä": "Ä", + "Ǟ": "Ǟ", + "Ã": "Ã", + "Ā": "Ā", + "Ă": "Ă", + "Ắ": "Ắ", + "Ằ": "Ằ", + "Ẵ": "Ẵ", + "Ǎ": "Ǎ", + "Â": "Â", + "Ấ": "Ấ", + "Ầ": "Ầ", + "Ẫ": "Ẫ", + "Ȧ": "Ȧ", + "Ǡ": "Ǡ", + "Å": "Å", + "Ǻ": "Ǻ", + "Ḃ": "Ḃ", + "Ć": "Ć", + "Ḉ": "Ḉ", + "Č": "Č", + "Ĉ": "Ĉ", + "Ċ": "Ċ", + "Ç": "Ç", + "Ď": "Ď", + "Ḋ": "Ḋ", + "Ḑ": "Ḑ", + "É": "É", + "È": "È", + "Ë": "Ë", + "Ẽ": "Ẽ", + "Ē": "Ē", + "Ḗ": "Ḗ", + "Ḕ": "Ḕ", + "Ĕ": "Ĕ", + "Ḝ": "Ḝ", + "Ě": "Ě", + "Ê": "Ê", + "Ế": "Ế", + "Ề": "Ề", + "Ễ": "Ễ", + "Ė": "Ė", + "Ȩ": "Ȩ", + "Ḟ": "Ḟ", + "Ǵ": "Ǵ", + "Ḡ": "Ḡ", + "Ğ": "Ğ", + "Ǧ": "Ǧ", + "Ĝ": "Ĝ", + "Ġ": "Ġ", + "Ģ": "Ģ", + "Ḧ": "Ḧ", + "Ȟ": "Ȟ", + "Ĥ": "Ĥ", + "Ḣ": "Ḣ", + "Ḩ": "Ḩ", + "Í": "Í", + "Ì": "Ì", + "Ï": "Ï", + "Ḯ": "Ḯ", + "Ĩ": "Ĩ", + "Ī": "Ī", + "Ĭ": "Ĭ", + "Ǐ": "Ǐ", + "Î": "Î", + "İ": "İ", + "Ĵ": "Ĵ", + "Ḱ": "Ḱ", + "Ǩ": "Ǩ", + "Ķ": "Ķ", + "Ĺ": "Ĺ", + "Ľ": "Ľ", + "Ļ": "Ļ", + "Ḿ": "Ḿ", + "Ṁ": "Ṁ", + "Ń": "Ń", + "Ǹ": "Ǹ", + "Ñ": "Ñ", + "Ň": "Ň", + "Ṅ": "Ṅ", + "Ņ": "Ņ", + "Ó": "Ó", + "Ò": "Ò", + "Ö": "Ö", + "Ȫ": "Ȫ", + "Õ": "Õ", + "Ṍ": "Ṍ", + "Ṏ": "Ṏ", + "Ȭ": "Ȭ", + "Ō": "Ō", + "Ṓ": "Ṓ", + "Ṑ": "Ṑ", + "Ŏ": "Ŏ", + "Ǒ": "Ǒ", + "Ô": "Ô", + "Ố": "Ố", + "Ồ": "Ồ", + "Ỗ": "Ỗ", + "Ȯ": "Ȯ", + "Ȱ": "Ȱ", + "Ő": "Ő", + "Ṕ": "Ṕ", + "Ṗ": "Ṗ", + "Ŕ": "Ŕ", + "Ř": "Ř", + "Ṙ": "Ṙ", + "Ŗ": "Ŗ", + "Ś": "Ś", + "Ṥ": "Ṥ", + "Š": "Š", + "Ṧ": "Ṧ", + "Ŝ": "Ŝ", + "Ṡ": "Ṡ", + "Ş": "Ş", + "Ť": "Ť", + "Ṫ": "Ṫ", + "Ţ": "Ţ", + "Ú": "Ú", + "Ù": "Ù", + "Ü": "Ü", + "Ǘ": "Ǘ", + "Ǜ": "Ǜ", + "Ǖ": "Ǖ", + "Ǚ": "Ǚ", + "Ũ": "Ũ", + "Ṹ": "Ṹ", + "Ū": "Ū", + "Ṻ": "Ṻ", + "Ŭ": "Ŭ", + "Ǔ": "Ǔ", + "Û": "Û", + "Ů": "Ů", + "Ű": "Ű", + "Ṽ": "Ṽ", + "Ẃ": "Ẃ", + "Ẁ": "Ẁ", + "Ẅ": "Ẅ", + "Ŵ": "Ŵ", + "Ẇ": "Ẇ", + "Ẍ": "Ẍ", + "Ẋ": "Ẋ", + "Ý": "Ý", + "Ỳ": "Ỳ", + "Ÿ": "Ÿ", + "Ỹ": "Ỹ", + "Ȳ": "Ȳ", + "Ŷ": "Ŷ", + "Ẏ": "Ẏ", + "Ź": "Ź", + "Ž": "Ž", + "Ẑ": "Ẑ", + "Ż": "Ż", + "ά": "ά", + "ὰ": "ὰ", + "ᾱ": "ᾱ", + "ᾰ": "ᾰ", + "έ": "έ", + "ὲ": "ὲ", + "ή": "ή", + "ὴ": "ὴ", + "ί": "ί", + "ὶ": "ὶ", + "ϊ": "ϊ", + "ΐ": "ΐ", + "ῒ": "ῒ", + "ῑ": "ῑ", + "ῐ": "ῐ", + "ό": "ό", + "ὸ": "ὸ", + "ύ": "ύ", + "ὺ": "ὺ", + "ϋ": "ϋ", + "ΰ": "ΰ", + "ῢ": "ῢ", + "ῡ": "ῡ", + "ῠ": "ῠ", + "ώ": "ώ", + "ὼ": "ὼ", + "Ύ": "Ύ", + "Ὺ": "Ὺ", + "Ϋ": "Ϋ", + "Ῡ": "Ῡ", + "Ῠ": "Ῠ", + "Ώ": "Ώ", + "Ὼ": "Ὼ" +}; + +/** + * This file contains the parser used to parse out a TeX expression from the + * input. Since TeX isn't context-free, standard parsers don't work particularly + * well. + * + * The strategy of this parser is as such: + * + * The main functions (the `.parse...` ones) take a position in the current + * parse string to parse tokens from. The lexer (found in Lexer.js, stored at + * this.gullet.lexer) also supports pulling out tokens at arbitrary places. When + * individual tokens are needed at a position, the lexer is called to pull out a + * token, which is then used. + * + * The parser has a property called "mode" indicating the mode that + * the parser is currently in. Currently it has to be one of "math" or + * "text", which denotes whether the current environment is a math-y + * one or a text-y one (e.g. inside \text). Currently, this serves to + * limit the functions which can be used in text mode. + * + * The main functions then return an object which contains the useful data that + * was parsed at its given point, and a new position at the end of the parsed + * data. The main functions can call each other and continue the parsing by + * using the returned position as a new starting point. + * + * There are also extra `.handle...` functions, which pull out some reused + * functionality into self-contained functions. + * + * The functions return ParseNodes. + */ +var Parser = /*#__PURE__*/function () { + function Parser(input, settings) { + this.mode = void 0; + this.gullet = void 0; + this.settings = void 0; + this.leftrightDepth = void 0; + this.nextToken = void 0; + // Start in math mode + this.mode = "math"; // Create a new macro expander (gullet) and (indirectly via that) also a + // new lexer (mouth) for this parser (stomach, in the language of TeX) + + this.gullet = new MacroExpander(input, settings, this.mode); // Store the settings for use in parsing + + this.settings = settings; // Count leftright depth (for \middle errors) + + this.leftrightDepth = 0; + } + /** + * Checks a result to make sure it has the right type, and throws an + * appropriate error otherwise. + */ + + + var _proto = Parser.prototype; + + _proto.expect = function expect(text, consume) { + if (consume === void 0) { + consume = true; + } + + if (this.fetch().text !== text) { + throw new src_ParseError("Expected '" + text + "', got '" + this.fetch().text + "'", this.fetch()); + } + + if (consume) { + this.consume(); + } + } + /** + * Discards the current lookahead token, considering it consumed. + */ + ; + + _proto.consume = function consume() { + this.nextToken = null; + } + /** + * Return the current lookahead token, or if there isn't one (at the + * beginning, or if the previous lookahead token was consume()d), + * fetch the next token as the new lookahead token and return it. + */ + ; + + _proto.fetch = function fetch() { + if (this.nextToken == null) { + this.nextToken = this.gullet.expandNextToken(); + } + + return this.nextToken; + } + /** + * Switches between "text" and "math" modes. + */ + ; + + _proto.switchMode = function switchMode(newMode) { + this.mode = newMode; + this.gullet.switchMode(newMode); + } + /** + * Main parsing function, which parses an entire input. + */ + ; + + _proto.parse = function parse() { + if (!this.settings.globalGroup) { + // Create a group namespace for the math expression. + // (LaTeX creates a new group for every $...$, $$...$$, \[...\].) + this.gullet.beginGroup(); + } // Use old \color behavior (same as LaTeX's \textcolor) if requested. + // We do this within the group for the math expression, so it doesn't + // pollute settings.macros. + + + if (this.settings.colorIsTextColor) { + this.gullet.macros.set("\\color", "\\textcolor"); + } + + try { + // Try to parse the input + var parse = this.parseExpression(false); // If we succeeded, make sure there's an EOF at the end + + this.expect("EOF"); // End the group namespace for the expression + + if (!this.settings.globalGroup) { + this.gullet.endGroup(); + } + + return parse; // Close any leftover groups in case of a parse error. + } finally { + this.gullet.endGroups(); + } + } + /** + * Fully parse a separate sequence of tokens as a separate job. + * Tokens should be specified in reverse order, as in a MacroDefinition. + */ + ; + + _proto.subparse = function subparse(tokens) { + // Save the next token from the current job. + var oldToken = this.nextToken; + this.consume(); // Run the new job, terminating it with an excess '}' + + this.gullet.pushToken(new Token("}")); + this.gullet.pushTokens(tokens); + var parse = this.parseExpression(false); + this.expect("}"); // Restore the next token from the current job. + + this.nextToken = oldToken; + return parse; + }; + + /** + * Parses an "expression", which is a list of atoms. + * + * `breakOnInfix`: Should the parsing stop when we hit infix nodes? This + * happens when functions have higher precedence han infix + * nodes in implicit parses. + * + * `breakOnTokenText`: The text of the token that the expression should end + * with, or `null` if something else should end the + * expression. + */ + _proto.parseExpression = function parseExpression(breakOnInfix, breakOnTokenText) { + var body = []; // Keep adding atoms to the body until we can't parse any more atoms (either + // we reached the end, a }, or a \right) + + while (true) { + // Ignore spaces in math mode + if (this.mode === "math") { + this.consumeSpaces(); + } + + var lex = this.fetch(); + + if (Parser.endOfExpression.indexOf(lex.text) !== -1) { + break; + } + + if (breakOnTokenText && lex.text === breakOnTokenText) { + break; + } + + if (breakOnInfix && src_functions[lex.text] && src_functions[lex.text].infix) { + break; + } + + var atom = this.parseAtom(breakOnTokenText); + + if (!atom) { + break; + } else if (atom.type === "internal") { + continue; + } + + body.push(atom); + } + + if (this.mode === "text") { + this.formLigatures(body); + } + + return this.handleInfixNodes(body); + } + /** + * Rewrites infix operators such as \over with corresponding commands such + * as \frac. + * + * There can only be one infix operator per group. If there's more than one + * then the expression is ambiguous. This can be resolved by adding {}. + */ + ; + + _proto.handleInfixNodes = function handleInfixNodes(body) { + var overIndex = -1; + var funcName; + + for (var i = 0; i < body.length; i++) { + if (body[i].type === "infix") { + if (overIndex !== -1) { + throw new src_ParseError("only one infix operator per group", body[i].token); + } + + overIndex = i; + funcName = body[i].replaceWith; + } + } + + if (overIndex !== -1 && funcName) { + var numerNode; + var denomNode; + var numerBody = body.slice(0, overIndex); + var denomBody = body.slice(overIndex + 1); + + if (numerBody.length === 1 && numerBody[0].type === "ordgroup") { + numerNode = numerBody[0]; + } else { + numerNode = { + type: "ordgroup", + mode: this.mode, + body: numerBody + }; + } + + if (denomBody.length === 1 && denomBody[0].type === "ordgroup") { + denomNode = denomBody[0]; + } else { + denomNode = { + type: "ordgroup", + mode: this.mode, + body: denomBody + }; + } + + var node; + + if (funcName === "\\\\abovefrac") { + node = this.callFunction(funcName, [numerNode, body[overIndex], denomNode], []); + } else { + node = this.callFunction(funcName, [numerNode, denomNode], []); + } + + return [node]; + } else { + return body; + } + } + /** + * Handle a subscript or superscript with nice errors. + */ + ; + + _proto.handleSupSubscript = function handleSupSubscript(name // For error reporting. + ) { + var symbolToken = this.fetch(); + var symbol = symbolToken.text; + this.consume(); + this.consumeSpaces(); // ignore spaces before sup/subscript argument + + var group = this.parseGroup(name); + + if (!group) { + throw new src_ParseError("Expected group after '" + symbol + "'", symbolToken); + } + + return group; + } + /** + * Converts the textual input of an unsupported command into a text node + * contained within a color node whose color is determined by errorColor + */ + ; + + _proto.formatUnsupportedCmd = function formatUnsupportedCmd(text) { + var textordArray = []; + + for (var i = 0; i < text.length; i++) { + textordArray.push({ + type: "textord", + mode: "text", + text: text[i] + }); + } + + var textNode = { + type: "text", + mode: this.mode, + body: textordArray + }; + var colorNode = { + type: "color", + mode: this.mode, + color: this.settings.errorColor, + body: [textNode] + }; + return colorNode; + } + /** + * Parses a group with optional super/subscripts. + */ + ; + + _proto.parseAtom = function parseAtom(breakOnTokenText) { + // The body of an atom is an implicit group, so that things like + // \left(x\right)^2 work correctly. + var base = this.parseGroup("atom", breakOnTokenText); // In text mode, we don't have superscripts or subscripts + + if (this.mode === "text") { + return base; + } // Note that base may be empty (i.e. null) at this point. + + + var superscript; + var subscript; + + while (true) { + // Guaranteed in math mode, so eat any spaces first. + this.consumeSpaces(); // Lex the first token + + var lex = this.fetch(); + + if (lex.text === "\\limits" || lex.text === "\\nolimits") { + // We got a limit control + if (base && base.type === "op") { + var limits = lex.text === "\\limits"; + base.limits = limits; + base.alwaysHandleSupSub = true; + } else if (base && base.type === "operatorname") { + if (base.alwaysHandleSupSub) { + base.limits = lex.text === "\\limits"; + } + } else { + throw new src_ParseError("Limit controls must follow a math operator", lex); + } + + this.consume(); + } else if (lex.text === "^") { + // We got a superscript start + if (superscript) { + throw new src_ParseError("Double superscript", lex); + } + + superscript = this.handleSupSubscript("superscript"); + } else if (lex.text === "_") { + // We got a subscript start + if (subscript) { + throw new src_ParseError("Double subscript", lex); + } + + subscript = this.handleSupSubscript("subscript"); + } else if (lex.text === "'") { + // We got a prime + if (superscript) { + throw new src_ParseError("Double superscript", lex); + } + + var prime = { + type: "textord", + mode: this.mode, + text: "\\prime" + }; // Many primes can be grouped together, so we handle this here + + var primes = [prime]; + this.consume(); // Keep lexing tokens until we get something that's not a prime + + while (this.fetch().text === "'") { + // For each one, add another prime to the list + primes.push(prime); + this.consume(); + } // If there's a superscript following the primes, combine that + // superscript in with the primes. + + + if (this.fetch().text === "^") { + primes.push(this.handleSupSubscript("superscript")); + } // Put everything into an ordgroup as the superscript + + + superscript = { + type: "ordgroup", + mode: this.mode, + body: primes + }; + } else if (uSubsAndSups[lex.text]) { + // A Unicode subscript or superscript character. + // We treat these similarly to the unicode-math package. + // So we render a string of Unicode (sub|super)scripts the + // same as a (sub|super)script of regular characters. + var str = uSubsAndSups[lex.text]; + var isSub = unicodeSubRegEx.test(lex.text); + this.consume(); // Continue fetching tokens to fill out the string. + + while (true) { + var token = this.fetch().text; + + if (!uSubsAndSups[token]) { + break; + } + + if (unicodeSubRegEx.test(token) !== isSub) { + break; + } + + this.consume(); + str += uSubsAndSups[token]; + } // Now create a (sub|super)script. + + + var body = new Parser(str, this.settings).parse(); + + if (isSub) { + subscript = { + type: "ordgroup", + mode: "math", + body: body + }; + } else { + superscript = { + type: "ordgroup", + mode: "math", + body: body + }; + } + } else { + // If it wasn't ^, _, or ', stop parsing super/subscripts + break; + } + } // Base must be set if superscript or subscript are set per logic above, + // but need to check here for type check to pass. + + + if (superscript || subscript) { + // If we got either a superscript or subscript, create a supsub + return { + type: "supsub", + mode: this.mode, + base: base, + sup: superscript, + sub: subscript + }; + } else { + // Otherwise return the original body + return base; + } + } + /** + * Parses an entire function, including its base and all of its arguments. + */ + ; + + _proto.parseFunction = function parseFunction(breakOnTokenText, name // For determining its context + ) { + var token = this.fetch(); + var func = token.text; + var funcData = src_functions[func]; + + if (!funcData) { + return null; + } + + this.consume(); // consume command token + + if (name && name !== "atom" && !funcData.allowedInArgument) { + throw new src_ParseError("Got function '" + func + "' with no arguments" + (name ? " as " + name : ""), token); + } else if (this.mode === "text" && !funcData.allowedInText) { + throw new src_ParseError("Can't use function '" + func + "' in text mode", token); + } else if (this.mode === "math" && funcData.allowedInMath === false) { + throw new src_ParseError("Can't use function '" + func + "' in math mode", token); + } + + var _this$parseArguments = this.parseArguments(func, funcData), + args = _this$parseArguments.args, + optArgs = _this$parseArguments.optArgs; + + return this.callFunction(func, args, optArgs, token, breakOnTokenText); + } + /** + * Call a function handler with a suitable context and arguments. + */ + ; + + _proto.callFunction = function callFunction(name, args, optArgs, token, breakOnTokenText) { + var context = { + funcName: name, + parser: this, + token: token, + breakOnTokenText: breakOnTokenText + }; + var func = src_functions[name]; + + if (func && func.handler) { + return func.handler(context, args, optArgs); + } else { + throw new src_ParseError("No function handler for " + name); + } + } + /** + * Parses the arguments of a function or environment + */ + ; + + _proto.parseArguments = function parseArguments(func, // Should look like "\name" or "\begin{name}". + funcData) { + var totalArgs = funcData.numArgs + funcData.numOptionalArgs; + + if (totalArgs === 0) { + return { + args: [], + optArgs: [] + }; + } + + var args = []; + var optArgs = []; + + for (var i = 0; i < totalArgs; i++) { + var argType = funcData.argTypes && funcData.argTypes[i]; + var isOptional = i < funcData.numOptionalArgs; + + if (funcData.primitive && argType == null || // \sqrt expands into primitive if optional argument doesn't exist + funcData.type === "sqrt" && i === 1 && optArgs[0] == null) { + argType = "primitive"; + } + + var arg = this.parseGroupOfType("argument to '" + func + "'", argType, isOptional); + + if (isOptional) { + optArgs.push(arg); + } else if (arg != null) { + args.push(arg); + } else { + // should be unreachable + throw new src_ParseError("Null argument, please report this as a bug"); + } + } + + return { + args: args, + optArgs: optArgs + }; + } + /** + * Parses a group when the mode is changing. + */ + ; + + _proto.parseGroupOfType = function parseGroupOfType(name, type, optional) { + switch (type) { + case "color": + return this.parseColorGroup(optional); + + case "size": + return this.parseSizeGroup(optional); + + case "url": + return this.parseUrlGroup(optional); + + case "math": + case "text": + return this.parseArgumentGroup(optional, type); + + case "hbox": + { + // hbox argument type wraps the argument in the equivalent of + // \hbox, which is like \text but switching to \textstyle size. + var group = this.parseArgumentGroup(optional, "text"); + return group != null ? { + type: "styling", + mode: group.mode, + body: [group], + style: "text" // simulate \textstyle + + } : null; + } + + case "raw": + { + var token = this.parseStringGroup("raw", optional); + return token != null ? { + type: "raw", + mode: "text", + string: token.text + } : null; + } + + case "primitive": + { + if (optional) { + throw new src_ParseError("A primitive argument cannot be optional"); + } + + var _group = this.parseGroup(name); + + if (_group == null) { + throw new src_ParseError("Expected group as " + name, this.fetch()); + } + + return _group; + } + + case "original": + case null: + case undefined: + return this.parseArgumentGroup(optional); + + default: + throw new src_ParseError("Unknown group type as " + name, this.fetch()); + } + } + /** + * Discard any space tokens, fetching the next non-space token. + */ + ; + + _proto.consumeSpaces = function consumeSpaces() { + while (this.fetch().text === " ") { + this.consume(); + } + } + /** + * Parses a group, essentially returning the string formed by the + * brace-enclosed tokens plus some position information. + */ + ; + + _proto.parseStringGroup = function parseStringGroup(modeName, // Used to describe the mode in error messages. + optional) { + var argToken = this.gullet.scanArgument(optional); + + if (argToken == null) { + return null; + } + + var str = ""; + var nextToken; + + while ((nextToken = this.fetch()).text !== "EOF") { + str += nextToken.text; + this.consume(); + } + + this.consume(); // consume the end of the argument + + argToken.text = str; + return argToken; + } + /** + * Parses a regex-delimited group: the largest sequence of tokens + * whose concatenated strings match `regex`. Returns the string + * formed by the tokens plus some position information. + */ + ; + + _proto.parseRegexGroup = function parseRegexGroup(regex, modeName // Used to describe the mode in error messages. + ) { + var firstToken = this.fetch(); + var lastToken = firstToken; + var str = ""; + var nextToken; + + while ((nextToken = this.fetch()).text !== "EOF" && regex.test(str + nextToken.text)) { + lastToken = nextToken; + str += lastToken.text; + this.consume(); + } + + if (str === "") { + throw new src_ParseError("Invalid " + modeName + ": '" + firstToken.text + "'", firstToken); + } + + return firstToken.range(lastToken, str); + } + /** + * Parses a color description. + */ + ; + + _proto.parseColorGroup = function parseColorGroup(optional) { + var res = this.parseStringGroup("color", optional); + + if (res == null) { + return null; + } + + var match = /^(#[a-f0-9]{3}|#?[a-f0-9]{6}|[a-z]+)$/i.exec(res.text); + + if (!match) { + throw new src_ParseError("Invalid color: '" + res.text + "'", res); + } + + var color = match[0]; + + if (/^[0-9a-f]{6}$/i.test(color)) { + // We allow a 6-digit HTML color spec without a leading "#". + // This follows the xcolor package's HTML color model. + // Predefined color names are all missed by this RegEx pattern. + color = "#" + color; + } + + return { + type: "color-token", + mode: this.mode, + color: color + }; + } + /** + * Parses a size specification, consisting of magnitude and unit. + */ + ; + + _proto.parseSizeGroup = function parseSizeGroup(optional) { + var res; + var isBlank = false; // don't expand before parseStringGroup + + this.gullet.consumeSpaces(); + + if (!optional && this.gullet.future().text !== "{") { + res = this.parseRegexGroup(/^[-+]? *(?:$|\d+|\d+\.\d*|\.\d*) *[a-z]{0,2} *$/, "size"); + } else { + res = this.parseStringGroup("size", optional); + } + + if (!res) { + return null; + } + + if (!optional && res.text.length === 0) { + // Because we've tested for what is !optional, this block won't + // affect \kern, \hspace, etc. It will capture the mandatory arguments + // to \genfrac and \above. + res.text = "0pt"; // Enable \above{} + + isBlank = true; // This is here specifically for \genfrac + } + + var match = /([-+]?) *(\d+(?:\.\d*)?|\.\d+) *([a-z]{2})/.exec(res.text); + + if (!match) { + throw new src_ParseError("Invalid size: '" + res.text + "'", res); + } + + var data = { + number: +(match[1] + match[2]), + // sign + magnitude, cast to number + unit: match[3] + }; + + if (!validUnit(data)) { + throw new src_ParseError("Invalid unit: '" + data.unit + "'", res); + } + + return { + type: "size", + mode: this.mode, + value: data, + isBlank: isBlank + }; + } + /** + * Parses an URL, checking escaped letters and allowed protocols, + * and setting the catcode of % as an active character (as in \hyperref). + */ + ; + + _proto.parseUrlGroup = function parseUrlGroup(optional) { + this.gullet.lexer.setCatcode("%", 13); // active character + + this.gullet.lexer.setCatcode("~", 12); // other character + + var res = this.parseStringGroup("url", optional); + this.gullet.lexer.setCatcode("%", 14); // comment character + + this.gullet.lexer.setCatcode("~", 13); // active character + + if (res == null) { + return null; + } // hyperref package allows backslashes alone in href, but doesn't + // generate valid links in such cases; we interpret this as + // "undefined" behaviour, and keep them as-is. Some browser will + // replace backslashes with forward slashes. + + + var url = res.text.replace(/\\([#$%&~_^{}])/g, '$1'); + return { + type: "url", + mode: this.mode, + url: url + }; + } + /** + * Parses an argument with the mode specified. + */ + ; + + _proto.parseArgumentGroup = function parseArgumentGroup(optional, mode) { + var argToken = this.gullet.scanArgument(optional); + + if (argToken == null) { + return null; + } + + var outerMode = this.mode; + + if (mode) { + // Switch to specified mode + this.switchMode(mode); + } + + this.gullet.beginGroup(); + var expression = this.parseExpression(false, "EOF"); // TODO: find an alternative way to denote the end + + this.expect("EOF"); // expect the end of the argument + + this.gullet.endGroup(); + var result = { + type: "ordgroup", + mode: this.mode, + loc: argToken.loc, + body: expression + }; + + if (mode) { + // Switch mode back + this.switchMode(outerMode); + } + + return result; + } + /** + * Parses an ordinary group, which is either a single nucleus (like "x") + * or an expression in braces (like "{x+y}") or an implicit group, a group + * that starts at the current position, and ends right before a higher explicit + * group ends, or at EOF. + */ + ; + + _proto.parseGroup = function parseGroup(name, // For error reporting. + breakOnTokenText) { + var firstToken = this.fetch(); + var text = firstToken.text; + var result; // Try to parse an open brace or \begingroup + + if (text === "{" || text === "\\begingroup") { + this.consume(); + var groupEnd = text === "{" ? "}" : "\\endgroup"; + this.gullet.beginGroup(); // If we get a brace, parse an expression + + var expression = this.parseExpression(false, groupEnd); + var lastToken = this.fetch(); + this.expect(groupEnd); // Check that we got a matching closing brace + + this.gullet.endGroup(); + result = { + type: "ordgroup", + mode: this.mode, + loc: SourceLocation.range(firstToken, lastToken), + body: expression, + // A group formed by \begingroup...\endgroup is a semi-simple group + // which doesn't affect spacing in math mode, i.e., is transparent. + // https://tex.stackexchange.com/questions/1930/when-should-one- + // use-begingroup-instead-of-bgroup + semisimple: text === "\\begingroup" || undefined + }; + } else { + // If there exists a function with this name, parse the function. + // Otherwise, just return a nucleus + result = this.parseFunction(breakOnTokenText, name) || this.parseSymbol(); + + if (result == null && text[0] === "\\" && !implicitCommands.hasOwnProperty(text)) { + if (this.settings.throwOnError) { + throw new src_ParseError("Undefined control sequence: " + text, firstToken); + } + + result = this.formatUnsupportedCmd(text); + this.consume(); + } + } + + return result; + } + /** + * Form ligature-like combinations of characters for text mode. + * This includes inputs like "--", "---", "``" and "''". + * The result will simply replace multiple textord nodes with a single + * character in each value by a single textord node having multiple + * characters in its value. The representation is still ASCII source. + * The group will be modified in place. + */ + ; + + _proto.formLigatures = function formLigatures(group) { + var n = group.length - 1; + + for (var i = 0; i < n; ++i) { + var a = group[i]; // $FlowFixMe: Not every node type has a `text` property. + + var v = a.text; + + if (v === "-" && group[i + 1].text === "-") { + if (i + 1 < n && group[i + 2].text === "-") { + group.splice(i, 3, { + type: "textord", + mode: "text", + loc: SourceLocation.range(a, group[i + 2]), + text: "---" + }); + n -= 2; + } else { + group.splice(i, 2, { + type: "textord", + mode: "text", + loc: SourceLocation.range(a, group[i + 1]), + text: "--" + }); + n -= 1; + } + } + + if ((v === "'" || v === "`") && group[i + 1].text === v) { + group.splice(i, 2, { + type: "textord", + mode: "text", + loc: SourceLocation.range(a, group[i + 1]), + text: v + v + }); + n -= 1; + } + } + } + /** + * Parse a single symbol out of the string. Here, we handle single character + * symbols and special functions like \verb. + */ + ; + + _proto.parseSymbol = function parseSymbol() { + var nucleus = this.fetch(); + var text = nucleus.text; + + if (/^\\verb[^a-zA-Z]/.test(text)) { + this.consume(); + var arg = text.slice(5); + var star = arg.charAt(0) === "*"; + + if (star) { + arg = arg.slice(1); + } // Lexer's tokenRegex is constructed to always have matching + // first/last characters. + + + if (arg.length < 2 || arg.charAt(0) !== arg.slice(-1)) { + throw new src_ParseError("\\verb assertion failed --\n please report what input caused this bug"); + } + + arg = arg.slice(1, -1); // remove first and last char + + return { + type: "verb", + mode: "text", + body: arg, + star: star + }; + } // At this point, we should have a symbol, possibly with accents. + // First expand any accented base symbol according to unicodeSymbols. + + + if (unicodeSymbols.hasOwnProperty(text[0]) && !src_symbols[this.mode][text[0]]) { + // This behavior is not strict (XeTeX-compatible) in math mode. + if (this.settings.strict && this.mode === "math") { + this.settings.reportNonstrict("unicodeTextInMathMode", "Accented Unicode text character \"" + text[0] + "\" used in " + "math mode", nucleus); + } + + text = unicodeSymbols[text[0]] + text.slice(1); + } // Strip off any combining characters + + + var match = combiningDiacriticalMarksEndRegex.exec(text); + + if (match) { + text = text.substring(0, match.index); + + if (text === 'i') { + text = "\u0131"; // dotless i, in math and text mode + } else if (text === 'j') { + text = "\u0237"; // dotless j, in math and text mode + } + } // Recognize base symbol + + + var symbol; + + if (src_symbols[this.mode][text]) { + if (this.settings.strict && this.mode === 'math' && extraLatin.indexOf(text) >= 0) { + this.settings.reportNonstrict("unicodeTextInMathMode", "Latin-1/Unicode text character \"" + text[0] + "\" used in " + "math mode", nucleus); + } + + var group = src_symbols[this.mode][text].group; + var loc = SourceLocation.range(nucleus); + var s; + + if (ATOMS.hasOwnProperty(group)) { + // $FlowFixMe + var family = group; + s = { + type: "atom", + mode: this.mode, + family: family, + loc: loc, + text: text + }; + } else { + // $FlowFixMe + s = { + type: group, + mode: this.mode, + loc: loc, + text: text + }; + } // $FlowFixMe + + + symbol = s; + } else if (text.charCodeAt(0) >= 0x80) { + // no symbol for e.g. ^ + if (this.settings.strict) { + if (!supportedCodepoint(text.charCodeAt(0))) { + this.settings.reportNonstrict("unknownSymbol", "Unrecognized Unicode character \"" + text[0] + "\"" + (" (" + text.charCodeAt(0) + ")"), nucleus); + } else if (this.mode === "math") { + this.settings.reportNonstrict("unicodeTextInMathMode", "Unicode text character \"" + text[0] + "\" used in math mode", nucleus); + } + } // All nonmathematical Unicode characters are rendered as if they + // are in text mode (wrapped in \text) because that's what it + // takes to render them in LaTeX. Setting `mode: this.mode` is + // another natural choice (the user requested math mode), but + // this makes it more difficult for getCharacterMetrics() to + // distinguish Unicode characters without metrics and those for + // which we want to simulate the letter M. + + + symbol = { + type: "textord", + mode: "text", + loc: SourceLocation.range(nucleus), + text: text + }; + } else { + return null; // EOF, ^, _, {, }, etc. + } + + this.consume(); // Transform combining characters into accents + + if (match) { + for (var i = 0; i < match[0].length; i++) { + var accent = match[0][i]; + + if (!unicodeAccents[accent]) { + throw new src_ParseError("Unknown accent ' " + accent + "'", nucleus); + } + + var command = unicodeAccents[accent][this.mode] || unicodeAccents[accent].text; + + if (!command) { + throw new src_ParseError("Accent " + accent + " unsupported in " + this.mode + " mode", nucleus); + } + + symbol = { + type: "accent", + mode: this.mode, + loc: SourceLocation.range(nucleus), + label: command, + isStretchy: false, + isShifty: true, + // $FlowFixMe + base: symbol + }; + } + } // $FlowFixMe + + + return symbol; + }; + + return Parser; +}(); + +Parser.endOfExpression = ["}", "\\endgroup", "\\end", "\\right", "&"]; + +;// CONCATENATED MODULE: ./src/parseTree.js +/** + * Provides a single function for parsing an expression using a Parser + * TODO(emily): Remove this + */ + + + + +/** + * Parses an expression using a Parser, then returns the parsed result. + */ +var parseTree = function parseTree(toParse, settings) { + if (!(typeof toParse === 'string' || toParse instanceof String)) { + throw new TypeError('KaTeX can only parse string typed expression'); + } + + var parser = new Parser(toParse, settings); // Blank out any \df@tag to avoid spurious "Duplicate \tag" errors + + delete parser.gullet.macros.current["\\df@tag"]; + var tree = parser.parse(); // Prevent a color definition from persisting between calls to katex.render(). + + delete parser.gullet.macros.current["\\current@color"]; + delete parser.gullet.macros.current["\\color"]; // If the input used \tag, it will set the \df@tag macro to the tag. + // In this case, we separately parse the tag and wrap the tree. + + if (parser.gullet.macros.get("\\df@tag")) { + if (!settings.displayMode) { + throw new src_ParseError("\\tag works only in display equations"); + } + + tree = [{ + type: "tag", + mode: "text", + body: tree, + tag: parser.subparse([new Token("\\df@tag")]) + }]; + } + + return tree; +}; + +/* harmony default export */ var src_parseTree = (parseTree); +;// CONCATENATED MODULE: ./katex.js +/* eslint no-console:0 */ + +/** + * This is the main entry point for KaTeX. Here, we expose functions for + * rendering expressions either to DOM nodes or to markup strings. + * + * We also expose the ParseError class to check if errors thrown from KaTeX are + * errors in the expression, or errors in javascript handling. + */ + + + + + + + + + + + +/** + * Parse and build an expression, and place that expression in the DOM node + * given. + */ +var render = function render(expression, baseNode, options) { + baseNode.textContent = ""; + var node = renderToDomTree(expression, options).toNode(); + baseNode.appendChild(node); +}; // KaTeX's styles don't work properly in quirks mode. Print out an error, and +// disable rendering. + + +if (typeof document !== "undefined") { + if (document.compatMode !== "CSS1Compat") { + typeof console !== "undefined" && console.warn("Warning: KaTeX doesn't work in quirks mode. Make sure your " + "website has a suitable doctype."); + + render = function render() { + throw new src_ParseError("KaTeX doesn't work in quirks mode."); + }; + } +} +/** + * Parse and build an expression, and return the markup for that. + */ + + +var renderToString = function renderToString(expression, options) { + var markup = renderToDomTree(expression, options).toMarkup(); + return markup; +}; +/** + * Parse an expression and return the parse tree. + */ + + +var generateParseTree = function generateParseTree(expression, options) { + var settings = new Settings(options); + return src_parseTree(expression, settings); +}; +/** + * If the given error is a KaTeX ParseError and options.throwOnError is false, + * renders the invalid LaTeX as a span with hover title giving the KaTeX + * error message. Otherwise, simply throws the error. + */ + + +var renderError = function renderError(error, expression, options) { + if (options.throwOnError || !(error instanceof src_ParseError)) { + throw error; + } + + var node = buildCommon.makeSpan(["katex-error"], [new SymbolNode(expression)]); + node.setAttribute("title", error.toString()); + node.setAttribute("style", "color:" + options.errorColor); + return node; +}; +/** + * Generates and returns the katex build tree. This is used for advanced + * use cases (like rendering to custom output). + */ + + +var renderToDomTree = function renderToDomTree(expression, options) { + var settings = new Settings(options); + + try { + var tree = src_parseTree(expression, settings); + return buildTree(tree, expression, settings); + } catch (error) { + return renderError(error, expression, settings); + } +}; +/** + * Generates and returns the katex build tree, with just HTML (no MathML). + * This is used for advanced use cases (like rendering to custom output). + */ + + +var renderToHTMLTree = function renderToHTMLTree(expression, options) { + var settings = new Settings(options); + + try { + var tree = src_parseTree(expression, settings); + return buildHTMLTree(tree, expression, settings); + } catch (error) { + return renderError(error, expression, settings); + } +}; + +/* harmony default export */ var katex = ({ + /** + * Current KaTeX version + */ + version: "0.16.8", + + /** + * Renders the given LaTeX into an HTML+MathML combination, and adds + * it as a child to the specified DOM node. + */ + render: render, + + /** + * Renders the given LaTeX into an HTML+MathML combination string, + * for sending to the client. + */ + renderToString: renderToString, + + /** + * KaTeX error, usually during parsing. + */ + ParseError: src_ParseError, + + /** + * The shema of Settings + */ + SETTINGS_SCHEMA: SETTINGS_SCHEMA, + + /** + * Parses the given LaTeX into KaTeX's internal parse tree structure, + * without rendering to HTML or MathML. + * + * NOTE: This method is not currently recommended for public use. + * The internal tree representation is unstable and is very likely + * to change. Use at your own risk. + */ + __parse: generateParseTree, + + /** + * Renders the given LaTeX into an HTML+MathML internal DOM tree + * representation, without flattening that representation to a string. + * + * NOTE: This method is not currently recommended for public use. + * The internal tree representation is unstable and is very likely + * to change. Use at your own risk. + */ + __renderToDomTree: renderToDomTree, + + /** + * Renders the given LaTeX into an HTML internal DOM tree representation, + * without MathML and without flattening that representation to a string. + * + * NOTE: This method is not currently recommended for public use. + * The internal tree representation is unstable and is very likely + * to change. Use at your own risk. + */ + __renderToHTMLTree: renderToHTMLTree, + + /** + * extends internal font metrics object with a new object + * each key in the new object represents a font name + */ + __setFontMetrics: setFontMetrics, + + /** + * adds a new symbol to builtin symbols table + */ + __defineSymbol: defineSymbol, + + /** + * adds a new function to builtin function list, + * which directly produce parse tree elements + * and have their own html/mathml builders + */ + __defineFunction: defineFunction, + + /** + * adds a new macro to builtin macro list + */ + __defineMacro: defineMacro, + + /** + * Expose the dom tree node types, which can be useful for type checking nodes. + * + * NOTE: This method is not currently recommended for public use. + * The internal tree representation is unstable and is very likely + * to change. Use at your own risk. + */ + __domTree: { + Span: Span, + Anchor: Anchor, + SymbolNode: SymbolNode, + SvgNode: SvgNode, + PathNode: PathNode, + LineNode: LineNode + } +}); +;// CONCATENATED MODULE: ./katex.webpack.js +/** + * This is the webpack entry point for KaTeX. As ECMAScript, flow[1] and jest[2] + * doesn't support CSS modules natively, a separate entry point is used and + * it is not flowtyped. + * + * [1] https://gist.github.com/lambdahands/d19e0da96285b749f0ef + * [2] https://facebook.github.io/jest/docs/en/webpack.html + */ + + +/* harmony default export */ var katex_webpack = (katex); +__webpack_exports__ = __webpack_exports__["default"]; +/******/ return __webpack_exports__; +/******/ })() +; +}); \ No newline at end of file diff --git a/themes/red/assets/js/three.js b/themes/red/assets/js/three.js new file mode 100644 index 0000000..530316d --- /dev/null +++ b/themes/red/assets/js/three.js @@ -0,0 +1,51658 @@ +console.warn( 'Scripts "build/three.js" and "build/three.min.js" are deprecated with r150+, and will be removed with r160. Please use ES Modules or alternatives: https://threejs.org/docs/index.html#manual/en/introduction/Installation' ); +/** + * @license + * Copyright 2010-2023 Three.js Authors + * SPDX-License-Identifier: MIT + */ +(function (global, factory) { + typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : + typeof define === 'function' && define.amd ? define(['exports'], factory) : + (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.THREE = {})); +})(this, (function (exports) { 'use strict'; + + const REVISION = '154'; + + const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; + const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; + const CullFaceNone = 0; + const CullFaceBack = 1; + const CullFaceFront = 2; + const CullFaceFrontBack = 3; + const BasicShadowMap = 0; + const PCFShadowMap = 1; + const PCFSoftShadowMap = 2; + const VSMShadowMap = 3; + const FrontSide = 0; + const BackSide = 1; + const DoubleSide = 2; + const TwoPassDoubleSide = 2; // r149 + const NoBlending = 0; + const NormalBlending = 1; + const AdditiveBlending = 2; + const SubtractiveBlending = 3; + const MultiplyBlending = 4; + const CustomBlending = 5; + const AddEquation = 100; + const SubtractEquation = 101; + const ReverseSubtractEquation = 102; + const MinEquation = 103; + const MaxEquation = 104; + const ZeroFactor = 200; + const OneFactor = 201; + const SrcColorFactor = 202; + const OneMinusSrcColorFactor = 203; + const SrcAlphaFactor = 204; + const OneMinusSrcAlphaFactor = 205; + const DstAlphaFactor = 206; + const OneMinusDstAlphaFactor = 207; + const DstColorFactor = 208; + const OneMinusDstColorFactor = 209; + const SrcAlphaSaturateFactor = 210; + const NeverDepth = 0; + const AlwaysDepth = 1; + const LessDepth = 2; + const LessEqualDepth = 3; + const EqualDepth = 4; + const GreaterEqualDepth = 5; + const GreaterDepth = 6; + const NotEqualDepth = 7; + const MultiplyOperation = 0; + const MixOperation = 1; + const AddOperation = 2; + const NoToneMapping = 0; + const LinearToneMapping = 1; + const ReinhardToneMapping = 2; + const CineonToneMapping = 3; + const ACESFilmicToneMapping = 4; + const CustomToneMapping = 5; + + const UVMapping = 300; + const CubeReflectionMapping = 301; + const CubeRefractionMapping = 302; + const EquirectangularReflectionMapping = 303; + const EquirectangularRefractionMapping = 304; + const CubeUVReflectionMapping = 306; + const RepeatWrapping = 1000; + const ClampToEdgeWrapping = 1001; + const MirroredRepeatWrapping = 1002; + const NearestFilter = 1003; + const NearestMipmapNearestFilter = 1004; + const NearestMipMapNearestFilter = 1004; + const NearestMipmapLinearFilter = 1005; + const NearestMipMapLinearFilter = 1005; + const LinearFilter = 1006; + const LinearMipmapNearestFilter = 1007; + const LinearMipMapNearestFilter = 1007; + const LinearMipmapLinearFilter = 1008; + const LinearMipMapLinearFilter = 1008; + const UnsignedByteType = 1009; + const ByteType = 1010; + const ShortType = 1011; + const UnsignedShortType = 1012; + const IntType = 1013; + const UnsignedIntType = 1014; + const FloatType = 1015; + const HalfFloatType = 1016; + const UnsignedShort4444Type = 1017; + const UnsignedShort5551Type = 1018; + const UnsignedInt248Type = 1020; + const AlphaFormat = 1021; + const RGBAFormat = 1023; + const LuminanceFormat = 1024; + const LuminanceAlphaFormat = 1025; + const DepthFormat = 1026; + const DepthStencilFormat = 1027; + const RedFormat = 1028; + const RedIntegerFormat = 1029; + const RGFormat = 1030; + const RGIntegerFormat = 1031; + const RGBAIntegerFormat = 1033; + + const RGB_S3TC_DXT1_Format = 33776; + const RGBA_S3TC_DXT1_Format = 33777; + const RGBA_S3TC_DXT3_Format = 33778; + const RGBA_S3TC_DXT5_Format = 33779; + const RGB_PVRTC_4BPPV1_Format = 35840; + const RGB_PVRTC_2BPPV1_Format = 35841; + const RGBA_PVRTC_4BPPV1_Format = 35842; + const RGBA_PVRTC_2BPPV1_Format = 35843; + const RGB_ETC1_Format = 36196; + const RGB_ETC2_Format = 37492; + const RGBA_ETC2_EAC_Format = 37496; + const RGBA_ASTC_4x4_Format = 37808; + const RGBA_ASTC_5x4_Format = 37809; + const RGBA_ASTC_5x5_Format = 37810; + const RGBA_ASTC_6x5_Format = 37811; + const RGBA_ASTC_6x6_Format = 37812; + const RGBA_ASTC_8x5_Format = 37813; + const RGBA_ASTC_8x6_Format = 37814; + const RGBA_ASTC_8x8_Format = 37815; + const RGBA_ASTC_10x5_Format = 37816; + const RGBA_ASTC_10x6_Format = 37817; + const RGBA_ASTC_10x8_Format = 37818; + const RGBA_ASTC_10x10_Format = 37819; + const RGBA_ASTC_12x10_Format = 37820; + const RGBA_ASTC_12x12_Format = 37821; + const RGBA_BPTC_Format = 36492; + const RED_RGTC1_Format = 36283; + const SIGNED_RED_RGTC1_Format = 36284; + const RED_GREEN_RGTC2_Format = 36285; + const SIGNED_RED_GREEN_RGTC2_Format = 36286; + const LoopOnce = 2200; + const LoopRepeat = 2201; + const LoopPingPong = 2202; + const InterpolateDiscrete = 2300; + const InterpolateLinear = 2301; + const InterpolateSmooth = 2302; + const ZeroCurvatureEnding = 2400; + const ZeroSlopeEnding = 2401; + const WrapAroundEnding = 2402; + const NormalAnimationBlendMode = 2500; + const AdditiveAnimationBlendMode = 2501; + const TrianglesDrawMode = 0; + const TriangleStripDrawMode = 1; + const TriangleFanDrawMode = 2; + /** @deprecated Use LinearSRGBColorSpace or NoColorSpace in three.js r152+. */ + const LinearEncoding = 3000; + /** @deprecated Use SRGBColorSpace in three.js r152+. */ + const sRGBEncoding = 3001; + const BasicDepthPacking = 3200; + const RGBADepthPacking = 3201; + const TangentSpaceNormalMap = 0; + const ObjectSpaceNormalMap = 1; + + // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available. + const NoColorSpace = ''; + const SRGBColorSpace = 'srgb'; + const LinearSRGBColorSpace = 'srgb-linear'; + const DisplayP3ColorSpace = 'display-p3'; + + const ZeroStencilOp = 0; + const KeepStencilOp = 7680; + const ReplaceStencilOp = 7681; + const IncrementStencilOp = 7682; + const DecrementStencilOp = 7683; + const IncrementWrapStencilOp = 34055; + const DecrementWrapStencilOp = 34056; + const InvertStencilOp = 5386; + + const NeverStencilFunc = 512; + const LessStencilFunc = 513; + const EqualStencilFunc = 514; + const LessEqualStencilFunc = 515; + const GreaterStencilFunc = 516; + const NotEqualStencilFunc = 517; + const GreaterEqualStencilFunc = 518; + const AlwaysStencilFunc = 519; + + const NeverCompare = 512; + const LessCompare = 513; + const EqualCompare = 514; + const LessEqualCompare = 515; + const GreaterCompare = 516; + const NotEqualCompare = 517; + const GreaterEqualCompare = 518; + const AlwaysCompare = 519; + + const StaticDrawUsage = 35044; + const DynamicDrawUsage = 35048; + const StreamDrawUsage = 35040; + const StaticReadUsage = 35045; + const DynamicReadUsage = 35049; + const StreamReadUsage = 35041; + const StaticCopyUsage = 35046; + const DynamicCopyUsage = 35050; + const StreamCopyUsage = 35042; + + const GLSL1 = '100'; + const GLSL3 = '300 es'; + + const _SRGBAFormat = 1035; // fallback for WebGL 1 + + const WebGLCoordinateSystem = 2000; + const WebGPUCoordinateSystem = 2001; + + /** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + + class EventDispatcher { + + addEventListener( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + const listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + } + + hasEventListener( type, listener ) { + + if ( this._listeners === undefined ) return false; + + const listeners = this._listeners; + + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; + + } + + removeEventListener( type, listener ) { + + if ( this._listeners === undefined ) return; + + const listeners = this._listeners; + const listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + const index = listenerArray.indexOf( listener ); + + if ( index !== - 1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + } + + dispatchEvent( event ) { + + if ( this._listeners === undefined ) return; + + const listeners = this._listeners; + const listenerArray = listeners[ event.type ]; + + if ( listenerArray !== undefined ) { + + event.target = this; + + // Make a copy, in case listeners are removed while iterating. + const array = listenerArray.slice( 0 ); + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this, event ); + + } + + event.target = null; + + } + + } + + } + + const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ]; + + let _seed = 1234567; + + + const DEG2RAD = Math.PI / 180; + const RAD2DEG = 180 / Math.PI; + + // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 + function generateUUID() { + + const d0 = Math.random() * 0xffffffff | 0; + const d1 = Math.random() * 0xffffffff | 0; + const d2 = Math.random() * 0xffffffff | 0; + const d3 = Math.random() * 0xffffffff | 0; + const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + + _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + + _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + + _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; + + // .toLowerCase() here flattens concatenated strings to save heap memory space. + return uuid.toLowerCase(); + + } + + function clamp( value, min, max ) { + + return Math.max( min, Math.min( max, value ) ); + + } + + // compute euclidean modulo of m % n + // https://en.wikipedia.org/wiki/Modulo_operation + function euclideanModulo( n, m ) { + + return ( ( n % m ) + m ) % m; + + } + + // Linear mapping from range to range + function mapLinear( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + + } + + // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ + function inverseLerp( x, y, value ) { + + if ( x !== y ) { + + return ( value - x ) / ( y - x ); + + } else { + + return 0; + + } + + } + + // https://en.wikipedia.org/wiki/Linear_interpolation + function lerp( x, y, t ) { + + return ( 1 - t ) * x + t * y; + + } + + // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ + function damp( x, y, lambda, dt ) { + + return lerp( x, y, 1 - Math.exp( - lambda * dt ) ); + + } + + // https://www.desmos.com/calculator/vcsjnyz7x4 + function pingpong( x, length = 1 ) { + + return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); + + } + + // http://en.wikipedia.org/wiki/Smoothstep + function smoothstep( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * ( 3 - 2 * x ); + + } + + function smootherstep( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + + } + + // Random integer from interval + function randInt( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + + } + + // Random float from interval + function randFloat( low, high ) { + + return low + Math.random() * ( high - low ); + + } + + // Random float from <-range/2, range/2> interval + function randFloatSpread( range ) { + + return range * ( 0.5 - Math.random() ); + + } + + // Deterministic pseudo-random float in the interval [ 0, 1 ] + function seededRandom( s ) { + + if ( s !== undefined ) _seed = s; + + // Mulberry32 generator + + let t = _seed += 0x6D2B79F5; + + t = Math.imul( t ^ t >>> 15, t | 1 ); + + t ^= t + Math.imul( t ^ t >>> 7, t | 61 ); + + return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296; + + } + + function degToRad( degrees ) { + + return degrees * DEG2RAD; + + } + + function radToDeg( radians ) { + + return radians * RAD2DEG; + + } + + function isPowerOfTwo( value ) { + + return ( value & ( value - 1 ) ) === 0 && value !== 0; + + } + + function ceilPowerOfTwo( value ) { + + return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); + + } + + function floorPowerOfTwo( value ) { + + return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); + + } + + function setQuaternionFromProperEuler( q, a, b, c, order ) { + + // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles + + // rotations are applied to the axes in the order specified by 'order' + // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' + // angles are in radians + + const cos = Math.cos; + const sin = Math.sin; + + const c2 = cos( b / 2 ); + const s2 = sin( b / 2 ); + + const c13 = cos( ( a + c ) / 2 ); + const s13 = sin( ( a + c ) / 2 ); + + const c1_3 = cos( ( a - c ) / 2 ); + const s1_3 = sin( ( a - c ) / 2 ); + + const c3_1 = cos( ( c - a ) / 2 ); + const s3_1 = sin( ( c - a ) / 2 ); + + switch ( order ) { + + case 'XYX': + q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); + break; + + case 'YZY': + q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); + break; + + case 'ZXZ': + q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); + break; + + case 'XZX': + q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); + break; + + case 'YXY': + q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); + break; + + case 'ZYZ': + q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); + break; + + default: + console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); + + } + + } + + function denormalize( value, array ) { + + switch ( array.constructor ) { + + case Float32Array: + + return value; + + case Uint32Array: + + return value / 4294967295.0; + + case Uint16Array: + + return value / 65535.0; + + case Uint8Array: + + return value / 255.0; + + case Int32Array: + + return Math.max( value / 2147483647.0, - 1.0 ); + + case Int16Array: + + return Math.max( value / 32767.0, - 1.0 ); + + case Int8Array: + + return Math.max( value / 127.0, - 1.0 ); + + default: + + throw new Error( 'Invalid component type.' ); + + } + + } + + function normalize( value, array ) { + + switch ( array.constructor ) { + + case Float32Array: + + return value; + + case Uint32Array: + + return Math.round( value * 4294967295.0 ); + + case Uint16Array: + + return Math.round( value * 65535.0 ); + + case Uint8Array: + + return Math.round( value * 255.0 ); + + case Int32Array: + + return Math.round( value * 2147483647.0 ); + + case Int16Array: + + return Math.round( value * 32767.0 ); + + case Int8Array: + + return Math.round( value * 127.0 ); + + default: + + throw new Error( 'Invalid component type.' ); + + } + + } + + const MathUtils = { + DEG2RAD: DEG2RAD, + RAD2DEG: RAD2DEG, + generateUUID: generateUUID, + clamp: clamp, + euclideanModulo: euclideanModulo, + mapLinear: mapLinear, + inverseLerp: inverseLerp, + lerp: lerp, + damp: damp, + pingpong: pingpong, + smoothstep: smoothstep, + smootherstep: smootherstep, + randInt: randInt, + randFloat: randFloat, + randFloatSpread: randFloatSpread, + seededRandom: seededRandom, + degToRad: degToRad, + radToDeg: radToDeg, + isPowerOfTwo: isPowerOfTwo, + ceilPowerOfTwo: ceilPowerOfTwo, + floorPowerOfTwo: floorPowerOfTwo, + setQuaternionFromProperEuler: setQuaternionFromProperEuler, + normalize: normalize, + denormalize: denormalize + }; + + class Vector2 { + + constructor( x = 0, y = 0 ) { + + Vector2.prototype.isVector2 = true; + + this.x = x; + this.y = y; + + } + + get width() { + + return this.x; + + } + + set width( value ) { + + this.x = value; + + } + + get height() { + + return this.y; + + } + + set height( value ) { + + this.y = value; + + } + + set( x, y ) { + + this.x = x; + this.y = y; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + } + + add( v ) { + + this.x += v.x; + this.y += v.y; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + } + + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + + return this; + + } + + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + applyMatrix3( m ) { + + const x = this.x, y = this.y; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; + + return this; + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + } + + roundToZero() { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y; + + } + + cross( v ) { + + return this.x * v.y - this.y * v.x; + + } + + lengthSq() { + + return this.x * this.x + this.y * this.y; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + angle() { + + // computes the angle in radians with respect to the positive x-axis + + const angle = Math.atan2( - this.y, - this.x ) + Math.PI; + + return angle; + + } + + angleTo( v ) { + + const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + + if ( denominator === 0 ) return Math.PI / 2; + + const theta = this.dot( v ) / denominator; + + // clamp, to handle numerical problems + + return Math.acos( clamp( theta, - 1, 1 ) ); + + } + + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + distanceToSquared( v ) { + + const dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + } + + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + + return this; + + } + + rotateAround( center, angle ) { + + const c = Math.cos( angle ), s = Math.sin( angle ); + + const x = this.x - center.x; + const y = this.y - center.y; + + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + + } + + } + + class Matrix3 { + + constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + Matrix3.prototype.isMatrix3 = true; + + this.elements = [ + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ); + + } + + } + + set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + + return this; + + } + + identity() { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + } + + copy( m ) { + + const te = this.elements; + const me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; + te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; + te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; + + return this; + + } + + extractBasis( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrix3Column( this, 0 ); + yAxis.setFromMatrix3Column( this, 1 ); + zAxis.setFromMatrix3Column( this, 2 ); + + return this; + + } + + setFromMatrix4( m ) { + + const me = m.elements; + + this.set( + + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] + + ); + + return this; + + } + + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + multiplyMatrices( a, b ) { + + const ae = a.elements; + const be = b.elements; + const te = this.elements; + + const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; + const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; + const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; + + const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; + const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; + const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; + te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; + te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; + te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; + te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; + te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; + te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; + + return this; + + } + + multiplyScalar( s ) { + + const te = this.elements; + + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + + return this; + + } + + determinant() { + + const te = this.elements; + + const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + + } + + invert() { + + const te = this.elements, + + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], + n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], + n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], + + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + + det = n11 * t11 + n21 * t12 + n31 * t13; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + const detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + + return this; + + } + + transpose() { + + let tmp; + const m = this.elements; + + tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; + tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; + tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; + + return this; + + } + + getNormalMatrix( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).invert().transpose(); + + } + + transposeIntoArray( r ) { + + const m = this.elements; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + } + + setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { + + const c = Math.cos( rotation ); + const s = Math.sin( rotation ); + + this.set( + sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, + - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, + 0, 0, 1 + ); + + return this; + + } + + // + + scale( sx, sy ) { + + this.premultiply( _m3.makeScale( sx, sy ) ); + + return this; + + } + + rotate( theta ) { + + this.premultiply( _m3.makeRotation( - theta ) ); + + return this; + + } + + translate( tx, ty ) { + + this.premultiply( _m3.makeTranslation( tx, ty ) ); + + return this; + + } + + // for 2D Transforms + + makeTranslation( x, y ) { + + if ( x.isVector2 ) { + + this.set( + + 1, 0, x.x, + 0, 1, x.y, + 0, 0, 1 + + ); + + } else { + + this.set( + + 1, 0, x, + 0, 1, y, + 0, 0, 1 + + ); + + } + + return this; + + } + + makeRotation( theta ) { + + // counterclockwise + + const c = Math.cos( theta ); + const s = Math.sin( theta ); + + this.set( + + c, - s, 0, + s, c, 0, + 0, 0, 1 + + ); + + return this; + + } + + makeScale( x, y ) { + + this.set( + + x, 0, 0, + 0, y, 0, + 0, 0, 1 + + ); + + return this; + + } + + // + + equals( matrix ) { + + const te = this.elements; + const me = matrix.elements; + + for ( let i = 0; i < 9; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + } + + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; + + return array; + + } + + clone() { + + return new this.constructor().fromArray( this.elements ); + + } + + } + + const _m3 = /*@__PURE__*/ new Matrix3(); + + function arrayNeedsUint32( array ) { + + // assumes larger values usually on last + + for ( let i = array.length - 1; i >= 0; -- i ) { + + if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 + + } + + return false; + + } + + const TYPED_ARRAYS = { + Int8Array: Int8Array, + Uint8Array: Uint8Array, + Uint8ClampedArray: Uint8ClampedArray, + Int16Array: Int16Array, + Uint16Array: Uint16Array, + Int32Array: Int32Array, + Uint32Array: Uint32Array, + Float32Array: Float32Array, + Float64Array: Float64Array + }; + + function getTypedArray( type, buffer ) { + + return new TYPED_ARRAYS[ type ]( buffer ); + + } + + function createElementNS( name ) { + + return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); + + } + + const _cache = {}; + + function warnOnce( message ) { + + if ( message in _cache ) return; + + _cache[ message ] = true; + + console.warn( message ); + + } + + function SRGBToLinear( c ) { + + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + + } + + function LinearToSRGB( c ) { + + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + + } + + /** + * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping + * or clipping. Based on W3C specifications for sRGB and Display P3, + * and ICC specifications for the D50 connection space. Values in/out + * are _linear_ sRGB and _linear_ Display P3. + * + * Note that both sRGB and Display P3 use the sRGB transfer functions. + * + * Reference: + * - http://www.russellcottrell.com/photo/matrixCalculator.htm + */ + + const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().fromArray( [ + 0.8224621, 0.0331941, 0.0170827, + 0.1775380, 0.9668058, 0.0723974, + - 0.0000001, 0.0000001, 0.9105199 + ] ); + + const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().fromArray( [ + 1.2249401, - 0.0420569, - 0.0196376, + - 0.2249404, 1.0420571, - 0.0786361, + 0.0000001, 0.0000000, 1.0982735 + ] ); + + function DisplayP3ToLinearSRGB( color ) { + + // Display P3 uses the sRGB transfer functions + return color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ); + + } + + function LinearSRGBToDisplayP3( color ) { + + // Display P3 uses the sRGB transfer functions + return color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(); + + } + + // Conversions from to Linear-sRGB reference space. + const TO_LINEAR = { + [ LinearSRGBColorSpace ]: ( color ) => color, + [ SRGBColorSpace ]: ( color ) => color.convertSRGBToLinear(), + [ DisplayP3ColorSpace ]: DisplayP3ToLinearSRGB, + }; + + // Conversions to from Linear-sRGB reference space. + const FROM_LINEAR = { + [ LinearSRGBColorSpace ]: ( color ) => color, + [ SRGBColorSpace ]: ( color ) => color.convertLinearToSRGB(), + [ DisplayP3ColorSpace ]: LinearSRGBToDisplayP3, + }; + + const ColorManagement = { + + enabled: true, + + get legacyMode() { + + console.warn( 'THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150.' ); + + return ! this.enabled; + + }, + + set legacyMode( legacyMode ) { + + console.warn( 'THREE.ColorManagement: .legacyMode=false renamed to .enabled=true in r150.' ); + + this.enabled = ! legacyMode; + + }, + + get workingColorSpace() { + + return LinearSRGBColorSpace; + + }, + + set workingColorSpace( colorSpace ) { + + console.warn( 'THREE.ColorManagement: .workingColorSpace is readonly.' ); + + }, + + convert: function ( color, sourceColorSpace, targetColorSpace ) { + + if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) { + + return color; + + } + + const sourceToLinear = TO_LINEAR[ sourceColorSpace ]; + const targetFromLinear = FROM_LINEAR[ targetColorSpace ]; + + if ( sourceToLinear === undefined || targetFromLinear === undefined ) { + + throw new Error( `Unsupported color space conversion, "${ sourceColorSpace }" to "${ targetColorSpace }".` ); + + } + + return targetFromLinear( sourceToLinear( color ) ); + + }, + + fromWorkingColorSpace: function ( color, targetColorSpace ) { + + return this.convert( color, this.workingColorSpace, targetColorSpace ); + + }, + + toWorkingColorSpace: function ( color, sourceColorSpace ) { + + return this.convert( color, sourceColorSpace, this.workingColorSpace ); + + }, + + }; + + let _canvas; + + class ImageUtils { + + static getDataURL( image ) { + + if ( /^data:/i.test( image.src ) ) { + + return image.src; + + } + + if ( typeof HTMLCanvasElement === 'undefined' ) { + + return image.src; + + } + + let canvas; + + if ( image instanceof HTMLCanvasElement ) { + + canvas = image; + + } else { + + if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' ); + + _canvas.width = image.width; + _canvas.height = image.height; + + const context = _canvas.getContext( '2d' ); + + if ( image instanceof ImageData ) { + + context.putImageData( image, 0, 0 ); + + } else { + + context.drawImage( image, 0, 0, image.width, image.height ); + + } + + canvas = _canvas; + + } + + if ( canvas.width > 2048 || canvas.height > 2048 ) { + + console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image ); + + return canvas.toDataURL( 'image/jpeg', 0.6 ); + + } else { + + return canvas.toDataURL( 'image/png' ); + + } + + } + + static sRGBToLinear( image ) { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + const canvas = createElementNS( 'canvas' ); + + canvas.width = image.width; + canvas.height = image.height; + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, image.width, image.height ); + + const imageData = context.getImageData( 0, 0, image.width, image.height ); + const data = imageData.data; + + for ( let i = 0; i < data.length; i ++ ) { + + data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255; + + } + + context.putImageData( imageData, 0, 0 ); + + return canvas; + + } else if ( image.data ) { + + const data = image.data.slice( 0 ); + + for ( let i = 0; i < data.length; i ++ ) { + + if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) { + + data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 ); + + } else { + + // assuming float + + data[ i ] = SRGBToLinear( data[ i ] ); + + } + + } + + return { + data: data, + width: image.width, + height: image.height + }; + + } else { + + console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' ); + return image; + + } + + } + + } + + let sourceId = 0; + + class Source { + + constructor( data = null ) { + + this.isSource = true; + + Object.defineProperty( this, 'id', { value: sourceId ++ } ); + + this.uuid = generateUUID(); + + this.data = data; + + this.version = 0; + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) { + + return meta.images[ this.uuid ]; + + } + + const output = { + uuid: this.uuid, + url: '' + }; + + const data = this.data; + + if ( data !== null ) { + + let url; + + if ( Array.isArray( data ) ) { + + // cube texture + + url = []; + + for ( let i = 0, l = data.length; i < l; i ++ ) { + + if ( data[ i ].isDataTexture ) { + + url.push( serializeImage( data[ i ].image ) ); + + } else { + + url.push( serializeImage( data[ i ] ) ); + + } + + } + + } else { + + // texture + + url = serializeImage( data ); + + } + + output.url = url; + + } + + if ( ! isRootObject ) { + + meta.images[ this.uuid ] = output; + + } + + return output; + + } + + } + + function serializeImage( image ) { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + // default images + + return ImageUtils.getDataURL( image ); + + } else { + + if ( image.data ) { + + // images of DataTexture + + return { + data: Array.from( image.data ), + width: image.width, + height: image.height, + type: image.data.constructor.name + }; + + } else { + + console.warn( 'THREE.Texture: Unable to serialize Texture.' ); + return {}; + + } + + } + + } + + let textureId = 0; + + class Texture extends EventDispatcher { + + constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) { + + super(); + + this.isTexture = true; + + Object.defineProperty( this, 'id', { value: textureId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + + this.source = new Source( image ); + this.mipmaps = []; + + this.mapping = mapping; + this.channel = 0; + + this.wrapS = wrapS; + this.wrapT = wrapT; + + this.magFilter = magFilter; + this.minFilter = minFilter; + + this.anisotropy = anisotropy; + + this.format = format; + this.internalFormat = null; + this.type = type; + + this.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.center = new Vector2( 0, 0 ); + this.rotation = 0; + + this.matrixAutoUpdate = true; + this.matrix = new Matrix3(); + + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + + if ( typeof colorSpace === 'string' ) { + + this.colorSpace = colorSpace; + + } else { // @deprecated, r152 + + warnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' ); + this.colorSpace = colorSpace === sRGBEncoding ? SRGBColorSpace : NoColorSpace; + + } + + + this.userData = {}; + + this.version = 0; + this.onUpdate = null; + + this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not + this.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures) + + } + + get image() { + + return this.source.data; + + } + + set image( value = null ) { + + this.source.data = value; + + } + + updateMatrix() { + + this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.name = source.name; + + this.source = source.source; + this.mipmaps = source.mipmaps.slice( 0 ); + + this.mapping = source.mapping; + this.channel = source.channel; + + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; + + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; + + this.anisotropy = source.anisotropy; + + this.format = source.format; + this.internalFormat = source.internalFormat; + this.type = source.type; + + this.offset.copy( source.offset ); + this.repeat.copy( source.repeat ); + this.center.copy( source.center ); + this.rotation = source.rotation; + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrix.copy( source.matrix ); + + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.colorSpace = source.colorSpace; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + this.needsUpdate = true; + + return this; + + } + + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { + + return meta.textures[ this.uuid ]; + + } + + const output = { + + metadata: { + version: 4.6, + type: 'Texture', + generator: 'Texture.toJSON' + }, + + uuid: this.uuid, + name: this.name, + + image: this.source.toJSON( meta ).uuid, + + mapping: this.mapping, + channel: this.channel, + + repeat: [ this.repeat.x, this.repeat.y ], + offset: [ this.offset.x, this.offset.y ], + center: [ this.center.x, this.center.y ], + rotation: this.rotation, + + wrap: [ this.wrapS, this.wrapT ], + + format: this.format, + internalFormat: this.internalFormat, + type: this.type, + colorSpace: this.colorSpace, + + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, + + flipY: this.flipY, + + generateMipmaps: this.generateMipmaps, + premultiplyAlpha: this.premultiplyAlpha, + unpackAlignment: this.unpackAlignment + + }; + + if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData; + + if ( ! isRootObject ) { + + meta.textures[ this.uuid ] = output; + + } + + return output; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + transformUv( uv ) { + + if ( this.mapping !== UVMapping ) return uv; + + uv.applyMatrix3( this.matrix ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + + uv.x = Math.ceil( uv.x ) - uv.x; + + } else { + + uv.x = uv.x - Math.floor( uv.x ); + + } + + break; + + } + + } + + if ( uv.y < 0 || uv.y > 1 ) { + + switch ( this.wrapT ) { + + case RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + + uv.y = Math.ceil( uv.y ) - uv.y; + + } else { + + uv.y = uv.y - Math.floor( uv.y ); + + } + + break; + + } + + } + + if ( this.flipY ) { + + uv.y = 1 - uv.y; + + } + + return uv; + + } + + set needsUpdate( value ) { + + if ( value === true ) { + + this.version ++; + this.source.needsUpdate = true; + + } + + } + + get encoding() { // @deprecated, r152 + + warnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' ); + return this.colorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding; + + } + + set encoding( encoding ) { // @deprecated, r152 + + warnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' ); + this.colorSpace = encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace; + + } + + } + + Texture.DEFAULT_IMAGE = null; + Texture.DEFAULT_MAPPING = UVMapping; + Texture.DEFAULT_ANISOTROPY = 1; + + class Vector4 { + + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + Vector4.prototype.isVector4 = true; + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + } + + get width() { + + return this.z; + + } + + set width( value ) { + + this.z = value; + + } + + get height() { + + return this.w; + + } + + set height( value ) { + + this.w = value; + + } + + set( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setZ( z ) { + + this.z = z; + + return this; + + } + + setW( w ) { + + this.w = w; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + case 3: this.w = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + } + + add( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; + + return this; + + } + + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + this.w *= v.w; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + } + + applyMatrix4( m ) { + + const x = this.x, y = this.y, z = this.z, w = this.w; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + setAxisAngleFromQuaternion( q ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + const s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + } + + setAxisAngleFromRotationMatrix( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + let angle, x, y, z; // variables for result + const epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) && + ( Math.abs( m13 - m31 ) < epsilon ) && + ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && + ( Math.abs( m13 + m31 ) < epsilon2 ) && + ( Math.abs( m23 + m32 ) < epsilon2 ) && + ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + const xx = ( m11 + 1 ) / 2; + const yy = ( m22 + 1 ) / 2; + const zz = ( m33 + 1 ) / 2; + const xy = ( m12 + m21 ) / 4; + const xz = ( m13 + m31 ) / 4; + const yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { + + // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { + + // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { + + // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( this.w, v.w ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + this.w = Math.max( min.w, Math.min( max.w, this.w ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); + this.w = Math.max( minVal, Math.min( maxVal, this.w ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + } + + roundToZero() { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + } + + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + this.w = v1.w + ( v2.w - v1.w ) * alpha; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + this.w = Math.random(); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + yield this.z; + yield this.w; + + } + + } + + /* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers + */ + class WebGLRenderTarget extends EventDispatcher { + + constructor( width = 1, height = 1, options = {} ) { + + super(); + + this.isWebGLRenderTarget = true; + + this.width = width; + this.height = height; + this.depth = 1; + + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new Vector4( 0, 0, width, height ); + + const image = { width: width, height: height, depth: 1 }; + + if ( options.encoding !== undefined ) { + + // @deprecated, r152 + warnOnce( 'THREE.WebGLRenderTarget: option.encoding has been replaced by option.colorSpace.' ); + options.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace; + + } + + this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace ); + this.texture.isRenderTargetTexture = true; + + this.texture.flipY = false; + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.internalFormat = options.internalFormat !== undefined ? options.internalFormat : null; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false; + + this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null; + + this.samples = options.samples !== undefined ? options.samples : 0; + + } + + setSize( width, height, depth = 1 ) { + + if ( this.width !== width || this.height !== height || this.depth !== depth ) { + + this.width = width; + this.height = height; + this.depth = depth; + + this.texture.image.width = width; + this.texture.image.height = height; + this.texture.image.depth = depth; + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.width = source.width; + this.height = source.height; + this.depth = source.depth; + + this.scissor.copy( source.scissor ); + this.scissorTest = source.scissorTest; + + this.viewport.copy( source.viewport ); + + this.texture = source.texture.clone(); + this.texture.isRenderTargetTexture = true; + + // ensure image object is not shared, see #20328 + + const image = Object.assign( {}, source.texture.image ); + this.texture.source = new Source( image ); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + + if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); + + this.samples = source.samples; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } + + class DataArrayTexture extends Texture { + + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + super( null ); + + this.isDataArrayTexture = true; + + this.image = { data, width, height, depth }; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.wrapR = ClampToEdgeWrapping; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + + } + + class WebGLArrayRenderTarget extends WebGLRenderTarget { + + constructor( width = 1, height = 1, depth = 1 ) { + + super( width, height ); + + this.isWebGLArrayRenderTarget = true; + + this.depth = depth; + + this.texture = new DataArrayTexture( null, width, height, depth ); + + this.texture.isRenderTargetTexture = true; + + } + + } + + class Data3DTexture extends Texture { + + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + // We're going to add .setXXX() methods for setting properties later. + // Users can still set in DataTexture3D directly. + // + // const texture = new THREE.DataTexture3D( data, width, height, depth ); + // texture.anisotropy = 16; + // + // See #14839 + + super( null ); + + this.isData3DTexture = true; + + this.image = { data, width, height, depth }; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.wrapR = ClampToEdgeWrapping; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + + } + + class WebGL3DRenderTarget extends WebGLRenderTarget { + + constructor( width = 1, height = 1, depth = 1 ) { + + super( width, height ); + + this.isWebGL3DRenderTarget = true; + + this.depth = depth; + + this.texture = new Data3DTexture( null, width, height, depth ); + + this.texture.isRenderTargetTexture = true; + + } + + } + + class WebGLMultipleRenderTargets extends WebGLRenderTarget { + + constructor( width = 1, height = 1, count = 1, options = {} ) { + + super( width, height, options ); + + this.isWebGLMultipleRenderTargets = true; + + const texture = this.texture; + + this.texture = []; + + for ( let i = 0; i < count; i ++ ) { + + this.texture[ i ] = texture.clone(); + this.texture[ i ].isRenderTargetTexture = true; + + } + + } + + setSize( width, height, depth = 1 ) { + + if ( this.width !== width || this.height !== height || this.depth !== depth ) { + + this.width = width; + this.height = height; + this.depth = depth; + + for ( let i = 0, il = this.texture.length; i < il; i ++ ) { + + this.texture[ i ].image.width = width; + this.texture[ i ].image.height = height; + this.texture[ i ].image.depth = depth; + + } + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + return this; + + } + + copy( source ) { + + this.dispose(); + + this.width = source.width; + this.height = source.height; + this.depth = source.depth; + + this.scissor.copy( source.scissor ); + this.scissorTest = source.scissorTest; + + this.viewport.copy( source.viewport ); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + + if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); + + this.texture.length = 0; + + for ( let i = 0, il = source.texture.length; i < il; i ++ ) { + + this.texture[ i ] = source.texture[ i ].clone(); + this.texture[ i ].isRenderTargetTexture = true; + + } + + return this; + + } + + } + + class Quaternion { + + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + this.isQuaternion = true; + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + } + + static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + // fuzz-free, array-based Quaternion SLERP operation + + let x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ]; + + const x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( t === 0 ) { + + dst[ dstOffset + 0 ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + return; + + } + + if ( t === 1 ) { + + dst[ dstOffset + 0 ] = x1; + dst[ dstOffset + 1 ] = y1; + dst[ dstOffset + 2 ] = z1; + dst[ dstOffset + 3 ] = w1; + return; + + } + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + let s = 1 - t; + const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; + + // Skip the Slerp for tiny steps to avoid numeric problems: + if ( sqrSin > Number.EPSILON ) { + + const sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); + + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; + + } + + const tDir = t * dir; + + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; + + // Normalize in case we just did a lerp: + if ( s === 1 - t ) { + + const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + + } + + } + + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + + } + + static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { + + const x0 = src0[ srcOffset0 ]; + const y0 = src0[ srcOffset0 + 1 ]; + const z0 = src0[ srcOffset0 + 2 ]; + const w0 = src0[ srcOffset0 + 3 ]; + + const x1 = src1[ srcOffset1 ]; + const y1 = src1[ srcOffset1 + 1 ]; + const z1 = src1[ srcOffset1 + 2 ]; + const w1 = src1[ srcOffset1 + 3 ]; + + dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; + dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; + dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; + dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; + + return dst; + + } + + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + get w() { + + return this._w; + + } + + set w( value ) { + + this._w = value; + this._onChangeCallback(); + + } + + set( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this._onChangeCallback(); + + return this; + + } + + clone() { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + } + + copy( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this._onChangeCallback(); + + return this; + + } + + setFromEuler( euler, update ) { + + const x = euler._x, y = euler._y, z = euler._z, order = euler._order; + + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m + + const cos = Math.cos; + const sin = Math.sin; + + const c1 = cos( x / 2 ); + const c2 = cos( y / 2 ); + const c3 = cos( z / 2 ); + + const s1 = sin( x / 2 ); + const s2 = sin( y / 2 ); + const s3 = sin( z / 2 ); + + switch ( order ) { + + case 'XYZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'YXZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'ZXY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'ZYX': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'YZX': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'XZY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + default: + console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); + + } + + if ( update !== false ) this._onChangeCallback(); + + return this; + + } + + setFromAxisAngle( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + // assumes axis is normalized + + const halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this._onChangeCallback(); + + return this; + + } + + setFromRotationMatrix( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + const te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33; + + if ( trace > 0 ) { + + const s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; + + } + + this._onChangeCallback(); + + return this; + + } + + setFromUnitVectors( vFrom, vTo ) { + + // assumes direction vectors vFrom and vTo are normalized + + let r = vFrom.dot( vTo ) + 1; + + if ( r < Number.EPSILON ) { + + // vFrom and vTo point in opposite directions + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + this._x = - vFrom.y; + this._y = vFrom.x; + this._z = 0; + this._w = r; + + } else { + + this._x = 0; + this._y = - vFrom.z; + this._z = vFrom.y; + this._w = r; + + } + + } else { + + // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 + + this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; + this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; + this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; + this._w = r; + + } + + return this.normalize(); + + } + + angleTo( q ) { + + return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) ); + + } + + rotateTowards( q, step ) { + + const angle = this.angleTo( q ); + + if ( angle === 0 ) return this; + + const t = Math.min( 1, step / angle ); + + this.slerp( q, t ); + + return this; + + } + + identity() { + + return this.set( 0, 0, 0, 1 ); + + } + + invert() { + + // quaternion is assumed to have unit length + + return this.conjugate(); + + } + + conjugate() { + + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; + + this._onChangeCallback(); + + return this; + + } + + dot( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + } + + lengthSq() { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + } + + length() { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + } + + normalize() { + + let l = this.length(); + + if ( l === 0 ) { + + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; + + } else { + + l = 1 / l; + + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; + + } + + this._onChangeCallback(); + + return this; + + } + + multiply( q ) { + + return this.multiplyQuaternions( this, q ); + + } + + premultiply( q ) { + + return this.multiplyQuaternions( q, this ); + + } + + multiplyQuaternions( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + this._onChangeCallback(); + + return this; + + } + + slerp( qb, t ) { + + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + const x = this._x, y = this._y, z = this._z, w = this._w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + + if ( cosHalfTheta < 0 ) { + + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; + + cosHalfTheta = - cosHalfTheta; + + } else { + + this.copy( qb ); + + } + + if ( cosHalfTheta >= 1.0 ) { + + this._w = w; + this._x = x; + this._y = y; + this._z = z; + + return this; + + } + + const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; + + if ( sqrSinHalfTheta <= Number.EPSILON ) { + + const s = 1 - t; + this._w = s * w + t * this._w; + this._x = s * x + t * this._x; + this._y = s * y + t * this._y; + this._z = s * z + t * this._z; + + this.normalize(); + this._onChangeCallback(); + + return this; + + } + + const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); + const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + this._w = ( w * ratioA + this._w * ratioB ); + this._x = ( x * ratioA + this._x * ratioB ); + this._y = ( y * ratioA + this._y * ratioB ); + this._z = ( z * ratioA + this._z * ratioB ); + + this._onChangeCallback(); + + return this; + + } + + slerpQuaternions( qa, qb, t ) { + + return this.copy( qa ).slerp( qb, t ); + + } + + random() { + + // Derived from http://planning.cs.uiuc.edu/node198.html + // Note, this source uses w, x, y, z ordering, + // so we swap the order below. + + const u1 = Math.random(); + const sqrt1u1 = Math.sqrt( 1 - u1 ); + const sqrtu1 = Math.sqrt( u1 ); + + const u2 = 2 * Math.PI * Math.random(); + + const u3 = 2 * Math.PI * Math.random(); + + return this.set( + sqrt1u1 * Math.cos( u2 ), + sqrtu1 * Math.sin( u3 ), + sqrtu1 * Math.cos( u3 ), + sqrt1u1 * Math.sin( u2 ), + ); + + } + + equals( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + } + + fromArray( array, offset = 0 ) { + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this._onChangeCallback(); + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this._x = attribute.getX( index ); + this._y = attribute.getY( index ); + this._z = attribute.getZ( index ); + this._w = attribute.getW( index ); + + return this; + + } + + toJSON() { + + return this.toArray(); + + } + + _onChange( callback ) { + + this._onChangeCallback = callback; + + return this; + + } + + _onChangeCallback() {} + + *[ Symbol.iterator ]() { + + yield this._x; + yield this._y; + yield this._z; + yield this._w; + + } + + } + + class Vector3 { + + constructor( x = 0, y = 0, z = 0 ) { + + Vector3.prototype.isVector3 = true; + + this.x = x; + this.y = y; + this.z = z; + + } + + set( x, y, z ) { + + if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) + + this.x = x; + this.y = y; + this.z = z; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setZ( z ) { + + this.z = z; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y, this.z ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + } + + add( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + } + + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + } + + multiplyVectors( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + } + + applyEuler( euler ) { + + return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) ); + + } + + applyAxisAngle( axis, angle ) { + + return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) ); + + } + + applyMatrix3( m ) { + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + } + + applyNormalMatrix( m ) { + + return this.applyMatrix3( m ).normalize(); + + } + + applyMatrix4( m ) { + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); + + this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; + this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; + this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; + + return this; + + } + + applyQuaternion( q ) { + + const x = this.x, y = this.y, z = this.z; + const qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // calculate quat * vector + + const ix = qw * x + qy * z - qz * y; + const iy = qw * y + qz * x - qx * z; + const iz = qw * z + qx * y - qy * x; + const iw = - qx * x - qy * y - qz * z; + + // calculate result * inverse quat + + this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; + this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; + this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; + + return this; + + } + + project( camera ) { + + return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); + + } + + unproject( camera ) { + + return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); + + } + + transformDirection( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + return this.normalize(); + + } + + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + } + + roundToZero() { + + this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); + this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); + this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + } + + // TODO lengthSquared? + + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + + return this; + + } + + cross( v ) { + + return this.crossVectors( this, v ); + + } + + crossVectors( a, b ) { + + const ax = a.x, ay = a.y, az = a.z; + const bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + } + + projectOnVector( v ) { + + const denominator = v.lengthSq(); + + if ( denominator === 0 ) return this.set( 0, 0, 0 ); + + const scalar = v.dot( this ) / denominator; + + return this.copy( v ).multiplyScalar( scalar ); + + } + + projectOnPlane( planeNormal ) { + + _vector$b.copy( this ).projectOnVector( planeNormal ); + + return this.sub( _vector$b ); + + } + + reflect( normal ) { + + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + + return this.sub( _vector$b.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + } + + angleTo( v ) { + + const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + + if ( denominator === 0 ) return Math.PI / 2; + + const theta = this.dot( v ) / denominator; + + // clamp, to handle numerical problems + + return Math.acos( clamp( theta, - 1, 1 ) ); + + } + + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + distanceToSquared( v ) { + + const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + } + + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + } + + setFromSpherical( s ) { + + return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); + + } + + setFromSphericalCoords( radius, phi, theta ) { + + const sinPhiRadius = Math.sin( phi ) * radius; + + this.x = sinPhiRadius * Math.sin( theta ); + this.y = Math.cos( phi ) * radius; + this.z = sinPhiRadius * Math.cos( theta ); + + return this; + + } + + setFromCylindrical( c ) { + + return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); + + } + + setFromCylindricalCoords( radius, theta, y ) { + + this.x = radius * Math.sin( theta ); + this.y = y; + this.z = radius * Math.cos( theta ); + + return this; + + } + + setFromMatrixPosition( m ) { + + const e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + + return this; + + } + + setFromMatrixScale( m ) { + + const sx = this.setFromMatrixColumn( m, 0 ).length(); + const sy = this.setFromMatrixColumn( m, 1 ).length(); + const sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + } + + setFromMatrixColumn( m, index ) { + + return this.fromArray( m.elements, index * 4 ); + + } + + setFromMatrix3Column( m, index ) { + + return this.fromArray( m.elements, index * 3 ); + + } + + setFromEuler( e ) { + + this.x = e._x; + this.y = e._y; + this.z = e._z; + + return this; + + } + + setFromColor( c ) { + + this.x = c.r; + this.y = c.g; + this.z = c.b; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + + return this; + + } + + randomDirection() { + + // Derived from https://mathworld.wolfram.com/SpherePointPicking.html + + const u = ( Math.random() - 0.5 ) * 2; + const t = Math.random() * Math.PI * 2; + const f = Math.sqrt( 1 - u ** 2 ); + + this.x = f * Math.cos( t ); + this.y = f * Math.sin( t ); + this.z = u; + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + yield this.z; + + } + + } + + const _vector$b = /*@__PURE__*/ new Vector3(); + const _quaternion$4 = /*@__PURE__*/ new Quaternion(); + + class Box3 { + + constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { + + this.isBox3 = true; + + this.min = min; + this.max = max; + + } + + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + setFromArray( array ) { + + this.makeEmpty(); + + for ( let i = 0, il = array.length; i < il; i += 3 ) { + + this.expandByPoint( _vector$a.fromArray( array, i ) ); + + } + + return this; + + } + + setFromBufferAttribute( attribute ) { + + this.makeEmpty(); + + for ( let i = 0, il = attribute.count; i < il; i ++ ) { + + this.expandByPoint( _vector$a.fromBufferAttribute( attribute, i ) ); + + } + + return this; + + } + + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + setFromCenterAndSize( center, size ) { + + const halfSize = _vector$a.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + } + + setFromObject( object, precise = false ) { + + this.makeEmpty(); + + return this.expandByObject( object, precise ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + makeEmpty() { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + } + + isEmpty() { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + + } + + getCenter( target ) { + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + getSize( target ) { + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + expandByObject( object, precise = false ) { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + object.updateWorldMatrix( false, false ); + + if ( object.boundingBox !== undefined ) { + + if ( object.boundingBox === null ) { + + object.computeBoundingBox(); + + } + + _box$3.copy( object.boundingBox ); + _box$3.applyMatrix4( object.matrixWorld ); + + this.union( _box$3 ); + + } else { + + const geometry = object.geometry; + + if ( geometry !== undefined ) { + + if ( precise && geometry.attributes !== undefined && geometry.attributes.position !== undefined ) { + + const position = geometry.attributes.position; + for ( let i = 0, l = position.count; i < l; i ++ ) { + + _vector$a.fromBufferAttribute( position, i ).applyMatrix4( object.matrixWorld ); + this.expandByPoint( _vector$a ); + + } + + } else { + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + _box$3.copy( geometry.boundingBox ); + _box$3.applyMatrix4( object.matrixWorld ); + + this.union( _box$3 ); + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + this.expandByObject( children[ i ], precise ); + + } + + return this; + + } + + containsPoint( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y || + point.z < this.min.z || point.z > this.max.z ? false : true; + + } + + containsBox( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y && + this.min.z <= box.min.z && box.max.z <= this.max.z; + + } + + getParameter( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); + + } + + intersectsBox( box ) { + + // using 6 splitting planes to rule out intersections. + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y || + box.max.z < this.min.z || box.min.z > this.max.z ? false : true; + + } + + intersectsSphere( sphere ) { + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, _vector$a ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return _vector$a.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + intersectsPlane( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + let min, max; + + if ( plane.normal.x > 0 ) { + + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + + } else { + + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + + } + + if ( plane.normal.y > 0 ) { + + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + + } else { + + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + + } + + if ( plane.normal.z > 0 ) { + + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + + } else { + + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + + } + + return ( min <= - plane.constant && max >= - plane.constant ); + + } + + intersectsTriangle( triangle ) { + + if ( this.isEmpty() ) { + + return false; + + } + + // compute box center and extents + this.getCenter( _center ); + _extents.subVectors( this.max, _center ); + + // translate triangle to aabb origin + _v0$2.subVectors( triangle.a, _center ); + _v1$7.subVectors( triangle.b, _center ); + _v2$4.subVectors( triangle.c, _center ); + + // compute edge vectors for triangle + _f0.subVectors( _v1$7, _v0$2 ); + _f1.subVectors( _v2$4, _v1$7 ); + _f2.subVectors( _v0$2, _v2$4 ); + + // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb + // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation + // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) + let axes = [ + 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, + _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, + - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 + ]; + if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) { + + return false; + + } + + // test 3 face normals from the aabb + axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; + if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) { + + return false; + + } + + // finally testing the face normal of the triangle + // use already existing triangle edge vectors here + _triangleNormal.crossVectors( _f0, _f1 ); + axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; + + return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ); + + } + + clampPoint( point, target ) { + + return target.copy( point ).clamp( this.min, this.max ); + + } + + distanceToPoint( point ) { + + return this.clampPoint( point, _vector$a ).distanceTo( point ); + + } + + getBoundingSphere( target ) { + + if ( this.isEmpty() ) { + + target.makeEmpty(); + + } else { + + this.getCenter( target.center ); + + target.radius = this.getSize( _vector$a ).length() * 0.5; + + } + + return target; + + } + + intersect( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + } + + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + applyMatrix4( matrix ) { + + // transform of empty box is an empty box. + if ( this.isEmpty() ) return this; + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.setFromPoints( _points ); + + return this; + + } + + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + + } + + const _points = [ + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3() + ]; + + const _vector$a = /*@__PURE__*/ new Vector3(); + + const _box$3 = /*@__PURE__*/ new Box3(); + + // triangle centered vertices + + const _v0$2 = /*@__PURE__*/ new Vector3(); + const _v1$7 = /*@__PURE__*/ new Vector3(); + const _v2$4 = /*@__PURE__*/ new Vector3(); + + // triangle edge vectors + + const _f0 = /*@__PURE__*/ new Vector3(); + const _f1 = /*@__PURE__*/ new Vector3(); + const _f2 = /*@__PURE__*/ new Vector3(); + + const _center = /*@__PURE__*/ new Vector3(); + const _extents = /*@__PURE__*/ new Vector3(); + const _triangleNormal = /*@__PURE__*/ new Vector3(); + const _testAxis = /*@__PURE__*/ new Vector3(); + + function satForAxes( axes, v0, v1, v2, extents ) { + + for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { + + _testAxis.fromArray( axes, i ); + // project the aabb onto the separating axis + const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); + // project all 3 vertices of the triangle onto the separating axis + const p0 = v0.dot( _testAxis ); + const p1 = v1.dot( _testAxis ); + const p2 = v2.dot( _testAxis ); + // actual test, basically see if either of the most extreme of the triangle points intersects r + if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { + + // points of the projected triangle are outside the projected half-length of the aabb + // the axis is separating and we can exit + return false; + + } + + } + + return true; + + } + + const _box$2 = /*@__PURE__*/ new Box3(); + const _v1$6 = /*@__PURE__*/ new Vector3(); + const _v2$3 = /*@__PURE__*/ new Vector3(); + + class Sphere { + + constructor( center = new Vector3(), radius = - 1 ) { + + this.center = center; + this.radius = radius; + + } + + set( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + } + + setFromPoints( points, optionalCenter ) { + + const center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + _box$2.setFromPoints( points ).getCenter( center ); + + } + + let maxRadiusSq = 0; + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + } + + copy( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + } + + isEmpty() { + + return ( this.radius < 0 ); + + } + + makeEmpty() { + + this.center.set( 0, 0, 0 ); + this.radius = - 1; + + return this; + + } + + containsPoint( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + } + + distanceToPoint( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + } + + intersectsSphere( sphere ) { + + const radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + } + + intersectsBox( box ) { + + return box.intersectsSphere( this ); + + } + + intersectsPlane( plane ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + + } + + clampPoint( point, target ) { + + const deltaLengthSq = this.center.distanceToSquared( point ); + + target.copy( point ); + + if ( deltaLengthSq > ( this.radius * this.radius ) ) { + + target.sub( this.center ).normalize(); + target.multiplyScalar( this.radius ).add( this.center ); + + } + + return target; + + } + + getBoundingBox( target ) { + + if ( this.isEmpty() ) { + + // Empty sphere produces empty bounding box + target.makeEmpty(); + return target; + + } + + target.set( this.center, this.center ); + target.expandByScalar( this.radius ); + + return target; + + } + + applyMatrix4( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + } + + translate( offset ) { + + this.center.add( offset ); + + return this; + + } + + expandByPoint( point ) { + + if ( this.isEmpty() ) { + + this.center.copy( point ); + + this.radius = 0; + + return this; + + } + + _v1$6.subVectors( point, this.center ); + + const lengthSq = _v1$6.lengthSq(); + + if ( lengthSq > ( this.radius * this.radius ) ) { + + // calculate the minimal sphere + + const length = Math.sqrt( lengthSq ); + + const delta = ( length - this.radius ) * 0.5; + + this.center.addScaledVector( _v1$6, delta / length ); + + this.radius += delta; + + } + + return this; + + } + + union( sphere ) { + + if ( sphere.isEmpty() ) { + + return this; + + } + + if ( this.isEmpty() ) { + + this.copy( sphere ); + + return this; + + } + + if ( this.center.equals( sphere.center ) === true ) { + + this.radius = Math.max( this.radius, sphere.radius ); + + } else { + + _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius ); + + this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) ); + + this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) ); + + } + + return this; + + } + + equals( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + } + + const _vector$9 = /*@__PURE__*/ new Vector3(); + const _segCenter = /*@__PURE__*/ new Vector3(); + const _segDir = /*@__PURE__*/ new Vector3(); + const _diff = /*@__PURE__*/ new Vector3(); + + const _edge1 = /*@__PURE__*/ new Vector3(); + const _edge2 = /*@__PURE__*/ new Vector3(); + const _normal$1 = /*@__PURE__*/ new Vector3(); + + class Ray { + + constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) { + + this.origin = origin; + this.direction = direction; + + } + + set( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + } + + copy( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + } + + at( t, target ) { + + return target.copy( this.origin ).addScaledVector( this.direction, t ); + + } + + lookAt( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + } + + recast( t ) { + + this.origin.copy( this.at( t, _vector$9 ) ); + + return this; + + } + + closestPointToPoint( point, target ) { + + target.subVectors( point, this.origin ); + + const directionDistance = target.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return target.copy( this.origin ); + + } + + return target.copy( this.origin ).addScaledVector( this.direction, directionDistance ); + + } + + distanceToPoint( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + } + + distanceSqToPoint( point ) { + + const directionDistance = _vector$9.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + _vector$9.copy( this.origin ).addScaledVector( this.direction, directionDistance ); + + return _vector$9.distanceToSquared( point ); + + } + + distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + + _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + _segDir.copy( v1 ).sub( v0 ).normalize(); + _diff.copy( this.origin ).sub( _segCenter ); + + const segExtent = v0.distanceTo( v1 ) * 0.5; + const a01 = - this.direction.dot( _segDir ); + const b0 = _diff.dot( this.direction ); + const b1 = - _diff.dot( _segDir ); + const c = _diff.lengthSq(); + const det = Math.abs( 1 - a01 * a01 ); + let s0, s1, sqrDist, extDet; + + if ( det > 0 ) { + + // The ray and segment are not parallel. + + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; + + if ( s0 >= 0 ) { + + if ( s1 >= - extDet ) { + + if ( s1 <= extDet ) { + + // region 0 + // Minimum at interior points of ray and segment. + + const invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + + } else { + + // region 1 + + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + // region 5 + + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + if ( s1 <= - extDet ) { + + // region 4 + + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } else if ( s1 <= extDet ) { + + // region 3 + + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; + + } else { + + // region 2 + + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } + + } else { + + // Ray and segment are parallel. + + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + if ( optionalPointOnRay ) { + + optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 ); + + } + + return sqrDist; + + } + + intersectSphere( sphere, target ) { + + _vector$9.subVectors( sphere.center, this.origin ); + const tca = _vector$9.dot( this.direction ); + const d2 = _vector$9.dot( _vector$9 ) - tca * tca; + const radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + const thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + const t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + const t1 = tca + thc; + + // test to see if t1 is behind the ray - if so, return null + if ( t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, target ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, target ); + + } + + intersectsSphere( sphere ) { + + return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + distanceToPlane( plane ) { + + const denominator = plane.normal.dot( this.direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { + + return 0; + + } + + // Null is preferable to undefined since undefined means.... it is undefined + + return null; + + } + + const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + } + + intersectPlane( plane, target ) { + + const t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, target ); + + } + + intersectsPlane( plane ) { + + // check if the ray lies on the plane first + + const distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + const denominator = plane.normal.dot( this.direction ); + + if ( denominator * distToPoint < 0 ) { + + return true; + + } + + // ray origin is behind the plane (and is pointing behind it) + + return false; + + } + + intersectBox( box, target ) { + + let tmin, tmax, tymin, tymax, tzmin, tzmax; + + const invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + + const origin = this.origin; + + if ( invdirx >= 0 ) { + + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; + + } else { + + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; + + } + + if ( invdiry >= 0 ) { + + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; + + } else { + + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; + + } + + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + + if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin; + + if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax; + + if ( invdirz >= 0 ) { + + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; + + } else { + + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; + + } + + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + + //return point closest to the ray (positive side) + + if ( tmax < 0 ) return null; + + return this.at( tmin >= 0 ? tmin : tmax, target ); + + } + + intersectsBox( box ) { + + return this.intersectBox( box, _vector$9 ) !== null; + + } + + intersectTriangle( a, b, c, backfaceCulling, target ) { + + // Compute the offset origin, edges, and normal. + + // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + + _edge1.subVectors( b, a ); + _edge2.subVectors( c, a ); + _normal$1.crossVectors( _edge1, _edge2 ); + + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + let DdN = this.direction.dot( _normal$1 ); + let sign; + + if ( DdN > 0 ) { + + if ( backfaceCulling ) return null; + sign = 1; + + } else if ( DdN < 0 ) { + + sign = - 1; + DdN = - DdN; + + } else { + + return null; + + } + + _diff.subVectors( this.origin, a ); + const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); + + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { + + return null; + + } + + const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); + + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { + + return null; + + } + + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { + + return null; + + } + + // Line intersects triangle, check if ray does. + const QdN = - sign * _diff.dot( _normal$1 ); + + // t < 0, no intersection + if ( QdN < 0 ) { + + return null; + + } + + // Ray intersects triangle. + return this.at( QdN / DdN, target ); + + } + + applyMatrix4( matrix4 ) { + + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); + + return this; + + } + + equals( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + } + + class Matrix4 { + + constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + Matrix4.prototype.isMatrix4 = true; + + this.elements = [ + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ); + + } + + } + + set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; + te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; + te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; + te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + + return this; + + } + + identity() { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + clone() { + + return new Matrix4().fromArray( this.elements ); + + } + + copy( m ) { + + const te = this.elements; + const me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; + te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; + te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; + te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; + + return this; + + } + + copyPosition( m ) { + + const te = this.elements, me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + } + + setFromMatrix3( m ) { + + const me = m.elements; + + this.set( + + me[ 0 ], me[ 3 ], me[ 6 ], 0, + me[ 1 ], me[ 4 ], me[ 7 ], 0, + me[ 2 ], me[ 5 ], me[ 8 ], 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + extractBasis( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + } + + makeBasis( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + } + + extractRotation( m ) { + + // this method does not support reflection matrices + + const te = this.elements; + const me = m.elements; + + const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length(); + const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length(); + const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length(); + + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + te[ 3 ] = 0; + + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + te[ 7 ] = 0; + + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + te[ 11 ] = 0; + + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + } + + makeRotationFromEuler( euler ) { + + const te = this.elements; + + const x = euler.x, y = euler.y, z = euler.z; + const a = Math.cos( x ), b = Math.sin( x ); + const c = Math.cos( y ), d = Math.sin( y ); + const e = Math.cos( z ), f = Math.sin( z ); + + if ( euler.order === 'XYZ' ) { + + const ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; + + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; + + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YXZ' ) { + + const ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; + + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; + + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZXY' ) { + + const ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; + + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZYX' ) { + + const ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; + + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YZX' ) { + + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; + + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; + + } else if ( euler.order === 'XZY' ) { + + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; + + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; + + } + + // bottom row + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // last column + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + } + + makeRotationFromQuaternion( q ) { + + return this.compose( _zero, q, _one ); + + } + + lookAt( eye, target, up ) { + + const te = this.elements; + + _z.subVectors( eye, target ); + + if ( _z.lengthSq() === 0 ) { + + // eye and target are in the same position + + _z.z = 1; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + if ( _x.lengthSq() === 0 ) { + + // up and z are parallel + + if ( Math.abs( up.z ) === 1 ) { + + _z.x += 0.0001; + + } else { + + _z.z += 0.0001; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + } + + _x.normalize(); + _y.crossVectors( _z, _x ); + + te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; + te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; + te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; + + return this; + + } + + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + multiplyMatrices( a, b ) { + + const ae = a.elements; + const be = b.elements; + const te = this.elements; + + const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + } + + multiplyScalar( s ) { + + const te = this.elements; + + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + + return this; + + } + + determinant() { + + const te = this.elements; + + const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) + + ); + + } + + transpose() { + + const te = this.elements; + let tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + + return this; + + } + + setPosition( x, y, z ) { + + const te = this.elements; + + if ( x.isVector3 ) { + + te[ 12 ] = x.x; + te[ 13 ] = x.y; + te[ 14 ] = x.z; + + } else { + + te[ 12 ] = x; + te[ 13 ] = y; + te[ 14 ] = z; + + } + + return this; + + } + + invert() { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + const te = this.elements, + + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], + n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], + n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], + n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + const detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + + te[ 4 ] = t12 * detInv; + te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; + te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; + te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + + te[ 8 ] = t13 * detInv; + te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; + te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; + te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + + te[ 12 ] = t14 * detInv; + te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; + te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; + te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + + return this; + + } + + scale( v ) { + + const te = this.elements; + const x = v.x, y = v.y, z = v.z; + + te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; + te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; + te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; + te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + + return this; + + } + + getMaxScaleOnAxis() { + + const te = this.elements; + + const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + + } + + makeTranslation( x, y, z ) { + + if ( x.isVector3 ) { + + this.set( + + 1, 0, 0, x.x, + 0, 1, 0, x.y, + 0, 0, 1, x.z, + 0, 0, 0, 1 + + ); + + } else { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + } + + return this; + + } + + makeRotationX( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationY( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationZ( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationAxis( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + const c = Math.cos( angle ); + const s = Math.sin( angle ); + const t = 1 - c; + const x = axis.x, y = axis.y, z = axis.z; + const tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeScale( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeShear( xy, xz, yx, yz, zx, zy ) { + + this.set( + + 1, yx, zx, 0, + xy, 1, zy, 0, + xz, yz, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + compose( position, quaternion, scale ) { + + const te = this.elements; + + const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; + const x2 = x + x, y2 = y + y, z2 = z + z; + const xx = x * x2, xy = x * y2, xz = x * z2; + const yy = y * y2, yz = y * z2, zz = z * z2; + const wx = w * x2, wy = w * y2, wz = w * z2; + + const sx = scale.x, sy = scale.y, sz = scale.z; + + te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; + te[ 1 ] = ( xy + wz ) * sx; + te[ 2 ] = ( xz - wy ) * sx; + te[ 3 ] = 0; + + te[ 4 ] = ( xy - wz ) * sy; + te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; + te[ 6 ] = ( yz + wx ) * sy; + te[ 7 ] = 0; + + te[ 8 ] = ( xz + wy ) * sz; + te[ 9 ] = ( yz - wx ) * sz; + te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; + te[ 11 ] = 0; + + te[ 12 ] = position.x; + te[ 13 ] = position.y; + te[ 14 ] = position.z; + te[ 15 ] = 1; + + return this; + + } + + decompose( position, quaternion, scale ) { + + const te = this.elements; + + let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determine is negative, we need to invert one scale + const det = this.determinant(); + if ( det < 0 ) sx = - sx; + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + // scale the rotation part + _m1$2.copy( this ); + + const invSX = 1 / sx; + const invSY = 1 / sy; + const invSZ = 1 / sz; + + _m1$2.elements[ 0 ] *= invSX; + _m1$2.elements[ 1 ] *= invSX; + _m1$2.elements[ 2 ] *= invSX; + + _m1$2.elements[ 4 ] *= invSY; + _m1$2.elements[ 5 ] *= invSY; + _m1$2.elements[ 6 ] *= invSY; + + _m1$2.elements[ 8 ] *= invSZ; + _m1$2.elements[ 9 ] *= invSZ; + _m1$2.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( _m1$2 ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + } + + makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) { + + const te = this.elements; + const x = 2 * near / ( right - left ); + const y = 2 * near / ( top - bottom ); + + const a = ( right + left ) / ( right - left ); + const b = ( top + bottom ) / ( top - bottom ); + + let c, d; + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + c = - ( far + near ) / ( far - near ); + d = ( - 2 * far * near ) / ( far - near ); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + c = - far / ( far - near ); + d = ( - far * near ) / ( far - near ); + + } else { + + throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem ); + + } + + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; + + return this; + + } + + makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) { + + const te = this.elements; + const w = 1.0 / ( right - left ); + const h = 1.0 / ( top - bottom ); + const p = 1.0 / ( far - near ); + + const x = ( right + left ) * w; + const y = ( top + bottom ) * h; + + let z, zInv; + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + z = ( far + near ) * p; + zInv = - 2 * p; + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + z = near * p; + zInv = - 1 * p; + + } else { + + throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem ); + + } + + te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; + te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + + return this; + + } + + equals( matrix ) { + + const te = this.elements; + const me = matrix.elements; + + for ( let i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + } + + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; + + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; + + return array; + + } + + } + + const _v1$5 = /*@__PURE__*/ new Vector3(); + const _m1$2 = /*@__PURE__*/ new Matrix4(); + const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 ); + const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 ); + const _x = /*@__PURE__*/ new Vector3(); + const _y = /*@__PURE__*/ new Vector3(); + const _z = /*@__PURE__*/ new Vector3(); + + const _matrix = /*@__PURE__*/ new Matrix4(); + const _quaternion$3 = /*@__PURE__*/ new Quaternion(); + + class Euler { + + constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) { + + this.isEuler = true; + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + } + + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + get order() { + + return this._order; + + } + + set order( value ) { + + this._order = value; + this._onChangeCallback(); + + } + + set( x, y, z, order = this._order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + this._onChangeCallback(); + + return this; + + } + + clone() { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + } + + copy( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this._onChangeCallback(); + + return this; + + } + + setFromRotationMatrix( m, order = this._order, update = true ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + const te = m.elements; + const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + switch ( order ) { + + case 'XYZ': + + this._y = Math.asin( clamp( m13, - 1, 1 ) ); + + if ( Math.abs( m13 ) < 0.9999999 ) { + + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); + + } else { + + this._x = Math.atan2( m32, m22 ); + this._z = 0; + + } + + break; + + case 'YXZ': + + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + + if ( Math.abs( m23 ) < 0.9999999 ) { + + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); + + } else { + + this._y = Math.atan2( - m31, m11 ); + this._z = 0; + + } + + break; + + case 'ZXY': + + this._x = Math.asin( clamp( m32, - 1, 1 ) ); + + if ( Math.abs( m32 ) < 0.9999999 ) { + + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); + + } else { + + this._y = 0; + this._z = Math.atan2( m21, m11 ); + + } + + break; + + case 'ZYX': + + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + + if ( Math.abs( m31 ) < 0.9999999 ) { + + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); + + } else { + + this._x = 0; + this._z = Math.atan2( - m12, m22 ); + + } + + break; + + case 'YZX': + + this._z = Math.asin( clamp( m21, - 1, 1 ) ); + + if ( Math.abs( m21 ) < 0.9999999 ) { + + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); + + } else { + + this._x = 0; + this._y = Math.atan2( m13, m33 ); + + } + + break; + + case 'XZY': + + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + + if ( Math.abs( m12 ) < 0.9999999 ) { + + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); + + } else { + + this._x = Math.atan2( - m23, m33 ); + this._y = 0; + + } + + break; + + default: + + console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); + + } + + this._order = order; + + if ( update === true ) this._onChangeCallback(); + + return this; + + } + + setFromQuaternion( q, order, update ) { + + _matrix.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( _matrix, order, update ); + + } + + setFromVector3( v, order = this._order ) { + + return this.set( v.x, v.y, v.z, order ); + + } + + reorder( newOrder ) { + + // WARNING: this discards revolution information -bhouston + + _quaternion$3.setFromEuler( this ); + + return this.setFromQuaternion( _quaternion$3, newOrder ); + + } + + equals( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + } + + fromArray( array ) { + + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + + this._onChangeCallback(); + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + + } + + _onChange( callback ) { + + this._onChangeCallback = callback; + + return this; + + } + + _onChangeCallback() {} + + *[ Symbol.iterator ]() { + + yield this._x; + yield this._y; + yield this._z; + yield this._order; + + } + + } + + Euler.DEFAULT_ORDER = 'XYZ'; + + class Layers { + + constructor() { + + this.mask = 1 | 0; + + } + + set( channel ) { + + this.mask = ( 1 << channel | 0 ) >>> 0; + + } + + enable( channel ) { + + this.mask |= 1 << channel | 0; + + } + + enableAll() { + + this.mask = 0xffffffff | 0; + + } + + toggle( channel ) { + + this.mask ^= 1 << channel | 0; + + } + + disable( channel ) { + + this.mask &= ~ ( 1 << channel | 0 ); + + } + + disableAll() { + + this.mask = 0; + + } + + test( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + + isEnabled( channel ) { + + return ( this.mask & ( 1 << channel | 0 ) ) !== 0; + + } + + } + + let _object3DId = 0; + + const _v1$4 = /*@__PURE__*/ new Vector3(); + const _q1 = /*@__PURE__*/ new Quaternion(); + const _m1$1 = /*@__PURE__*/ new Matrix4(); + const _target = /*@__PURE__*/ new Vector3(); + + const _position$3 = /*@__PURE__*/ new Vector3(); + const _scale$2 = /*@__PURE__*/ new Vector3(); + const _quaternion$2 = /*@__PURE__*/ new Quaternion(); + + const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 ); + const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 ); + const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 ); + + const _addedEvent = { type: 'added' }; + const _removedEvent = { type: 'removed' }; + + class Object3D extends EventDispatcher { + + constructor() { + + super(); + + this.isObject3D = true; + + Object.defineProperty( this, 'id', { value: _object3DId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + this.children = []; + + this.up = Object3D.DEFAULT_UP.clone(); + + const position = new Vector3(); + const rotation = new Euler(); + const quaternion = new Quaternion(); + const scale = new Vector3( 1, 1, 1 ); + + function onRotationChange() { + + quaternion.setFromEuler( rotation, false ); + + } + + function onQuaternionChange() { + + rotation.setFromQuaternion( quaternion, undefined, false ); + + } + + rotation._onChange( onRotationChange ); + quaternion._onChange( onQuaternionChange ); + + Object.defineProperties( this, { + position: { + configurable: true, + enumerable: true, + value: position + }, + rotation: { + configurable: true, + enumerable: true, + value: rotation + }, + quaternion: { + configurable: true, + enumerable: true, + value: quaternion + }, + scale: { + configurable: true, + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); + + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); + + this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE; + this.matrixWorldNeedsUpdate = false; + + this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer + + this.layers = new Layers(); + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + this.renderOrder = 0; + + this.animations = []; + + this.userData = {}; + + } + + onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {} + + onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {} + + applyMatrix4( matrix ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + this.matrix.premultiply( matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + } + + applyQuaternion( q ) { + + this.quaternion.premultiply( q ); + + return this; + + } + + setRotationFromAxisAngle( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + } + + setRotationFromEuler( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + } + + setRotationFromMatrix( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + } + + setRotationFromQuaternion( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + } + + rotateOnAxis( axis, angle ) { + + // rotate object on axis in object space + // axis is assumed to be normalized + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( _q1 ); + + return this; + + } + + rotateOnWorldAxis( axis, angle ) { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( _q1 ); + + return this; + + } + + rotateX( angle ) { + + return this.rotateOnAxis( _xAxis, angle ); + + } + + rotateY( angle ) { + + return this.rotateOnAxis( _yAxis, angle ); + + } + + rotateZ( angle ) { + + return this.rotateOnAxis( _zAxis, angle ); + + } + + translateOnAxis( axis, distance ) { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + _v1$4.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( _v1$4.multiplyScalar( distance ) ); + + return this; + + } + + translateX( distance ) { + + return this.translateOnAxis( _xAxis, distance ); + + } + + translateY( distance ) { + + return this.translateOnAxis( _yAxis, distance ); + + } + + translateZ( distance ) { + + return this.translateOnAxis( _zAxis, distance ); + + } + + localToWorld( vector ) { + + this.updateWorldMatrix( true, false ); + + return vector.applyMatrix4( this.matrixWorld ); + + } + + worldToLocal( vector ) { + + this.updateWorldMatrix( true, false ); + + return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() ); + + } + + lookAt( x, y, z ) { + + // This method does not support objects having non-uniformly-scaled parent(s) + + if ( x.isVector3 ) { + + _target.copy( x ); + + } else { + + _target.set( x, y, z ); + + } + + const parent = this.parent; + + this.updateWorldMatrix( true, false ); + + _position$3.setFromMatrixPosition( this.matrixWorld ); + + if ( this.isCamera || this.isLight ) { + + _m1$1.lookAt( _position$3, _target, this.up ); + + } else { + + _m1$1.lookAt( _target, _position$3, this.up ); + + } + + this.quaternion.setFromRotationMatrix( _m1$1 ); + + if ( parent ) { + + _m1$1.extractRotation( parent.matrixWorld ); + _q1.setFromRotationMatrix( _m1$1 ); + this.quaternion.premultiply( _q1.invert() ); + + } + + } + + add( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + } + + if ( object === this ) { + + console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object ); + return this; + + } + + if ( object && object.isObject3D ) { + + if ( object.parent !== null ) { + + object.parent.remove( object ); + + } + + object.parent = this; + this.children.push( object ); + + object.dispatchEvent( _addedEvent ); + + } else { + + console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object ); + + } + + return this; + + } + + remove( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + return this; + + } + + const index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = null; + this.children.splice( index, 1 ); + + object.dispatchEvent( _removedEvent ); + + } + + return this; + + } + + removeFromParent() { + + const parent = this.parent; + + if ( parent !== null ) { + + parent.remove( this ); + + } + + return this; + + } + + clear() { + + for ( let i = 0; i < this.children.length; i ++ ) { + + const object = this.children[ i ]; + + object.parent = null; + + object.dispatchEvent( _removedEvent ); + + } + + this.children.length = 0; + + return this; + + + } + + attach( object ) { + + // adds object as a child of this, while maintaining the object's world transform + + // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s) + + this.updateWorldMatrix( true, false ); + + _m1$1.copy( this.matrixWorld ).invert(); + + if ( object.parent !== null ) { + + object.parent.updateWorldMatrix( true, false ); + + _m1$1.multiply( object.parent.matrixWorld ); + + } + + object.applyMatrix4( _m1$1 ); + + this.add( object ); + + object.updateWorldMatrix( false, true ); + + return this; + + } + + getObjectById( id ) { + + return this.getObjectByProperty( 'id', id ); + + } + + getObjectByName( name ) { + + return this.getObjectByProperty( 'name', name ); + + } + + getObjectByProperty( name, value ) { + + if ( this[ name ] === value ) return this; + + for ( let i = 0, l = this.children.length; i < l; i ++ ) { + + const child = this.children[ i ]; + const object = child.getObjectByProperty( name, value ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + } + + getObjectsByProperty( name, value ) { + + let result = []; + + if ( this[ name ] === value ) result.push( this ); + + for ( let i = 0, l = this.children.length; i < l; i ++ ) { + + const childResult = this.children[ i ].getObjectsByProperty( name, value ); + + if ( childResult.length > 0 ) { + + result = result.concat( childResult ); + + } + + } + + return result; + + } + + getWorldPosition( target ) { + + this.updateWorldMatrix( true, false ); + + return target.setFromMatrixPosition( this.matrixWorld ); + + } + + getWorldQuaternion( target ) { + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$3, target, _scale$2 ); + + return target; + + } + + getWorldScale( target ) { + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$3, _quaternion$2, target ); + + return target; + + } + + getWorldDirection( target ) { + + this.updateWorldMatrix( true, false ); + + const e = this.matrixWorld.elements; + + return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); + + } + + raycast( /* raycaster, intersects */ ) {} + + traverse( callback ) { + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + } + + traverseVisible( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + } + + traverseAncestors( callback ) { + + const parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + } + + updateMatrix() { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + this.matrixWorldNeedsUpdate = true; + + } + + updateMatrixWorld( force ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + const child = children[ i ]; + + if ( child.matrixWorldAutoUpdate === true || force === true ) { + + child.updateMatrixWorld( force ); + + } + + } + + } + + updateWorldMatrix( updateParents, updateChildren ) { + + const parent = this.parent; + + if ( updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true ) { + + parent.updateWorldMatrix( true, false ); + + } + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + // update children + + if ( updateChildren === true ) { + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + const child = children[ i ]; + + if ( child.matrixWorldAutoUpdate === true ) { + + child.updateWorldMatrix( false, true ); + + } + + } + + } + + } + + toJSON( meta ) { + + // meta is a string when called from JSON.stringify + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + const output = {}; + + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { + + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {}, + shapes: {}, + skeletons: {}, + animations: {}, + nodes: {} + }; + + output.metadata = { + version: 4.6, + type: 'Object', + generator: 'Object3D.toJSON' + }; + + } + + // standard Object3D serialization + + const object = {}; + + object.uuid = this.uuid; + object.type = this.type; + + if ( this.name !== '' ) object.name = this.name; + if ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; + if ( this.frustumCulled === false ) object.frustumCulled = false; + if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder; + if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData; + + object.layers = this.layers.mask; + object.matrix = this.matrix.toArray(); + object.up = this.up.toArray(); + + if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; + + // object specific properties + + if ( this.isInstancedMesh ) { + + object.type = 'InstancedMesh'; + object.count = this.count; + object.instanceMatrix = this.instanceMatrix.toJSON(); + if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); + + } + + // + + function serialize( library, element ) { + + if ( library[ element.uuid ] === undefined ) { + + library[ element.uuid ] = element.toJSON( meta ); + + } + + return element.uuid; + + } + + if ( this.isScene ) { + + if ( this.background ) { + + if ( this.background.isColor ) { + + object.background = this.background.toJSON(); + + } else if ( this.background.isTexture ) { + + object.background = this.background.toJSON( meta ).uuid; + + } + + } + + if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) { + + object.environment = this.environment.toJSON( meta ).uuid; + + } + + } else if ( this.isMesh || this.isLine || this.isPoints ) { + + object.geometry = serialize( meta.geometries, this.geometry ); + + const parameters = this.geometry.parameters; + + if ( parameters !== undefined && parameters.shapes !== undefined ) { + + const shapes = parameters.shapes; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + serialize( meta.shapes, shape ); + + } + + } else { + + serialize( meta.shapes, shapes ); + + } + + } + + } + + if ( this.isSkinnedMesh ) { + + object.bindMode = this.bindMode; + object.bindMatrix = this.bindMatrix.toArray(); + + if ( this.skeleton !== undefined ) { + + serialize( meta.skeletons, this.skeleton ); + + object.skeleton = this.skeleton.uuid; + + } + + } + + if ( this.material !== undefined ) { + + if ( Array.isArray( this.material ) ) { + + const uuids = []; + + for ( let i = 0, l = this.material.length; i < l; i ++ ) { + + uuids.push( serialize( meta.materials, this.material[ i ] ) ); + + } + + object.material = uuids; + + } else { + + object.material = serialize( meta.materials, this.material ); + + } + + } + + // + + if ( this.children.length > 0 ) { + + object.children = []; + + for ( let i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + // + + if ( this.animations.length > 0 ) { + + object.animations = []; + + for ( let i = 0; i < this.animations.length; i ++ ) { + + const animation = this.animations[ i ]; + + object.animations.push( serialize( meta.animations, animation ) ); + + } + + } + + if ( isRootObject ) { + + const geometries = extractFromCache( meta.geometries ); + const materials = extractFromCache( meta.materials ); + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + const shapes = extractFromCache( meta.shapes ); + const skeletons = extractFromCache( meta.skeletons ); + const animations = extractFromCache( meta.animations ); + const nodes = extractFromCache( meta.nodes ); + + if ( geometries.length > 0 ) output.geometries = geometries; + if ( materials.length > 0 ) output.materials = materials; + if ( textures.length > 0 ) output.textures = textures; + if ( images.length > 0 ) output.images = images; + if ( shapes.length > 0 ) output.shapes = shapes; + if ( skeletons.length > 0 ) output.skeletons = skeletons; + if ( animations.length > 0 ) output.animations = animations; + if ( nodes.length > 0 ) output.nodes = nodes; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { + + const values = []; + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + } + + clone( recursive ) { + + return new this.constructor().copy( this, recursive ); + + } + + copy( source, recursive = true ) { + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.rotation.order = source.rotation.order; + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; + + this.layers.mask = source.layers.mask; + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.animations = source.animations; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( let i = 0; i < source.children.length; i ++ ) { + + const child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + + } + + Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 ); + Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true; + Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true; + + const _v0$1 = /*@__PURE__*/ new Vector3(); + const _v1$3 = /*@__PURE__*/ new Vector3(); + const _v2$2 = /*@__PURE__*/ new Vector3(); + const _v3$1 = /*@__PURE__*/ new Vector3(); + + const _vab = /*@__PURE__*/ new Vector3(); + const _vac = /*@__PURE__*/ new Vector3(); + const _vbc = /*@__PURE__*/ new Vector3(); + const _vap = /*@__PURE__*/ new Vector3(); + const _vbp = /*@__PURE__*/ new Vector3(); + const _vcp = /*@__PURE__*/ new Vector3(); + + let warnedGetUV = false; + + class Triangle { + + constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { + + this.a = a; + this.b = b; + this.c = c; + + } + + static getNormal( a, b, c, target ) { + + target.subVectors( c, b ); + _v0$1.subVectors( a, b ); + target.cross( _v0$1 ); + + const targetLengthSq = target.lengthSq(); + if ( targetLengthSq > 0 ) { + + return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); + + } + + return target.set( 0, 0, 0 ); + + } + + // static/instance method to calculate barycentric coordinates + // based on: http://www.blackpawn.com/texts/pointinpoly/default.html + static getBarycoord( point, a, b, c, target ) { + + _v0$1.subVectors( c, a ); + _v1$3.subVectors( b, a ); + _v2$2.subVectors( point, a ); + + const dot00 = _v0$1.dot( _v0$1 ); + const dot01 = _v0$1.dot( _v1$3 ); + const dot02 = _v0$1.dot( _v2$2 ); + const dot11 = _v1$3.dot( _v1$3 ); + const dot12 = _v1$3.dot( _v2$2 ); + + const denom = ( dot00 * dot11 - dot01 * dot01 ); + + // collinear or singular triangle + if ( denom === 0 ) { + + // arbitrary location outside of triangle? + // not sure if this is the best idea, maybe should be returning undefined + return target.set( - 2, - 1, - 1 ); + + } + + const invDenom = 1 / denom; + const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycentric coordinates must always sum to 1 + return target.set( 1 - u - v, v, u ); + + } + + static containsPoint( point, a, b, c ) { + + this.getBarycoord( point, a, b, c, _v3$1 ); + + return ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 ); + + } + + static getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) { // @deprecated, r151 + + if ( warnedGetUV === false ) { + + console.warn( 'THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation().' ); + + warnedGetUV = true; + + } + + return this.getInterpolation( point, p1, p2, p3, uv1, uv2, uv3, target ); + + } + + static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) { + + this.getBarycoord( point, p1, p2, p3, _v3$1 ); + + target.setScalar( 0 ); + target.addScaledVector( v1, _v3$1.x ); + target.addScaledVector( v2, _v3$1.y ); + target.addScaledVector( v3, _v3$1.z ); + + return target; + + } + + static isFrontFacing( a, b, c, direction ) { + + _v0$1.subVectors( c, b ); + _v1$3.subVectors( a, b ); + + // strictly front facing + return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false; + + } + + set( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + } + + setFromPointsAndIndices( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + } + + setFromAttributeAndIndices( attribute, i0, i1, i2 ) { + + this.a.fromBufferAttribute( attribute, i0 ); + this.b.fromBufferAttribute( attribute, i1 ); + this.c.fromBufferAttribute( attribute, i2 ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + } + + getArea() { + + _v0$1.subVectors( this.c, this.b ); + _v1$3.subVectors( this.a, this.b ); + + return _v0$1.cross( _v1$3 ).length() * 0.5; + + } + + getMidpoint( target ) { + + return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + } + + getNormal( target ) { + + return Triangle.getNormal( this.a, this.b, this.c, target ); + + } + + getPlane( target ) { + + return target.setFromCoplanarPoints( this.a, this.b, this.c ); + + } + + getBarycoord( point, target ) { + + return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); + + } + + getUV( point, uv1, uv2, uv3, target ) { // @deprecated, r151 + + if ( warnedGetUV === false ) { + + console.warn( 'THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation().' ); + + warnedGetUV = true; + + } + + return Triangle.getInterpolation( point, this.a, this.b, this.c, uv1, uv2, uv3, target ); + + } + + getInterpolation( point, v1, v2, v3, target ) { + + return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target ); + + } + + containsPoint( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + } + + isFrontFacing( direction ) { + + return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); + + } + + intersectsBox( box ) { + + return box.intersectsTriangle( this ); + + } + + closestPointToPoint( p, target ) { + + const a = this.a, b = this.b, c = this.c; + let v, w; + + // algorithm thanks to Real-Time Collision Detection by Christer Ericson, + // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., + // under the accompanying license; see chapter 5.1.5 for detailed explanation. + // basically, we're distinguishing which of the voronoi regions of the triangle + // the point lies in with the minimum amount of redundant computation. + + _vab.subVectors( b, a ); + _vac.subVectors( c, a ); + _vap.subVectors( p, a ); + const d1 = _vab.dot( _vap ); + const d2 = _vac.dot( _vap ); + if ( d1 <= 0 && d2 <= 0 ) { + + // vertex region of A; barycentric coords (1, 0, 0) + return target.copy( a ); + + } + + _vbp.subVectors( p, b ); + const d3 = _vab.dot( _vbp ); + const d4 = _vac.dot( _vbp ); + if ( d3 >= 0 && d4 <= d3 ) { + + // vertex region of B; barycentric coords (0, 1, 0) + return target.copy( b ); + + } + + const vc = d1 * d4 - d3 * d2; + if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { + + v = d1 / ( d1 - d3 ); + // edge region of AB; barycentric coords (1-v, v, 0) + return target.copy( a ).addScaledVector( _vab, v ); + + } + + _vcp.subVectors( p, c ); + const d5 = _vab.dot( _vcp ); + const d6 = _vac.dot( _vcp ); + if ( d6 >= 0 && d5 <= d6 ) { + + // vertex region of C; barycentric coords (0, 0, 1) + return target.copy( c ); + + } + + const vb = d5 * d2 - d1 * d6; + if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { + + w = d2 / ( d2 - d6 ); + // edge region of AC; barycentric coords (1-w, 0, w) + return target.copy( a ).addScaledVector( _vac, w ); + + } + + const va = d3 * d6 - d5 * d4; + if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { + + _vbc.subVectors( c, b ); + w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); + // edge region of BC; barycentric coords (0, 1-w, w) + return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC + + } + + // face region + const denom = 1 / ( va + vb + vc ); + // u = va * denom + v = vb * denom; + w = vc * denom; + + return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); + + } + + equals( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + + } + + let materialId = 0; + + class Material extends EventDispatcher { + + constructor() { + + super(); + + this.isMaterial = true; + + Object.defineProperty( this, 'id', { value: materialId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'Material'; + + this.blending = NormalBlending; + this.side = FrontSide; + this.vertexColors = false; + + this.opacity = 1; + this.transparent = false; + this.alphaHash = false; + + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + + this.stencilWriteMask = 0xff; + this.stencilFunc = AlwaysStencilFunc; + this.stencilRef = 0; + this.stencilFuncMask = 0xff; + this.stencilFail = KeepStencilOp; + this.stencilZFail = KeepStencilOp; + this.stencilZPass = KeepStencilOp; + this.stencilWrite = false; + + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; + + this.shadowSide = null; + + this.colorWrite = true; + + this.precision = null; // override the renderer's default precision for this material + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.dithering = false; + + this.alphaToCoverage = false; + this.premultipliedAlpha = false; + this.forceSinglePass = false; + + this.visible = true; + + this.toneMapped = true; + + this.userData = {}; + + this.version = 0; + + this._alphaTest = 0; + + } + + get alphaTest() { + + return this._alphaTest; + + } + + set alphaTest( value ) { + + if ( this._alphaTest > 0 !== value > 0 ) { + + this.version ++; + + } + + this._alphaTest = value; + + } + + onBuild( /* shaderobject, renderer */ ) {} + + onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {} + + onBeforeCompile( /* shaderobject, renderer */ ) {} + + customProgramCacheKey() { + + return this.onBeforeCompile.toString(); + + } + + setValues( values ) { + + if ( values === undefined ) return; + + for ( const key in values ) { + + const newValue = values[ key ]; + + if ( newValue === undefined ) { + + console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` ); + continue; + + } + + const currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` ); + continue; + + } + + if ( currentValue && currentValue.isColor ) { + + currentValue.set( newValue ); + + } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { + + currentValue.copy( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + } + + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( isRootObject ) { + + meta = { + textures: {}, + images: {} + }; + + } + + const data = { + metadata: { + version: 4.6, + type: 'Material', + generator: 'Material.toJSON' + } + }; + + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; + + if ( this.name !== '' ) data.name = this.name; + + if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; + + if ( this.sheen !== undefined ) data.sheen = this.sheen; + if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex(); + if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness; + if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + + if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); + if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity; + if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; + if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; + + if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { + + data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { + + data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { + + data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; + data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); + + } + + if ( this.iridescence !== undefined ) data.iridescence = this.iridescence; + if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR; + if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange; + + if ( this.iridescenceMap && this.iridescenceMap.isTexture ) { + + data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid; + + } + + if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) { + + data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid; + + } + + if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy; + if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation; + + if ( this.anisotropyMap && this.anisotropyMap.isTexture ) { + + data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid; + + } + + if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + + if ( this.lightMap && this.lightMap.isTexture ) { + + data.lightMap = this.lightMap.toJSON( meta ).uuid; + data.lightMapIntensity = this.lightMapIntensity; + + } + + if ( this.aoMap && this.aoMap.isTexture ) { + + data.aoMap = this.aoMap.toJSON( meta ).uuid; + data.aoMapIntensity = this.aoMapIntensity; + + } + + if ( this.bumpMap && this.bumpMap.isTexture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + + if ( this.normalMap && this.normalMap.isTexture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalMapType = this.normalMapType; + data.normalScale = this.normalScale.toArray(); + + } + + if ( this.displacementMap && this.displacementMap.isTexture ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + + if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid; + if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid; + + if ( this.envMap && this.envMap.isTexture ) { + + data.envMap = this.envMap.toJSON( meta ).uuid; + + if ( this.combine !== undefined ) data.combine = this.combine; + + } + + if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; + if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity; + if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio; + + if ( this.gradientMap && this.gradientMap.isTexture ) { + + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + + } + + if ( this.transmission !== undefined ) data.transmission = this.transmission; + if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid; + if ( this.thickness !== undefined ) data.thickness = this.thickness; + if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid; + if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance; + if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex(); + + if ( this.size !== undefined ) data.size = this.size; + if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( this.blending !== NormalBlending ) data.blending = this.blending; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors ) data.vertexColors = true; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; + + data.depthFunc = this.depthFunc; + data.depthTest = this.depthTest; + data.depthWrite = this.depthWrite; + data.colorWrite = this.colorWrite; + + data.stencilWrite = this.stencilWrite; + data.stencilWriteMask = this.stencilWriteMask; + data.stencilFunc = this.stencilFunc; + data.stencilRef = this.stencilRef; + data.stencilFuncMask = this.stencilFuncMask; + data.stencilFail = this.stencilFail; + data.stencilZFail = this.stencilZFail; + data.stencilZPass = this.stencilZPass; + + // rotation (SpriteMaterial) + if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation; + + if ( this.polygonOffset === true ) data.polygonOffset = true; + if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor; + if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits; + + if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth; + if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; + if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; + if ( this.scale !== undefined ) data.scale = this.scale; + + if ( this.dithering === true ) data.dithering = true; + + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.alphaHash === true ) data.alphaHash = this.alphaHash; + if ( this.alphaToCoverage === true ) data.alphaToCoverage = this.alphaToCoverage; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + if ( this.forceSinglePass === true ) data.forceSinglePass = this.forceSinglePass; + + if ( this.wireframe === true ) data.wireframe = this.wireframe; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + + if ( this.flatShading === true ) data.flatShading = this.flatShading; + + if ( this.visible === false ) data.visible = false; + + if ( this.toneMapped === false ) data.toneMapped = false; + + if ( this.fog === false ) data.fog = false; + + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache( cache ) { + + const values = []; + + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRootObject ) { + + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.name = source.name; + + this.blending = source.blending; + this.side = source.side; + this.vertexColors = source.vertexColors; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + + this.stencilWriteMask = source.stencilWriteMask; + this.stencilFunc = source.stencilFunc; + this.stencilRef = source.stencilRef; + this.stencilFuncMask = source.stencilFuncMask; + this.stencilFail = source.stencilFail; + this.stencilZFail = source.stencilZFail; + this.stencilZPass = source.stencilZPass; + this.stencilWrite = source.stencilWrite; + + const srcPlanes = source.clippingPlanes; + let dstPlanes = null; + + if ( srcPlanes !== null ) { + + const n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( let i = 0; i !== n; ++ i ) { + + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + } + + this.clippingPlanes = dstPlanes; + this.clipIntersection = source.clipIntersection; + this.clipShadows = source.clipShadows; + + this.shadowSide = source.shadowSide; + + this.colorWrite = source.colorWrite; + + this.precision = source.precision; + + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + + this.dithering = source.dithering; + + this.alphaTest = source.alphaTest; + this.alphaHash = source.alphaHash; + this.alphaToCoverage = source.alphaToCoverage; + this.premultipliedAlpha = source.premultipliedAlpha; + this.forceSinglePass = source.forceSinglePass; + + this.visible = source.visible; + + this.toneMapped = source.toneMapped; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + } + + const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, + 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, + 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, + 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, + 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; + + const _hslA = { h: 0, s: 0, l: 0 }; + const _hslB = { h: 0, s: 0, l: 0 }; + + function hue2rgb( p, q, t ) { + + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; + + } + + class Color { + + constructor( r, g, b ) { + + this.isColor = true; + + this.r = 1; + this.g = 1; + this.b = 1; + + return this.set( r, g, b ); + + } + + set( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + + const value = r; + + if ( value && value.isColor ) { + + this.copy( value ); + + } else if ( typeof value === 'number' ) { + + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } + + } else { + + this.setRGB( r, g, b ); + + } + + return this; + + } + + setScalar( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + return this; + + } + + setHex( hex, colorSpace = SRGBColorSpace ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + ColorManagement.toWorkingColorSpace( this, colorSpace ); + + return this; + + } + + setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) { + + this.r = r; + this.g = g; + this.b = b; + + ColorManagement.toWorkingColorSpace( this, colorSpace ); + + return this; + + } + + setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = euclideanModulo( h, 1 ); + s = clamp( s, 0, 1 ); + l = clamp( l, 0, 1 ); + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + const q = ( 2 * l ) - p; + + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } + + ColorManagement.toWorkingColorSpace( this, colorSpace ); + + return this; + + } + + setStyle( style, colorSpace = SRGBColorSpace ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + let m; + + if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + let color; + const name = m[ 1 ]; + const components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setRGB( + Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255, + Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255, + Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255, + colorSpace + ); + + } + + if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setRGB( + Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100, + Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100, + Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100, + colorSpace + ); + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setHSL( + parseFloat( color[ 1 ] ) / 360, + parseFloat( color[ 2 ] ) / 100, + parseFloat( color[ 3 ] ) / 100, + colorSpace + ); + + } + + break; + + default: + + console.warn( 'THREE.Color: Unknown color model ' + style ); + + } + + } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { + + // hex color + + const hex = m[ 1 ]; + const size = hex.length; + + if ( size === 3 ) { + + // #ff0 + return this.setRGB( + parseInt( hex.charAt( 0 ), 16 ) / 15, + parseInt( hex.charAt( 1 ), 16 ) / 15, + parseInt( hex.charAt( 2 ), 16 ) / 15, + colorSpace + ); + + } else if ( size === 6 ) { + + // #ff0000 + return this.setHex( parseInt( hex, 16 ), colorSpace ); + + } else { + + console.warn( 'THREE.Color: Invalid hex color ' + style ); + + } + + } else if ( style && style.length > 0 ) { + + return this.setColorName( style, colorSpace ); + + } + + return this; + + } + + setColorName( style, colorSpace = SRGBColorSpace ) { + + // color keywords + const hex = _colorKeywords[ style.toLowerCase() ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex, colorSpace ); + + } else { + + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); + + } + + return this; + + } + + clone() { + + return new this.constructor( this.r, this.g, this.b ); + + } + + copy( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + } + + copySRGBToLinear( color ) { + + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); + + return this; + + } + + copyLinearToSRGB( color ) { + + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); + + return this; + + } + + convertSRGBToLinear() { + + this.copySRGBToLinear( this ); + + return this; + + } + + convertLinearToSRGB() { + + this.copyLinearToSRGB( this ); + + return this; + + } + + getHex( colorSpace = SRGBColorSpace ) { + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + return Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) ); + + } + + getHexString( colorSpace = SRGBColorSpace ) { + + return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 ); + + } + + getHSL( target, colorSpace = ColorManagement.workingColorSpace ) { + + // h,s,l ranges are in 0.0 - 1.0 + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + const r = _color.r, g = _color.g, b = _color.b; + + const max = Math.max( r, g, b ); + const min = Math.min( r, g, b ); + + let hue, saturation; + const lightness = ( min + max ) / 2.0; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + const delta = max - min; + + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + + switch ( max ) { + + case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; + case g: hue = ( b - r ) / delta + 2; break; + case b: hue = ( r - g ) / delta + 4; break; + + } + + hue /= 6; + + } + + target.h = hue; + target.s = saturation; + target.l = lightness; + + return target; + + } + + getRGB( target, colorSpace = ColorManagement.workingColorSpace ) { + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + target.r = _color.r; + target.g = _color.g; + target.b = _color.b; + + return target; + + } + + getStyle( colorSpace = SRGBColorSpace ) { + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + const r = _color.r, g = _color.g, b = _color.b; + + if ( colorSpace !== SRGBColorSpace ) { + + // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/). + return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`; + + } + + return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`; + + } + + offsetHSL( h, s, l ) { + + this.getHSL( _hslA ); + + _hslA.h += h; _hslA.s += s; _hslA.l += l; + + this.setHSL( _hslA.h, _hslA.s, _hslA.l ); + + return this; + + } + + add( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + } + + addColors( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + } + + addScalar( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + } + + sub( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + return this; + + } + + multiply( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + } + + multiplyScalar( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + } + + lerp( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + } + + lerpColors( color1, color2, alpha ) { + + this.r = color1.r + ( color2.r - color1.r ) * alpha; + this.g = color1.g + ( color2.g - color1.g ) * alpha; + this.b = color1.b + ( color2.b - color1.b ) * alpha; + + return this; + + } + + lerpHSL( color, alpha ) { + + this.getHSL( _hslA ); + color.getHSL( _hslB ); + + const h = lerp( _hslA.h, _hslB.h, alpha ); + const s = lerp( _hslA.s, _hslB.s, alpha ); + const l = lerp( _hslA.l, _hslB.l, alpha ); + + this.setHSL( h, s, l ); + + return this; + + } + + setFromVector3( v ) { + + this.r = v.x; + this.g = v.y; + this.b = v.z; + + return this; + + } + + applyMatrix3( m ) { + + const r = this.r, g = this.g, b = this.b; + const e = m.elements; + + this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b; + this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b; + this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b; + + return this; + + } + + equals( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + } + + fromArray( array, offset = 0 ) { + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.r = attribute.getX( index ); + this.g = attribute.getY( index ); + this.b = attribute.getZ( index ); + + return this; + + } + + toJSON() { + + return this.getHex(); + + } + + *[ Symbol.iterator ]() { + + yield this.r; + yield this.g; + yield this.b; + + } + + } + + const _color = /*@__PURE__*/ new Color(); + + Color.NAMES = _colorKeywords; + + class MeshBasicMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshBasicMaterial = true; + + this.type = 'MeshBasicMaterial'; + + this.color = new Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.fog = source.fog; + + return this; + + } + + } + + // Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf + + const _tables = /*@__PURE__*/ _generateTables(); + + function _generateTables() { + + // float32 to float16 helpers + + const buffer = new ArrayBuffer( 4 ); + const floatView = new Float32Array( buffer ); + const uint32View = new Uint32Array( buffer ); + + const baseTable = new Uint32Array( 512 ); + const shiftTable = new Uint32Array( 512 ); + + for ( let i = 0; i < 256; ++ i ) { + + const e = i - 127; + + // very small number (0, -0) + + if ( e < - 27 ) { + + baseTable[ i ] = 0x0000; + baseTable[ i | 0x100 ] = 0x8000; + shiftTable[ i ] = 24; + shiftTable[ i | 0x100 ] = 24; + + // small number (denorm) + + } else if ( e < - 14 ) { + + baseTable[ i ] = 0x0400 >> ( - e - 14 ); + baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000; + shiftTable[ i ] = - e - 1; + shiftTable[ i | 0x100 ] = - e - 1; + + // normal number + + } else if ( e <= 15 ) { + + baseTable[ i ] = ( e + 15 ) << 10; + baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000; + shiftTable[ i ] = 13; + shiftTable[ i | 0x100 ] = 13; + + // large number (Infinity, -Infinity) + + } else if ( e < 128 ) { + + baseTable[ i ] = 0x7c00; + baseTable[ i | 0x100 ] = 0xfc00; + shiftTable[ i ] = 24; + shiftTable[ i | 0x100 ] = 24; + + // stay (NaN, Infinity, -Infinity) + + } else { + + baseTable[ i ] = 0x7c00; + baseTable[ i | 0x100 ] = 0xfc00; + shiftTable[ i ] = 13; + shiftTable[ i | 0x100 ] = 13; + + } + + } + + // float16 to float32 helpers + + const mantissaTable = new Uint32Array( 2048 ); + const exponentTable = new Uint32Array( 64 ); + const offsetTable = new Uint32Array( 64 ); + + for ( let i = 1; i < 1024; ++ i ) { + + let m = i << 13; // zero pad mantissa bits + let e = 0; // zero exponent + + // normalized + while ( ( m & 0x00800000 ) === 0 ) { + + m <<= 1; + e -= 0x00800000; // decrement exponent + + } + + m &= ~ 0x00800000; // clear leading 1 bit + e += 0x38800000; // adjust bias + + mantissaTable[ i ] = m | e; + + } + + for ( let i = 1024; i < 2048; ++ i ) { + + mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 ); + + } + + for ( let i = 1; i < 31; ++ i ) { + + exponentTable[ i ] = i << 23; + + } + + exponentTable[ 31 ] = 0x47800000; + exponentTable[ 32 ] = 0x80000000; + + for ( let i = 33; i < 63; ++ i ) { + + exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 ); + + } + + exponentTable[ 63 ] = 0xc7800000; + + for ( let i = 1; i < 64; ++ i ) { + + if ( i !== 32 ) { + + offsetTable[ i ] = 1024; + + } + + } + + return { + floatView: floatView, + uint32View: uint32View, + baseTable: baseTable, + shiftTable: shiftTable, + mantissaTable: mantissaTable, + exponentTable: exponentTable, + offsetTable: offsetTable + }; + + } + + // float32 to float16 + + function toHalfFloat( val ) { + + if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' ); + + val = clamp( val, - 65504, 65504 ); + + _tables.floatView[ 0 ] = val; + const f = _tables.uint32View[ 0 ]; + const e = ( f >> 23 ) & 0x1ff; + return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] ); + + } + + // float16 to float32 + + function fromHalfFloat( val ) { + + const m = val >> 10; + _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ]; + return _tables.floatView[ 0 ]; + + } + + const DataUtils = { + toHalfFloat: toHalfFloat, + fromHalfFloat: fromHalfFloat, + }; + + const _vector$8 = /*@__PURE__*/ new Vector3(); + const _vector2$1 = /*@__PURE__*/ new Vector2(); + + class BufferAttribute { + + constructor( array, itemSize, normalized = false ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.isBufferAttribute = true; + + this.name = ''; + + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized; + + this.usage = StaticDrawUsage; + this.updateRange = { offset: 0, count: - 1 }; + this.gpuType = FloatType; + + this.version = 0; + + } + + onUploadCallback() {} + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + copy( source ) { + + this.name = source.name; + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; + + this.usage = source.usage; + this.gpuType = source.gpuType; + + return this; + + } + + copyAt( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( let i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + } + + copyArray( array ) { + + this.array.set( array ); + + return this; + + } + + applyMatrix3( m ) { + + if ( this.itemSize === 2 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector2$1.fromBufferAttribute( this, i ); + _vector2$1.applyMatrix3( m ); + + this.setXY( i, _vector2$1.x, _vector2$1.y ); + + } + + } else if ( this.itemSize === 3 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$8.fromBufferAttribute( this, i ); + _vector$8.applyMatrix3( m ); + + this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); + + } + + } + + return this; + + } + + applyMatrix4( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$8.fromBufferAttribute( this, i ); + + _vector$8.applyMatrix4( m ); + + this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); + + } + + return this; + + } + + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$8.fromBufferAttribute( this, i ); + + _vector$8.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); + + } + + return this; + + } + + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$8.fromBufferAttribute( this, i ); + + _vector$8.transformDirection( m ); + + this.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); + + } + + return this; + + } + + set( value, offset = 0 ) { + + // Matching BufferAttribute constructor, do not normalize the array. + this.array.set( value, offset ); + + return this; + + } + + getX( index ) { + + let x = this.array[ index * this.itemSize ]; + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.array[ index * this.itemSize ] = x; + + return this; + + } + + getY( index ) { + + let y = this.array[ index * this.itemSize + 1 ]; + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + } + + getZ( index ) { + + let z = this.array[ index * this.itemSize + 2 ]; + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + } + + getW( index ) { + + let w = this.array[ index * this.itemSize + 3 ]; + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + } + + setXY( index, x, y ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + } + + setXYZ( index, x, y, z ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + } + + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + clone() { + + return new this.constructor( this.array, this.itemSize ).copy( this ); + + } + + toJSON() { + + const data = { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: Array.from( this.array ), + normalized: this.normalized + }; + + if ( this.name !== '' ) data.name = this.name; + if ( this.usage !== StaticDrawUsage ) data.usage = this.usage; + if ( this.updateRange.offset !== 0 || this.updateRange.count !== - 1 ) data.updateRange = this.updateRange; + + return data; + + } + + } + + // + + class Int8BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Int8Array( array ), itemSize, normalized ); + + } + + } + + class Uint8BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint8Array( array ), itemSize, normalized ); + + } + + } + + class Uint8ClampedBufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint8ClampedArray( array ), itemSize, normalized ); + + } + + } + + class Int16BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Int16Array( array ), itemSize, normalized ); + + } + + } + + class Uint16BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint16Array( array ), itemSize, normalized ); + + } + + } + + class Int32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Int32Array( array ), itemSize, normalized ); + + } + + } + + class Uint32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint32Array( array ), itemSize, normalized ); + + } + + } + + class Float16BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint16Array( array ), itemSize, normalized ); + + this.isFloat16BufferAttribute = true; + + } + + getX( index ) { + + let x = fromHalfFloat( this.array[ index * this.itemSize ] ); + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.array[ index * this.itemSize ] = toHalfFloat( x ); + + return this; + + } + + getY( index ) { + + let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] ); + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.array[ index * this.itemSize + 1 ] = toHalfFloat( y ); + + return this; + + } + + getZ( index ) { + + let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] ); + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.array[ index * this.itemSize + 2 ] = toHalfFloat( z ); + + return this; + + } + + getW( index ) { + + let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] ); + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.array[ index * this.itemSize + 3 ] = toHalfFloat( w ); + + return this; + + } + + setXY( index, x, y ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + + return this; + + } + + setXYZ( index, x, y, z ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + this.array[ index + 2 ] = toHalfFloat( z ); + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + this.array[ index + 2 ] = toHalfFloat( z ); + this.array[ index + 3 ] = toHalfFloat( w ); + + return this; + + } + + } + + + class Float32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Float32Array( array ), itemSize, normalized ); + + } + + } + + class Float64BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Float64Array( array ), itemSize, normalized ); + + } + + } + + let _id$1 = 0; + + const _m1 = /*@__PURE__*/ new Matrix4(); + const _obj = /*@__PURE__*/ new Object3D(); + const _offset = /*@__PURE__*/ new Vector3(); + const _box$1 = /*@__PURE__*/ new Box3(); + const _boxMorphTargets = /*@__PURE__*/ new Box3(); + const _vector$7 = /*@__PURE__*/ new Vector3(); + + class BufferGeometry extends EventDispatcher { + + constructor() { + + super(); + + this.isBufferGeometry = true; + + Object.defineProperty( this, 'id', { value: _id$1 ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'BufferGeometry'; + + this.index = null; + this.attributes = {}; + + this.morphAttributes = {}; + this.morphTargetsRelative = false; + + this.groups = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.drawRange = { start: 0, count: Infinity }; + + this.userData = {}; + + } + + getIndex() { + + return this.index; + + } + + setIndex( index ) { + + if ( Array.isArray( index ) ) { + + this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + + } else { + + this.index = index; + + } + + return this; + + } + + getAttribute( name ) { + + return this.attributes[ name ]; + + } + + setAttribute( name, attribute ) { + + this.attributes[ name ] = attribute; + + return this; + + } + + deleteAttribute( name ) { + + delete this.attributes[ name ]; + + return this; + + } + + hasAttribute( name ) { + + return this.attributes[ name ] !== undefined; + + } + + addGroup( start, count, materialIndex = 0 ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex + + } ); + + } + + clearGroups() { + + this.groups = []; + + } + + setDrawRange( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + } + + applyMatrix4( matrix ) { + + const position = this.attributes.position; + + if ( position !== undefined ) { + + position.applyMatrix4( matrix ); + + position.needsUpdate = true; + + } + + const normal = this.attributes.normal; + + if ( normal !== undefined ) { + + const normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + normal.applyNormalMatrix( normalMatrix ); + + normal.needsUpdate = true; + + } + + const tangent = this.attributes.tangent; + + if ( tangent !== undefined ) { + + tangent.transformDirection( matrix ); + + tangent.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + return this; + + } + + applyQuaternion( q ) { + + _m1.makeRotationFromQuaternion( q ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + rotateX( angle ) { + + // rotate geometry around world x-axis + + _m1.makeRotationX( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + rotateY( angle ) { + + // rotate geometry around world y-axis + + _m1.makeRotationY( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + rotateZ( angle ) { + + // rotate geometry around world z-axis + + _m1.makeRotationZ( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + translate( x, y, z ) { + + // translate geometry + + _m1.makeTranslation( x, y, z ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + scale( x, y, z ) { + + // scale geometry + + _m1.makeScale( x, y, z ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + lookAt( vector ) { + + _obj.lookAt( vector ); + + _obj.updateMatrix(); + + this.applyMatrix4( _obj.matrix ); + + return this; + + } + + center() { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( _offset ).negate(); + + this.translate( _offset.x, _offset.y, _offset.z ); + + return this; + + } + + setFromPoints( points ) { + + const position = []; + + for ( let i = 0, l = points.length; i < l; i ++ ) { + + const point = points[ i ]; + position.push( point.x, point.y, point.z || 0 ); + + } + + this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + + return this; + + } + + computeBoundingBox() { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this ); + + this.boundingBox.set( + new Vector3( - Infinity, - Infinity, - Infinity ), + new Vector3( + Infinity, + Infinity, + Infinity ) + ); + + return; + + } + + if ( position !== undefined ) { + + this.boundingBox.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _box$1.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$7.addVectors( this.boundingBox.min, _box$1.min ); + this.boundingBox.expandByPoint( _vector$7 ); + + _vector$7.addVectors( this.boundingBox.max, _box$1.max ); + this.boundingBox.expandByPoint( _vector$7 ); + + } else { + + this.boundingBox.expandByPoint( _box$1.min ); + this.boundingBox.expandByPoint( _box$1.max ); + + } + + } + + } + + } else { + + this.boundingBox.makeEmpty(); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this ); + + this.boundingSphere.set( new Vector3(), Infinity ); + + return; + + } + + if ( position ) { + + // first, find the center of the bounding sphere + + const center = this.boundingSphere.center; + + _box$1.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _boxMorphTargets.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$7.addVectors( _box$1.min, _boxMorphTargets.min ); + _box$1.expandByPoint( _vector$7 ); + + _vector$7.addVectors( _box$1.max, _boxMorphTargets.max ); + _box$1.expandByPoint( _vector$7 ); + + } else { + + _box$1.expandByPoint( _boxMorphTargets.min ); + _box$1.expandByPoint( _boxMorphTargets.max ); + + } + + } + + } + + _box$1.getCenter( center ); + + // second, try to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + let maxRadiusSq = 0; + + for ( let i = 0, il = position.count; i < il; i ++ ) { + + _vector$7.fromBufferAttribute( position, i ); + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$7 ) ); + + } + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + const morphTargetsRelative = this.morphTargetsRelative; + + for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { + + _vector$7.fromBufferAttribute( morphAttribute, j ); + + if ( morphTargetsRelative ) { + + _offset.fromBufferAttribute( position, j ); + _vector$7.add( _offset ); + + } + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$7 ) ); + + } + + } + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + } + + computeTangents() { + + const index = this.index; + const attributes = this.attributes; + + // based on http://www.terathon.com/code/tangent.html + // (per vertex tangents) + + if ( index === null || + attributes.position === undefined || + attributes.normal === undefined || + attributes.uv === undefined ) { + + console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); + return; + + } + + const indices = index.array; + const positions = attributes.position.array; + const normals = attributes.normal.array; + const uvs = attributes.uv.array; + + const nVertices = positions.length / 3; + + if ( this.hasAttribute( 'tangent' ) === false ) { + + this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) ); + + } + + const tangents = this.getAttribute( 'tangent' ).array; + + const tan1 = [], tan2 = []; + + for ( let i = 0; i < nVertices; i ++ ) { + + tan1[ i ] = new Vector3(); + tan2[ i ] = new Vector3(); + + } + + const vA = new Vector3(), + vB = new Vector3(), + vC = new Vector3(), + + uvA = new Vector2(), + uvB = new Vector2(), + uvC = new Vector2(), + + sdir = new Vector3(), + tdir = new Vector3(); + + function handleTriangle( a, b, c ) { + + vA.fromArray( positions, a * 3 ); + vB.fromArray( positions, b * 3 ); + vC.fromArray( positions, c * 3 ); + + uvA.fromArray( uvs, a * 2 ); + uvB.fromArray( uvs, b * 2 ); + uvC.fromArray( uvs, c * 2 ); + + vB.sub( vA ); + vC.sub( vA ); + + uvB.sub( uvA ); + uvC.sub( uvA ); + + const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); + + // silently ignore degenerate uv triangles having coincident or colinear vertices + + if ( ! isFinite( r ) ) return; + + sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); + tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); + + tan1[ a ].add( sdir ); + tan1[ b ].add( sdir ); + tan1[ c ].add( sdir ); + + tan2[ a ].add( tdir ); + tan2[ b ].add( tdir ); + tan2[ c ].add( tdir ); + + } + + let groups = this.groups; + + if ( groups.length === 0 ) { + + groups = [ { + start: 0, + count: indices.length + } ]; + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleTriangle( + indices[ j + 0 ], + indices[ j + 1 ], + indices[ j + 2 ] + ); + + } + + } + + const tmp = new Vector3(), tmp2 = new Vector3(); + const n = new Vector3(), n2 = new Vector3(); + + function handleVertex( v ) { + + n.fromArray( normals, v * 3 ); + n2.copy( n ); + + const t = tan1[ v ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.crossVectors( n2, t ); + const test = tmp2.dot( tan2[ v ] ); + const w = ( test < 0.0 ) ? - 1.0 : 1.0; + + tangents[ v * 4 ] = tmp.x; + tangents[ v * 4 + 1 ] = tmp.y; + tangents[ v * 4 + 2 ] = tmp.z; + tangents[ v * 4 + 3 ] = w; + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleVertex( indices[ j + 0 ] ); + handleVertex( indices[ j + 1 ] ); + handleVertex( indices[ j + 2 ] ); + + } + + } + + } + + computeVertexNormals() { + + const index = this.index; + const positionAttribute = this.getAttribute( 'position' ); + + if ( positionAttribute !== undefined ) { + + let normalAttribute = this.getAttribute( 'normal' ); + + if ( normalAttribute === undefined ) { + + normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); + this.setAttribute( 'normal', normalAttribute ); + + } else { + + // reset existing normals to zero + + for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { + + normalAttribute.setXYZ( i, 0, 0, 0 ); + + } + + } + + const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); + const cb = new Vector3(), ab = new Vector3(); + + // indexed elements + + if ( index ) { + + for ( let i = 0, il = index.count; i < il; i += 3 ) { + + const vA = index.getX( i + 0 ); + const vB = index.getX( i + 1 ); + const vC = index.getX( i + 2 ); + + pA.fromBufferAttribute( positionAttribute, vA ); + pB.fromBufferAttribute( positionAttribute, vB ); + pC.fromBufferAttribute( positionAttribute, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + nA.fromBufferAttribute( normalAttribute, vA ); + nB.fromBufferAttribute( normalAttribute, vB ); + nC.fromBufferAttribute( normalAttribute, vC ); + + nA.add( cb ); + nB.add( cb ); + nC.add( cb ); + + normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); + normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); + normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { + + pA.fromBufferAttribute( positionAttribute, i + 0 ); + pB.fromBufferAttribute( positionAttribute, i + 1 ); + pC.fromBufferAttribute( positionAttribute, i + 2 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); + + } + + } + + this.normalizeNormals(); + + normalAttribute.needsUpdate = true; + + } + + } + + normalizeNormals() { + + const normals = this.attributes.normal; + + for ( let i = 0, il = normals.count; i < il; i ++ ) { + + _vector$7.fromBufferAttribute( normals, i ); + + _vector$7.normalize(); + + normals.setXYZ( i, _vector$7.x, _vector$7.y, _vector$7.z ); + + } + + } + + toNonIndexed() { + + function convertBufferAttribute( attribute, indices ) { + + const array = attribute.array; + const itemSize = attribute.itemSize; + const normalized = attribute.normalized; + + const array2 = new array.constructor( indices.length * itemSize ); + + let index = 0, index2 = 0; + + for ( let i = 0, l = indices.length; i < l; i ++ ) { + + if ( attribute.isInterleavedBufferAttribute ) { + + index = indices[ i ] * attribute.data.stride + attribute.offset; + + } else { + + index = indices[ i ] * itemSize; + + } + + for ( let j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + return new BufferAttribute( array2, itemSize, normalized ); + + } + + // + + if ( this.index === null ) { + + console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); + return this; + + } + + const geometry2 = new BufferGeometry(); + + const indices = this.index.array; + const attributes = this.attributes; + + // attributes + + for ( const name in attributes ) { + + const attribute = attributes[ name ]; + + const newAttribute = convertBufferAttribute( attribute, indices ); + + geometry2.setAttribute( name, newAttribute ); + + } + + // morph attributes + + const morphAttributes = this.morphAttributes; + + for ( const name in morphAttributes ) { + + const morphArray = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { + + const attribute = morphAttribute[ i ]; + + const newAttribute = convertBufferAttribute( attribute, indices ); + + morphArray.push( newAttribute ); + + } + + geometry2.morphAttributes[ name ] = morphArray; + + } + + geometry2.morphTargetsRelative = this.morphTargetsRelative; + + // groups + + const groups = this.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + geometry2.addGroup( group.start, group.count, group.materialIndex ); + + } + + return geometry2; + + } + + toJSON() { + + const data = { + metadata: { + version: 4.6, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; + + // standard BufferGeometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + if ( this.parameters !== undefined ) { + + const parameters = this.parameters; + + for ( const key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + // for simplicity the code assumes attributes are not shared across geometries, see #15811 + + data.data = { attributes: {} }; + + const index = this.index; + + if ( index !== null ) { + + data.data.index = { + type: index.array.constructor.name, + array: Array.prototype.slice.call( index.array ) + }; + + } + + const attributes = this.attributes; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + + data.data.attributes[ key ] = attribute.toJSON( data.data ); + + } + + const morphAttributes = {}; + let hasMorphAttributes = false; + + for ( const key in this.morphAttributes ) { + + const attributeArray = this.morphAttributes[ key ]; + + const array = []; + + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { + + const attribute = attributeArray[ i ]; + + array.push( attribute.toJSON( data.data ) ); + + } + + if ( array.length > 0 ) { + + morphAttributes[ key ] = array; + + hasMorphAttributes = true; + + } + + } + + if ( hasMorphAttributes ) { + + data.data.morphAttributes = morphAttributes; + data.data.morphTargetsRelative = this.morphTargetsRelative; + + } + + const groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + const boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + + } + + return data; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + // reset + + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; + + // used for storing cloned, shared data + + const data = {}; + + // name + + this.name = source.name; + + // index + + const index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone( data ) ); + + } + + // attributes + + const attributes = source.attributes; + + for ( const name in attributes ) { + + const attribute = attributes[ name ]; + this.setAttribute( name, attribute.clone( data ) ); + + } + + // morph attributes + + const morphAttributes = source.morphAttributes; + + for ( const name in morphAttributes ) { + + const array = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { + + array.push( morphAttribute[ i ].clone( data ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + this.morphTargetsRelative = source.morphTargetsRelative; + + // groups + + const groups = source.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); + + } + + // bounding box + + const boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + const boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // draw range + + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; + + // user data + + this.userData = source.userData; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } + + const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4(); + const _ray$3 = /*@__PURE__*/ new Ray(); + const _sphere$5 = /*@__PURE__*/ new Sphere(); + const _sphereHitAt = /*@__PURE__*/ new Vector3(); + + const _vA$1 = /*@__PURE__*/ new Vector3(); + const _vB$1 = /*@__PURE__*/ new Vector3(); + const _vC$1 = /*@__PURE__*/ new Vector3(); + + const _tempA = /*@__PURE__*/ new Vector3(); + const _morphA = /*@__PURE__*/ new Vector3(); + + const _uvA$1 = /*@__PURE__*/ new Vector2(); + const _uvB$1 = /*@__PURE__*/ new Vector2(); + const _uvC$1 = /*@__PURE__*/ new Vector2(); + + const _normalA = /*@__PURE__*/ new Vector3(); + const _normalB = /*@__PURE__*/ new Vector3(); + const _normalC = /*@__PURE__*/ new Vector3(); + + const _intersectionPoint = /*@__PURE__*/ new Vector3(); + const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); + + class Mesh extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) { + + super(); + + this.isMesh = true; + + this.type = 'Mesh'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + this.material = source.material; + this.geometry = source.geometry; + + return this; + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + + getVertexPosition( index, target ) { + + const geometry = this.geometry; + const position = geometry.attributes.position; + const morphPosition = geometry.morphAttributes.position; + const morphTargetsRelative = geometry.morphTargetsRelative; + + target.fromBufferAttribute( position, index ); + + const morphInfluences = this.morphTargetInfluences; + + if ( morphPosition && morphInfluences ) { + + _morphA.set( 0, 0, 0 ); + + for ( let i = 0, il = morphPosition.length; i < il; i ++ ) { + + const influence = morphInfluences[ i ]; + const morphAttribute = morphPosition[ i ]; + + if ( influence === 0 ) continue; + + _tempA.fromBufferAttribute( morphAttribute, index ); + + if ( morphTargetsRelative ) { + + _morphA.addScaledVector( _tempA, influence ); + + } else { + + _morphA.addScaledVector( _tempA.sub( target ), influence ); + + } + + } + + target.add( _morphA ); + + } + + return target; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // test with bounding sphere in world space + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$5.copy( geometry.boundingSphere ); + _sphere$5.applyMatrix4( matrixWorld ); + + // check distance from ray origin to bounding sphere + + _ray$3.copy( raycaster.ray ).recast( raycaster.near ); + + if ( _sphere$5.containsPoint( _ray$3.origin ) === false ) { + + if ( _ray$3.intersectSphere( _sphere$5, _sphereHitAt ) === null ) return; + + if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return; + + } + + // convert ray to local space of mesh + + _inverseMatrix$3.copy( matrixWorld ).invert(); + _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 ); + + // test with bounding box in local space + + if ( geometry.boundingBox !== null ) { + + if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + // test for intersections with geometry + + this._computeIntersections( raycaster, intersects, _ray$3 ); + + } + + _computeIntersections( raycaster, intersects, rayLocalSpace ) { + + let intersection; + + const geometry = this.geometry; + const material = this.material; + + const index = geometry.index; + const position = geometry.attributes.position; + const uv = geometry.attributes.uv; + const uv1 = geometry.attributes.uv1; + const normal = geometry.attributes.normal; + const groups = geometry.groups; + const drawRange = geometry.drawRange; + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = index.getX( j ); + const b = index.getX( j + 1 ); + const c = index.getX( j + 2 ); + + intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + const c = index.getX( i + 2 ); + + intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( position !== undefined ) { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = j; + const b = j + 1; + const c = j + 2; + + intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = i; + const b = i + 1; + const c = i + 2; + + intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } + + } + + } + + function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { + + let intersect; + + if ( material.side === BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point ); + + } + + if ( intersect === null ) return null; + + _intersectionPointWorld.copy( point ); + _intersectionPointWorld.applyMatrix4( object.matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); + + if ( distance < raycaster.near || distance > raycaster.far ) return null; + + return { + distance: distance, + point: _intersectionPointWorld.clone(), + object: object + }; + + } + + function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) { + + object.getVertexPosition( a, _vA$1 ); + object.getVertexPosition( b, _vB$1 ); + object.getVertexPosition( c, _vC$1 ); + + const intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint ); + + if ( intersection ) { + + if ( uv ) { + + _uvA$1.fromBufferAttribute( uv, a ); + _uvB$1.fromBufferAttribute( uv, b ); + _uvC$1.fromBufferAttribute( uv, c ); + + intersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); + + } + + if ( uv1 ) { + + _uvA$1.fromBufferAttribute( uv1, a ); + _uvB$1.fromBufferAttribute( uv1, b ); + _uvC$1.fromBufferAttribute( uv1, c ); + + intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); + intersection.uv2 = intersection.uv1; // @deprecated, r152 + + } + + if ( normal ) { + + _normalA.fromBufferAttribute( normal, a ); + _normalB.fromBufferAttribute( normal, b ); + _normalC.fromBufferAttribute( normal, c ); + + intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() ); + + if ( intersection.normal.dot( ray.direction ) > 0 ) { + + intersection.normal.multiplyScalar( - 1 ); + + } + + } + + const face = { + a: a, + b: b, + c: c, + normal: new Vector3(), + materialIndex: 0 + }; + + Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal ); + + intersection.face = face; + + } + + return intersection; + + } + + class BoxGeometry extends BufferGeometry { + + constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { + + super(); + + this.type = 'BoxGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + const scope = this; + + // segments + + widthSegments = Math.floor( widthSegments ); + heightSegments = Math.floor( heightSegments ); + depthSegments = Math.floor( depthSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let numberOfVertices = 0; + let groupStart = 0; + + // build each side of the box geometry + + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + const segmentWidth = width / gridX; + const segmentHeight = height / gridY; + + const widthHalf = width / 2; + const heightHalf = height / 2; + const depthHalf = depth / 2; + + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + + let vertexCounter = 0; + let groupCount = 0; + + const vector = new Vector3(); + + // generate vertices, normals and uvs + + for ( let iy = 0; iy < gridY1; iy ++ ) { + + const y = iy * segmentHeight - heightHalf; + + for ( let ix = 0; ix < gridX1; ix ++ ) { + + const x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + + vertices.push( vector.x, vector.y, vector.z ); + + // set values to correct vector component + + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; + + // now apply vector to normal buffer + + normals.push( vector.x, vector.y, vector.z ); + + // uvs + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + // counters + + vertexCounter += 1; + + } + + } + + // indices + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( let iy = 0; iy < gridY; iy ++ ) { + + for ( let ix = 0; ix < gridX; ix ++ ) { + + const a = numberOfVertices + ix + gridX1 * iy; + const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // increase counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + + groupStart += groupCount; + + // update total number of vertices + + numberOfVertices += vertexCounter; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); + + } + + } + + /** + * Uniform Utilities + */ + + function cloneUniforms( src ) { + + const dst = {}; + + for ( const u in src ) { + + dst[ u ] = {}; + + for ( const p in src[ u ] ) { + + const property = src[ u ][ p ]; + + if ( property && ( property.isColor || + property.isMatrix3 || property.isMatrix4 || + property.isVector2 || property.isVector3 || property.isVector4 || + property.isTexture || property.isQuaternion ) ) { + + if ( property.isRenderTargetTexture ) { + + console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' ); + dst[ u ][ p ] = null; + + } else { + + dst[ u ][ p ] = property.clone(); + + } + + } else if ( Array.isArray( property ) ) { + + dst[ u ][ p ] = property.slice(); + + } else { + + dst[ u ][ p ] = property; + + } + + } + + } + + return dst; + + } + + function mergeUniforms( uniforms ) { + + const merged = {}; + + for ( let u = 0; u < uniforms.length; u ++ ) { + + const tmp = cloneUniforms( uniforms[ u ] ); + + for ( const p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + + } + + function cloneUniformsGroups( src ) { + + const dst = []; + + for ( let u = 0; u < src.length; u ++ ) { + + dst.push( src[ u ].clone() ); + + } + + return dst; + + } + + function getUnlitUniformColorSpace( renderer ) { + + if ( renderer.getRenderTarget() === null ) { + + // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398 + return renderer.outputColorSpace; + + } + + return LinearSRGBColorSpace; + + } + + // Legacy + + const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; + + var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; + + var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; + + class ShaderMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isShaderMaterial = true; + + this.type = 'ShaderMaterial'; + + this.defines = {}; + this.uniforms = {}; + this.uniformsGroups = []; + + this.vertexShader = default_vertex; + this.fragmentShader = default_fragment; + + this.linewidth = 1; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + this.lights = false; // set to use scene lights + this.clipping = false; // set to use user-defined clipping planes + + this.forceSinglePass = true; + + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + }; + + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv1': [ 0, 0 ] + }; + + this.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; + + this.glslVersion = null; + + if ( parameters !== undefined ) { + + this.setValues( parameters ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = cloneUniforms( source.uniforms ); + this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups ); + + this.defines = Object.assign( {}, source.defines ); + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.fog = source.fog; + this.lights = source.lights; + this.clipping = source.clipping; + + this.extensions = Object.assign( {}, source.extensions ); + + this.glslVersion = source.glslVersion; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.glslVersion = this.glslVersion; + data.uniforms = {}; + + for ( const name in this.uniforms ) { + + const uniform = this.uniforms[ name ]; + const value = uniform.value; + + if ( value && value.isTexture ) { + + data.uniforms[ name ] = { + type: 't', + value: value.toJSON( meta ).uuid + }; + + } else if ( value && value.isColor ) { + + data.uniforms[ name ] = { + type: 'c', + value: value.getHex() + }; + + } else if ( value && value.isVector2 ) { + + data.uniforms[ name ] = { + type: 'v2', + value: value.toArray() + }; + + } else if ( value && value.isVector3 ) { + + data.uniforms[ name ] = { + type: 'v3', + value: value.toArray() + }; + + } else if ( value && value.isVector4 ) { + + data.uniforms[ name ] = { + type: 'v4', + value: value.toArray() + }; + + } else if ( value && value.isMatrix3 ) { + + data.uniforms[ name ] = { + type: 'm3', + value: value.toArray() + }; + + } else if ( value && value.isMatrix4 ) { + + data.uniforms[ name ] = { + type: 'm4', + value: value.toArray() + }; + + } else { + + data.uniforms[ name ] = { + value: value + }; + + // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far + + } + + } + + if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; + + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + data.lights = this.lights; + data.clipping = this.clipping; + + const extensions = {}; + + for ( const key in this.extensions ) { + + if ( this.extensions[ key ] === true ) extensions[ key ] = true; + + } + + if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; + + return data; + + } + + } + + class Camera extends Object3D { + + constructor() { + + super(); + + this.isCamera = true; + + this.type = 'Camera'; + + this.matrixWorldInverse = new Matrix4(); + + this.projectionMatrix = new Matrix4(); + this.projectionMatrixInverse = new Matrix4(); + + this.coordinateSystem = WebGLCoordinateSystem; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + + this.projectionMatrix.copy( source.projectionMatrix ); + this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); + + this.coordinateSystem = source.coordinateSystem; + + return this; + + } + + getWorldDirection( target ) { + + this.updateWorldMatrix( true, false ); + + const e = this.matrixWorld.elements; + + return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize(); + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } + + updateWorldMatrix( updateParents, updateChildren ) { + + super.updateWorldMatrix( updateParents, updateChildren ); + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + } + + class PerspectiveCamera extends Camera { + + constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { + + super(); + + this.isPerspectiveCamera = true; + + this.type = 'PerspectiveCamera'; + + this.fov = fov; + this.zoom = 1; + + this.near = near; + this.far = far; + this.focus = 10; + + this.aspect = aspect; + this.view = null; + + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) + + this.updateProjectionMatrix(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.fov = source.fov; + this.zoom = source.zoom; + + this.near = source.near; + this.far = source.far; + this.focus = source.focus; + + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; + + return this; + + } + + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ + setFocalLength( focalLength ) { + + /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ + const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + + this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + } + + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength() { + + const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + } + + getEffectiveFOV() { + + return RAD2DEG * 2 * Math.atan( + Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + } + + getFilmWidth() { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + } + + getFilmHeight() { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + } + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * const w = 1920; + * const h = 1080; + * const fullWidth = w * 3; + * const fullHeight = h * 2; + * + * --A-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + setViewOffset( fullWidth, fullHeight, x, y, width, height ) { + + this.aspect = fullWidth / fullHeight; + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + } + + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + updateProjectionMatrix() { + + const near = this.near; + let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; + let height = 2 * top; + let width = this.aspect * height; + let left = - 0.5 * width; + const view = this.view; + + if ( this.view !== null && this.view.enabled ) { + + const fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + + } + + const skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + + this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem ); + + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.fov = this.fov; + data.object.zoom = this.zoom; + + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; + + data.object.aspect = this.aspect; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; + + return data; + + } + + } + + const fov = - 90; // negative fov is not an error + const aspect = 1; + + class CubeCamera extends Object3D { + + constructor( near, far, renderTarget ) { + + super(); + + this.type = 'CubeCamera'; + + this.renderTarget = renderTarget; + this.coordinateSystem = null; + + const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.layers = this.layers; + this.add( cameraPX ); + + const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.layers = this.layers; + this.add( cameraNX ); + + const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.layers = this.layers; + this.add( cameraPY ); + + const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.layers = this.layers; + this.add( cameraNY ); + + const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.layers = this.layers; + this.add( cameraPZ ); + + const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.layers = this.layers; + this.add( cameraNZ ); + + } + + updateCoordinateSystem() { + + const coordinateSystem = this.coordinateSystem; + + const cameras = this.children.concat(); + + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras; + + for ( const camera of cameras ) this.remove( camera ); + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + cameraPX.up.set( 0, 1, 0 ); + cameraPX.lookAt( 1, 0, 0 ); + + cameraNX.up.set( 0, 1, 0 ); + cameraNX.lookAt( - 1, 0, 0 ); + + cameraPY.up.set( 0, 0, - 1 ); + cameraPY.lookAt( 0, 1, 0 ); + + cameraNY.up.set( 0, 0, 1 ); + cameraNY.lookAt( 0, - 1, 0 ); + + cameraPZ.up.set( 0, 1, 0 ); + cameraPZ.lookAt( 0, 0, 1 ); + + cameraNZ.up.set( 0, 1, 0 ); + cameraNZ.lookAt( 0, 0, - 1 ); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( - 1, 0, 0 ); + + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( 1, 0, 0 ); + + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( 0, 1, 0 ); + + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( 0, - 1, 0 ); + + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( 0, 0, 1 ); + + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( 0, 0, - 1 ); + + } else { + + throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem ); + + } + + for ( const camera of cameras ) { + + this.add( camera ); + + camera.updateMatrixWorld(); + + } + + } + + update( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + const renderTarget = this.renderTarget; + + if ( this.coordinateSystem !== renderer.coordinateSystem ) { + + this.coordinateSystem = renderer.coordinateSystem; + + this.updateCoordinateSystem(); + + } + + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; + + const currentRenderTarget = renderer.getRenderTarget(); + + const currentToneMapping = renderer.toneMapping; + const currentXrEnabled = renderer.xr.enabled; + + renderer.toneMapping = NoToneMapping; + renderer.xr.enabled = false; + + const generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + renderer.setRenderTarget( renderTarget, 0 ); + renderer.render( scene, cameraPX ); + + renderer.setRenderTarget( renderTarget, 1 ); + renderer.render( scene, cameraNX ); + + renderer.setRenderTarget( renderTarget, 2 ); + renderer.render( scene, cameraPY ); + + renderer.setRenderTarget( renderTarget, 3 ); + renderer.render( scene, cameraNY ); + + renderer.setRenderTarget( renderTarget, 4 ); + renderer.render( scene, cameraPZ ); + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderer.setRenderTarget( renderTarget, 5 ); + renderer.render( scene, cameraNZ ); + + renderer.setRenderTarget( currentRenderTarget ); + + renderer.toneMapping = currentToneMapping; + renderer.xr.enabled = currentXrEnabled; + + renderTarget.texture.needsPMREMUpdate = true; + + } + + } + + class CubeTexture extends Texture { + + constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + + super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + this.isCubeTexture = true; + + this.flipY = false; + + } + + get images() { + + return this.image; + + } + + set images( value ) { + + this.image = value; + + } + + } + + class WebGLCubeRenderTarget extends WebGLRenderTarget { + + constructor( size = 1, options = {} ) { + + super( size, size, options ); + + this.isWebGLCubeRenderTarget = true; + + const image = { width: size, height: size, depth: 1 }; + const images = [ image, image, image, image, image, image ]; + + if ( options.encoding !== undefined ) { + + // @deprecated, r152 + warnOnce( 'THREE.WebGLCubeRenderTarget: option.encoding has been replaced by option.colorSpace.' ); + options.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace; + + } + + this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace ); + + // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) + // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, + // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. + + // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped + // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture + // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures). + + this.texture.isRenderTargetTexture = true; + + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; + + } + + fromEquirectangularTexture( renderer, texture ) { + + this.texture.type = texture.type; + this.texture.colorSpace = texture.colorSpace; + + this.texture.generateMipmaps = texture.generateMipmaps; + this.texture.minFilter = texture.minFilter; + this.texture.magFilter = texture.magFilter; + + const shader = { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: /* glsl */` + + varying vec3 vWorldDirection; + + vec3 transformDirection( in vec3 dir, in mat4 matrix ) { + + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); + + } + + void main() { + + vWorldDirection = transformDirection( position, modelMatrix ); + + #include + #include + + } + `, + + fragmentShader: /* glsl */` + + uniform sampler2D tEquirect; + + varying vec3 vWorldDirection; + + #include + + void main() { + + vec3 direction = normalize( vWorldDirection ); + + vec2 sampleUV = equirectUv( direction ); + + gl_FragColor = texture2D( tEquirect, sampleUV ); + + } + ` + }; + + const geometry = new BoxGeometry( 5, 5, 5 ); + + const material = new ShaderMaterial( { + + name: 'CubemapFromEquirect', + + uniforms: cloneUniforms( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader, + side: BackSide, + blending: NoBlending + + } ); + + material.uniforms.tEquirect.value = texture; + + const mesh = new Mesh( geometry, material ); + + const currentMinFilter = texture.minFilter; + + // Avoid blurred poles + if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; + + const camera = new CubeCamera( 1, 10, this ); + camera.update( renderer, mesh ); + + texture.minFilter = currentMinFilter; + + mesh.geometry.dispose(); + mesh.material.dispose(); + + return this; + + } + + clear( renderer, color, depth, stencil ) { + + const currentRenderTarget = renderer.getRenderTarget(); + + for ( let i = 0; i < 6; i ++ ) { + + renderer.setRenderTarget( this, i ); + + renderer.clear( color, depth, stencil ); + + } + + renderer.setRenderTarget( currentRenderTarget ); + + } + + } + + const _vector1 = /*@__PURE__*/ new Vector3(); + const _vector2 = /*@__PURE__*/ new Vector3(); + const _normalMatrix = /*@__PURE__*/ new Matrix3(); + + class Plane { + + constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) { + + this.isPlane = true; + + // normal is assumed to be normalized + + this.normal = normal; + this.constant = constant; + + } + + set( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + } + + setComponents( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + } + + setFromNormalAndCoplanarPoint( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); + + return this; + + } + + setFromCoplanarPoints( a, b, c ) { + + const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); + + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + + this.setFromNormalAndCoplanarPoint( normal, a ); + + return this; + + } + + copy( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + } + + normalize() { + + // Note: will lead to a divide by zero if the plane is invalid. + + const inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; + + return this; + + } + + negate() { + + this.constant *= - 1; + this.normal.negate(); + + return this; + + } + + distanceToPoint( point ) { + + return this.normal.dot( point ) + this.constant; + + } + + distanceToSphere( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + } + + projectPoint( point, target ) { + + return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) ); + + } + + intersectLine( line, target ) { + + const direction = line.delta( _vector1 ); + + const denominator = this.normal.dot( direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { + + return target.copy( line.start ); + + } + + // Unsure if this is the correct method to handle this case. + return null; + + } + + const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + + if ( t < 0 || t > 1 ) { + + return null; + + } + + return target.copy( line.start ).addScaledVector( direction, t ); + + } + + intersectsLine( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + const startSign = this.distanceToPoint( line.start ); + const endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + } + + intersectsBox( box ) { + + return box.intersectsPlane( this ); + + } + + intersectsSphere( sphere ) { + + return sphere.intersectsPlane( this ); + + } + + coplanarPoint( target ) { + + return target.copy( this.normal ).multiplyScalar( - this.constant ); + + } + + applyMatrix4( matrix, optionalNormalMatrix ) { + + const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); + + const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); + + const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + this.constant = - referencePoint.dot( normal ); + + return this; + + } + + translate( offset ) { + + this.constant -= offset.dot( this.normal ); + + return this; + + } + + equals( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + } + + const _sphere$4 = /*@__PURE__*/ new Sphere(); + const _vector$6 = /*@__PURE__*/ new Vector3(); + + class Frustum { + + constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { + + this.planes = [ p0, p1, p2, p3, p4, p5 ]; + + } + + set( p0, p1, p2, p3, p4, p5 ) { + + const planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + } + + copy( frustum ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + } + + setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) { + + const planes = this.planes; + const me = m.elements; + const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); + + } else { + + throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem ); + + } + + return this; + + } + + intersectsObject( object ) { + + if ( object.boundingSphere !== undefined ) { + + if ( object.boundingSphere === null ) object.computeBoundingSphere(); + + _sphere$4.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld ); + + } else { + + const geometry = object.geometry; + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$4.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); + + } + + return this.intersectsSphere( _sphere$4 ); + + } + + intersectsSprite( sprite ) { + + _sphere$4.center.set( 0, 0, 0 ); + _sphere$4.radius = 0.7071067811865476; + _sphere$4.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( _sphere$4 ); + + } + + intersectsSphere( sphere ) { + + const planes = this.planes; + const center = sphere.center; + const negRadius = - sphere.radius; + + for ( let i = 0; i < 6; i ++ ) { + + const distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + } + + intersectsBox( box ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + const plane = planes[ i ]; + + // corner at max distance + + _vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x; + _vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y; + _vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + if ( plane.distanceToPoint( _vector$6 ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + containsPoint( point ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + } + + function WebGLAnimation() { + + let context = null; + let isAnimating = false; + let animationLoop = null; + let requestId = null; + + function onAnimationFrame( time, frame ) { + + animationLoop( time, frame ); + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + } + + return { + + start: function () { + + if ( isAnimating === true ) return; + if ( animationLoop === null ) return; + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + isAnimating = true; + + }, + + stop: function () { + + context.cancelAnimationFrame( requestId ); + + isAnimating = false; + + }, + + setAnimationLoop: function ( callback ) { + + animationLoop = callback; + + }, + + setContext: function ( value ) { + + context = value; + + } + + }; + + } + + function WebGLAttributes( gl, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + const buffers = new WeakMap(); + + function createBuffer( attribute, bufferType ) { + + const array = attribute.array; + const usage = attribute.usage; + + const buffer = gl.createBuffer(); + + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); + + attribute.onUploadCallback(); + + let type; + + if ( array instanceof Float32Array ) { + + type = gl.FLOAT; + + } else if ( array instanceof Uint16Array ) { + + if ( attribute.isFloat16BufferAttribute ) { + + if ( isWebGL2 ) { + + type = gl.HALF_FLOAT; + + } else { + + throw new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' ); + + } + + } else { + + type = gl.UNSIGNED_SHORT; + + } + + } else if ( array instanceof Int16Array ) { + + type = gl.SHORT; + + } else if ( array instanceof Uint32Array ) { + + type = gl.UNSIGNED_INT; + + } else if ( array instanceof Int32Array ) { + + type = gl.INT; + + } else if ( array instanceof Int8Array ) { + + type = gl.BYTE; + + } else if ( array instanceof Uint8Array ) { + + type = gl.UNSIGNED_BYTE; + + } else if ( array instanceof Uint8ClampedArray ) { + + type = gl.UNSIGNED_BYTE; + + } else { + + throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array ); + + } + + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version + }; + + } + + function updateBuffer( buffer, attribute, bufferType ) { + + const array = attribute.array; + const updateRange = attribute.updateRange; + + gl.bindBuffer( bufferType, buffer ); + + if ( updateRange.count === - 1 ) { + + // Not using update ranges + + gl.bufferSubData( bufferType, 0, array ); + + } else { + + if ( isWebGL2 ) { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array, updateRange.offset, updateRange.count ); + + } else { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); + + } + + updateRange.count = - 1; // reset range + + } + + attribute.onUploadCallback(); + + } + + // + + function get( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + return buffers.get( attribute ); + + } + + function remove( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + const data = buffers.get( attribute ); + + if ( data ) { + + gl.deleteBuffer( data.buffer ); + + buffers.delete( attribute ); + + } + + } + + function update( attribute, bufferType ) { + + if ( attribute.isGLBufferAttribute ) { + + const cached = buffers.get( attribute ); + + if ( ! cached || cached.version < attribute.version ) { + + buffers.set( attribute, { + buffer: attribute.buffer, + type: attribute.type, + bytesPerElement: attribute.elementSize, + version: attribute.version + } ); + + } + + return; + + } + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + const data = buffers.get( attribute ); + + if ( data === undefined ) { + + buffers.set( attribute, createBuffer( attribute, bufferType ) ); + + } else if ( data.version < attribute.version ) { + + updateBuffer( data.buffer, attribute, bufferType ); + + data.version = attribute.version; + + } + + } + + return { + + get: get, + remove: remove, + update: update + + }; + + } + + class PlaneGeometry extends BufferGeometry { + + constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { + + super(); + + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + const width_half = width / 2; + const height_half = height / 2; + + const gridX = Math.floor( widthSegments ); + const gridY = Math.floor( heightSegments ); + + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + + const segment_width = width / gridX; + const segment_height = height / gridY; + + // + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + for ( let iy = 0; iy < gridY1; iy ++ ) { + + const y = iy * segment_height - height_half; + + for ( let ix = 0; ix < gridX1; ix ++ ) { + + const x = ix * segment_width - width_half; + + vertices.push( x, - y, 0 ); + + normals.push( 0, 0, 1 ); + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + } + + } + + for ( let iy = 0; iy < gridY; iy ++ ) { + + for ( let ix = 0; ix < gridX; ix ++ ) { + + const a = ix + gridX1 * iy; + const b = ix + gridX1 * ( iy + 1 ); + const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = ( ix + 1 ) + gridX1 * iy; + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments ); + + } + + } + + var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif"; + + var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif"; + + var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif"; + + var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + + var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTest ) discard;\n#endif"; + + var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif"; + + var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif"; + + var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + + var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif"; + + var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; + + var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated"; + + var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\t return vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat R21 = R12;\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif"; + + var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos.xyz );\n\t\tvec3 vSigmaY = dFdy( surf_pos.xyz );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; + + var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif"; + + var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; + + var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; + + var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; + + var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif"; + + var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif"; + + var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif"; + + var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif"; + + var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated"; + + var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_v0 0.339\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_v1 0.276\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_v4 0.046\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_v5 0.016\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_v6 0.0038\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif"; + + var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; + + var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; + + var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif"; + + var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; + + var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; + + var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; + + var colorspace_pars_fragment = "vec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}"; + + var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif"; + + var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif"; + + var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; + + var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; + + var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; + + var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif"; + + var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif"; + + var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; + + var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; + + var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}"; + + var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif"; + + var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + + var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;"; + + var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, 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 GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert"; + + var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\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, const in GeometricContext geometry, 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 GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\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 GeometricContext geometry, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif"; + + var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif"; + + var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; + + var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon"; + + var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; + + var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong"; + + var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\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\tanisotropyV /= material.anisotropy;\n\tmaterial.anisotropy = saturate( material.anisotropy );\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x - tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x + tbn[ 0 ] * anisotropyV.y;\n#endif"; + + var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecular = vec3( 0.0 );\nvec3 sheenSpecular = 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 GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\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 GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, 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 GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, 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( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; + + var lights_fragment_begin = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef USE_CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometry.viewDir ) );\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, geometry, 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, geometry, 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, geometry, 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, geometry, 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, geometry, 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, geometry, 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, geometry, 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\tirradiance += getLightProbeIrradiance( lightProbe, geometry.normal );\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 ], geometry.normal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; + + var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometry.normal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometry.viewDir, geometry.normal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif"; + + var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif"; + + var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + + var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; + + var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif"; + + var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif"; + + var map_fragment = "#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, vMapUv );\n#endif"; + + var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; + + var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; + + var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + + var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; + + var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + + var morphcolor_vertex = "#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif"; + + var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif"; + + var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif"; + + var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif"; + + var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 geometryNormal = normal;"; + + var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif"; + + var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; + + var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; + + var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif"; + + var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif"; + + var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif"; + + var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif"; + + var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif"; + + var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif"; + + var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );"; + + var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}"; + + var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; + + var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; + + var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; + + var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; + + var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; + + var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + + var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; + + var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; + + var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif"; + + var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; + + var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + + var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tuniform int boneTextureSize;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tfloat j = i * 4.0;\n\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\ty = dy * ( y + 0.5 );\n\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\treturn bone;\n\t}\n#endif"; + + var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; + + var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; + + var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + + var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + + var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; + + var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; + + var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif"; + + var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif"; + + var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; + + var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; + + var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif"; + + var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; + + const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; + + const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; + + const vertex$g = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + + const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; + + const vertex$f = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + + const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; + + const vertex$e = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; + + const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}"; + + const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; + + const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; + + const vertex$c = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; + + const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}"; + + const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const vertex$a = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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}"; + + const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; + + const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}"; + + const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}"; + + const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; + + const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const vertex$3 = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const vertex$2 = "#include \n#include \n#include \n#include \n#include \n#include \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}"; + + const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; + + const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; + + const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + + const ShaderChunk = { + alphahash_fragment: alphahash_fragment, + alphahash_pars_fragment: alphahash_pars_fragment, + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + alphatest_pars_fragment: alphatest_pars_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + iridescence_fragment: iridescence_fragment, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + colorspace_fragment: colorspace_fragment, + colorspace_pars_fragment: colorspace_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_common_pars_fragment: envmap_common_pars_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_fragment: lightmap_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_fragment: lights_lambert_fragment, + lights_lambert_pars_fragment: lights_lambert_pars_fragment, + lights_pars_begin: lights_pars_begin, + lights_toon_fragment: lights_toon_fragment, + lights_toon_pars_fragment: lights_toon_pars_fragment, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphcolor_vertex: morphcolor_vertex, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + normal_pars_fragment: normal_pars_fragment, + normal_pars_vertex: normal_pars_vertex, + normal_vertex: normal_vertex, + normalmap_pars_fragment: normalmap_pars_fragment, + clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, + clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, + clearcoat_pars_fragment: clearcoat_pars_fragment, + iridescence_pars_fragment: iridescence_pars_fragment, + opaque_fragment: opaque_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + transmission_fragment: transmission_fragment, + transmission_pars_fragment: transmission_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + worldpos_vertex: worldpos_vertex, + + background_vert: vertex$h, + background_frag: fragment$h, + backgroundCube_vert: vertex$g, + backgroundCube_frag: fragment$g, + cube_vert: vertex$f, + cube_frag: fragment$f, + depth_vert: vertex$e, + depth_frag: fragment$e, + distanceRGBA_vert: vertex$d, + distanceRGBA_frag: fragment$d, + equirect_vert: vertex$c, + equirect_frag: fragment$c, + linedashed_vert: vertex$b, + linedashed_frag: fragment$b, + meshbasic_vert: vertex$a, + meshbasic_frag: fragment$a, + meshlambert_vert: vertex$9, + meshlambert_frag: fragment$9, + meshmatcap_vert: vertex$8, + meshmatcap_frag: fragment$8, + meshnormal_vert: vertex$7, + meshnormal_frag: fragment$7, + meshphong_vert: vertex$6, + meshphong_frag: fragment$6, + meshphysical_vert: vertex$5, + meshphysical_frag: fragment$5, + meshtoon_vert: vertex$4, + meshtoon_frag: fragment$4, + points_vert: vertex$3, + points_frag: fragment$3, + shadow_vert: vertex$2, + shadow_frag: fragment$2, + sprite_vert: vertex$1, + sprite_frag: fragment$1 + }; + + /** + * Uniforms library for shared webgl shaders + */ + + const UniformsLib = { + + common: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + mapTransform: { value: /*@__PURE__*/ new Matrix3() }, + + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + + alphaTest: { value: 0 } + + }, + + specularmap: { + + specularMap: { value: null }, + specularMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + envmap: { + + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + reflectivity: { value: 1.0 }, // basic, lambert, phong + ior: { value: 1.5 }, // physical + refractionRatio: { value: 0.98 }, // basic, lambert, phong + + }, + + aomap: { + + aoMap: { value: null }, + aoMapIntensity: { value: 1 }, + aoMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + lightmap: { + + lightMap: { value: null }, + lightMapIntensity: { value: 1 }, + lightMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + bumpmap: { + + bumpMap: { value: null }, + bumpMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + bumpScale: { value: 1 } + + }, + + normalmap: { + + normalMap: { value: null }, + normalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) } + + }, + + displacementmap: { + + displacementMap: { value: null }, + displacementMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } + + }, + + emissivemap: { + + emissiveMap: { value: null }, + emissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + metalnessmap: { + + metalnessMap: { value: null }, + metalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + roughnessmap: { + + roughnessMap: { value: null }, + roughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + gradientmap: { + + gradientMap: { value: null } + + }, + + fog: { + + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) } + + }, + + lights: { + + ambientLightColor: { value: [] }, + + lightProbe: { value: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {} + } }, + + directionalLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {} + } }, + + spotLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotLightMap: { value: [] }, + spotShadowMap: { value: [] }, + spotLightMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {} + } }, + + pointLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } }, + + pointShadowMap: { value: [] }, + pointShadowMatrix: { value: [] }, + + hemisphereLights: { value: [], properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } }, + + // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src + rectAreaLights: { value: [], properties: { + color: {}, + position: {}, + width: {}, + height: {} + } }, + + ltc_1: { value: null }, + ltc_2: { value: null } + + }, + + points: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaTest: { value: 0 }, + uvTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + sprite: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + center: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) }, + rotation: { value: 0.0 }, + map: { value: null }, + mapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaTest: { value: 0 } + + } + + }; + + const ShaderLib = { + + basic: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag + + }, + + phong: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + specular: { value: /*@__PURE__*/ new Color( 0x111111 ) }, + shininess: { value: 30 } + } + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + + }, + + standard: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.roughnessmap, + UniformsLib.metalnessmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + roughness: { value: 1.0 }, + metalness: { value: 0.0 }, + envMapIntensity: { value: 1 } // temporary + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + toon: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshtoon_vert, + fragmentShader: ShaderChunk.meshtoon_frag + + }, + + matcap: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + { + matcap: { value: null } + } + ] ), + + vertexShader: ShaderChunk.meshmatcap_vert, + fragmentShader: ShaderChunk.meshmatcap_frag + + }, + + points: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.points, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.meshnormal_vert, + fragmentShader: ShaderChunk.meshnormal_frag + + }, + + sprite: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.sprite, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.sprite_vert, + fragmentShader: ShaderChunk.sprite_frag + + }, + + background: { + + uniforms: { + uvTransform: { value: /*@__PURE__*/ new Matrix3() }, + t2D: { value: null }, + backgroundIntensity: { value: 1 } + }, + + vertexShader: ShaderChunk.background_vert, + fragmentShader: ShaderChunk.background_frag + + }, + + backgroundCube: { + + uniforms: { + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + backgroundBlurriness: { value: 0 }, + backgroundIntensity: { value: 1 } + }, + + vertexShader: ShaderChunk.backgroundCube_vert, + fragmentShader: ShaderChunk.backgroundCube_frag + + }, + + cube: { + + uniforms: { + tCube: { value: null }, + tFlip: { value: - 1 }, + opacity: { value: 1.0 } + }, + + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag + + }, + + equirect: { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + + }, + + distanceRGBA: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: /*@__PURE__*/ new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag + + }, + + shadow: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: /*@__PURE__*/ new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + + }; + + ShaderLib.physical = { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + ShaderLib.standard.uniforms, + { + clearcoat: { value: 0 }, + clearcoatMap: { value: null }, + clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + clearcoatNormalMap: { value: null }, + clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }, + clearcoatRoughness: { value: 0 }, + clearcoatRoughnessMap: { value: null }, + clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + iridescence: { value: 0 }, + iridescenceMap: { value: null }, + iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + iridescenceIOR: { value: 1.3 }, + iridescenceThicknessMinimum: { value: 100 }, + iridescenceThicknessMaximum: { value: 400 }, + iridescenceThicknessMap: { value: null }, + iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + sheen: { value: 0 }, + sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + sheenColorMap: { value: null }, + sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + sheenRoughness: { value: 1 }, + sheenRoughnessMap: { value: null }, + sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + transmission: { value: 0 }, + transmissionMap: { value: null }, + transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() }, + transmissionSamplerMap: { value: null }, + thickness: { value: 0 }, + thicknessMap: { value: null }, + thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + attenuationDistance: { value: 0 }, + attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) }, + specularColorMap: { value: null }, + specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + specularIntensity: { value: 1 }, + specularIntensityMap: { value: null }, + specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + anisotropyVector: { value: /*@__PURE__*/ new Vector2() }, + anisotropyMap: { value: null }, + anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }; + + const _rgb = { r: 0, b: 0, g: 0 }; + + function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) { + + const clearColor = new Color( 0x000000 ); + let clearAlpha = alpha === true ? 0 : 1; + + let planeMesh; + let boxMesh; + + let currentBackground = null; + let currentBackgroundVersion = 0; + let currentTonemapping = null; + + function render( renderList, scene ) { + + let forceClear = false; + let background = scene.isScene === true ? scene.background : null; + + if ( background && background.isTexture ) { + + const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background + background = ( usePMREM ? cubeuvmaps : cubemaps ).get( background ); + + } + + if ( background === null ) { + + setClear( clearColor, clearAlpha ); + + } else if ( background && background.isColor ) { + + setClear( background, 1 ); + forceClear = true; + + } + + const xr = renderer.xr; + const environmentBlendMode = xr.getEnvironmentBlendMode(); + + switch ( environmentBlendMode ) { + + case 'opaque': + forceClear = true; + break; + + case 'additive': + state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha ); + forceClear = true; + break; + + case 'alpha-blend': + state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha ); + forceClear = true; + break; + + } + + if ( renderer.autoClear || forceClear ) { + + renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); + + } + + if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) { + + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxGeometry( 1, 1, 1 ), + new ShaderMaterial( { + name: 'BackgroundCubeMaterial', + uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ), + vertexShader: ShaderLib.backgroundCube.vertexShader, + fragmentShader: ShaderLib.backgroundCube.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + boxMesh.geometry.deleteAttribute( 'normal' ); + boxMesh.geometry.deleteAttribute( 'uv' ); + + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { + + this.matrixWorld.copyPosition( camera.matrixWorld ); + + }; + + // add "envMap" material property so the renderer can evaluate it like for built-in materials + Object.defineProperty( boxMesh.material, 'envMap', { + + get: function () { + + return this.uniforms.envMap.value; + + } + + } ); + + objects.update( boxMesh ); + + } + + boxMesh.material.uniforms.envMap.value = background; + boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1; + boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness; + boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; + boxMesh.material.toneMapped = ( background.colorSpace === SRGBColorSpace ) ? false : true; + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + boxMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + boxMesh.layers.enableAll(); + + // push to the pre-sorted opaque render list + renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); + + } else if ( background && background.isTexture ) { + + if ( planeMesh === undefined ) { + + planeMesh = new Mesh( + new PlaneGeometry( 2, 2 ), + new ShaderMaterial( { + name: 'BackgroundMaterial', + uniforms: cloneUniforms( ShaderLib.background.uniforms ), + vertexShader: ShaderLib.background.vertexShader, + fragmentShader: ShaderLib.background.fragmentShader, + side: FrontSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + planeMesh.geometry.deleteAttribute( 'normal' ); + + // add "map" material property so the renderer can evaluate it like for built-in materials + Object.defineProperty( planeMesh.material, 'map', { + + get: function () { + + return this.uniforms.t2D.value; + + } + + } ); + + objects.update( planeMesh ); + + } + + planeMesh.material.uniforms.t2D.value = background; + planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; + planeMesh.material.toneMapped = ( background.colorSpace === SRGBColorSpace ) ? false : true; + + if ( background.matrixAutoUpdate === true ) { + + background.updateMatrix(); + + } + + planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + planeMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + planeMesh.layers.enableAll(); + + // push to the pre-sorted opaque render list + renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); + + } + + } + + function setClear( color, alpha ) { + + color.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) ); + + state.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha ); + + } + + return { + + getClearColor: function () { + + return clearColor; + + }, + setClearColor: function ( color, alpha = 1 ) { + + clearColor.set( color ); + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + getClearAlpha: function () { + + return clearAlpha; + + }, + setClearAlpha: function ( alpha ) { + + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + render: render + + }; + + } + + function WebGLBindingStates( gl, extensions, attributes, capabilities ) { + + const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + + const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' ); + const vaoAvailable = capabilities.isWebGL2 || extension !== null; + + const bindingStates = {}; + + const defaultState = createBindingState( null ); + let currentState = defaultState; + let forceUpdate = false; + + function setup( object, material, program, geometry, index ) { + + let updateBuffers = false; + + if ( vaoAvailable ) { + + const state = getBindingState( geometry, program, material ); + + if ( currentState !== state ) { + + currentState = state; + bindVertexArrayObject( currentState.object ); + + } + + updateBuffers = needsUpdate( object, geometry, program, index ); + + if ( updateBuffers ) saveCache( object, geometry, program, index ); + + } else { + + const wireframe = ( material.wireframe === true ); + + if ( currentState.geometry !== geometry.id || + currentState.program !== program.id || + currentState.wireframe !== wireframe ) { + + currentState.geometry = geometry.id; + currentState.program = program.id; + currentState.wireframe = wireframe; + + updateBuffers = true; + + } + + } + + if ( index !== null ) { + + attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); + + } + + if ( updateBuffers || forceUpdate ) { + + forceUpdate = false; + + setupVertexAttributes( object, material, program, geometry ); + + if ( index !== null ) { + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); + + } + + } + + } + + function createVertexArrayObject() { + + if ( capabilities.isWebGL2 ) return gl.createVertexArray(); + + return extension.createVertexArrayOES(); + + } + + function bindVertexArrayObject( vao ) { + + if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao ); + + return extension.bindVertexArrayOES( vao ); + + } + + function deleteVertexArrayObject( vao ) { + + if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao ); + + return extension.deleteVertexArrayOES( vao ); + + } + + function getBindingState( geometry, program, material ) { + + const wireframe = ( material.wireframe === true ); + + let programMap = bindingStates[ geometry.id ]; + + if ( programMap === undefined ) { + + programMap = {}; + bindingStates[ geometry.id ] = programMap; + + } + + let stateMap = programMap[ program.id ]; + + if ( stateMap === undefined ) { + + stateMap = {}; + programMap[ program.id ] = stateMap; + + } + + let state = stateMap[ wireframe ]; + + if ( state === undefined ) { + + state = createBindingState( createVertexArrayObject() ); + stateMap[ wireframe ] = state; + + } + + return state; + + } + + function createBindingState( vao ) { + + const newAttributes = []; + const enabledAttributes = []; + const attributeDivisors = []; + + for ( let i = 0; i < maxVertexAttributes; i ++ ) { + + newAttributes[ i ] = 0; + enabledAttributes[ i ] = 0; + attributeDivisors[ i ] = 0; + + } + + return { + + // for backward compatibility on non-VAO support browser + geometry: null, + program: null, + wireframe: false, + + newAttributes: newAttributes, + enabledAttributes: enabledAttributes, + attributeDivisors: attributeDivisors, + object: vao, + attributes: {}, + index: null + + }; + + } + + function needsUpdate( object, geometry, program, index ) { + + const cachedAttributes = currentState.attributes; + const geometryAttributes = geometry.attributes; + + let attributesNum = 0; + + const programAttributes = program.getAttributes(); + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + const cachedAttribute = cachedAttributes[ name ]; + let geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; + + } + + if ( cachedAttribute === undefined ) return true; + + if ( cachedAttribute.attribute !== geometryAttribute ) return true; + + if ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true; + + attributesNum ++; + + } + + } + + if ( currentState.attributesNum !== attributesNum ) return true; + + if ( currentState.index !== index ) return true; + + return false; + + } + + function saveCache( object, geometry, program, index ) { + + const cache = {}; + const attributes = geometry.attributes; + let attributesNum = 0; + + const programAttributes = program.getAttributes(); + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + let attribute = attributes[ name ]; + + if ( attribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor; + + } + + const data = {}; + data.attribute = attribute; + + if ( attribute && attribute.data ) { + + data.data = attribute.data; + + } + + cache[ name ] = data; + + attributesNum ++; + + } + + } + + currentState.attributes = cache; + currentState.attributesNum = attributesNum; + + currentState.index = index; + + } + + function initAttributes() { + + const newAttributes = currentState.newAttributes; + + for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + enableAttributeAndDivisor( attribute, 0 ); + + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + const attributeDivisors = currentState.attributeDivisors; + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' ); + + extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + } + + function disableUnusedAttributes() { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + + for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) { + + if ( integer === true ) { + + gl.vertexAttribIPointer( index, size, type, stride, offset ); + + } else { + + gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); + + } + + } + + function setupVertexAttributes( object, material, program, geometry ) { + + if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) { + + if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return; + + } + + initAttributes(); + + const geometryAttributes = geometry.attributes; + + const programAttributes = program.getAttributes(); + + const materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + let geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; + + } + + if ( geometryAttribute !== undefined ) { + + const normalized = geometryAttribute.normalized; + const size = geometryAttribute.itemSize; + + const attribute = attributes.get( geometryAttribute ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + const buffer = attribute.buffer; + const type = attribute.type; + const bytesPerElement = attribute.bytesPerElement; + + // check for integer attributes (WebGL 2 only) + + const integer = ( capabilities.isWebGL2 === true && ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ) ); + + if ( geometryAttribute.isInterleavedBufferAttribute ) { + + const data = geometryAttribute.data; + const stride = data.stride; + const offset = geometryAttribute.offset; + + if ( data.isInstancedInterleavedBuffer ) { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute ); + + } + + if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = data.meshPerAttribute * data.count; + + } + + } else { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttribute( programAttribute.location + i ); + + } + + } + + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + vertexAttribPointer( + programAttribute.location + i, + size / programAttribute.locationSize, + type, + normalized, + stride * bytesPerElement, + ( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement, + integer + ); + + } + + } else { + + if ( geometryAttribute.isInstancedBufferAttribute ) { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute ); + + } + + if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttribute( programAttribute.location + i ); + + } + + } + + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + vertexAttribPointer( + programAttribute.location + i, + size / programAttribute.locationSize, + type, + normalized, + size * bytesPerElement, + ( size / programAttribute.locationSize ) * i * bytesPerElement, + integer + ); + + } + + } + + } else if ( materialDefaultAttributeValues !== undefined ) { + + const value = materialDefaultAttributeValues[ name ]; + + if ( value !== undefined ) { + + switch ( value.length ) { + + case 2: + gl.vertexAttrib2fv( programAttribute.location, value ); + break; + + case 3: + gl.vertexAttrib3fv( programAttribute.location, value ); + break; + + case 4: + gl.vertexAttrib4fv( programAttribute.location, value ); + break; + + default: + gl.vertexAttrib1fv( programAttribute.location, value ); + + } + + } + + } + + } + + } + + disableUnusedAttributes(); + + } + + function dispose() { + + reset(); + + for ( const geometryId in bindingStates ) { + + const programMap = bindingStates[ geometryId ]; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + delete bindingStates[ geometryId ]; + + } + + } + + function releaseStatesOfGeometry( geometry ) { + + if ( bindingStates[ geometry.id ] === undefined ) return; + + const programMap = bindingStates[ geometry.id ]; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + delete bindingStates[ geometry.id ]; + + } + + function releaseStatesOfProgram( program ) { + + for ( const geometryId in bindingStates ) { + + const programMap = bindingStates[ geometryId ]; + + if ( programMap[ program.id ] === undefined ) continue; + + const stateMap = programMap[ program.id ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ program.id ]; + + } + + } + + function reset() { + + resetDefaultState(); + forceUpdate = true; + + if ( currentState === defaultState ) return; + + currentState = defaultState; + bindVertexArrayObject( currentState.object ); + + } + + // for backward-compatibility + + function resetDefaultState() { + + defaultState.geometry = null; + defaultState.program = null; + defaultState.wireframe = false; + + } + + return { + + setup: setup, + reset: reset, + resetDefaultState: resetDefaultState, + dispose: dispose, + releaseStatesOfGeometry: releaseStatesOfGeometry, + releaseStatesOfProgram: releaseStatesOfProgram, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + disableUnusedAttributes: disableUnusedAttributes + + }; + + } + + function WebGLBufferRenderer( gl, extensions, info, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + let mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + gl.drawArrays( mode, start, count ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + let extension, methodName; + + if ( isWebGL2 ) { + + extension = gl; + methodName = 'drawArraysInstanced'; + + } else { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + methodName = 'drawArraysInstancedANGLE'; + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + extension[ methodName ]( mode, start, count, primcount ); + + info.update( count, mode, primcount ); + + } + + // + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + + } + + function WebGLCapabilities( gl, extensions, parameters ) { + + let maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl.constructor.name === 'WebGL2RenderingContext'; + + let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + const maxPrecision = getMaxPrecision( precision ); + + if ( maxPrecision !== precision ) { + + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; + + } + + const drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ); + + const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + + const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + const maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + const maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + const maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + const maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + const maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + const maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + + const vertexTextures = maxVertexTextures > 0; + const floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' ); + const floatVertexTextures = vertexTextures && floatFragmentTextures; + + const maxSamples = isWebGL2 ? gl.getParameter( gl.MAX_SAMPLES ) : 0; + + return { + + isWebGL2: isWebGL2, + + drawBuffers: drawBuffers, + + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, + + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, + + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, + + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, + + vertexTextures: vertexTextures, + floatFragmentTextures: floatFragmentTextures, + floatVertexTextures: floatVertexTextures, + + maxSamples: maxSamples + + }; + + } + + function WebGLClipping( properties ) { + + const scope = this; + + let globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false; + + const plane = new Plane(), + viewNormalMatrix = new Matrix3(), + + uniform = { value: null, needsUpdate: false }; + + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; + + this.init = function ( planes, enableLocalClipping ) { + + const enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + numGlobalPlanes = planes.length; + + return enabled; + + }; + + this.beginShadows = function () { + + renderingShadows = true; + projectPlanes( null ); + + }; + + this.endShadows = function () { + + renderingShadows = false; + + }; + + this.setGlobalState = function ( planes, camera ) { + + globalState = projectPlanes( planes, camera, 0 ); + + }; + + this.setState = function ( material, camera, useCache ) { + + const planes = material.clippingPlanes, + clipIntersection = material.clipIntersection, + clipShadows = material.clipShadows; + + const materialProperties = properties.get( material ); + + if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { + + // there's no local clipping + + if ( renderingShadows ) { + + // there's no global clipping + + projectPlanes( null ); + + } else { + + resetGlobalState(); + + } + + } else { + + const nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4; + + let dstArray = materialProperties.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, useCache ); + + for ( let i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + materialProperties.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; + + } + + + }; + + function resetGlobalState() { + + if ( uniform.value !== globalState ) { + + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + + } + + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; + + } + + function projectPlanes( planes, camera, dstOffset, skipTransform ) { + + const nPlanes = planes !== null ? planes.length : 0; + let dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + const flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { + + plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); + + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; + + } + + } + + uniform.value = dstArray; + uniform.needsUpdate = true; + + } + + scope.numPlanes = nPlanes; + scope.numIntersection = 0; + + return dstArray; + + } + + } + + function WebGLCubeMaps( renderer ) { + + let cubemaps = new WeakMap(); + + function mapTextureMapping( texture, mapping ) { + + if ( mapping === EquirectangularReflectionMapping ) { + + texture.mapping = CubeReflectionMapping; + + } else if ( mapping === EquirectangularRefractionMapping ) { + + texture.mapping = CubeRefractionMapping; + + } + + return texture; + + } + + function get( texture ) { + + if ( texture && texture.isTexture && texture.isRenderTargetTexture === false ) { + + const mapping = texture.mapping; + + if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { + + if ( cubemaps.has( texture ) ) { + + const cubemap = cubemaps.get( texture ).texture; + return mapTextureMapping( cubemap, texture.mapping ); + + } else { + + const image = texture.image; + + if ( image && image.height > 0 ) { + + const renderTarget = new WebGLCubeRenderTarget( image.height / 2 ); + renderTarget.fromEquirectangularTexture( renderer, texture ); + cubemaps.set( texture, renderTarget ); + + texture.addEventListener( 'dispose', onTextureDispose ); + + return mapTextureMapping( renderTarget.texture, texture.mapping ); + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + return texture; + + } + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + const cubemap = cubemaps.get( texture ); + + if ( cubemap !== undefined ) { + + cubemaps.delete( texture ); + cubemap.dispose(); + + } + + } + + function dispose() { + + cubemaps = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + + } + + class OrthographicCamera extends Camera { + + constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) { + + super(); + + this.isOrthographicCamera = true; + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + this.view = null; + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = near; + this.far = far; + + this.updateProjectionMatrix(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; + + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + return this; + + } + + setViewOffset( fullWidth, fullHeight, x, y, width, height ) { + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + } + + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + updateProjectionMatrix() { + + const dx = ( this.right - this.left ) / ( 2 * this.zoom ); + const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + const cx = ( this.right + this.left ) / 2; + const cy = ( this.top + this.bottom ) / 2; + + let left = cx - dx; + let right = cx + dx; + let top = cy + dy; + let bottom = cy - dy; + + if ( this.view !== null && this.view.enabled ) { + + const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; + const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; + + left += scaleW * this.view.offsetX; + right = left + scaleW * this.view.width; + top -= scaleH * this.view.offsetY; + bottom = top - scaleH * this.view.height; + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem ); + + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + + } + + const LOD_MIN = 4; + + // The standard deviations (radians) associated with the extra mips. These are + // chosen to approximate a Trowbridge-Reitz distribution function times the + // geometric shadowing function. These sigma values squared must match the + // variance #defines in cube_uv_reflection_fragment.glsl.js. + const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ]; + + // The maximum length of the blur for loop. Smaller sigmas will use fewer + // samples and exit early, but not recompile the shader. + const MAX_SAMPLES = 20; + + const _flatCamera = /*@__PURE__*/ new OrthographicCamera(); + const _clearColor = /*@__PURE__*/ new Color(); + let _oldTarget = null; + + // Golden Ratio + const PHI = ( 1 + Math.sqrt( 5 ) ) / 2; + const INV_PHI = 1 / PHI; + + // Vertices of a dodecahedron (except the opposites, which represent the + // same axis), used as axis directions evenly spread on a sphere. + const _axisDirections = [ + /*@__PURE__*/ new Vector3( 1, 1, 1 ), + /*@__PURE__*/ new Vector3( - 1, 1, 1 ), + /*@__PURE__*/ new Vector3( 1, 1, - 1 ), + /*@__PURE__*/ new Vector3( - 1, 1, - 1 ), + /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ), + /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ), + /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ), + /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ), + /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ), + /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ]; + + /** + * This class generates a Prefiltered, Mipmapped Radiance Environment Map + * (PMREM) from a cubeMap environment texture. This allows different levels of + * blur to be quickly accessed based on material roughness. It is packed into a + * special CubeUV format that allows us to perform custom interpolation so that + * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap + * chain, it only goes down to the LOD_MIN level (above), and then creates extra + * even more filtered 'mips' at the same LOD_MIN resolution, associated with + * higher roughness levels. In this way we maintain resolution to smoothly + * interpolate diffuse lighting while limiting sampling computation. + * + * Paper: Fast, Accurate Image-Based Lighting + * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view + */ + + class PMREMGenerator { + + constructor( renderer ) { + + this._renderer = renderer; + this._pingPongRenderTarget = null; + + this._lodMax = 0; + this._cubeSize = 0; + this._lodPlanes = []; + this._sizeLods = []; + this._sigmas = []; + + this._blurMaterial = null; + this._cubemapMaterial = null; + this._equirectMaterial = null; + + this._compileMaterial( this._blurMaterial ); + + } + + /** + * Generates a PMREM from a supplied Scene, which can be faster than using an + * image if networking bandwidth is low. Optional sigma specifies a blur radius + * in radians to be applied to the scene before PMREM generation. Optional near + * and far planes ensure the scene is rendered in its entirety (the cubeCamera + * is placed at the origin). + */ + fromScene( scene, sigma = 0, near = 0.1, far = 100 ) { + + _oldTarget = this._renderer.getRenderTarget(); + + this._setSize( 256 ); + + const cubeUVRenderTarget = this._allocateTargets(); + cubeUVRenderTarget.depthBuffer = true; + + this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget ); + + if ( sigma > 0 ) { + + this._blur( cubeUVRenderTarget, 0, 0, sigma ); + + } + + this._applyPMREM( cubeUVRenderTarget ); + this._cleanup( cubeUVRenderTarget ); + + return cubeUVRenderTarget; + + } + + /** + * Generates a PMREM from an equirectangular texture, which can be either LDR + * or HDR. The ideal input image size is 1k (1024 x 512), + * as this matches best with the 256 x 256 cubemap output. + */ + fromEquirectangular( equirectangular, renderTarget = null ) { + + return this._fromTexture( equirectangular, renderTarget ); + + } + + /** + * Generates a PMREM from an cubemap texture, which can be either LDR + * or HDR. The ideal input cube size is 256 x 256, + * as this matches best with the 256 x 256 cubemap output. + */ + fromCubemap( cubemap, renderTarget = null ) { + + return this._fromTexture( cubemap, renderTarget ); + + } + + /** + * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during + * your texture's network fetch for increased concurrency. + */ + compileCubemapShader() { + + if ( this._cubemapMaterial === null ) { + + this._cubemapMaterial = _getCubemapMaterial(); + this._compileMaterial( this._cubemapMaterial ); + + } + + } + + /** + * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during + * your texture's network fetch for increased concurrency. + */ + compileEquirectangularShader() { + + if ( this._equirectMaterial === null ) { + + this._equirectMaterial = _getEquirectMaterial(); + this._compileMaterial( this._equirectMaterial ); + + } + + } + + /** + * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, + * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on + * one of them will cause any others to also become unusable. + */ + dispose() { + + this._dispose(); + + if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose(); + if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose(); + + } + + // private interface + + _setSize( cubeSize ) { + + this._lodMax = Math.floor( Math.log2( cubeSize ) ); + this._cubeSize = Math.pow( 2, this._lodMax ); + + } + + _dispose() { + + if ( this._blurMaterial !== null ) this._blurMaterial.dispose(); + + if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose(); + + for ( let i = 0; i < this._lodPlanes.length; i ++ ) { + + this._lodPlanes[ i ].dispose(); + + } + + } + + _cleanup( outputTarget ) { + + this._renderer.setRenderTarget( _oldTarget ); + outputTarget.scissorTest = false; + _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height ); + + } + + _fromTexture( texture, renderTarget ) { + + if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) { + + this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) ); + + } else { // Equirectangular + + this._setSize( texture.image.width / 4 ); + + } + + _oldTarget = this._renderer.getRenderTarget(); + + const cubeUVRenderTarget = renderTarget || this._allocateTargets(); + this._textureToCubeUV( texture, cubeUVRenderTarget ); + this._applyPMREM( cubeUVRenderTarget ); + this._cleanup( cubeUVRenderTarget ); + + return cubeUVRenderTarget; + + } + + _allocateTargets() { + + const width = 3 * Math.max( this._cubeSize, 16 * 7 ); + const height = 4 * this._cubeSize; + + const params = { + magFilter: LinearFilter, + minFilter: LinearFilter, + generateMipmaps: false, + type: HalfFloatType, + format: RGBAFormat, + colorSpace: LinearSRGBColorSpace, + depthBuffer: false + }; + + const cubeUVRenderTarget = _createRenderTarget( width, height, params ); + + if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) { + + if ( this._pingPongRenderTarget !== null ) { + + this._dispose(); + + } + + this._pingPongRenderTarget = _createRenderTarget( width, height, params ); + + const { _lodMax } = this; + ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) ); + + this._blurMaterial = _getBlurShader( _lodMax, width, height ); + + } + + return cubeUVRenderTarget; + + } + + _compileMaterial( material ) { + + const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material ); + this._renderer.compile( tmpMesh, _flatCamera ); + + } + + _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) { + + const fov = 90; + const aspect = 1; + const cubeCamera = new PerspectiveCamera( fov, aspect, near, far ); + const upSign = [ 1, - 1, 1, 1, 1, 1 ]; + const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ]; + const renderer = this._renderer; + + const originalAutoClear = renderer.autoClear; + const toneMapping = renderer.toneMapping; + renderer.getClearColor( _clearColor ); + + renderer.toneMapping = NoToneMapping; + renderer.autoClear = false; + + const backgroundMaterial = new MeshBasicMaterial( { + name: 'PMREM.Background', + side: BackSide, + depthWrite: false, + depthTest: false, + } ); + + const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial ); + + let useSolidColor = false; + const background = scene.background; + + if ( background ) { + + if ( background.isColor ) { + + backgroundMaterial.color.copy( background ); + scene.background = null; + useSolidColor = true; + + } + + } else { + + backgroundMaterial.color.copy( _clearColor ); + useSolidColor = true; + + } + + for ( let i = 0; i < 6; i ++ ) { + + const col = i % 3; + + if ( col === 0 ) { + + cubeCamera.up.set( 0, upSign[ i ], 0 ); + cubeCamera.lookAt( forwardSign[ i ], 0, 0 ); + + } else if ( col === 1 ) { + + cubeCamera.up.set( 0, 0, upSign[ i ] ); + cubeCamera.lookAt( 0, forwardSign[ i ], 0 ); + + } else { + + cubeCamera.up.set( 0, upSign[ i ], 0 ); + cubeCamera.lookAt( 0, 0, forwardSign[ i ] ); + + } + + const size = this._cubeSize; + + _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size ); + + renderer.setRenderTarget( cubeUVRenderTarget ); + + if ( useSolidColor ) { + + renderer.render( backgroundBox, cubeCamera ); + + } + + renderer.render( scene, cubeCamera ); + + } + + backgroundBox.geometry.dispose(); + backgroundBox.material.dispose(); + + renderer.toneMapping = toneMapping; + renderer.autoClear = originalAutoClear; + scene.background = background; + + } + + _textureToCubeUV( texture, cubeUVRenderTarget ) { + + const renderer = this._renderer; + + const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ); + + if ( isCubeTexture ) { + + if ( this._cubemapMaterial === null ) { + + this._cubemapMaterial = _getCubemapMaterial(); + + } + + this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1; + + } else { + + if ( this._equirectMaterial === null ) { + + this._equirectMaterial = _getEquirectMaterial(); + + } + + } + + const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial; + const mesh = new Mesh( this._lodPlanes[ 0 ], material ); + + const uniforms = material.uniforms; + + uniforms[ 'envMap' ].value = texture; + + const size = this._cubeSize; + + _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size ); + + renderer.setRenderTarget( cubeUVRenderTarget ); + renderer.render( mesh, _flatCamera ); + + } + + _applyPMREM( cubeUVRenderTarget ) { + + const renderer = this._renderer; + const autoClear = renderer.autoClear; + renderer.autoClear = false; + + for ( let i = 1; i < this._lodPlanes.length; i ++ ) { + + const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] ); + + const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ]; + + this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis ); + + } + + renderer.autoClear = autoClear; + + } + + /** + * This is a two-pass Gaussian blur for a cubemap. Normally this is done + * vertically and horizontally, but this breaks down on a cube. Here we apply + * the blur latitudinally (around the poles), and then longitudinally (towards + * the poles) to approximate the orthogonally-separable blur. It is least + * accurate at the poles, but still does a decent job. + */ + _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) { + + const pingPongRenderTarget = this._pingPongRenderTarget; + + this._halfBlur( + cubeUVRenderTarget, + pingPongRenderTarget, + lodIn, + lodOut, + sigma, + 'latitudinal', + poleAxis ); + + this._halfBlur( + pingPongRenderTarget, + cubeUVRenderTarget, + lodOut, + lodOut, + sigma, + 'longitudinal', + poleAxis ); + + } + + _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) { + + const renderer = this._renderer; + const blurMaterial = this._blurMaterial; + + if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) { + + console.error( + 'blur direction must be either latitudinal or longitudinal!' ); + + } + + // Number of standard deviations at which to cut off the discrete approximation. + const STANDARD_DEVIATIONS = 3; + + const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial ); + const blurUniforms = blurMaterial.uniforms; + + const pixels = this._sizeLods[ lodIn ] - 1; + const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 ); + const sigmaPixels = sigmaRadians / radiansPerPixel; + const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES; + + if ( samples > MAX_SAMPLES ) { + + console.warn( `sigmaRadians, ${ + sigmaRadians}, is too large and will clip, as it requested ${ + samples} samples when the maximum is set to ${MAX_SAMPLES}` ); + + } + + const weights = []; + let sum = 0; + + for ( let i = 0; i < MAX_SAMPLES; ++ i ) { + + const x = i / sigmaPixels; + const weight = Math.exp( - x * x / 2 ); + weights.push( weight ); + + if ( i === 0 ) { + + sum += weight; + + } else if ( i < samples ) { + + sum += 2 * weight; + + } + + } + + for ( let i = 0; i < weights.length; i ++ ) { + + weights[ i ] = weights[ i ] / sum; + + } + + blurUniforms[ 'envMap' ].value = targetIn.texture; + blurUniforms[ 'samples' ].value = samples; + blurUniforms[ 'weights' ].value = weights; + blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal'; + + if ( poleAxis ) { + + blurUniforms[ 'poleAxis' ].value = poleAxis; + + } + + const { _lodMax } = this; + blurUniforms[ 'dTheta' ].value = radiansPerPixel; + blurUniforms[ 'mipInt' ].value = _lodMax - lodIn; + + const outputSize = this._sizeLods[ lodOut ]; + const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 ); + const y = 4 * ( this._cubeSize - outputSize ); + + _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize ); + renderer.setRenderTarget( targetOut ); + renderer.render( blurMesh, _flatCamera ); + + } + + } + + + + function _createPlanes( lodMax ) { + + const lodPlanes = []; + const sizeLods = []; + const sigmas = []; + + let lod = lodMax; + + const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; + + for ( let i = 0; i < totalLods; i ++ ) { + + const sizeLod = Math.pow( 2, lod ); + sizeLods.push( sizeLod ); + let sigma = 1.0 / sizeLod; + + if ( i > lodMax - LOD_MIN ) { + + sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ]; + + } else if ( i === 0 ) { + + sigma = 0; + + } + + sigmas.push( sigma ); + + const texelSize = 1.0 / ( sizeLod - 2 ); + const min = - texelSize; + const max = 1 + texelSize; + const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ]; + + const cubeFaces = 6; + const vertices = 6; + const positionSize = 3; + const uvSize = 2; + const faceIndexSize = 1; + + const position = new Float32Array( positionSize * vertices * cubeFaces ); + const uv = new Float32Array( uvSize * vertices * cubeFaces ); + const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces ); + + for ( let face = 0; face < cubeFaces; face ++ ) { + + const x = ( face % 3 ) * 2 / 3 - 1; + const y = face > 2 ? 0 : - 1; + const coordinates = [ + x, y, 0, + x + 2 / 3, y, 0, + x + 2 / 3, y + 1, 0, + x, y, 0, + x + 2 / 3, y + 1, 0, + x, y + 1, 0 + ]; + position.set( coordinates, positionSize * vertices * face ); + uv.set( uv1, uvSize * vertices * face ); + const fill = [ face, face, face, face, face, face ]; + faceIndex.set( fill, faceIndexSize * vertices * face ); + + } + + const planes = new BufferGeometry(); + planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); + planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) ); + planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) ); + lodPlanes.push( planes ); + + if ( lod > LOD_MIN ) { + + lod --; + + } + + } + + return { lodPlanes, sizeLods, sigmas }; + + } + + function _createRenderTarget( width, height, params ) { + + const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params ); + cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; + cubeUVRenderTarget.texture.name = 'PMREM.cubeUv'; + cubeUVRenderTarget.scissorTest = true; + return cubeUVRenderTarget; + + } + + function _setViewport( target, x, y, width, height ) { + + target.viewport.set( x, y, width, height ); + target.scissor.set( x, y, width, height ); + + } + + function _getBlurShader( lodMax, width, height ) { + + const weights = new Float32Array( MAX_SAMPLES ); + const poleAxis = new Vector3( 0, 1, 0 ); + const shaderMaterial = new ShaderMaterial( { + + name: 'SphericalGaussianBlur', + + defines: { + 'n': MAX_SAMPLES, + 'CUBEUV_TEXEL_WIDTH': 1.0 / width, + 'CUBEUV_TEXEL_HEIGHT': 1.0 / height, + 'CUBEUV_MAX_MIP': `${lodMax}.0`, + }, + + uniforms: { + 'envMap': { value: null }, + 'samples': { value: 1 }, + 'weights': { value: weights }, + 'latitudinal': { value: false }, + 'dTheta': { value: 0 }, + 'mipInt': { value: 0 }, + 'poleAxis': { value: poleAxis } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + uniform int samples; + uniform float weights[ n ]; + uniform bool latitudinal; + uniform float dTheta; + uniform float mipInt; + uniform vec3 poleAxis; + + #define ENVMAP_TYPE_CUBE_UV + #include + + vec3 getSample( float theta, vec3 axis ) { + + float cosTheta = cos( theta ); + // Rodrigues' axis-angle rotation + vec3 sampleDirection = vOutputDirection * cosTheta + + cross( axis, vOutputDirection ) * sin( theta ) + + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta ); + + return bilinearCubeUV( envMap, sampleDirection, mipInt ); + + } + + void main() { + + vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection ); + + if ( all( equal( axis, vec3( 0.0 ) ) ) ) { + + axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x ); + + } + + axis = normalize( axis ); + + gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); + gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis ); + + for ( int i = 1; i < n; i++ ) { + + if ( i >= samples ) { + + break; + + } + + float theta = dTheta * float( i ); + gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis ); + gl_FragColor.rgb += weights[ i ] * getSample( theta, axis ); + + } + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + return shaderMaterial; + + } + + function _getEquirectMaterial() { + + return new ShaderMaterial( { + + name: 'EquirectangularToCubeUV', + + uniforms: { + 'envMap': { value: null } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + + #include + + void main() { + + vec3 outputDirection = normalize( vOutputDirection ); + vec2 uv = equirectUv( outputDirection ); + + gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 ); + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + } + + function _getCubemapMaterial() { + + return new ShaderMaterial( { + + name: 'CubemapToCubeUV', + + uniforms: { + 'envMap': { value: null }, + 'flipEnvMap': { value: - 1 } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + uniform float flipEnvMap; + + varying vec3 vOutputDirection; + + uniform samplerCube envMap; + + void main() { + + gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) ); + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + } + + function _getCommonVertexShader() { + + return /* glsl */` + + precision mediump float; + precision mediump int; + + attribute float faceIndex; + + varying vec3 vOutputDirection; + + // RH coordinate system; PMREM face-indexing convention + vec3 getDirection( vec2 uv, float face ) { + + uv = 2.0 * uv - 1.0; + + vec3 direction = vec3( uv, 1.0 ); + + if ( face == 0.0 ) { + + direction = direction.zyx; // ( 1, v, u ) pos x + + } else if ( face == 1.0 ) { + + direction = direction.xzy; + direction.xz *= -1.0; // ( -u, 1, -v ) pos y + + } else if ( face == 2.0 ) { + + direction.x *= -1.0; // ( -u, v, 1 ) pos z + + } else if ( face == 3.0 ) { + + direction = direction.zyx; + direction.xz *= -1.0; // ( -1, v, -u ) neg x + + } else if ( face == 4.0 ) { + + direction = direction.xzy; + direction.xy *= -1.0; // ( -u, -1, v ) neg y + + } else if ( face == 5.0 ) { + + direction.z *= -1.0; // ( u, v, -1 ) neg z + + } + + return direction; + + } + + void main() { + + vOutputDirection = getDirection( uv, faceIndex ); + gl_Position = vec4( position, 1.0 ); + + } + `; + + } + + function WebGLCubeUVMaps( renderer ) { + + let cubeUVmaps = new WeakMap(); + + let pmremGenerator = null; + + function get( texture ) { + + if ( texture && texture.isTexture ) { + + const mapping = texture.mapping; + + const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ); + const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); + + // equirect/cube map to cubeUV conversion + + if ( isEquirectMap || isCubeMap ) { + + if ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) { + + texture.needsPMREMUpdate = false; + + let renderTarget = cubeUVmaps.get( texture ); + + if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); + + renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget ); + cubeUVmaps.set( texture, renderTarget ); + + return renderTarget.texture; + + } else { + + if ( cubeUVmaps.has( texture ) ) { + + return cubeUVmaps.get( texture ).texture; + + } else { + + const image = texture.image; + + if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) { + + if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); + + const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture ); + cubeUVmaps.set( texture, renderTarget ); + + texture.addEventListener( 'dispose', onTextureDispose ); + + return renderTarget.texture; + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + } + + return texture; + + } + + function isCubeTextureComplete( image ) { + + let count = 0; + const length = 6; + + for ( let i = 0; i < length; i ++ ) { + + if ( image[ i ] !== undefined ) count ++; + + } + + return count === length; + + + } + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + const cubemapUV = cubeUVmaps.get( texture ); + + if ( cubemapUV !== undefined ) { + + cubeUVmaps.delete( texture ); + cubemapUV.dispose(); + + } + + } + + function dispose() { + + cubeUVmaps = new WeakMap(); + + if ( pmremGenerator !== null ) { + + pmremGenerator.dispose(); + pmremGenerator = null; + + } + + } + + return { + get: get, + dispose: dispose + }; + + } + + function WebGLExtensions( gl ) { + + const extensions = {}; + + function getExtension( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + let extension; + + switch ( name ) { + + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; + + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + extensions[ name ] = extension; + + return extension; + + } + + return { + + has: function ( name ) { + + return getExtension( name ) !== null; + + }, + + init: function ( capabilities ) { + + if ( capabilities.isWebGL2 ) { + + getExtension( 'EXT_color_buffer_float' ); + + } else { + + getExtension( 'WEBGL_depth_texture' ); + getExtension( 'OES_texture_float' ); + getExtension( 'OES_texture_half_float' ); + getExtension( 'OES_texture_half_float_linear' ); + getExtension( 'OES_standard_derivatives' ); + getExtension( 'OES_element_index_uint' ); + getExtension( 'OES_vertex_array_object' ); + getExtension( 'ANGLE_instanced_arrays' ); + + } + + getExtension( 'OES_texture_float_linear' ); + getExtension( 'EXT_color_buffer_half_float' ); + getExtension( 'WEBGL_multisampled_render_to_texture' ); + + }, + + get: function ( name ) { + + const extension = getExtension( name ); + + if ( extension === null ) { + + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + return extension; + + } + + }; + + } + + function WebGLGeometries( gl, attributes, info, bindingStates ) { + + const geometries = {}; + const wireframeAttributes = new WeakMap(); + + function onGeometryDispose( event ) { + + const geometry = event.target; + + if ( geometry.index !== null ) { + + attributes.remove( geometry.index ); + + } + + for ( const name in geometry.attributes ) { + + attributes.remove( geometry.attributes[ name ] ); + + } + + for ( const name in geometry.morphAttributes ) { + + const array = geometry.morphAttributes[ name ]; + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + attributes.remove( array[ i ] ); + + } + + } + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + delete geometries[ geometry.id ]; + + const attribute = wireframeAttributes.get( geometry ); + + if ( attribute ) { + + attributes.remove( attribute ); + wireframeAttributes.delete( geometry ); + + } + + bindingStates.releaseStatesOfGeometry( geometry ); + + if ( geometry.isInstancedBufferGeometry === true ) { + + delete geometry._maxInstanceCount; + + } + + // + + info.memory.geometries --; + + } + + function get( object, geometry ) { + + if ( geometries[ geometry.id ] === true ) return geometry; + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + geometries[ geometry.id ] = true; + + info.memory.geometries ++; + + return geometry; + + } + + function update( geometry ) { + + const geometryAttributes = geometry.attributes; + + // Updating index buffer in VAO now. See WebGLBindingStates. + + for ( const name in geometryAttributes ) { + + attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); + + } + + // morph targets + + const morphAttributes = geometry.morphAttributes; + + for ( const name in morphAttributes ) { + + const array = morphAttributes[ name ]; + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + attributes.update( array[ i ], gl.ARRAY_BUFFER ); + + } + + } + + } + + function updateWireframeAttribute( geometry ) { + + const indices = []; + + const geometryIndex = geometry.index; + const geometryPosition = geometry.attributes.position; + let version = 0; + + if ( geometryIndex !== null ) { + + const array = geometryIndex.array; + version = geometryIndex.version; + + for ( let i = 0, l = array.length; i < l; i += 3 ) { + + const a = array[ i + 0 ]; + const b = array[ i + 1 ]; + const c = array[ i + 2 ]; + + indices.push( a, b, b, c, c, a ); + + } + + } else { + + const array = geometryPosition.array; + version = geometryPosition.version; + + for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + const a = i + 0; + const b = i + 1; + const c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } + + const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + attribute.version = version; + + // Updating index buffer in VAO now. See WebGLBindingStates + + // + + const previousAttribute = wireframeAttributes.get( geometry ); + + if ( previousAttribute ) attributes.remove( previousAttribute ); + + // + + wireframeAttributes.set( geometry, attribute ); + + } + + function getWireframeAttribute( geometry ) { + + const currentAttribute = wireframeAttributes.get( geometry ); + + if ( currentAttribute ) { + + const geometryIndex = geometry.index; + + if ( geometryIndex !== null ) { + + // if the attribute is obsolete, create a new one + + if ( currentAttribute.version < geometryIndex.version ) { + + updateWireframeAttribute( geometry ); + + } + + } + + } else { + + updateWireframeAttribute( geometry ); + + } + + return wireframeAttributes.get( geometry ); + + } + + return { + + get: get, + update: update, + + getWireframeAttribute: getWireframeAttribute + + }; + + } + + function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + let mode; + + function setMode( value ) { + + mode = value; + + } + + let type, bytesPerElement; + + function setIndex( value ) { + + type = value.type; + bytesPerElement = value.bytesPerElement; + + } + + function render( start, count ) { + + gl.drawElements( mode, count, type, start * bytesPerElement ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + let extension, methodName; + + if ( isWebGL2 ) { + + extension = gl; + methodName = 'drawElementsInstanced'; + + } else { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + methodName = 'drawElementsInstancedANGLE'; + + if ( extension === null ) { + + console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount ); + + info.update( count, mode, primcount ); + + } + + // + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + + } + + function WebGLInfo( gl ) { + + const memory = { + geometries: 0, + textures: 0 + }; + + const render = { + frame: 0, + calls: 0, + triangles: 0, + points: 0, + lines: 0 + }; + + function update( count, mode, instanceCount ) { + + render.calls ++; + + switch ( mode ) { + + case gl.TRIANGLES: + render.triangles += instanceCount * ( count / 3 ); + break; + + case gl.LINES: + render.lines += instanceCount * ( count / 2 ); + break; + + case gl.LINE_STRIP: + render.lines += instanceCount * ( count - 1 ); + break; + + case gl.LINE_LOOP: + render.lines += instanceCount * count; + break; + + case gl.POINTS: + render.points += instanceCount * count; + break; + + default: + console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); + break; + + } + + } + + function reset() { + + render.calls = 0; + render.triangles = 0; + render.points = 0; + render.lines = 0; + + } + + return { + memory: memory, + render: render, + programs: null, + autoReset: true, + reset: reset, + update: update + }; + + } + + function numericalSort( a, b ) { + + return a[ 0 ] - b[ 0 ]; + + } + + function absNumericalSort( a, b ) { + + return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); + + } + + function WebGLMorphtargets( gl, capabilities, textures ) { + + const influencesList = {}; + const morphInfluences = new Float32Array( 8 ); + const morphTextures = new WeakMap(); + const morph = new Vector4(); + + const workInfluences = []; + + for ( let i = 0; i < 8; i ++ ) { + + workInfluences[ i ] = [ i, 0 ]; + + } + + function update( object, geometry, program ) { + + const objectInfluences = object.morphTargetInfluences; + + if ( capabilities.isWebGL2 === true ) { + + // instead of using attributes, the WebGL 2 code path encodes morph targets + // into an array of data textures. Each layer represents a single morph target. + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + let entry = morphTextures.get( geometry ); + + if ( entry === undefined || entry.count !== morphTargetsCount ) { + + if ( entry !== undefined ) entry.texture.dispose(); + + const hasMorphPosition = geometry.morphAttributes.position !== undefined; + const hasMorphNormals = geometry.morphAttributes.normal !== undefined; + const hasMorphColors = geometry.morphAttributes.color !== undefined; + + const morphTargets = geometry.morphAttributes.position || []; + const morphNormals = geometry.morphAttributes.normal || []; + const morphColors = geometry.morphAttributes.color || []; + + let vertexDataCount = 0; + + if ( hasMorphPosition === true ) vertexDataCount = 1; + if ( hasMorphNormals === true ) vertexDataCount = 2; + if ( hasMorphColors === true ) vertexDataCount = 3; + + let width = geometry.attributes.position.count * vertexDataCount; + let height = 1; + + if ( width > capabilities.maxTextureSize ) { + + height = Math.ceil( width / capabilities.maxTextureSize ); + width = capabilities.maxTextureSize; + + } + + const buffer = new Float32Array( width * height * 4 * morphTargetsCount ); + + const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount ); + texture.type = FloatType; + texture.needsUpdate = true; + + // fill buffer + + const vertexDataStride = vertexDataCount * 4; + + for ( let i = 0; i < morphTargetsCount; i ++ ) { + + const morphTarget = morphTargets[ i ]; + const morphNormal = morphNormals[ i ]; + const morphColor = morphColors[ i ]; + + const offset = width * height * 4 * i; + + for ( let j = 0; j < morphTarget.count; j ++ ) { + + const stride = j * vertexDataStride; + + if ( hasMorphPosition === true ) { + + morph.fromBufferAttribute( morphTarget, j ); + + buffer[ offset + stride + 0 ] = morph.x; + buffer[ offset + stride + 1 ] = morph.y; + buffer[ offset + stride + 2 ] = morph.z; + buffer[ offset + stride + 3 ] = 0; + + } + + if ( hasMorphNormals === true ) { + + morph.fromBufferAttribute( morphNormal, j ); + + buffer[ offset + stride + 4 ] = morph.x; + buffer[ offset + stride + 5 ] = morph.y; + buffer[ offset + stride + 6 ] = morph.z; + buffer[ offset + stride + 7 ] = 0; + + } + + if ( hasMorphColors === true ) { + + morph.fromBufferAttribute( morphColor, j ); + + buffer[ offset + stride + 8 ] = morph.x; + buffer[ offset + stride + 9 ] = morph.y; + buffer[ offset + stride + 10 ] = morph.z; + buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1; + + } + + } + + } + + entry = { + count: morphTargetsCount, + texture: texture, + size: new Vector2( width, height ) + }; + + morphTextures.set( geometry, entry ); + + function disposeTexture() { + + texture.dispose(); + + morphTextures.delete( geometry ); + + geometry.removeEventListener( 'dispose', disposeTexture ); + + } + + geometry.addEventListener( 'dispose', disposeTexture ); + + } + + // + + let morphInfluencesSum = 0; + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + morphInfluencesSum += objectInfluences[ i ]; + + } + + const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); + program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences ); + + program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures ); + program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size ); + + + } else { + + // When object doesn't have morph target influences defined, we treat it as a 0-length array + // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences + + const length = objectInfluences === undefined ? 0 : objectInfluences.length; + + let influences = influencesList[ geometry.id ]; + + if ( influences === undefined || influences.length !== length ) { + + // initialise list + + influences = []; + + for ( let i = 0; i < length; i ++ ) { + + influences[ i ] = [ i, 0 ]; + + } + + influencesList[ geometry.id ] = influences; + + } + + // Collect influences + + for ( let i = 0; i < length; i ++ ) { + + const influence = influences[ i ]; + + influence[ 0 ] = i; + influence[ 1 ] = objectInfluences[ i ]; + + } + + influences.sort( absNumericalSort ); + + for ( let i = 0; i < 8; i ++ ) { + + if ( i < length && influences[ i ][ 1 ] ) { + + workInfluences[ i ][ 0 ] = influences[ i ][ 0 ]; + workInfluences[ i ][ 1 ] = influences[ i ][ 1 ]; + + } else { + + workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER; + workInfluences[ i ][ 1 ] = 0; + + } + + } + + workInfluences.sort( numericalSort ); + + const morphTargets = geometry.morphAttributes.position; + const morphNormals = geometry.morphAttributes.normal; + + let morphInfluencesSum = 0; + + for ( let i = 0; i < 8; i ++ ) { + + const influence = workInfluences[ i ]; + const index = influence[ 0 ]; + const value = influence[ 1 ]; + + if ( index !== Number.MAX_SAFE_INTEGER && value ) { + + if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) { + + geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); + + } + + if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) { + + geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); + + } + + morphInfluences[ i ] = value; + morphInfluencesSum += value; + + } else { + + if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) { + + geometry.deleteAttribute( 'morphTarget' + i ); + + } + + if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) { + + geometry.deleteAttribute( 'morphNormal' + i ); + + } + + morphInfluences[ i ] = 0; + + } + + } + + // GLSL shader uses formula baseinfluence * base + sum(target * influence) + // This allows us to switch between absolute morphs and relative morphs without changing shader code + // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) + const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); + program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); + + } + + } + + return { + + update: update + + }; + + } + + function WebGLObjects( gl, geometries, attributes, info ) { + + let updateMap = new WeakMap(); + + function update( object ) { + + const frame = info.render.frame; + + const geometry = object.geometry; + const buffergeometry = geometries.get( object, geometry ); + + // Update once per frame + + if ( updateMap.get( buffergeometry ) !== frame ) { + + geometries.update( buffergeometry ); + + updateMap.set( buffergeometry, frame ); + + } + + if ( object.isInstancedMesh ) { + + if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) { + + object.addEventListener( 'dispose', onInstancedMeshDispose ); + + } + + if ( updateMap.get( object ) !== frame ) { + + attributes.update( object.instanceMatrix, gl.ARRAY_BUFFER ); + + if ( object.instanceColor !== null ) { + + attributes.update( object.instanceColor, gl.ARRAY_BUFFER ); + + } + + updateMap.set( object, frame ); + + } + + } + + if ( object.isSkinnedMesh ) { + + const skeleton = object.skeleton; + + if ( updateMap.get( skeleton ) !== frame ) { + + skeleton.update(); + + updateMap.set( skeleton, frame ); + + } + + } + + return buffergeometry; + + } + + function dispose() { + + updateMap = new WeakMap(); + + } + + function onInstancedMeshDispose( event ) { + + const instancedMesh = event.target; + + instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose ); + + attributes.remove( instancedMesh.instanceMatrix ); + + if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); + + } + + return { + + update: update, + dispose: dispose + + }; + + } + + /** + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [textures] ) + * + * uploads a uniform value(s) + * the 'textures' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (textures factorizations): + * + * .upload( gl, seq, values, textures ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (textures factorizations): + * + * .setValue( gl, name, value, textures ) + * + * sets uniform with name 'name' to 'value' + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ + + + const emptyTexture = /*@__PURE__*/ new Texture(); + const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture(); + const empty3dTexture = /*@__PURE__*/ new Data3DTexture(); + const emptyCubeTexture = /*@__PURE__*/ new CubeTexture(); + + // --- Utilities --- + + // Array Caches (provide typed arrays for temporary by size) + + const arrayCacheF32 = []; + const arrayCacheI32 = []; + + // Float32Array caches used for uploading Matrix uniforms + + const mat4array = new Float32Array( 16 ); + const mat3array = new Float32Array( 9 ); + const mat2array = new Float32Array( 4 ); + + // Flattening for arrays of vectors and matrices + + function flatten( array, nBlocks, blockSize ) { + + const firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + const n = nBlocks * blockSize; + let r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + + } + + function arraysEqual( a, b ) { + + if ( a.length !== b.length ) return false; + + for ( let i = 0, l = a.length; i < l; i ++ ) { + + if ( a[ i ] !== b[ i ] ) return false; + + } + + return true; + + } + + function copyArray( a, b ) { + + for ( let i = 0, l = b.length; i < l; i ++ ) { + + a[ i ] = b[ i ]; + + } + + } + + // Texture unit allocation + + function allocTexUnits( textures, n ) { + + let r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( let i = 0; i !== n; ++ i ) { + + r[ i ] = textures.allocateTextureUnit(); + + } + + return r; + + } + + // --- Setters --- + + // Note: Defining these methods externally, because they come in a bunch + // and this way their names minify. + + // Single scalar + + function setValueV1f( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1f( this.addr, v ); + + cache[ 0 ] = v; + + } + + // Single float vector (from flat array or THREE.VectorN) + + function setValueV2f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2f( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2fv( this.addr, v ); + + copyArray( cache, v ); + + } + + } + + function setValueV3f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3f( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else if ( v.r !== undefined ) { + + if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { + + gl.uniform3f( this.addr, v.r, v.g, v.b ); + + cache[ 0 ] = v.r; + cache[ 1 ] = v.g; + cache[ 2 ] = v.b; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3fv( this.addr, v ); + + copyArray( cache, v ); + + } + + } + + function setValueV4f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4fv( this.addr, v ); + + copyArray( cache, v ); + + } + + } + + // Single matrix (from flat array or THREE.MatrixN) + + function setValueM2( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix2fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat2array.set( elements ); + + gl.uniformMatrix2fv( this.addr, false, mat2array ); + + copyArray( cache, elements ); + + } + + } + + function setValueM3( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix3fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat3array.set( elements ); + + gl.uniformMatrix3fv( this.addr, false, mat3array ); + + copyArray( cache, elements ); + + } + + } + + function setValueM4( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix4fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat4array.set( elements ); + + gl.uniformMatrix4fv( this.addr, false, mat4array ); + + copyArray( cache, elements ); + + } + + } + + // Single integer / boolean + + function setValueV1i( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1i( this.addr, v ); + + cache[ 0 ] = v; + + } + + // Single integer / boolean vector (from flat array or THREE.VectorN) + + function setValueV2i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2i( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2iv( this.addr, v ); + + copyArray( cache, v ); + + } + + } + + function setValueV3i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3i( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3iv( this.addr, v ); + + copyArray( cache, v ); + + } + + } + + function setValueV4i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4i( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4iv( this.addr, v ); + + copyArray( cache, v ); + + } + + } + + // Single unsigned integer + + function setValueV1ui( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1ui( this.addr, v ); + + cache[ 0 ] = v; + + } + + // Single unsigned integer vector (from flat array or THREE.VectorN) + + function setValueV2ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2ui( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2uiv( this.addr, v ); + + copyArray( cache, v ); + + } + + } + + function setValueV3ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3ui( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3uiv( this.addr, v ); + + copyArray( cache, v ); + + } + + } + + function setValueV4ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4ui( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4uiv( this.addr, v ); + + copyArray( cache, v ); + + } + + } + + + // Single texture (2D / Cube) + + function setValueT1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture2D( v || emptyTexture, unit ); + + } + + function setValueT3D1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture3D( v || empty3dTexture, unit ); + + } + + function setValueT6( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTextureCube( v || emptyCubeTexture, unit ); + + } + + function setValueT2DArray1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture2DArray( v || emptyArrayTexture, unit ); + + } + + // Helper to pick the right setter for the singular case + + function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1f; // FLOAT + case 0x8b50: return setValueV2f; // _VEC2 + case 0x8b51: return setValueV3f; // _VEC3 + case 0x8b52: return setValueV4f; // _VEC4 + + case 0x8b5a: return setValueM2; // _MAT2 + case 0x8b5b: return setValueM3; // _MAT3 + case 0x8b5c: return setValueM4; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 + + case 0x1405: return setValueV1ui; // UINT + case 0x8dc6: return setValueV2ui; // _VEC2 + case 0x8dc7: return setValueV3ui; // _VEC3 + case 0x8dc8: return setValueV4ui; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3D1; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArray1; + + } + + } + + + // Array of scalars + + function setValueV1fArray( gl, v ) { + + gl.uniform1fv( this.addr, v ); + + } + + // Array of vectors (from flat array or array of THREE.VectorN) + + function setValueV2fArray( gl, v ) { + + const data = flatten( v, this.size, 2 ); + + gl.uniform2fv( this.addr, data ); + + } + + function setValueV3fArray( gl, v ) { + + const data = flatten( v, this.size, 3 ); + + gl.uniform3fv( this.addr, data ); + + } + + function setValueV4fArray( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniform4fv( this.addr, data ); + + } + + // Array of matrices (from flat array or array of THREE.MatrixN) + + function setValueM2Array( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniformMatrix2fv( this.addr, false, data ); + + } + + function setValueM3Array( gl, v ) { + + const data = flatten( v, this.size, 9 ); + + gl.uniformMatrix3fv( this.addr, false, data ); + + } + + function setValueM4Array( gl, v ) { + + const data = flatten( v, this.size, 16 ); + + gl.uniformMatrix4fv( this.addr, false, data ); + + } + + // Array of integer / boolean + + function setValueV1iArray( gl, v ) { + + gl.uniform1iv( this.addr, v ); + + } + + // Array of integer / boolean vectors (from flat array) + + function setValueV2iArray( gl, v ) { + + gl.uniform2iv( this.addr, v ); + + } + + function setValueV3iArray( gl, v ) { + + gl.uniform3iv( this.addr, v ); + + } + + function setValueV4iArray( gl, v ) { + + gl.uniform4iv( this.addr, v ); + + } + + // Array of unsigned integer + + function setValueV1uiArray( gl, v ) { + + gl.uniform1uiv( this.addr, v ); + + } + + // Array of unsigned integer vectors (from flat array) + + function setValueV2uiArray( gl, v ) { + + gl.uniform2uiv( this.addr, v ); + + } + + function setValueV3uiArray( gl, v ) { + + gl.uniform3uiv( this.addr, v ); + + } + + function setValueV4uiArray( gl, v ) { + + gl.uniform4uiv( this.addr, v ); + + } + + + // Array of textures (2D / 3D / Cube / 2DArray) + + function setValueT1Array( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + + } + + } + + function setValueT3DArray( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] ); + + } + + } + + function setValueT6Array( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + + } + + function setValueT2DArrayArray( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] ); + + } + + } + + + // Helper to pick the right setter for a pure (bottom-level) array + + function getPureArraySetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1fArray; // FLOAT + case 0x8b50: return setValueV2fArray; // _VEC2 + case 0x8b51: return setValueV3fArray; // _VEC3 + case 0x8b52: return setValueV4fArray; // _VEC4 + + case 0x8b5a: return setValueM2Array; // _MAT2 + case 0x8b5b: return setValueM3Array; // _MAT3 + case 0x8b5c: return setValueM4Array; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 + + case 0x1405: return setValueV1uiArray; // UINT + case 0x8dc6: return setValueV2uiArray; // _VEC2 + case 0x8dc7: return setValueV3uiArray; // _VEC3 + case 0x8dc8: return setValueV4uiArray; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1Array; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3DArray; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6Array; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArrayArray; + + } + + } + + // --- Uniform Classes --- + + class SingleUniform { + + constructor( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + + } + + class PureArrayUniform { + + constructor( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + + } + + class StructuredUniform { + + constructor( id ) { + + this.id = id; + + this.seq = []; + this.map = {}; + + } + + setValue( gl, value, textures ) { + + const seq = this.seq; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + u.setValue( gl, value[ u.id ], textures ); + + } + + } + + } + + // --- Top-level --- + + // Parser - builds up the property tree from the path strings + + const RePathPart = /(\w+)(\])?(\[|\.)?/g; + + // extracts + // - the identifier (member name or array index) + // - followed by an optional right bracket (found when array index) + // - followed by an optional left bracket or dot (type of subscript) + // + // Note: These portions can be read in a non-overlapping fashion and + // allow straightforward parsing of the hierarchy that WebGL encodes + // in the uniform names. + + function addUniform( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + + } + + function parseUniform( activeInfo, addr, container ) { + + const path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + while ( true ) { + + const match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex; + + let id = match[ 1 ]; + const idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + + // step into inner node / create it in case it doesn't exist + + const map = container.map; + let next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + + } + + // Root Container + + class WebGLUniforms { + + constructor( gl, program ) { + + this.seq = []; + this.map = {}; + + const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( let i = 0; i < n; ++ i ) { + + const info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); + + parseUniform( info, addr, this ); + + } + + } + + setValue( gl, name, value, textures ) { + + const u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, textures ); + + } + + setOptional( gl, object, name ) { + + const v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + + } + + static upload( gl, seq, values, textures ) { + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, textures ); + + } + + } + + } + + static seqWithValue( seq, values ) { + + const r = []; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + + } + + } + + function WebGLShader( gl, type, string ) { + + const shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + return shader; + + } + + let programIdCount = 0; + + function handleSource( string, errorLine ) { + + const lines = string.split( '\n' ); + const lines2 = []; + + const from = Math.max( errorLine - 6, 0 ); + const to = Math.min( errorLine + 6, lines.length ); + + for ( let i = from; i < to; i ++ ) { + + const line = i + 1; + lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` ); + + } + + return lines2.join( '\n' ); + + } + + function getEncodingComponents( colorSpace ) { + + switch ( colorSpace ) { + + case LinearSRGBColorSpace: + return [ 'Linear', '( value )' ]; + case SRGBColorSpace: + return [ 'sRGB', '( value )' ]; + default: + console.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace ); + return [ 'Linear', '( value )' ]; + + } + + } + + function getShaderErrors( gl, shader, type ) { + + const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS ); + const errors = gl.getShaderInfoLog( shader ).trim(); + + if ( status && errors === '' ) return ''; + + const errorMatches = /ERROR: 0:(\d+)/.exec( errors ); + if ( errorMatches ) { + + // --enable-privileged-webgl-extension + // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + const errorLine = parseInt( errorMatches[ 1 ] ); + return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine ); + + } else { + + return errors; + + } + + } + + function getTexelEncodingFunction( functionName, colorSpace ) { + + const components = getEncodingComponents( colorSpace ); + return 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }'; + + } + + function getToneMappingFunction( functionName, toneMapping ) { + + let toneMappingName; + + switch ( toneMapping ) { + + case LinearToneMapping: + toneMappingName = 'Linear'; + break; + + case ReinhardToneMapping: + toneMappingName = 'Reinhard'; + break; + + case CineonToneMapping: + toneMappingName = 'OptimizedCineon'; + break; + + case ACESFilmicToneMapping: + toneMappingName = 'ACESFilmic'; + break; + + case CustomToneMapping: + toneMappingName = 'Custom'; + break; + + default: + console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping ); + toneMappingName = 'Linear'; + + } + + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + + } + + function generateExtensions( parameters ) { + + const chunks = [ + ( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.normalMapTangentSpace || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', + ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '' + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + + } + + function generateDefines( defines ) { + + const chunks = []; + + for ( const name in defines ) { + + const value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + + } + + function fetchAttributeLocations( gl, program ) { + + const attributes = {}; + + const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + + for ( let i = 0; i < n; i ++ ) { + + const info = gl.getActiveAttrib( program, i ); + const name = info.name; + + let locationSize = 1; + if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2; + if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3; + if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4; + + // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); + + attributes[ name ] = { + type: info.type, + location: gl.getAttribLocation( program, name ), + locationSize: locationSize + }; + + } + + return attributes; + + } + + function filterEmptyLine( string ) { + + return string !== ''; + + } + + function replaceLightNums( string, parameters ) { + + const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps; + + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps ) + .replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords ) + .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) + .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) + .replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps ) + .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) + .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); + + } + + function replaceClippingPlaneNums( string, parameters ) { + + return string + .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) + .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); + + } + + // Resolve Includes + + const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; + + function resolveIncludes( string ) { + + return string.replace( includePattern, includeReplacer ); + + } + + const shaderChunkMap = new Map( [ + [ 'encodings_fragment', 'colorspace_fragment' ], // @deprecated, r154 + [ 'encodings_pars_fragment', 'colorspace_pars_fragment' ], // @deprecated, r154 + [ 'output_fragment', 'opaque_fragment' ], // @deprecated, r154 + ] ); + + function includeReplacer( match, include ) { + + let string = ShaderChunk[ include ]; + + if ( string === undefined ) { + + const newInclude = shaderChunkMap.get( include ); + + if ( newInclude !== undefined ) { + + string = ShaderChunk[ newInclude ]; + console.warn( 'THREE.WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude ); + + } else { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + } + + return resolveIncludes( string ); + + } + + // Unroll Loops + + const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; + + function unrollLoops( string ) { + + return string.replace( unrollLoopPattern, loopReplacer ); + + } + + function loopReplacer( match, start, end, snippet ) { + + let string = ''; + + for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { + + string += snippet + .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) + .replace( /UNROLLED_LOOP_INDEX/g, i ); + + } + + return string; + + } + + // + + function generatePrecision( parameters ) { + + let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;'; + + if ( parameters.precision === 'highp' ) { + + precisionstring += '\n#define HIGH_PRECISION'; + + } else if ( parameters.precision === 'mediump' ) { + + precisionstring += '\n#define MEDIUM_PRECISION'; + + } else if ( parameters.precision === 'lowp' ) { + + precisionstring += '\n#define LOW_PRECISION'; + + } + + return precisionstring; + + } + + function generateShadowMapTypeDefine( parameters ) { + + let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + + if ( parameters.shadowMapType === PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + + } else if ( parameters.shadowMapType === VSMShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; + + } + + return shadowMapTypeDefine; + + } + + function generateEnvMapTypeDefine( parameters ) { + + let envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + + if ( parameters.envMap ) { + + switch ( parameters.envMapMode ) { + + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case CubeUVReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + + } + + } + + return envMapTypeDefine; + + } + + function generateEnvMapModeDefine( parameters ) { + + let envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + + if ( parameters.envMap ) { + + switch ( parameters.envMapMode ) { + + case CubeRefractionMapping: + + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + } + + return envMapModeDefine; + + } + + function generateEnvMapBlendingDefine( parameters ) { + + let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; + + if ( parameters.envMap ) { + + switch ( parameters.combine ) { + + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } + + } + + return envMapBlendingDefine; + + } + + function generateCubeUVSize( parameters ) { + + const imageHeight = parameters.envMapCubeUVHeight; + + if ( imageHeight === null ) return null; + + const maxMip = Math.log2( imageHeight ) - 2; + + const texelHeight = 1.0 / imageHeight; + + const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) ); + + return { texelWidth, texelHeight, maxMip }; + + } + + function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { + + // TODO Send this event to Three.js DevTools + // console.log( 'WebGLProgram', cacheKey ); + + const gl = renderer.getContext(); + + const defines = parameters.defines; + + let vertexShader = parameters.vertexShader; + let fragmentShader = parameters.fragmentShader; + + const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); + const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); + const envMapModeDefine = generateEnvMapModeDefine( parameters ); + const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); + const envMapCubeUVSize = generateCubeUVSize( parameters ); + + const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters ); + + const customDefines = generateDefines( defines ); + + const program = gl.createProgram(); + + let prefixVertex, prefixFragment; + let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; + + if ( parameters.isRawShaderMaterial ) { + + prefixVertex = [ + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixVertex.length > 0 ) { + + prefixVertex += '\n'; + + } + + prefixFragment = [ + + customExtensions, + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixFragment.length > 0 ) { + + prefixFragment += '\n'; + + } + + } else { + + prefixVertex = [ + + generatePrecision( parameters ), + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.instancing ? '#define USE_INSTANCING' : '', + parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', + + parameters.useFog && parameters.fog ? '#define USE_FOG' : '', + parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', + parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', + parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + + parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', + + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + + parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', + parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', + + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', + parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', + + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.alphaHash ? '#define USE_ALPHAHASH' : '', + + parameters.transmission ? '#define USE_TRANSMISSION' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', + + parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', + parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', + + // + + parameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '', + parameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '', + parameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '', + parameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '', + parameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '', + parameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '', + parameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '', + parameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '', + + parameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '', + parameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '', + + parameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '', + + parameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '', + parameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '', + parameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '', + + parameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '', + parameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '', + + parameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '', + parameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '', + + parameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '', + parameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '', + parameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '', + + parameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '', + parameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '', + + // + + parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUv1s ? '#define USE_UV1' : '', + parameters.vertexUv2s ? '#define USE_UV2' : '', + parameters.vertexUv3s ? '#define USE_UV3' : '', + + parameters.pointsUvs ? '#define USE_POINTS_UV' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.skinning ? '#define USE_SKINNING' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + ( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '', + ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '', + ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', + ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + '#ifdef USE_INSTANCING', + + ' attribute mat4 instanceMatrix;', + + '#endif', + + '#ifdef USE_INSTANCING_COLOR', + + ' attribute vec3 instanceColor;', + + '#endif', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef USE_UV1', + + ' attribute vec2 uv1;', + + '#endif', + + '#ifdef USE_UV2', + + ' attribute vec2 uv2;', + + '#endif', + + '#ifdef USE_UV3', + + ' attribute vec2 uv3;', + + '#endif', + + '#ifdef USE_TANGENT', + + ' attribute vec4 tangent;', + + '#endif', + + '#if defined( USE_COLOR_ALPHA )', + + ' attribute vec4 color;', + + '#elif defined( USE_COLOR )', + + ' attribute vec3 color;', + + '#endif', + + '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )', + + ' attribute vec3 morphTarget0;', + ' attribute vec3 morphTarget1;', + ' attribute vec3 morphTarget2;', + ' attribute vec3 morphTarget3;', + + ' #ifdef USE_MORPHNORMALS', + + ' attribute vec3 morphNormal0;', + ' attribute vec3 morphNormal1;', + ' attribute vec3 morphNormal2;', + ' attribute vec3 morphNormal3;', + + ' #else', + + ' attribute vec3 morphTarget4;', + ' attribute vec3 morphTarget5;', + ' attribute vec3 morphTarget6;', + ' attribute vec3 morphTarget7;', + + ' #endif', + + '#endif', + + '#ifdef USE_SKINNING', + + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', + + '#endif', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + customExtensions, + + generatePrecision( parameters ), + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.useFog && parameters.fog ? '#define USE_FOG' : '', + parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.matcap ? '#define USE_MATCAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '', + envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '', + envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', + parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + + parameters.anisotropy ? '#define USE_ANISOTROPY' : '', + parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', + + parameters.clearcoat ? '#define USE_CLEARCOAT' : '', + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + + parameters.iridescence ? '#define USE_IRIDESCENCE' : '', + parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', + parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', + + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', + parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', + + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.alphaTest ? '#define USE_ALPHATEST' : '', + parameters.alphaHash ? '#define USE_ALPHAHASH' : '', + + parameters.sheen ? '#define USE_SHEEN' : '', + parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', + parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', + + parameters.transmission ? '#define USE_TRANSMISSION' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', + + parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', + parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUv1s ? '#define USE_UV1' : '', + parameters.vertexUv2s ? '#define USE_UV2' : '', + parameters.vertexUv3s ? '#define USE_UV3' : '', + + parameters.pointsUvs ? '#define USE_POINTS_UV' : '', + + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', + + parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + + parameters.dithering ? '#define DITHERING' : '', + parameters.opaque ? '#define OPAQUE' : '', + + ShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below + getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ), + + parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = resolveIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); + + fragmentShader = resolveIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) { + + // GLSL 3.0 conversion for built-in materials and ShaderMaterial + + versionString = '#version 300 es\n'; + + prefixVertex = [ + 'precision mediump sampler2DArray;', + '#define attribute in', + '#define varying out', + '#define texture2D texture' + ].join( '\n' ) + '\n' + prefixVertex; + + prefixFragment = [ + '#define varying in', + ( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', + ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', + '#define gl_FragDepthEXT gl_FragDepth', + '#define texture2D texture', + '#define textureCube texture', + '#define texture2DProj textureProj', + '#define texture2DLodEXT textureLod', + '#define texture2DProjLodEXT textureProjLod', + '#define textureCubeLodEXT textureLod', + '#define texture2DGradEXT textureGrad', + '#define texture2DProjGradEXT textureProjGrad', + '#define textureCubeGradEXT textureGrad' + ].join( '\n' ) + '\n' + prefixFragment; + + } + + const vertexGlsl = versionString + prefixVertex + vertexShader; + const fragmentGlsl = versionString + prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( parameters.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + // check for link errors + if ( renderer.debug.checkShaderErrors ) { + + const programLog = gl.getProgramInfoLog( program ).trim(); + const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); + const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); + + let runnable = true; + let haveDiagnostics = true; + + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + + runnable = false; + + if ( typeof renderer.debug.onShaderError === 'function' ) { + + renderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader ); + + } else { + + // default error reporting + + const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); + const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); + + console.error( + 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + + 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' + + 'Program Info Log: ' + programLog + '\n' + + vertexErrors + '\n' + + fragmentErrors + ); + + } + + } else if ( programLog !== '' ) { + + console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + this.diagnostics = { + + runnable: runnable, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + } + + // Clean up + + // Crashes in iOS9 and iOS10. #18402 + // gl.detachShader( program, glVertexShader ); + // gl.detachShader( program, glFragmentShader ); + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + // set up caching for uniform locations + + let cachedUniforms; + + this.getUniforms = function () { + + if ( cachedUniforms === undefined ) { + + cachedUniforms = new WebGLUniforms( gl, program ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + let cachedAttributes; + + this.getAttributes = function () { + + if ( cachedAttributes === undefined ) { + + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + return cachedAttributes; + + }; + + // free resource + + this.destroy = function () { + + bindingStates.releaseStatesOfProgram( this ); + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // + + this.type = parameters.shaderType; + this.name = parameters.shaderName; + this.id = programIdCount ++; + this.cacheKey = cacheKey; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + + } + + let _id = 0; + + class WebGLShaderCache { + + constructor() { + + this.shaderCache = new Map(); + this.materialCache = new Map(); + + } + + update( material ) { + + const vertexShader = material.vertexShader; + const fragmentShader = material.fragmentShader; + + const vertexShaderStage = this._getShaderStage( vertexShader ); + const fragmentShaderStage = this._getShaderStage( fragmentShader ); + + const materialShaders = this._getShaderCacheForMaterial( material ); + + if ( materialShaders.has( vertexShaderStage ) === false ) { + + materialShaders.add( vertexShaderStage ); + vertexShaderStage.usedTimes ++; + + } + + if ( materialShaders.has( fragmentShaderStage ) === false ) { + + materialShaders.add( fragmentShaderStage ); + fragmentShaderStage.usedTimes ++; + + } + + return this; + + } + + remove( material ) { + + const materialShaders = this.materialCache.get( material ); + + for ( const shaderStage of materialShaders ) { + + shaderStage.usedTimes --; + + if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code ); + + } + + this.materialCache.delete( material ); + + return this; + + } + + getVertexShaderID( material ) { + + return this._getShaderStage( material.vertexShader ).id; + + } + + getFragmentShaderID( material ) { + + return this._getShaderStage( material.fragmentShader ).id; + + } + + dispose() { + + this.shaderCache.clear(); + this.materialCache.clear(); + + } + + _getShaderCacheForMaterial( material ) { + + const cache = this.materialCache; + let set = cache.get( material ); + + if ( set === undefined ) { + + set = new Set(); + cache.set( material, set ); + + } + + return set; + + } + + _getShaderStage( code ) { + + const cache = this.shaderCache; + let stage = cache.get( code ); + + if ( stage === undefined ) { + + stage = new WebGLShaderStage( code ); + cache.set( code, stage ); + + } + + return stage; + + } + + } + + class WebGLShaderStage { + + constructor( code ) { + + this.id = _id ++; + + this.code = code; + this.usedTimes = 0; + + } + + } + + function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) { + + const _programLayers = new Layers(); + const _customShaders = new WebGLShaderCache(); + const programs = []; + + const IS_WEBGL2 = capabilities.isWebGL2; + const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; + const SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures; + + let precision = capabilities.precision; + + const shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'toon', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + MeshMatcapMaterial: 'matcap', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow', + SpriteMaterial: 'sprite' + }; + + function getChannel( value ) { + + if ( value === 0 ) return 'uv'; + + return `uv${ value }`; + + } + + function getParameters( material, lights, shadows, scene, object ) { + + const fog = scene.fog; + const geometry = object.geometry; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + + const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); + const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null; + + const shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + if ( material.precision !== null ) { + + precision = capabilities.getMaxPrecision( material.precision ); + + if ( precision !== material.precision ) { + + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + + } + + } + + // + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + let morphTextureStride = 0; + + if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1; + if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2; + if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3; + + // + + let vertexShader, fragmentShader; + let customVertexShaderID, customFragmentShaderID; + + if ( shaderID ) { + + const shader = ShaderLib[ shaderID ]; + + vertexShader = shader.vertexShader; + fragmentShader = shader.fragmentShader; + + } else { + + vertexShader = material.vertexShader; + fragmentShader = material.fragmentShader; + + _customShaders.update( material ); + + customVertexShaderID = _customShaders.getVertexShaderID( material ); + customFragmentShaderID = _customShaders.getFragmentShaderID( material ); + + } + + const currentRenderTarget = renderer.getRenderTarget(); + + const IS_INSTANCEDMESH = object.isInstancedMesh === true; + + const HAS_MAP = !! material.map; + const HAS_MATCAP = !! material.matcap; + const HAS_ENVMAP = !! envMap; + const HAS_AOMAP = !! material.aoMap; + const HAS_LIGHTMAP = !! material.lightMap; + const HAS_BUMPMAP = !! material.bumpMap; + const HAS_NORMALMAP = !! material.normalMap; + const HAS_DISPLACEMENTMAP = !! material.displacementMap; + const HAS_EMISSIVEMAP = !! material.emissiveMap; + + const HAS_METALNESSMAP = !! material.metalnessMap; + const HAS_ROUGHNESSMAP = !! material.roughnessMap; + + const HAS_ANISOTROPY = material.anisotropy > 0; + const HAS_CLEARCOAT = material.clearcoat > 0; + const HAS_IRIDESCENCE = material.iridescence > 0; + const HAS_SHEEN = material.sheen > 0; + const HAS_TRANSMISSION = material.transmission > 0; + + const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap; + + const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap; + const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap; + const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap; + + const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap; + const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap; + + const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap; + const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap; + + const HAS_SPECULARMAP = !! material.specularMap; + const HAS_SPECULAR_COLORMAP = !! material.specularColorMap; + const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap; + + const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap; + const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap; + + const HAS_GRADIENTMAP = !! material.gradientMap; + + const HAS_ALPHAMAP = !! material.alphaMap; + + const HAS_ALPHATEST = material.alphaTest > 0; + + const HAS_ALPHAHASH = !! material.alphaHash; + + const HAS_EXTENSIONS = !! material.extensions; + + const HAS_ATTRIBUTE_UV1 = !! geometry.attributes.uv1; + const HAS_ATTRIBUTE_UV2 = !! geometry.attributes.uv2; + const HAS_ATTRIBUTE_UV3 = !! geometry.attributes.uv3; + + const parameters = { + + isWebGL2: IS_WEBGL2, + + shaderID: shaderID, + shaderType: material.type, + shaderName: material.name, + + vertexShader: vertexShader, + fragmentShader: fragmentShader, + defines: material.defines, + + customVertexShaderID: customVertexShaderID, + customFragmentShaderID: customFragmentShaderID, + + isRawShaderMaterial: material.isRawShaderMaterial === true, + glslVersion: material.glslVersion, + + precision: precision, + + instancing: IS_INSTANCEDMESH, + instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null, + + supportsVertexTextures: SUPPORTS_VERTEX_TEXTURES, + outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ), + + map: HAS_MAP, + matcap: HAS_MATCAP, + envMap: HAS_ENVMAP, + envMapMode: HAS_ENVMAP && envMap.mapping, + envMapCubeUVHeight: envMapCubeUVHeight, + aoMap: HAS_AOMAP, + lightMap: HAS_LIGHTMAP, + bumpMap: HAS_BUMPMAP, + normalMap: HAS_NORMALMAP, + displacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP, + emissiveMap: HAS_EMISSIVEMAP, + + normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap, + normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap, + + metalnessMap: HAS_METALNESSMAP, + roughnessMap: HAS_ROUGHNESSMAP, + + anisotropy: HAS_ANISOTROPY, + anisotropyMap: HAS_ANISOTROPYMAP, + + clearcoat: HAS_CLEARCOAT, + clearcoatMap: HAS_CLEARCOATMAP, + clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP, + clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP, + + iridescence: HAS_IRIDESCENCE, + iridescenceMap: HAS_IRIDESCENCEMAP, + iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP, + + sheen: HAS_SHEEN, + sheenColorMap: HAS_SHEEN_COLORMAP, + sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP, + + specularMap: HAS_SPECULARMAP, + specularColorMap: HAS_SPECULAR_COLORMAP, + specularIntensityMap: HAS_SPECULAR_INTENSITYMAP, + + transmission: HAS_TRANSMISSION, + transmissionMap: HAS_TRANSMISSIONMAP, + thicknessMap: HAS_THICKNESSMAP, + + gradientMap: HAS_GRADIENTMAP, + + opaque: material.transparent === false && material.blending === NormalBlending, + + alphaMap: HAS_ALPHAMAP, + alphaTest: HAS_ALPHATEST, + alphaHash: HAS_ALPHAHASH, + + combine: material.combine, + + // + + mapUv: HAS_MAP && getChannel( material.map.channel ), + aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ), + lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ), + bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ), + normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ), + displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ), + emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ), + + metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ), + roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ), + + anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ), + + clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ), + clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ), + clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ), + + iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ), + iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ), + + sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ), + sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ), + + specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ), + specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ), + specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ), + + transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ), + thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ), + + alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ), + + // + + vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ), + vertexColors: material.vertexColors, + vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4, + vertexUv1s: HAS_ATTRIBUTE_UV1, + vertexUv2s: HAS_ATTRIBUTE_UV2, + vertexUv3s: HAS_ATTRIBUTE_UV3, + + pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ), + + fog: !! fog, + useFog: material.fog === true, + fogExp2: ( fog && fog.isFogExp2 ), + + flatShading: material.flatShading === true, + + sizeAttenuation: material.sizeAttenuation === true, + logarithmicDepthBuffer: logarithmicDepthBuffer, + + skinning: object.isSkinnedMesh === true, + + morphTargets: geometry.morphAttributes.position !== undefined, + morphNormals: geometry.morphAttributes.normal !== undefined, + morphColors: geometry.morphAttributes.color !== undefined, + morphTargetsCount: morphTargetsCount, + morphTextureStride: morphTextureStride, + + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numSpotLightMaps: lights.spotLightMap.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, + + numDirLightShadows: lights.directionalShadowMap.length, + numPointLightShadows: lights.pointShadowMap.length, + numSpotLightShadows: lights.spotShadowMap.length, + numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps, + + numClippingPlanes: clipping.numPlanes, + numClipIntersection: clipping.numIntersection, + + dithering: material.dithering, + + shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping, + useLegacyLights: renderer.useLegacyLights, + + premultipliedAlpha: material.premultipliedAlpha, + + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + useDepthPacking: material.depthPacking >= 0, + depthPacking: material.depthPacking || 0, + + index0AttributeName: material.index0AttributeName, + + extensionDerivatives: HAS_EXTENSIONS && material.extensions.derivatives === true, + extensionFragDepth: HAS_EXTENSIONS && material.extensions.fragDepth === true, + extensionDrawBuffers: HAS_EXTENSIONS && material.extensions.drawBuffers === true, + extensionShaderTextureLOD: HAS_EXTENSIONS && material.extensions.shaderTextureLOD === true, + + rendererExtensionFragDepth: IS_WEBGL2 || extensions.has( 'EXT_frag_depth' ), + rendererExtensionDrawBuffers: IS_WEBGL2 || extensions.has( 'WEBGL_draw_buffers' ), + rendererExtensionShaderTextureLod: IS_WEBGL2 || extensions.has( 'EXT_shader_texture_lod' ), + + customProgramCacheKey: material.customProgramCacheKey() + + }; + + return parameters; + + } + + function getProgramCacheKey( parameters ) { + + const array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( parameters.customVertexShaderID ); + array.push( parameters.customFragmentShaderID ); + + } + + if ( parameters.defines !== undefined ) { + + for ( const name in parameters.defines ) { + + array.push( name ); + array.push( parameters.defines[ name ] ); + + } + + } + + if ( parameters.isRawShaderMaterial === false ) { + + getProgramCacheKeyParameters( array, parameters ); + getProgramCacheKeyBooleans( array, parameters ); + array.push( renderer.outputColorSpace ); + + } + + array.push( parameters.customProgramCacheKey ); + + return array.join(); + + } + + function getProgramCacheKeyParameters( array, parameters ) { + + array.push( parameters.precision ); + array.push( parameters.outputColorSpace ); + array.push( parameters.envMapMode ); + array.push( parameters.envMapCubeUVHeight ); + array.push( parameters.mapUv ); + array.push( parameters.alphaMapUv ); + array.push( parameters.lightMapUv ); + array.push( parameters.aoMapUv ); + array.push( parameters.bumpMapUv ); + array.push( parameters.normalMapUv ); + array.push( parameters.displacementMapUv ); + array.push( parameters.emissiveMapUv ); + array.push( parameters.metalnessMapUv ); + array.push( parameters.roughnessMapUv ); + array.push( parameters.anisotropyMapUv ); + array.push( parameters.clearcoatMapUv ); + array.push( parameters.clearcoatNormalMapUv ); + array.push( parameters.clearcoatRoughnessMapUv ); + array.push( parameters.iridescenceMapUv ); + array.push( parameters.iridescenceThicknessMapUv ); + array.push( parameters.sheenColorMapUv ); + array.push( parameters.sheenRoughnessMapUv ); + array.push( parameters.specularMapUv ); + array.push( parameters.specularColorMapUv ); + array.push( parameters.specularIntensityMapUv ); + array.push( parameters.transmissionMapUv ); + array.push( parameters.thicknessMapUv ); + array.push( parameters.combine ); + array.push( parameters.fogExp2 ); + array.push( parameters.sizeAttenuation ); + array.push( parameters.morphTargetsCount ); + array.push( parameters.morphAttributeCount ); + array.push( parameters.numDirLights ); + array.push( parameters.numPointLights ); + array.push( parameters.numSpotLights ); + array.push( parameters.numSpotLightMaps ); + array.push( parameters.numHemiLights ); + array.push( parameters.numRectAreaLights ); + array.push( parameters.numDirLightShadows ); + array.push( parameters.numPointLightShadows ); + array.push( parameters.numSpotLightShadows ); + array.push( parameters.numSpotLightShadowsWithMaps ); + array.push( parameters.shadowMapType ); + array.push( parameters.toneMapping ); + array.push( parameters.numClippingPlanes ); + array.push( parameters.numClipIntersection ); + array.push( parameters.depthPacking ); + + } + + function getProgramCacheKeyBooleans( array, parameters ) { + + _programLayers.disableAll(); + + if ( parameters.isWebGL2 ) + _programLayers.enable( 0 ); + if ( parameters.supportsVertexTextures ) + _programLayers.enable( 1 ); + if ( parameters.instancing ) + _programLayers.enable( 2 ); + if ( parameters.instancingColor ) + _programLayers.enable( 3 ); + if ( parameters.matcap ) + _programLayers.enable( 4 ); + if ( parameters.envMap ) + _programLayers.enable( 5 ); + if ( parameters.normalMapObjectSpace ) + _programLayers.enable( 6 ); + if ( parameters.normalMapTangentSpace ) + _programLayers.enable( 7 ); + if ( parameters.clearcoat ) + _programLayers.enable( 8 ); + if ( parameters.iridescence ) + _programLayers.enable( 9 ); + if ( parameters.alphaTest ) + _programLayers.enable( 10 ); + if ( parameters.vertexColors ) + _programLayers.enable( 11 ); + if ( parameters.vertexAlphas ) + _programLayers.enable( 12 ); + if ( parameters.vertexUv1s ) + _programLayers.enable( 13 ); + if ( parameters.vertexUv2s ) + _programLayers.enable( 14 ); + if ( parameters.vertexUv3s ) + _programLayers.enable( 15 ); + if ( parameters.vertexTangents ) + _programLayers.enable( 16 ); + if ( parameters.anisotropy ) + _programLayers.enable( 17 ); + + array.push( _programLayers.mask ); + _programLayers.disableAll(); + + if ( parameters.fog ) + _programLayers.enable( 0 ); + if ( parameters.useFog ) + _programLayers.enable( 1 ); + if ( parameters.flatShading ) + _programLayers.enable( 2 ); + if ( parameters.logarithmicDepthBuffer ) + _programLayers.enable( 3 ); + if ( parameters.skinning ) + _programLayers.enable( 4 ); + if ( parameters.morphTargets ) + _programLayers.enable( 5 ); + if ( parameters.morphNormals ) + _programLayers.enable( 6 ); + if ( parameters.morphColors ) + _programLayers.enable( 7 ); + if ( parameters.premultipliedAlpha ) + _programLayers.enable( 8 ); + if ( parameters.shadowMapEnabled ) + _programLayers.enable( 9 ); + if ( parameters.useLegacyLights ) + _programLayers.enable( 10 ); + if ( parameters.doubleSided ) + _programLayers.enable( 11 ); + if ( parameters.flipSided ) + _programLayers.enable( 12 ); + if ( parameters.useDepthPacking ) + _programLayers.enable( 13 ); + if ( parameters.dithering ) + _programLayers.enable( 14 ); + if ( parameters.transmission ) + _programLayers.enable( 15 ); + if ( parameters.sheen ) + _programLayers.enable( 16 ); + if ( parameters.opaque ) + _programLayers.enable( 17 ); + if ( parameters.pointsUvs ) + _programLayers.enable( 18 ); + + array.push( _programLayers.mask ); + + } + + function getUniforms( material ) { + + const shaderID = shaderIDs[ material.type ]; + let uniforms; + + if ( shaderID ) { + + const shader = ShaderLib[ shaderID ]; + uniforms = UniformsUtils.clone( shader.uniforms ); + + } else { + + uniforms = material.uniforms; + + } + + return uniforms; + + } + + function acquireProgram( parameters, cacheKey ) { + + let program; + + // Check if code has been already compiled + for ( let p = 0, pl = programs.length; p < pl; p ++ ) { + + const preexistingProgram = programs[ p ]; + + if ( preexistingProgram.cacheKey === cacheKey ) { + + program = preexistingProgram; + ++ program.usedTimes; + + break; + + } + + } + + if ( program === undefined ) { + + program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); + programs.push( program ); + + } + + return program; + + } + + function releaseProgram( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + const i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Free WebGL resources + program.destroy(); + + } + + } + + function releaseShaderCache( material ) { + + _customShaders.remove( material ); + + } + + function dispose() { + + _customShaders.dispose(); + + } + + return { + getParameters: getParameters, + getProgramCacheKey: getProgramCacheKey, + getUniforms: getUniforms, + acquireProgram: acquireProgram, + releaseProgram: releaseProgram, + releaseShaderCache: releaseShaderCache, + // Exposed for resource monitoring & error feedback via renderer.info: + programs: programs, + dispose: dispose + }; + + } + + function WebGLProperties() { + + let properties = new WeakMap(); + + function get( object ) { + + let map = properties.get( object ); + + if ( map === undefined ) { + + map = {}; + properties.set( object, map ); + + } + + return map; + + } + + function remove( object ) { + + properties.delete( object ); + + } + + function update( object, key, value ) { + + properties.get( object )[ key ] = value; + + } + + function dispose() { + + properties = new WeakMap(); + + } + + return { + get: get, + remove: remove, + update: update, + dispose: dispose + }; + + } + + function painterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.material.id !== b.material.id ) { + + return a.material.id - b.material.id; + + } else if ( a.z !== b.z ) { + + return a.z - b.z; + + } else { + + return a.id - b.id; + + } + + } + + function reversePainterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + + } + + + function WebGLRenderList() { + + const renderItems = []; + let renderItemsIndex = 0; + + const opaque = []; + const transmissive = []; + const transparent = []; + + function init() { + + renderItemsIndex = 0; + + opaque.length = 0; + transmissive.length = 0; + transparent.length = 0; + + } + + function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { + + let renderItem = renderItems[ renderItemsIndex ]; + + if ( renderItem === undefined ) { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + groupOrder: groupOrder, + renderOrder: object.renderOrder, + z: z, + group: group + }; + + renderItems[ renderItemsIndex ] = renderItem; + + } else { + + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.groupOrder = groupOrder; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + + } + + renderItemsIndex ++; + + return renderItem; + + } + + function push( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + if ( material.transmission > 0.0 ) { + + transmissive.push( renderItem ); + + } else if ( material.transparent === true ) { + + transparent.push( renderItem ); + + } else { + + opaque.push( renderItem ); + + } + + } + + function unshift( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + if ( material.transmission > 0.0 ) { + + transmissive.unshift( renderItem ); + + } else if ( material.transparent === true ) { + + transparent.unshift( renderItem ); + + } else { + + opaque.unshift( renderItem ); + + } + + } + + function sort( customOpaqueSort, customTransparentSort ) { + + if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); + if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable ); + if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); + + } + + function finish() { + + // Clear references from inactive renderItems in the list + + for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { + + const renderItem = renderItems[ i ]; + + if ( renderItem.id === null ) break; + + renderItem.id = null; + renderItem.object = null; + renderItem.geometry = null; + renderItem.material = null; + renderItem.group = null; + + } + + } + + return { + + opaque: opaque, + transmissive: transmissive, + transparent: transparent, + + init: init, + push: push, + unshift: unshift, + finish: finish, + + sort: sort + }; + + } + + function WebGLRenderLists() { + + let lists = new WeakMap(); + + function get( scene, renderCallDepth ) { + + const listArray = lists.get( scene ); + let list; + + if ( listArray === undefined ) { + + list = new WebGLRenderList(); + lists.set( scene, [ list ] ); + + } else { + + if ( renderCallDepth >= listArray.length ) { + + list = new WebGLRenderList(); + listArray.push( list ); + + } else { + + list = listArray[ renderCallDepth ]; + + } + + } + + return list; + + } + + function dispose() { + + lists = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + + } + + function UniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0 + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0 + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + + } + + function ShadowUniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; + + // TODO (abelnation): set RectAreaLight shadow uniforms + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + + } + + + + let nextVersion = 0; + + function shadowCastingAndTexturingLightsFirst( lightA, lightB ) { + + return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 ); + + } + + function WebGLLights( extensions, capabilities ) { + + const cache = new UniformsCache(); + + const shadowCache = ShadowUniformsCache(); + + const state = { + + version: 0, + + hash: { + directionalLength: - 1, + pointLength: - 1, + spotLength: - 1, + rectAreaLength: - 1, + hemiLength: - 1, + + numDirectionalShadows: - 1, + numPointShadows: - 1, + numSpotShadows: - 1, + numSpotMaps: - 1 + }, + + 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 + + }; + + for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); + + const vector3 = new Vector3(); + const matrix4 = new Matrix4(); + const matrix42 = new Matrix4(); + + function setup( lights, useLegacyLights ) { + + let r = 0, g = 0, b = 0; + + for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + let numDirectionalShadows = 0; + let numPointShadows = 0; + let numSpotShadows = 0; + let numSpotMaps = 0; + let numSpotShadowsWithMaps = 0; + + // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ] + lights.sort( shadowCastingAndTexturingLightsFirst ); + + // artist-friendly light intensity scaling factor + const scaleFactor = ( useLegacyLights === true ) ? Math.PI : 1; + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + const color = light.color; + const intensity = light.intensity; + const distance = light.distance; + + const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; + + if ( light.isAmbientLight ) { + + r += color.r * intensity * scaleFactor; + g += color.g * intensity * scaleFactor; + b += color.b * intensity * scaleFactor; + + } else if ( light.isLightProbe ) { + + for ( let j = 0; j < 9; j ++ ) { + + state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); + + } + + } else if ( light.isDirectionalLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor ); + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.directionalShadow[ directionalLength ] = shadowUniforms; + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + + numDirectionalShadows ++; + + } + + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + + uniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor ); + uniforms.distance = distance; + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = light.decay; + + state.spot[ spotLength ] = uniforms; + + const shadow = light.shadow; + + if ( light.map ) { + + state.spotLightMap[ numSpotMaps ] = light.map; + numSpotMaps ++; + + // make sure the lightMatrix is up to date + // TODO : do it if required only + shadow.updateMatrices( light ); + + if ( light.castShadow ) numSpotShadowsWithMaps ++; + + } + + state.spotLightMatrix[ spotLength ] = shadow.matrix; + + if ( light.castShadow ) { + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.spotShadow[ spotLength ] = shadowUniforms; + state.spotShadowMap[ spotLength ] = shadowMap; + + numSpotShadows ++; + + } + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor ); + uniforms.distance = light.distance; + uniforms.decay = light.decay; + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + shadowUniforms.shadowCameraNear = shadow.camera.near; + shadowUniforms.shadowCameraFar = shadow.camera.far; + + state.pointShadow[ pointLength ] = shadowUniforms; + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + + numPointShadows ++; + + } + + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = cache.get( light ); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + if ( rectAreaLength > 0 ) { + + if ( capabilities.isWebGL2 ) { + + // WebGL 2 + + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + + } else { + + // WebGL 1 + + if ( extensions.has( 'OES_texture_float_linear' ) === true ) { + + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + + } else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) { + + state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; + state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; + + } else { + + console.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' ); + + } + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + const hash = state.hash; + + if ( hash.directionalLength !== directionalLength || + hash.pointLength !== pointLength || + hash.spotLength !== spotLength || + hash.rectAreaLength !== rectAreaLength || + hash.hemiLength !== hemiLength || + hash.numDirectionalShadows !== numDirectionalShadows || + hash.numPointShadows !== numPointShadows || + hash.numSpotShadows !== numSpotShadows || + hash.numSpotMaps !== numSpotMaps ) { + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + state.directionalShadow.length = numDirectionalShadows; + state.directionalShadowMap.length = numDirectionalShadows; + state.pointShadow.length = numPointShadows; + state.pointShadowMap.length = numPointShadows; + state.spotShadow.length = numSpotShadows; + state.spotShadowMap.length = numSpotShadows; + state.directionalShadowMatrix.length = numDirectionalShadows; + state.pointShadowMatrix.length = numPointShadows; + state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps; + state.spotLightMap.length = numSpotMaps; + state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps; + + hash.directionalLength = directionalLength; + hash.pointLength = pointLength; + hash.spotLength = spotLength; + hash.rectAreaLength = rectAreaLength; + hash.hemiLength = hemiLength; + + hash.numDirectionalShadows = numDirectionalShadows; + hash.numPointShadows = numPointShadows; + hash.numSpotShadows = numSpotShadows; + hash.numSpotMaps = numSpotMaps; + + state.version = nextVersion ++; + + } + + } + + function setupView( lights, camera ) { + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + const viewMatrix = camera.matrixWorldInverse; + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + if ( light.isDirectionalLight ) { + + const uniforms = state.directional[ directionalLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = state.spot[ spotLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = state.rectArea[ rectAreaLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + // extract local rotation of light to derive width/height half vectors + matrix42.identity(); + matrix4.copy( light.matrixWorld ); + matrix4.premultiply( viewMatrix ); + matrix42.extractRotation( matrix4 ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + uniforms.halfWidth.applyMatrix4( matrix42 ); + uniforms.halfHeight.applyMatrix4( matrix42 ); + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = state.point[ pointLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = state.hemi[ hemiLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + + hemiLength ++; + + } + + } + + } + + return { + setup: setup, + setupView: setupView, + state: state + }; + + } + + function WebGLRenderState( extensions, capabilities ) { + + const lights = new WebGLLights( extensions, capabilities ); + + const lightsArray = []; + const shadowsArray = []; + + function init() { + + lightsArray.length = 0; + shadowsArray.length = 0; + + } + + function pushLight( light ) { + + lightsArray.push( light ); + + } + + function pushShadow( shadowLight ) { + + shadowsArray.push( shadowLight ); + + } + + function setupLights( useLegacyLights ) { + + lights.setup( lightsArray, useLegacyLights ); + + } + + function setupLightsView( camera ) { + + lights.setupView( lightsArray, camera ); + + } + + const state = { + lightsArray: lightsArray, + shadowsArray: shadowsArray, + + lights: lights + }; + + return { + init: init, + state: state, + setupLights: setupLights, + setupLightsView: setupLightsView, + + pushLight: pushLight, + pushShadow: pushShadow + }; + + } + + function WebGLRenderStates( extensions, capabilities ) { + + let renderStates = new WeakMap(); + + function get( scene, renderCallDepth = 0 ) { + + const renderStateArray = renderStates.get( scene ); + let renderState; + + if ( renderStateArray === undefined ) { + + renderState = new WebGLRenderState( extensions, capabilities ); + renderStates.set( scene, [ renderState ] ); + + } else { + + if ( renderCallDepth >= renderStateArray.length ) { + + renderState = new WebGLRenderState( extensions, capabilities ); + renderStateArray.push( renderState ); + + } else { + + renderState = renderStateArray[ renderCallDepth ]; + + } + + } + + return renderState; + + } + + function dispose() { + + renderStates = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + + } + + class MeshDepthMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshDepthMaterial = true; + + this.type = 'MeshDepthMaterial'; + + this.depthPacking = BasicDepthPacking; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.depthPacking = source.depthPacking; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + + } + + } + + class MeshDistanceMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshDistanceMaterial = true; + + this.type = 'MeshDistanceMaterial'; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + return this; + + } + + } + + const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; + + const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; + + function WebGLShadowMap( _renderer, _objects, _capabilities ) { + + let _frustum = new Frustum(); + + const _shadowMapSize = new Vector2(), + _viewportSize = new Vector2(), + + _viewport = new Vector4(), + + _depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ), + _distanceMaterial = new MeshDistanceMaterial(), + + _materialCache = {}, + + _maxTextureSize = _capabilities.maxTextureSize; + + const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide }; + + const shadowMaterialVertical = new ShaderMaterial( { + defines: { + VSM_SAMPLES: 8 + }, + uniforms: { + shadow_pass: { value: null }, + resolution: { value: new Vector2() }, + radius: { value: 4.0 } + }, + + vertexShader: vertex, + fragmentShader: fragment + + } ); + + const shadowMaterialHorizontal = shadowMaterialVertical.clone(); + shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; + + const fullScreenTri = new BufferGeometry(); + fullScreenTri.setAttribute( + 'position', + new BufferAttribute( + new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), + 3 + ) + ); + + const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); + + const scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = PCFShadowMap; + let _previousType = this.type; + + this.render = function ( lights, scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( lights.length === 0 ) return; + + const currentRenderTarget = _renderer.getRenderTarget(); + const activeCubeFace = _renderer.getActiveCubeFace(); + const activeMipmapLevel = _renderer.getActiveMipmapLevel(); + + const _state = _renderer.state; + + // Set GL state for depth map. + _state.setBlending( NoBlending ); + _state.buffers.color.setClear( 1, 1, 1, 1 ); + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); + + // check for shadow map type changes + + const toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap ); + const fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap ); + + // render depth map + + for ( let i = 0, il = lights.length; i < il; i ++ ) { + + const light = lights[ i ]; + const shadow = light.shadow; + + if ( shadow === undefined ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; + + _shadowMapSize.copy( shadow.mapSize ); + + const shadowFrameExtents = shadow.getFrameExtents(); + + _shadowMapSize.multiply( shadowFrameExtents ); + + _viewportSize.copy( shadow.mapSize ); + + if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { + + if ( _shadowMapSize.x > _maxTextureSize ) { + + _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); + _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; + shadow.mapSize.x = _viewportSize.x; + + } + + if ( _shadowMapSize.y > _maxTextureSize ) { + + _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); + _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; + shadow.mapSize.y = _viewportSize.y; + + } + + } + + if ( shadow.map === null || toVSM === true || fromVSM === true ) { + + const pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {}; + + if ( shadow.map !== null ) { + + shadow.map.dispose(); + + } + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + '.shadowMap'; + + shadow.camera.updateProjectionMatrix(); + + } + + _renderer.setRenderTarget( shadow.map ); + _renderer.clear(); + + const viewportCount = shadow.getViewportCount(); + + for ( let vp = 0; vp < viewportCount; vp ++ ) { + + const viewport = shadow.getViewport( vp ); + + _viewport.set( + _viewportSize.x * viewport.x, + _viewportSize.y * viewport.y, + _viewportSize.x * viewport.z, + _viewportSize.y * viewport.w + ); + + _state.viewport( _viewport ); + + shadow.updateMatrices( light, vp ); + + _frustum = shadow.getFrustum(); + + renderObject( scene, camera, shadow.camera, light, this.type ); + + } + + // do blur pass for VSM + + if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) { + + VSMPass( shadow, camera ); + + } + + shadow.needsUpdate = false; + + } + + _previousType = this.type; + + scope.needsUpdate = false; + + _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); + + }; + + function VSMPass( shadow, camera ) { + + const geometry = _objects.update( fullScreenMesh ); + + if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) { + + shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples; + shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples; + + shadowMaterialVertical.needsUpdate = true; + shadowMaterialHorizontal.needsUpdate = true; + + } + + if ( shadow.mapPass === null ) { + + shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); + + } + + // vertical pass + + shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; + shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; + shadowMaterialVertical.uniforms.radius.value = shadow.radius; + _renderer.setRenderTarget( shadow.mapPass ); + _renderer.clear(); + _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); + + // horizontal pass + + shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; + shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize; + shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; + _renderer.setRenderTarget( shadow.map ); + _renderer.clear(); + _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); + + } + + function getDepthMaterial( object, material, light, type ) { + + let result = null; + + const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial; + + if ( customMaterial !== undefined ) { + + result = customMaterial; + + } else { + + result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial; + + if ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) || + ( material.displacementMap && material.displacementScale !== 0 ) || + ( material.alphaMap && material.alphaTest > 0 ) || + ( material.map && material.alphaTest > 0 ) ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + const keyA = result.uuid, keyB = material.uuid; + + let materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + let cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + + } + + result = cachedMaterial; + + } + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + if ( type === VSMShadowMap ) { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; + + } else { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; + + } + + result.alphaMap = material.alphaMap; + result.alphaTest = material.alphaTest; + result.map = material.map; + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + + result.displacementMap = material.displacementMap; + result.displacementScale = material.displacementScale; + result.displacementBias = material.displacementBias; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { + + const materialProperties = _renderer.properties.get( result ); + materialProperties.light = light; + + } + + return result; + + } + + function renderObject( object, camera, shadowCamera, light, type ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + const geometry = _objects.update( object ); + const material = object.material; + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let k = 0, kl = groups.length; k < kl; k ++ ) { + + const group = groups[ k ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + const depthMaterial = getDepthMaterial( object, groupMaterial, light, type ); + + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + } + + } + + } else if ( material.visible ) { + + const depthMaterial = getDepthMaterial( object, material, light, type ); + + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + renderObject( children[ i ], camera, shadowCamera, light, type ); + + } + + } + + } + + function WebGLState( gl, extensions, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + function ColorBuffer() { + + let locked = false; + + const color = new Vector4(); + let currentColorMask = null; + const currentColorClear = new Vector4( 0, 0, 0, 0 ); + + return { + + setMask: function ( colorMask ) { + + if ( currentColorMask !== colorMask && ! locked ) { + + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( r, g, b, a, premultipliedAlpha ) { + + if ( premultipliedAlpha === true ) { + + r *= a; g *= a; b *= a; + + } + + color.set( r, g, b, a ); + + if ( currentColorClear.equals( color ) === false ) { + + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); + + } + + }, + + reset: function () { + + locked = false; + + currentColorMask = null; + currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state + + } + + }; + + } + + function DepthBuffer() { + + let locked = false; + + let currentDepthMask = null; + let currentDepthFunc = null; + let currentDepthClear = null; + + return { + + setTest: function ( depthTest ) { + + if ( depthTest ) { + + enable( gl.DEPTH_TEST ); + + } else { + + disable( gl.DEPTH_TEST ); + + } + + }, + + setMask: function ( depthMask ) { + + if ( currentDepthMask !== depthMask && ! locked ) { + + gl.depthMask( depthMask ); + currentDepthMask = depthMask; + + } + + }, + + setFunc: function ( depthFunc ) { + + if ( currentDepthFunc !== depthFunc ) { + + switch ( depthFunc ) { + + case NeverDepth: + + gl.depthFunc( gl.NEVER ); + break; + + case AlwaysDepth: + + gl.depthFunc( gl.ALWAYS ); + break; + + case LessDepth: + + gl.depthFunc( gl.LESS ); + break; + + case LessEqualDepth: + + gl.depthFunc( gl.LEQUAL ); + break; + + case EqualDepth: + + gl.depthFunc( gl.EQUAL ); + break; + + case GreaterEqualDepth: + + gl.depthFunc( gl.GEQUAL ); + break; + + case GreaterDepth: + + gl.depthFunc( gl.GREATER ); + break; + + case NotEqualDepth: + + gl.depthFunc( gl.NOTEQUAL ); + break; + + default: + + gl.depthFunc( gl.LEQUAL ); + + } + + currentDepthFunc = depthFunc; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( depth ) { + + if ( currentDepthClear !== depth ) { + + gl.clearDepth( depth ); + currentDepthClear = depth; + + } + + }, + + reset: function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + + } + + }; + + } + + function StencilBuffer() { + + let locked = false; + + let currentStencilMask = null; + let currentStencilFunc = null; + let currentStencilRef = null; + let currentStencilFuncMask = null; + let currentStencilFail = null; + let currentStencilZFail = null; + let currentStencilZPass = null; + let currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( ! locked ) { + + if ( stencilTest ) { + + enable( gl.STENCIL_TEST ); + + } else { + + disable( gl.STENCIL_TEST ); + + } + + } + + }, + + setMask: function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }, + + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }, + + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }, + + reset: function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + } + + }; + + } + + // + + const colorBuffer = new ColorBuffer(); + const depthBuffer = new DepthBuffer(); + const stencilBuffer = new StencilBuffer(); + + const uboBindings = new WeakMap(); + const uboProgramMap = new WeakMap(); + + let enabledCapabilities = {}; + + let currentBoundFramebuffers = {}; + let currentDrawbuffers = new WeakMap(); + let defaultDrawbuffers = []; + + let currentProgram = null; + + let currentBlendingEnabled = false; + let currentBlending = null; + let currentBlendEquation = null; + let currentBlendSrc = null; + let currentBlendDst = null; + let currentBlendEquationAlpha = null; + let currentBlendSrcAlpha = null; + let currentBlendDstAlpha = null; + let currentPremultipledAlpha = false; + + let currentFlipSided = null; + let currentCullFace = null; + + let currentLineWidth = null; + + let currentPolygonOffsetFactor = null; + let currentPolygonOffsetUnits = null; + + const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); + + let lineWidthAvailable = false; + let version = 0; + const glVersion = gl.getParameter( gl.VERSION ); + + if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { + + version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 1.0 ); + + } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { + + version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 2.0 ); + + } + + let currentTextureSlot = null; + let currentBoundTextures = {}; + + const scissorParam = gl.getParameter( gl.SCISSOR_BOX ); + const viewportParam = gl.getParameter( gl.VIEWPORT ); + + const currentScissor = new Vector4().fromArray( scissorParam ); + const currentViewport = new Vector4().fromArray( viewportParam ); + + function createTexture( type, target, count, dimensions ) { + + const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + const texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + + for ( let i = 0; i < count; i ++ ) { + + if ( isWebGL2 && ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) ) { + + gl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } else { + + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } + + } + + return texture; + + } + + const emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + + if ( isWebGL2 ) { + + emptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 ); + emptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 ); + + } + + // init + + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); + + enable( gl.DEPTH_TEST ); + depthBuffer.setFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); + + setBlending( NoBlending ); + + // + + function enable( id ) { + + if ( enabledCapabilities[ id ] !== true ) { + + gl.enable( id ); + enabledCapabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( enabledCapabilities[ id ] !== false ) { + + gl.disable( id ); + enabledCapabilities[ id ] = false; + + } + + } + + function bindFramebuffer( target, framebuffer ) { + + if ( currentBoundFramebuffers[ target ] !== framebuffer ) { + + gl.bindFramebuffer( target, framebuffer ); + + currentBoundFramebuffers[ target ] = framebuffer; + + if ( isWebGL2 ) { + + // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER + + if ( target === gl.DRAW_FRAMEBUFFER ) { + + currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer; + + } + + if ( target === gl.FRAMEBUFFER ) { + + currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer; + + } + + } + + return true; + + } + + return false; + + } + + function drawBuffers( renderTarget, framebuffer ) { + + let drawBuffers = defaultDrawbuffers; + + let needsUpdate = false; + + if ( renderTarget ) { + + drawBuffers = currentDrawbuffers.get( framebuffer ); + + if ( drawBuffers === undefined ) { + + drawBuffers = []; + currentDrawbuffers.set( framebuffer, drawBuffers ); + + } + + if ( renderTarget.isWebGLMultipleRenderTargets ) { + + const textures = renderTarget.texture; + + if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i; + + } + + drawBuffers.length = textures.length; + + needsUpdate = true; + + } + + } else { + + if ( drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { + + drawBuffers[ 0 ] = gl.COLOR_ATTACHMENT0; + + needsUpdate = true; + + } + + } + + } else { + + if ( drawBuffers[ 0 ] !== gl.BACK ) { + + drawBuffers[ 0 ] = gl.BACK; + + needsUpdate = true; + + } + + } + + if ( needsUpdate ) { + + if ( capabilities.isWebGL2 ) { + + gl.drawBuffers( drawBuffers ); + + } else { + + extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers ); + + } + + } + + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + const equationToGL = { + [ AddEquation ]: gl.FUNC_ADD, + [ SubtractEquation ]: gl.FUNC_SUBTRACT, + [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT + }; + + if ( isWebGL2 ) { + + equationToGL[ MinEquation ] = gl.MIN; + equationToGL[ MaxEquation ] = gl.MAX; + + } else { + + const extension = extensions.get( 'EXT_blend_minmax' ); + + if ( extension !== null ) { + + equationToGL[ MinEquation ] = extension.MIN_EXT; + equationToGL[ MaxEquation ] = extension.MAX_EXT; + + } + + } + + const factorToGL = { + [ ZeroFactor ]: gl.ZERO, + [ OneFactor ]: gl.ONE, + [ SrcColorFactor ]: gl.SRC_COLOR, + [ SrcAlphaFactor ]: gl.SRC_ALPHA, + [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE, + [ DstColorFactor ]: gl.DST_COLOR, + [ DstAlphaFactor ]: gl.DST_ALPHA, + [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR, + [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA, + [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR, + [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA + }; + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + + if ( blending === NoBlending ) { + + if ( currentBlendingEnabled === true ) { + + disable( gl.BLEND ); + currentBlendingEnabled = false; + + } + + return; + + } + + if ( currentBlendingEnabled === false ) { + + enable( gl.BLEND ); + currentBlendingEnabled = true; + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { + + gl.blendEquation( gl.FUNC_ADD ); + + currentBlendEquation = AddEquation; + currentBlendEquationAlpha = AddEquation; + + } + + if ( premultipliedAlpha ) { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFunc( gl.ONE, gl.ONE ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); + break; + + case MultiplyBlending: + gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } else { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); + break; + + case MultiplyBlending: + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } + + currentBlendSrc = null; + currentBlendDst = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + return; + + } + + // custom blending + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + currentBlending = blending; + currentPremultipledAlpha = false; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( gl.CULL_FACE ) + : enable( gl.CULL_FACE ); + + let flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; + + setFlipSided( flipSided ); + + ( material.blending === NormalBlending && material.transparent === false ) + ? setBlending( NoBlending ) + : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); + + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); + + const stencilWrite = material.stencilWrite; + stencilBuffer.setTest( stencilWrite ); + if ( stencilWrite ) { + + stencilBuffer.setMask( material.stencilWriteMask ); + stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); + stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); + + } + + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + material.alphaToCoverage === true + ? enable( gl.SAMPLE_ALPHA_TO_COVERAGE ) + : disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( gl.CULL_FACE ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( gl.BACK ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( gl.FRONT ); + + } else { + + gl.cullFace( gl.FRONT_AND_BACK ); + + } + + } + + } else { + + disable( gl.CULL_FACE ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + if ( lineWidthAvailable ) gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( gl.POLYGON_OFFSET_FILL ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + } else { + + disable( gl.POLYGON_OFFSET_FILL ); + + } + + } + + function setScissorTest( scissorTest ) { + + if ( scissorTest ) { + + enable( gl.SCISSOR_TEST ); + + } else { + + disable( gl.SCISSOR_TEST ); + + } + + } + + // texture + + function activeTexture( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + } + + function bindTexture( webglType, webglTexture, webglSlot ) { + + if ( webglSlot === undefined ) { + + if ( currentTextureSlot === null ) { + + webglSlot = gl.TEXTURE0 + maxTextures - 1; + + } else { + + webglSlot = currentTextureSlot; + + } + + } + + let boundTexture = currentBoundTextures[ webglSlot ]; + + if ( boundTexture === undefined ) { + + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ webglSlot ] = boundTexture; + + } + + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + } + + function unbindTexture() { + + const boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture !== undefined && boundTexture.type !== undefined ) { + + gl.bindTexture( boundTexture.type, null ); + + boundTexture.type = undefined; + boundTexture.texture = undefined; + + } + + } + + function compressedTexImage2D() { + + try { + + gl.compressedTexImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function compressedTexImage3D() { + + try { + + gl.compressedTexImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texSubImage2D() { + + try { + + gl.texSubImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texSubImage3D() { + + try { + + gl.texSubImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function compressedTexSubImage2D() { + + try { + + gl.compressedTexSubImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function compressedTexSubImage3D() { + + try { + + gl.compressedTexSubImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texStorage2D() { + + try { + + gl.texStorage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texStorage3D() { + + try { + + gl.texStorage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage2D() { + + try { + + gl.texImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage3D() { + + try { + + gl.texImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + // + + function scissor( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + } + + function viewport( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + } + + function updateUBOMapping( uniformsGroup, program ) { + + let mapping = uboProgramMap.get( program ); + + if ( mapping === undefined ) { + + mapping = new WeakMap(); + + uboProgramMap.set( program, mapping ); + + } + + let blockIndex = mapping.get( uniformsGroup ); + + if ( blockIndex === undefined ) { + + blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name ); + + mapping.set( uniformsGroup, blockIndex ); + + } + + } + + function uniformBlockBinding( uniformsGroup, program ) { + + const mapping = uboProgramMap.get( program ); + const blockIndex = mapping.get( uniformsGroup ); + + if ( uboBindings.get( program ) !== blockIndex ) { + + // bind shader specific block index to global block point + gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex ); + + uboBindings.set( program, blockIndex ); + + } + + } + + // + + function reset() { + + // reset state + + gl.disable( gl.BLEND ); + gl.disable( gl.CULL_FACE ); + gl.disable( gl.DEPTH_TEST ); + gl.disable( gl.POLYGON_OFFSET_FILL ); + gl.disable( gl.SCISSOR_TEST ); + gl.disable( gl.STENCIL_TEST ); + gl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ONE, gl.ZERO ); + gl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO ); + + gl.colorMask( true, true, true, true ); + gl.clearColor( 0, 0, 0, 0 ); + + gl.depthMask( true ); + gl.depthFunc( gl.LESS ); + gl.clearDepth( 1 ); + + gl.stencilMask( 0xffffffff ); + gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff ); + gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP ); + gl.clearStencil( 0 ); + + gl.cullFace( gl.BACK ); + gl.frontFace( gl.CCW ); + + gl.polygonOffset( 0, 0 ); + + gl.activeTexture( gl.TEXTURE0 ); + + gl.bindFramebuffer( gl.FRAMEBUFFER, null ); + + if ( isWebGL2 === true ) { + + gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null ); + gl.bindFramebuffer( gl.READ_FRAMEBUFFER, null ); + + } + + gl.useProgram( null ); + + gl.lineWidth( 1 ); + + gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height ); + gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); + + // reset internals + + enabledCapabilities = {}; + + currentTextureSlot = null; + currentBoundTextures = {}; + + currentBoundFramebuffers = {}; + currentDrawbuffers = new WeakMap(); + defaultDrawbuffers = []; + + currentProgram = null; + + currentBlendingEnabled = false; + currentBlending = null; + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentPremultipledAlpha = false; + + currentFlipSided = null; + currentCullFace = null; + + currentLineWidth = null; + + currentPolygonOffsetFactor = null; + currentPolygonOffsetUnits = null; + + currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); + currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + enable: enable, + disable: disable, + + bindFramebuffer: bindFramebuffer, + drawBuffers: drawBuffers, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + unbindTexture: unbindTexture, + compressedTexImage2D: compressedTexImage2D, + compressedTexImage3D: compressedTexImage3D, + texImage2D: texImage2D, + texImage3D: texImage3D, + + updateUBOMapping: updateUBOMapping, + uniformBlockBinding: uniformBlockBinding, + + texStorage2D: texStorage2D, + texStorage3D: texStorage3D, + texSubImage2D: texSubImage2D, + texSubImage3D: texSubImage3D, + compressedTexSubImage2D: compressedTexSubImage2D, + compressedTexSubImage3D: compressedTexSubImage3D, + + scissor: scissor, + viewport: viewport, + + reset: reset + + }; + + } + + function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { + + const isWebGL2 = capabilities.isWebGL2; + const maxTextures = capabilities.maxTextures; + const maxCubemapSize = capabilities.maxCubemapSize; + const maxTextureSize = capabilities.maxTextureSize; + const maxSamples = capabilities.maxSamples; + const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; + const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); + + const _videoTextures = new WeakMap(); + let _canvas; + + const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source + + // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). + + let useOffscreenCanvas = false; + + try { + + useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' + // eslint-disable-next-line compat/compat + && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null; + + } catch ( err ) { + + // Ignore any errors + + } + + function createCanvas( width, height ) { + + // Use OffscreenCanvas when available. Specially needed in web workers + + return useOffscreenCanvas ? + // eslint-disable-next-line compat/compat + new OffscreenCanvas( width, height ) : createElementNS( 'canvas' ); + + } + + function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) { + + let scale = 1; + + // handle case if texture exceeds max size + + if ( image.width > maxSize || image.height > maxSize ) { + + scale = maxSize / Math.max( image.width, image.height ); + + } + + // only perform resize if necessary + + if ( scale < 1 || needsPowerOfTwo === true ) { + + // only perform resize for certain image types + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor; + + const width = floor( scale * image.width ); + const height = floor( scale * image.height ); + + if ( _canvas === undefined ) _canvas = createCanvas( width, height ); + + // cube textures can't reuse the same canvas + + const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; + + canvas.width = width; + canvas.height = height; + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, width, height ); + + console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' ); + + return canvas; + + } else { + + if ( 'data' in image ) { + + console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); + + } + + return image; + + } + + } + + return image; + + } + + function isPowerOfTwo$1( image ) { + + return isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ); + + } + + function textureNeedsPowerOfTwo( texture ) { + + if ( isWebGL2 ) return false; + + return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || + ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); + + } + + function textureNeedsGenerateMipmaps( texture, supportsMips ) { + + return texture.generateMipmaps && supportsMips && + texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + + } + + function generateMipmap( target ) { + + _gl.generateMipmap( target ); + + } + + function getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) { + + if ( isWebGL2 === false ) return glFormat; + + if ( internalFormatName !== null ) { + + if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; + + console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); + + } + + let internalFormat = glFormat; + + if ( glFormat === _gl.RED ) { + + if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8; + + } + + if ( glFormat === _gl.RG ) { + + if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8; + + } + + if ( glFormat === _gl.RGBA ) { + + if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( colorSpace === SRGBColorSpace && forceLinearTransfer === false ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8; + if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4; + if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1; + + } + + if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F || + internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || + internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) { + + extensions.get( 'EXT_color_buffer_float' ); + + } + + return internalFormat; + + } + + function getMipLevels( texture, image, supportsMips ) { + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) { + + return Math.log2( Math.max( image.width, image.height ) ) + 1; + + } else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) { + + // user-defined mipmaps + + return texture.mipmaps.length; + + } else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) { + + return image.mipmaps.length; + + } else { + + // texture without mipmaps (only base level) + + return 1; + + } + + } + + // Fallback filters for non-power-of-2 textures + + function filterFallback( f ) { + + if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { + + return _gl.NEAREST; + + } + + return _gl.LINEAR; + + } + + // + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + if ( texture.isVideoTexture ) { + + _videoTextures.delete( texture ); + + } + + } + + function onRenderTargetDispose( event ) { + + const renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + } + + // + + function deallocateTexture( texture ) { + + const textureProperties = properties.get( texture ); + + if ( textureProperties.__webglInit === undefined ) return; + + // check if it's necessary to remove the WebGLTexture object + + const source = texture.source; + const webglTextures = _sources.get( source ); + + if ( webglTextures ) { + + const webglTexture = webglTextures[ textureProperties.__cacheKey ]; + webglTexture.usedTimes --; + + // the WebGLTexture object is not used anymore, remove it + + if ( webglTexture.usedTimes === 0 ) { + + deleteTexture( texture ); + + } + + // remove the weak map entry if no WebGLTexture uses the source anymore + + if ( Object.keys( webglTextures ).length === 0 ) { + + _sources.delete( source ); + + } + + } + + properties.remove( texture ); + + } + + function deleteTexture( texture ) { + + const textureProperties = properties.get( texture ); + _gl.deleteTexture( textureProperties.__webglTexture ); + + const source = texture.source; + const webglTextures = _sources.get( source ); + delete webglTextures[ textureProperties.__cacheKey ]; + + info.memory.textures --; + + } + + function deallocateRenderTarget( renderTarget ) { + + const texture = renderTarget.texture; + + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + if ( textureProperties.__webglTexture !== undefined ) { + + _gl.deleteTexture( textureProperties.__webglTexture ); + + info.memory.textures --; + + } + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + } + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + for ( let i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); + + if ( renderTargetProperties.__webglColorRenderbuffer ) { + + for ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) { + + if ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + } + + if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); + + } + + if ( renderTarget.isWebGLMultipleRenderTargets ) { + + for ( let i = 0, il = texture.length; i < il; i ++ ) { + + const attachmentProperties = properties.get( texture[ i ] ); + + if ( attachmentProperties.__webglTexture ) { + + _gl.deleteTexture( attachmentProperties.__webglTexture ); + + info.memory.textures --; + + } + + properties.remove( texture[ i ] ); + + } + + } + + properties.remove( texture ); + properties.remove( renderTarget ); + + } + + // + + let textureUnits = 0; + + function resetTextureUnits() { + + textureUnits = 0; + + } + + function allocateTextureUnit() { + + const textureUnit = textureUnits; + + if ( textureUnit >= maxTextures ) { + + console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures ); + + } + + textureUnits += 1; + + return textureUnit; + + } + + function getTextureCacheKey( texture ) { + + const array = []; + + array.push( texture.wrapS ); + array.push( texture.wrapT ); + array.push( texture.wrapR || 0 ); + array.push( texture.magFilter ); + array.push( texture.minFilter ); + array.push( texture.anisotropy ); + array.push( texture.internalFormat ); + array.push( texture.format ); + array.push( texture.type ); + array.push( texture.generateMipmaps ); + array.push( texture.premultiplyAlpha ); + array.push( texture.flipY ); + array.push( texture.unpackAlignment ); + array.push( texture.colorSpace ); + + return array.join(); + + } + + // + + function setTexture2D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isVideoTexture ) updateVideoTexture( texture ); + + if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) { + + const image = texture.image; + + if ( image === null ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' ); + + } else if ( image.complete === false ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } + + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTexture2DArray( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTexture3D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTextureCube( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadCubeTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + const wrappingToGL = { + [ RepeatWrapping ]: _gl.REPEAT, + [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE, + [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT + }; + + const filterToGL = { + [ NearestFilter ]: _gl.NEAREST, + [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST, + [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR, + + [ LinearFilter ]: _gl.LINEAR, + [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST, + [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR + }; + + const compareToGL = { + [ NeverCompare ]: _gl.NEVER, + [ AlwaysCompare ]: _gl.ALWAYS, + [ LessCompare ]: _gl.LESS, + [ LessEqualCompare ]: _gl.LEQUAL, + [ EqualCompare ]: _gl.EQUAL, + [ GreaterEqualCompare ]: _gl.GEQUAL, + [ GreaterCompare ]: _gl.GREATER, + [ NotEqualCompare ]: _gl.NOTEQUAL + }; + + function setTextureParameters( textureType, texture, supportsMips ) { + + if ( supportsMips ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); + + if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] ); + + } else { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE ); + + } + + if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' ); + + } + + } + + if ( texture.compareFunction ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE ); + _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] ); + + } + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( texture.magFilter === NearestFilter ) return; + if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return; + if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2 + if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only + + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { + + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + function initTexture( textureProperties, texture ) { + + let forceUpload = false; + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + } + + // create Source <-> WebGLTextures mapping if necessary + + const source = texture.source; + let webglTextures = _sources.get( source ); + + if ( webglTextures === undefined ) { + + webglTextures = {}; + _sources.set( source, webglTextures ); + + } + + // check if there is already a WebGLTexture object for the given texture parameters + + const textureCacheKey = getTextureCacheKey( texture ); + + if ( textureCacheKey !== textureProperties.__cacheKey ) { + + // if not, create a new instance of WebGLTexture + + if ( webglTextures[ textureCacheKey ] === undefined ) { + + // create new entry + + webglTextures[ textureCacheKey ] = { + texture: _gl.createTexture(), + usedTimes: 0 + }; + + info.memory.textures ++; + + // when a new instance of WebGLTexture was created, a texture upload is required + // even if the image contents are identical + + forceUpload = true; + + } + + webglTextures[ textureCacheKey ].usedTimes ++; + + // every time the texture cache key changes, it's necessary to check if an instance of + // WebGLTexture can be deleted in order to avoid a memory leak. + + const webglTexture = webglTextures[ textureProperties.__cacheKey ]; + + if ( webglTexture !== undefined ) { + + webglTextures[ textureProperties.__cacheKey ].usedTimes --; + + if ( webglTexture.usedTimes === 0 ) { + + deleteTexture( texture ); + + } + + } + + // store references to cache key and WebGLTexture object + + textureProperties.__cacheKey = textureCacheKey; + textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture; + + } + + return forceUpload; + + } + + function uploadTexture( textureProperties, texture, slot ) { + + let textureType = _gl.TEXTURE_2D; + + if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY; + if ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D; + + const forceUpload = initTexture( textureProperties, texture ); + const source = texture.source; + + state.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + const sourceProperties = properties.get( source ); + + if ( source.version !== sourceProperties.__version || forceUpload === true ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE ); + + const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false; + let image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize ); + image = verifyColorSpace( texture, image ); + + const supportsMips = isPowerOfTwo$1( image ) || isWebGL2, + glFormat = utils.convert( texture.format, texture.colorSpace ); + + let glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); + + setTextureParameters( textureType, texture, supportsMips ); + + let mipmap; + const mipmaps = texture.mipmaps; + + const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true ); + const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); + const levels = getMipLevels( texture, image, supportsMips ); + + if ( texture.isDepthTexture ) { + + // populate depth texture with dummy data + + glInternalFormat = _gl.DEPTH_COMPONENT; + + if ( isWebGL2 ) { + + if ( texture.type === FloatType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( texture.type === UnsignedIntType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT24; + + } else if ( texture.type === UnsignedInt248Type ) { + + glInternalFormat = _gl.DEPTH24_STENCIL8; + + } else { + + glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D + + } + + } else { + + if ( texture.type === FloatType ) { + + console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' ); + + } + + } + + // validation checks for WebGL 1 + + if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) { + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); + + texture.type = UnsignedIntType; + glType = utils.convert( texture.type ); + + } + + } + + if ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) { + + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + glInternalFormat = _gl.DEPTH_STENCIL; + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedInt248Type ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); + + texture.type = UnsignedInt248Type; + glType = utils.convert( texture.type ); + + } + + } + + // + + if ( allocateMemory ) { + + if ( useTexStorage ) { + + state.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } + + } + + } else if ( texture.isDataTexture ) { + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && supportsMips ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + texture.generateMipmaps = false; + + } else { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } + + state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } + + } + + } else if ( texture.isCompressedTexture ) { + + if ( texture.isCompressedArrayTexture ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 ); + + } else { + + state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 ); + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + if ( useTexStorage ) { + + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data ); + + } else { + + state.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } else { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + state.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); + + } else { + + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + } else if ( texture.isDataArrayTexture ) { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth ); + + } + + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); + + } else { + + state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isData3DTexture ) { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth ); + + } + + state.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); + + } else { + + state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isFramebufferTexture ) { + + if ( allocateMemory ) { + + if ( useTexStorage ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } else { + + let width = image.width, height = image.height; + + for ( let i = 0; i < levels; i ++ ) { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null ); + + width >>= 1; + height >>= 1; + + } + + } + + } + + } else { + + // regular Texture (image, video, canvas) + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && supportsMips ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap ); + + } + + } + + texture.generateMipmaps = false; + + } else { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } + + state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + generateMipmap( textureType ); + + } + + sourceProperties.__version = source.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + textureProperties.__version = texture.version; + + } + + function uploadCubeTexture( textureProperties, texture, slot ) { + + if ( texture.image.length !== 6 ) return; + + const forceUpload = initTexture( textureProperties, texture ); + const source = texture.source; + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + const sourceProperties = properties.get( source ); + + if ( source.version !== sourceProperties.__version || forceUpload === true ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, _gl.NONE ); + + const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ); + const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + + const cubeImage = []; + + for ( let i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] ); + + } + + const image = cubeImage[ 0 ], + supportsMips = isPowerOfTwo$1( image ) || isWebGL2, + glFormat = utils.convert( texture.format, texture.colorSpace ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); + + const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true ); + const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); + let levels = getMipLevels( texture, image, supportsMips ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips ); + + let mipmaps; + + if ( isCompressed ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height ); + + } + + for ( let i = 0; i < 6; i ++ ) { + + mipmaps = cubeImage[ i ].mipmaps; + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + state.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); + + } else { + + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); + + } + + } else { + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + } else { + + mipmaps = texture.mipmaps; + + if ( useTexStorage && allocateMemory ) { + + // TODO: Uniformly handle mipmap definitions + // Normal textures and compressed cube textures define base level + mips with their mipmap array + // Uncompressed cube textures use their mipmap array only for mips (no base level) + + if ( mipmaps.length > 0 ) levels ++; + + state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, cubeImage[ 0 ].width, cubeImage[ 0 ].height ); + + } + + for ( let i = 0; i < 6; i ++ ) { + + if ( isDataTexture ) { + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + const mipmapImage = mipmap.image[ i ].image; + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); + + } + + } + + } else { + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); + + } + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); + + } + + } + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + // We assume images for cube map have the same size. + generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + sourceProperties.__version = source.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + textureProperties.__version = texture.version; + + } + + // Render targets + + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget ) { + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); + const renderTargetProperties = properties.get( renderTarget ); + + if ( ! renderTargetProperties.__hasExternalTextures ) { + + if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { + + state.texImage3D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, renderTarget.depth, 0, glFormat, glType, null ); + + } else { + + state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + } + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); + + } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753 + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0 ); + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + let glInternalFormat = _gl.DEPTH_COMPONENT16; + + if ( isMultisample || useMultisampledRTT( renderTarget ) ) { + + const depthTexture = renderTarget.depthTexture; + + if ( depthTexture && depthTexture.isDepthTexture ) { + + if ( depthTexture.type === FloatType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( depthTexture.type === UnsignedIntType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT24; + + } + + } + + const samples = getRenderTargetSamples( renderTarget ); + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + const samples = getRenderTargetSamples( renderTarget ); + + if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height ); + + } else if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + + } + + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ]; + + for ( let i = 0; i < textures.length; i ++ ) { + + const texture = textures[ i ]; + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); + const samples = getRenderTargetSamples( renderTarget ); + + if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + } + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + } + + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { + + const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget ); + if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { + + throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); + + } + + // upload an empty depth texture with framebuffer size + if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { + + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; + + } + + setTexture2D( renderTarget.depthTexture, 0 ); + + const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + const samples = getRenderTargetSamples( renderTarget ); + + if ( renderTarget.depthTexture.format === DepthFormat ) { + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); + + } else { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); + + } else { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } + + } else { + + throw new Error( 'Unknown depthTexture format' ); + + } + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + + if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) { + + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); + + } + + } else { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); + + } + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // rebind framebuffer with external textures + function rebindTextures( renderTarget, colorTexture, depthTexture ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( colorTexture !== undefined ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); + + } + + if ( depthTexture !== undefined ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + const texture = renderTarget.texture; + + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + if ( renderTarget.isWebGLMultipleRenderTargets !== true ) { + + if ( textureProperties.__webglTexture === undefined ) { + + textureProperties.__webglTexture = _gl.createTexture(); + + } + + textureProperties.__version = texture.version; + info.memory.textures ++; + + } + + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true ); + const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2; + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + if ( isMultipleRenderTargets ) { + + if ( capabilities.drawBuffers ) { + + const textures = renderTarget.texture; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachmentProperties = properties.get( textures[ i ] ); + + if ( attachmentProperties.__webglTexture === undefined ) { + + attachmentProperties.__webglTexture = _gl.createTexture(); + + info.memory.textures ++; + + } + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' ); + + } + + } + + if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { + + const textures = isMultipleRenderTargets ? texture : [ texture ]; + + renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); + renderTargetProperties.__webglColorRenderbuffer = []; + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + for ( let i = 0; i < textures.length; i ++ ) { + + const texture = textures[ i ]; + renderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer(); + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true ); + const samples = getRenderTargetSamples( renderTarget ); + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + if ( renderTarget.depthBuffer ) { + + renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips ); + + for ( let i = 0; i < 6; i ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + state.unbindTexture(); + + } else if ( isMultipleRenderTargets ) { + + const textures = renderTarget.texture; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachment = textures[ i ]; + const attachmentProperties = properties.get( attachment ); + + state.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, attachment, supportsMips ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D ); + + if ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) { + + generateMipmap( _gl.TEXTURE_2D ); + + } + + } + + state.unbindTexture(); + + } else { + + let glTextureType = _gl.TEXTURE_2D; + + if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { + + if ( isWebGL2 ) { + + glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; + + } else { + + console.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.' ); + + } + + } + + state.bindTexture( glTextureType, textureProperties.__webglTexture ); + setTextureParameters( glTextureType, texture, supportsMips ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType ); + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + generateMipmap( glTextureType ); + + } + + state.unbindTexture(); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2; + + const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ]; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const texture = textures[ i ]; + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; + const webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( target, webglTexture ); + generateMipmap( target ); + state.unbindTexture(); + + } + + } + + } + + function updateMultisampleRenderTarget( renderTarget ) { + + if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { + + const textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [ renderTarget.texture ]; + const width = renderTarget.width; + const height = renderTarget.height; + let mask = _gl.COLOR_BUFFER_BIT; + const invalidationArray = []; + const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderTargetProperties = properties.get( renderTarget ); + const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true ); + + // If MRT we need to remove FBO attachments + if ( isMultipleRenderTargets ) { + + for ( let i = 0; i < textures.length; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null ); + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 ); + + } + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + + for ( let i = 0; i < textures.length; i ++ ) { + + invalidationArray.push( _gl.COLOR_ATTACHMENT0 + i ); + + if ( renderTarget.depthBuffer ) { + + invalidationArray.push( depthStyle ); + + } + + const ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false; + + if ( ignoreDepthValues === false ) { + + if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT; + if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT; + + } + + if ( isMultipleRenderTargets ) { + + _gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + if ( ignoreDepthValues === true ) { + + _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, [ depthStyle ] ); + _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] ); + + } + + if ( isMultipleRenderTargets ) { + + const webglTexture = properties.get( textures[ i ] ).__webglTexture; + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 ); + + } + + _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST ); + + if ( supportsInvalidateFramebuffer ) { + + _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArray ); + + } + + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); + + // If MRT since pre-blit we removed the FBO we need to reconstruct the attachments + if ( isMultipleRenderTargets ) { + + for ( let i = 0; i < textures.length; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const webglTexture = properties.get( textures[ i ] ).__webglTexture; + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 ); + + } + + } + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + } + + } + + function getRenderTargetSamples( renderTarget ) { + + return Math.min( maxSamples, renderTarget.samples ); + + } + + function useMultisampledRTT( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + return isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false; + + } + + function updateVideoTexture( texture ) { + + const frame = info.render.frame; + + // Check the last frame we updated the VideoTexture + + if ( _videoTextures.get( texture ) !== frame ) { + + _videoTextures.set( texture, frame ); + texture.update(); + + } + + } + + function verifyColorSpace( texture, image ) { + + const colorSpace = texture.colorSpace; + const format = texture.format; + const type = texture.type; + + if ( texture.isCompressedTexture === true || texture.format === _SRGBAFormat ) return image; + + if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) { + + // sRGB + + if ( colorSpace === SRGBColorSpace ) { + + if ( isWebGL2 === false ) { + + // in WebGL 1, try to use EXT_sRGB extension and unsized formats + + if ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) { + + texture.format = _SRGBAFormat; + + // it's not possible to generate mips in WebGL 1 with this extension + + texture.minFilter = LinearFilter; + texture.generateMipmaps = false; + + } else { + + // slow fallback (CPU decode) + + image = ImageUtils.sRGBToLinear( image ); + + } + + } else { + + // in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format + + if ( format !== RGBAFormat || type !== UnsignedByteType ) { + + console.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' ); + + } + + } + + } else { + + console.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace ); + + } + + } + + return image; + + } + + // + + this.allocateTextureUnit = allocateTextureUnit; + this.resetTextureUnits = resetTextureUnits; + + this.setTexture2D = setTexture2D; + this.setTexture2DArray = setTexture2DArray; + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.rebindTextures = rebindTextures; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; + this.setupDepthRenderbuffer = setupDepthRenderbuffer; + this.setupFrameBufferTexture = setupFrameBufferTexture; + this.useMultisampledRTT = useMultisampledRTT; + + } + + function WebGLUtils( gl, extensions, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + function convert( p, colorSpace = NoColorSpace ) { + + let extension; + + if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; + if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; + + if ( p === ByteType ) return gl.BYTE; + if ( p === ShortType ) return gl.SHORT; + if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; + if ( p === IntType ) return gl.INT; + if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; + if ( p === FloatType ) return gl.FLOAT; + + if ( p === HalfFloatType ) { + + if ( isWebGL2 ) return gl.HALF_FLOAT; + + extension = extensions.get( 'OES_texture_half_float' ); + + if ( extension !== null ) { + + return extension.HALF_FLOAT_OES; + + } else { + + return null; + + } + + } + + if ( p === AlphaFormat ) return gl.ALPHA; + if ( p === RGBAFormat ) return gl.RGBA; + if ( p === LuminanceFormat ) return gl.LUMINANCE; + if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; + if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; + if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; + + // WebGL 1 sRGB fallback + + if ( p === _SRGBAFormat ) { + + extension = extensions.get( 'EXT_sRGB' ); + + if ( extension !== null ) { + + return extension.SRGB_ALPHA_EXT; + + } else { + + return null; + + } + + } + + // WebGL2 formats. + + if ( p === RedFormat ) return gl.RED; + if ( p === RedIntegerFormat ) return gl.RED_INTEGER; + if ( p === RGFormat ) return gl.RG; + if ( p === RGIntegerFormat ) return gl.RG_INTEGER; + if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER; + + // S3TC + + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { + + if ( colorSpace === SRGBColorSpace ) { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } else { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } + + } + + // PVRTC + + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } else { + + return null; + + } + + } + + // ETC1 + + if ( p === RGB_ETC1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + + if ( extension !== null ) { + + return extension.COMPRESSED_RGB_ETC1_WEBGL; + + } else { + + return null; + + } + + } + + // ETC2 + + if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc' ); + + if ( extension !== null ) { + + if ( p === RGB_ETC2_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; + if ( p === RGBA_ETC2_EAC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC; + + } else { + + return null; + + } + + } + + // ASTC + + if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || + p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || + p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || + p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || + p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_astc' ); + + if ( extension !== null ) { + + if ( p === RGBA_ASTC_4x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; + if ( p === RGBA_ASTC_5x4_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; + if ( p === RGBA_ASTC_5x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; + if ( p === RGBA_ASTC_6x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; + if ( p === RGBA_ASTC_6x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; + if ( p === RGBA_ASTC_8x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; + if ( p === RGBA_ASTC_8x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; + if ( p === RGBA_ASTC_8x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; + if ( p === RGBA_ASTC_10x5_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; + if ( p === RGBA_ASTC_10x6_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; + if ( p === RGBA_ASTC_10x8_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; + if ( p === RGBA_ASTC_10x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; + if ( p === RGBA_ASTC_12x10_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; + if ( p === RGBA_ASTC_12x12_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; + + } else { + + return null; + + } + + } + + // BPTC + + if ( p === RGBA_BPTC_Format ) { + + extension = extensions.get( 'EXT_texture_compression_bptc' ); + + if ( extension !== null ) { + + if ( p === RGBA_BPTC_Format ) return ( colorSpace === SRGBColorSpace ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; + + } else { + + return null; + + } + + } + + // RGTC + + if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) { + + extension = extensions.get( 'EXT_texture_compression_rgtc' ); + + if ( extension !== null ) { + + if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT; + if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT; + if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT; + if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT; + + } else { + + return null; + + } + + } + + // + + if ( p === UnsignedInt248Type ) { + + if ( isWebGL2 ) return gl.UNSIGNED_INT_24_8; + + extension = extensions.get( 'WEBGL_depth_texture' ); + + if ( extension !== null ) { + + return extension.UNSIGNED_INT_24_8_WEBGL; + + } else { + + return null; + + } + + } + + // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats) + + return ( gl[ p ] !== undefined ) ? gl[ p ] : null; + + } + + return { convert: convert }; + + } + + class ArrayCamera extends PerspectiveCamera { + + constructor( array = [] ) { + + super(); + + this.isArrayCamera = true; + + this.cameras = array; + + } + + } + + class Group extends Object3D { + + constructor() { + + super(); + + this.isGroup = true; + + this.type = 'Group'; + + } + + } + + const _moveEvent = { type: 'move' }; + + class WebXRController { + + constructor() { + + this._targetRay = null; + this._grip = null; + this._hand = null; + + } + + getHandSpace() { + + if ( this._hand === null ) { + + this._hand = new Group(); + this._hand.matrixAutoUpdate = false; + this._hand.visible = false; + + this._hand.joints = {}; + this._hand.inputState = { pinching: false }; + + } + + return this._hand; + + } + + getTargetRaySpace() { + + if ( this._targetRay === null ) { + + this._targetRay = new Group(); + this._targetRay.matrixAutoUpdate = false; + this._targetRay.visible = false; + this._targetRay.hasLinearVelocity = false; + this._targetRay.linearVelocity = new Vector3(); + this._targetRay.hasAngularVelocity = false; + this._targetRay.angularVelocity = new Vector3(); + + } + + return this._targetRay; + + } + + getGripSpace() { + + if ( this._grip === null ) { + + this._grip = new Group(); + this._grip.matrixAutoUpdate = false; + this._grip.visible = false; + this._grip.hasLinearVelocity = false; + this._grip.linearVelocity = new Vector3(); + this._grip.hasAngularVelocity = false; + this._grip.angularVelocity = new Vector3(); + + } + + return this._grip; + + } + + dispatchEvent( event ) { + + if ( this._targetRay !== null ) { + + this._targetRay.dispatchEvent( event ); + + } + + if ( this._grip !== null ) { + + this._grip.dispatchEvent( event ); + + } + + if ( this._hand !== null ) { + + this._hand.dispatchEvent( event ); + + } + + return this; + + } + + connect( inputSource ) { + + if ( inputSource && inputSource.hand ) { + + const hand = this._hand; + + if ( hand ) { + + for ( const inputjoint of inputSource.hand.values() ) { + + // Initialize hand with joints when connected + this._getHandJoint( hand, inputjoint ); + + } + + } + + } + + this.dispatchEvent( { type: 'connected', data: inputSource } ); + + return this; + + } + + disconnect( inputSource ) { + + this.dispatchEvent( { type: 'disconnected', data: inputSource } ); + + if ( this._targetRay !== null ) { + + this._targetRay.visible = false; + + } + + if ( this._grip !== null ) { + + this._grip.visible = false; + + } + + if ( this._hand !== null ) { + + this._hand.visible = false; + + } + + return this; + + } + + update( inputSource, frame, referenceSpace ) { + + let inputPose = null; + let gripPose = null; + let handPose = null; + + const targetRay = this._targetRay; + const grip = this._grip; + const hand = this._hand; + + if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) { + + if ( hand && inputSource.hand ) { + + handPose = true; + + for ( const inputjoint of inputSource.hand.values() ) { + + // Update the joints groups with the XRJoint poses + const jointPose = frame.getJointPose( inputjoint, referenceSpace ); + + // The transform of this joint will be updated with the joint pose on each frame + const joint = this._getHandJoint( hand, inputjoint ); + + if ( jointPose !== null ) { + + joint.matrix.fromArray( jointPose.transform.matrix ); + joint.matrix.decompose( joint.position, joint.rotation, joint.scale ); + joint.matrixWorldNeedsUpdate = true; + joint.jointRadius = jointPose.radius; + + } + + joint.visible = jointPose !== null; + + } + + // Custom events + + // Check pinchz + const indexTip = hand.joints[ 'index-finger-tip' ]; + const thumbTip = hand.joints[ 'thumb-tip' ]; + const distance = indexTip.position.distanceTo( thumbTip.position ); + + const distanceToPinch = 0.02; + const threshold = 0.005; + + if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { + + hand.inputState.pinching = false; + this.dispatchEvent( { + type: 'pinchend', + handedness: inputSource.handedness, + target: this + } ); + + } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { + + hand.inputState.pinching = true; + this.dispatchEvent( { + type: 'pinchstart', + handedness: inputSource.handedness, + target: this + } ); + + } + + } else { + + if ( grip !== null && inputSource.gripSpace ) { + + gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); + + if ( gripPose !== null ) { + + grip.matrix.fromArray( gripPose.transform.matrix ); + grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); + grip.matrixWorldNeedsUpdate = true; + + if ( gripPose.linearVelocity ) { + + grip.hasLinearVelocity = true; + grip.linearVelocity.copy( gripPose.linearVelocity ); + + } else { + + grip.hasLinearVelocity = false; + + } + + if ( gripPose.angularVelocity ) { + + grip.hasAngularVelocity = true; + grip.angularVelocity.copy( gripPose.angularVelocity ); + + } else { + + grip.hasAngularVelocity = false; + + } + + } + + } + + } + + if ( targetRay !== null ) { + + inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); + + // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it + if ( inputPose === null && gripPose !== null ) { + + inputPose = gripPose; + + } + + if ( inputPose !== null ) { + + targetRay.matrix.fromArray( inputPose.transform.matrix ); + targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); + targetRay.matrixWorldNeedsUpdate = true; + + if ( inputPose.linearVelocity ) { + + targetRay.hasLinearVelocity = true; + targetRay.linearVelocity.copy( inputPose.linearVelocity ); + + } else { + + targetRay.hasLinearVelocity = false; + + } + + if ( inputPose.angularVelocity ) { + + targetRay.hasAngularVelocity = true; + targetRay.angularVelocity.copy( inputPose.angularVelocity ); + + } else { + + targetRay.hasAngularVelocity = false; + + } + + this.dispatchEvent( _moveEvent ); + + } + + } + + + } + + if ( targetRay !== null ) { + + targetRay.visible = ( inputPose !== null ); + + } + + if ( grip !== null ) { + + grip.visible = ( gripPose !== null ); + + } + + if ( hand !== null ) { + + hand.visible = ( handPose !== null ); + + } + + return this; + + } + + // private method + + _getHandJoint( hand, inputjoint ) { + + if ( hand.joints[ inputjoint.jointName ] === undefined ) { + + const joint = new Group(); + joint.matrixAutoUpdate = false; + joint.visible = false; + hand.joints[ inputjoint.jointName ] = joint; + + hand.add( joint ); + + } + + return hand.joints[ inputjoint.jointName ]; + + } + + } + + class DepthTexture extends Texture { + + constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { + + format = format !== undefined ? format : DepthFormat; + + if ( format !== DepthFormat && format !== DepthStencilFormat ) { + + throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); + + } + + if ( type === undefined && format === DepthFormat ) type = UnsignedIntType; + if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.isDepthTexture = true; + + this.image = { width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + + this.compareFunction = null; + + } + + + copy( source ) { + + super.copy( source ); + + this.compareFunction = source.compareFunction; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction; + + return data; + + } + + } + + class WebXRManager extends EventDispatcher { + + constructor( renderer, gl ) { + + super(); + + const scope = this; + + let session = null; + + let framebufferScaleFactor = 1.0; + + let referenceSpace = null; + let referenceSpaceType = 'local-floor'; + // Set default foveation to maximum. + let foveation = 1.0; + let customReferenceSpace = null; + + let pose = null; + let glBinding = null; + let glProjLayer = null; + let glBaseLayer = null; + let xrFrame = null; + const attributes = gl.getContextAttributes(); + let initialRenderTarget = null; + let newRenderTarget = null; + + const controllers = []; + const controllerInputSources = []; + + // + + const cameraL = new PerspectiveCamera(); + cameraL.layers.enable( 1 ); + cameraL.viewport = new Vector4(); + + const cameraR = new PerspectiveCamera(); + cameraR.layers.enable( 2 ); + cameraR.viewport = new Vector4(); + + const cameras = [ cameraL, cameraR ]; + + const cameraXR = new ArrayCamera(); + cameraXR.layers.enable( 1 ); + cameraXR.layers.enable( 2 ); + + let _currentDepthNear = null; + let _currentDepthFar = null; + + // + + this.cameraAutoUpdate = true; + this.enabled = false; + + this.isPresenting = false; + + this.getController = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getTargetRaySpace(); + + }; + + this.getControllerGrip = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getGripSpace(); + + }; + + this.getHand = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getHandSpace(); + + }; + + // + + function onSessionEvent( event ) { + + const controllerIndex = controllerInputSources.indexOf( event.inputSource ); + + if ( controllerIndex === - 1 ) { + + return; + + } + + const controller = controllers[ controllerIndex ]; + + if ( controller !== undefined ) { + + controller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace ); + controller.dispatchEvent( { type: event.type, data: event.inputSource } ); + + } + + } + + function onSessionEnd() { + + session.removeEventListener( 'select', onSessionEvent ); + session.removeEventListener( 'selectstart', onSessionEvent ); + session.removeEventListener( 'selectend', onSessionEvent ); + session.removeEventListener( 'squeeze', onSessionEvent ); + session.removeEventListener( 'squeezestart', onSessionEvent ); + session.removeEventListener( 'squeezeend', onSessionEvent ); + session.removeEventListener( 'end', onSessionEnd ); + session.removeEventListener( 'inputsourceschange', onInputSourcesChange ); + + for ( let i = 0; i < controllers.length; i ++ ) { + + const inputSource = controllerInputSources[ i ]; + + if ( inputSource === null ) continue; + + controllerInputSources[ i ] = null; + + controllers[ i ].disconnect( inputSource ); + + } + + _currentDepthNear = null; + _currentDepthFar = null; + + // restore framebuffer/rendering state + + renderer.setRenderTarget( initialRenderTarget ); + + glBaseLayer = null; + glProjLayer = null; + glBinding = null; + session = null; + newRenderTarget = null; + + // + + animation.stop(); + + scope.isPresenting = false; + + scope.dispatchEvent( { type: 'sessionend' } ); + + } + + this.setFramebufferScaleFactor = function ( value ) { + + framebufferScaleFactor = value; + + if ( scope.isPresenting === true ) { + + console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' ); + + } + + }; + + this.setReferenceSpaceType = function ( value ) { + + referenceSpaceType = value; + + if ( scope.isPresenting === true ) { + + console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' ); + + } + + }; + + this.getReferenceSpace = function () { + + return customReferenceSpace || referenceSpace; + + }; + + this.setReferenceSpace = function ( space ) { + + customReferenceSpace = space; + + }; + + this.getBaseLayer = function () { + + return glProjLayer !== null ? glProjLayer : glBaseLayer; + + }; + + this.getBinding = function () { + + return glBinding; + + }; + + this.getFrame = function () { + + return xrFrame; + + }; + + this.getSession = function () { + + return session; + + }; + + this.setSession = async function ( value ) { + + session = value; + + if ( session !== null ) { + + initialRenderTarget = renderer.getRenderTarget(); + + session.addEventListener( 'select', onSessionEvent ); + session.addEventListener( 'selectstart', onSessionEvent ); + session.addEventListener( 'selectend', onSessionEvent ); + session.addEventListener( 'squeeze', onSessionEvent ); + session.addEventListener( 'squeezestart', onSessionEvent ); + session.addEventListener( 'squeezeend', onSessionEvent ); + session.addEventListener( 'end', onSessionEnd ); + session.addEventListener( 'inputsourceschange', onInputSourcesChange ); + + if ( attributes.xrCompatible !== true ) { + + await gl.makeXRCompatible(); + + } + + if ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) { + + const layerInit = { + antialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true, + alpha: true, + depth: attributes.depth, + stencil: attributes.stencil, + framebufferScaleFactor: framebufferScaleFactor + }; + + glBaseLayer = new XRWebGLLayer( session, gl, layerInit ); + + session.updateRenderState( { baseLayer: glBaseLayer } ); + + newRenderTarget = new WebGLRenderTarget( + glBaseLayer.framebufferWidth, + glBaseLayer.framebufferHeight, + { + format: RGBAFormat, + type: UnsignedByteType, + colorSpace: renderer.outputColorSpace, + stencilBuffer: attributes.stencil + } + ); + + } else { + + let depthFormat = null; + let depthType = null; + let glDepthFormat = null; + + if ( attributes.depth ) { + + glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24; + depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat; + depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType; + + } + + const projectionlayerInit = { + colorFormat: gl.RGBA8, + depthFormat: glDepthFormat, + scaleFactor: framebufferScaleFactor + }; + + glBinding = new XRWebGLBinding( session, gl ); + + glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); + + session.updateRenderState( { layers: [ glProjLayer ] } ); + + newRenderTarget = new WebGLRenderTarget( + glProjLayer.textureWidth, + glProjLayer.textureHeight, + { + format: RGBAFormat, + type: UnsignedByteType, + depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), + stencilBuffer: attributes.stencil, + colorSpace: renderer.outputColorSpace, + samples: attributes.antialias ? 4 : 0 + } ); + + const renderTargetProperties = renderer.properties.get( newRenderTarget ); + renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues; + + } + + newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278 + + this.setFoveation( foveation ); + + customReferenceSpace = null; + referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); + + animation.setContext( session ); + animation.start(); + + scope.isPresenting = true; + + scope.dispatchEvent( { type: 'sessionstart' } ); + + } + + }; + + this.getEnvironmentBlendMode = function () { + + if ( session !== null ) { + + return session.environmentBlendMode; + + } + + }; + + function onInputSourcesChange( event ) { + + // Notify disconnected + + for ( let i = 0; i < event.removed.length; i ++ ) { + + const inputSource = event.removed[ i ]; + const index = controllerInputSources.indexOf( inputSource ); + + if ( index >= 0 ) { + + controllerInputSources[ index ] = null; + controllers[ index ].disconnect( inputSource ); + + } + + } + + // Notify connected + + for ( let i = 0; i < event.added.length; i ++ ) { + + const inputSource = event.added[ i ]; + + let controllerIndex = controllerInputSources.indexOf( inputSource ); + + if ( controllerIndex === - 1 ) { + + // Assign input source a controller that currently has no input source + + for ( let i = 0; i < controllers.length; i ++ ) { + + if ( i >= controllerInputSources.length ) { + + controllerInputSources.push( inputSource ); + controllerIndex = i; + break; + + } else if ( controllerInputSources[ i ] === null ) { + + controllerInputSources[ i ] = inputSource; + controllerIndex = i; + break; + + } + + } + + // If all controllers do currently receive input we ignore new ones + + if ( controllerIndex === - 1 ) break; + + } + + const controller = controllers[ controllerIndex ]; + + if ( controller ) { + + controller.connect( inputSource ); + + } + + } + + } + + // + + const cameraLPos = new Vector3(); + const cameraRPos = new Vector3(); + + /** + * Assumes 2 cameras that are parallel and share an X-axis, and that + * the cameras' projection and world matrices have already been set. + * And that near and far planes are identical for both cameras. + * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 + */ + function setProjectionFromUnion( camera, cameraL, cameraR ) { + + cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); + cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); + + const ipd = cameraLPos.distanceTo( cameraRPos ); + + const projL = cameraL.projectionMatrix.elements; + const projR = cameraR.projectionMatrix.elements; + + // VR systems will have identical far and near planes, and + // most likely identical top and bottom frustum extents. + // Use the left camera for these values. + const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); + const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); + const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; + const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; + + const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; + const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; + const left = near * leftFov; + const right = near * rightFov; + + // Calculate the new camera's position offset from the + // left camera. xOffset should be roughly half `ipd`. + const zOffset = ipd / ( - leftFov + rightFov ); + const xOffset = zOffset * - leftFov; + + // TODO: Better way to apply this offset? + cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); + camera.translateX( xOffset ); + camera.translateZ( zOffset ); + camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + // Find the union of the frustum values of the cameras and scale + // the values so that the near plane's position does not change in world space, + // although must now be relative to the new union camera. + const near2 = near + zOffset; + const far2 = far + zOffset; + const left2 = left - xOffset; + const right2 = right + ( ipd - xOffset ); + const top2 = topFov * far / far2 * near2; + const bottom2 = bottomFov * far / far2 * near2; + + camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); + camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); + + } + + function updateCamera( camera, parent ) { + + if ( parent === null ) { + + camera.matrixWorld.copy( camera.matrix ); + + } else { + + camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); + + } + + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + } + + this.updateCamera = function ( camera ) { + + if ( session === null ) return; + + cameraXR.near = cameraR.near = cameraL.near = camera.near; + cameraXR.far = cameraR.far = cameraL.far = camera.far; + + if ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) { + + // Note that the new renderState won't apply until the next frame. See #18320 + + session.updateRenderState( { + depthNear: cameraXR.near, + depthFar: cameraXR.far + } ); + + _currentDepthNear = cameraXR.near; + _currentDepthFar = cameraXR.far; + + } + + const parent = camera.parent; + const cameras = cameraXR.cameras; + + updateCamera( cameraXR, parent ); + + for ( let i = 0; i < cameras.length; i ++ ) { + + updateCamera( cameras[ i ], parent ); + + } + + // update projection matrix for proper view frustum culling + + if ( cameras.length === 2 ) { + + setProjectionFromUnion( cameraXR, cameraL, cameraR ); + + } else { + + // assume single camera setup (AR) + + cameraXR.projectionMatrix.copy( cameraL.projectionMatrix ); + + } + + // update user camera and its children + + updateUserCamera( camera, cameraXR, parent ); + + }; + + function updateUserCamera( camera, cameraXR, parent ) { + + if ( parent === null ) { + + camera.matrix.copy( cameraXR.matrixWorld ); + + } else { + + camera.matrix.copy( parent.matrixWorld ); + camera.matrix.invert(); + camera.matrix.multiply( cameraXR.matrixWorld ); + + } + + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + camera.updateMatrixWorld( true ); + + const children = camera.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].updateMatrixWorld( true ); + + } + + camera.projectionMatrix.copy( cameraXR.projectionMatrix ); + camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse ); + + if ( camera.isPerspectiveCamera ) { + + camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] ); + camera.zoom = 1; + + } + + } + + this.getCamera = function () { + + return cameraXR; + + }; + + this.getFoveation = function () { + + if ( glProjLayer === null && glBaseLayer === null ) { + + return undefined; + + } + + return foveation; + + }; + + this.setFoveation = function ( value ) { + + // 0 = no foveation = full resolution + // 1 = maximum foveation = the edges render at lower resolution + + foveation = value; + + if ( glProjLayer !== null ) { + + glProjLayer.fixedFoveation = value; + + } + + if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) { + + glBaseLayer.fixedFoveation = value; + + } + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time, frame ) { + + pose = frame.getViewerPose( customReferenceSpace || referenceSpace ); + xrFrame = frame; + + if ( pose !== null ) { + + const views = pose.views; + + if ( glBaseLayer !== null ) { + + renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer ); + renderer.setRenderTarget( newRenderTarget ); + + } + + let cameraXRNeedsUpdate = false; + + // check if it's necessary to rebuild cameraXR's camera list + + if ( views.length !== cameraXR.cameras.length ) { + + cameraXR.cameras.length = 0; + cameraXRNeedsUpdate = true; + + } + + for ( let i = 0; i < views.length; i ++ ) { + + const view = views[ i ]; + + let viewport = null; + + if ( glBaseLayer !== null ) { + + viewport = glBaseLayer.getViewport( view ); + + } else { + + const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); + viewport = glSubImage.viewport; + + // For side-by-side projection, we only produce a single texture for both eyes. + if ( i === 0 ) { + + renderer.setRenderTargetTextures( + newRenderTarget, + glSubImage.colorTexture, + glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture ); + + renderer.setRenderTarget( newRenderTarget ); + + } + + } + + let camera = cameras[ i ]; + + if ( camera === undefined ) { + + camera = new PerspectiveCamera(); + camera.layers.enable( i ); + camera.viewport = new Vector4(); + cameras[ i ] = camera; + + } + + camera.matrix.fromArray( view.transform.matrix ); + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + camera.projectionMatrix.fromArray( view.projectionMatrix ); + camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); + camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); + + if ( i === 0 ) { + + cameraXR.matrix.copy( camera.matrix ); + cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale ); + + } + + if ( cameraXRNeedsUpdate === true ) { + + cameraXR.cameras.push( camera ); + + } + + } + + } + + // + + for ( let i = 0; i < controllers.length; i ++ ) { + + const inputSource = controllerInputSources[ i ]; + const controller = controllers[ i ]; + + if ( inputSource !== null && controller !== undefined ) { + + controller.update( inputSource, frame, customReferenceSpace || referenceSpace ); + + } + + } + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); + + if ( frame.detectedPlanes ) { + + scope.dispatchEvent( { type: 'planesdetected', data: frame } ); + + } + + xrFrame = null; + + } + + const animation = new WebGLAnimation(); + + animation.setAnimationLoop( onAnimationFrame ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + + }; + + this.dispose = function () {}; + + } + + } + + function WebGLMaterials( renderer, properties ) { + + function refreshTransformUniform( map, uniform ) { + + if ( map.matrixAutoUpdate === true ) { + + map.updateMatrix(); + + } + + uniform.value.copy( map.matrix ); + + } + + function refreshFogUniforms( uniforms, fog ) { + + fog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) ); + + if ( fog.isFog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog.isFogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + } + + function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) { + + if ( material.isMeshBasicMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshToonMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsToon( uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsPhong( uniforms, material ); + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsStandard( uniforms, material ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ); + + } + + } else if ( material.isMeshMatcapMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsMatcap( uniforms, material ); + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsDistance( uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( uniforms, material, pixelRatio, height ); + + } else if ( material.isSpriteMaterial ) { + + refreshUniformsSprites( uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + uniforms.color.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + } else if ( material.isShaderMaterial ) { + + material.uniformsNeedUpdate = false; // #15581 + + } + + } + + function refreshUniformsCommon( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value.copy( material.color ); + + } + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + + refreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform ); + + uniforms.bumpScale.value = material.bumpScale; + + if ( material.side === BackSide ) { + + uniforms.bumpScale.value *= - 1; + + } + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + + refreshTransformUniform( material.normalMap, uniforms.normalMapTransform ); + + uniforms.normalScale.value.copy( material.normalScale ); + + if ( material.side === BackSide ) { + + uniforms.normalScale.value.negate(); + + } + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + + refreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform ); + + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + refreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform ); + + } + + if ( material.specularMap ) { + + uniforms.specularMap.value = material.specularMap; + + refreshTransformUniform( material.specularMap, uniforms.specularMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + const envMap = properties.get( material ).envMap; + + if ( envMap ) { + + uniforms.envMap.value = envMap; + + uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; + + uniforms.reflectivity.value = material.reflectivity; + uniforms.ior.value = material.ior; + uniforms.refractionRatio.value = material.refractionRatio; + + } + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + + // artist-friendly light intensity scaling factor + const scaleFactor = ( renderer.useLegacyLights === true ) ? Math.PI : 1; + + uniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor; + + refreshTransformUniform( material.lightMap, uniforms.lightMapTransform ); + + } + + if ( material.aoMap ) { + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + refreshTransformUniform( material.aoMap, uniforms.aoMapTransform ); + + } + + } + + function refreshUniformsLine( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + } + + function refreshUniformsDash( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * pixelRatio; + uniforms.scale.value = height * 0.5; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.uvTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + } + + function refreshUniformsSprites( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.rotation.value = material.rotation; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + } + + function refreshUniformsPhong( uniforms, material ) { + + uniforms.specular.value.copy( material.specular ); + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + } + + function refreshUniformsToon( uniforms, material ) { + + if ( material.gradientMap ) { + + uniforms.gradientMap.value = material.gradientMap; + + } + + } + + function refreshUniformsStandard( uniforms, material ) { + + uniforms.metalness.value = material.metalness; + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + refreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform ); + + } + + uniforms.roughness.value = material.roughness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + refreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform ); + + } + + const envMap = properties.get( material ).envMap; + + if ( envMap ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) { + + uniforms.ior.value = material.ior; // also part of uniforms common + + if ( material.sheen > 0 ) { + + uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen ); + + uniforms.sheenRoughness.value = material.sheenRoughness; + + if ( material.sheenColorMap ) { + + uniforms.sheenColorMap.value = material.sheenColorMap; + + refreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform ); + + } + + if ( material.sheenRoughnessMap ) { + + uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap; + + refreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform ); + + } + + } + + if ( material.clearcoat > 0 ) { + + uniforms.clearcoat.value = material.clearcoat; + uniforms.clearcoatRoughness.value = material.clearcoatRoughness; + + if ( material.clearcoatMap ) { + + uniforms.clearcoatMap.value = material.clearcoatMap; + + refreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform ); + + } + + if ( material.clearcoatRoughnessMap ) { + + uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; + + refreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform ); + + } + + if ( material.clearcoatNormalMap ) { + + uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; + + refreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform ); + + uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); + + if ( material.side === BackSide ) { + + uniforms.clearcoatNormalScale.value.negate(); + + } + + } + + } + + if ( material.iridescence > 0 ) { + + uniforms.iridescence.value = material.iridescence; + uniforms.iridescenceIOR.value = material.iridescenceIOR; + uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ]; + uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ]; + + if ( material.iridescenceMap ) { + + uniforms.iridescenceMap.value = material.iridescenceMap; + + refreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform ); + + } + + if ( material.iridescenceThicknessMap ) { + + uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap; + + refreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform ); + + } + + } + + if ( material.transmission > 0 ) { + + uniforms.transmission.value = material.transmission; + uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture; + uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height ); + + if ( material.transmissionMap ) { + + uniforms.transmissionMap.value = material.transmissionMap; + + refreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform ); + + } + + uniforms.thickness.value = material.thickness; + + if ( material.thicknessMap ) { + + uniforms.thicknessMap.value = material.thicknessMap; + + refreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform ); + + } + + uniforms.attenuationDistance.value = material.attenuationDistance; + uniforms.attenuationColor.value.copy( material.attenuationColor ); + + } + + if ( material.anisotropy > 0 ) { + + uniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) ); + + if ( material.anisotropyMap ) { + + uniforms.anisotropyMap.value = material.anisotropyMap; + + refreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform ); + + } + + } + + uniforms.specularIntensity.value = material.specularIntensity; + uniforms.specularColor.value.copy( material.specularColor ); + + if ( material.specularColorMap ) { + + uniforms.specularColorMap.value = material.specularColorMap; + + refreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform ); + + } + + if ( material.specularIntensityMap ) { + + uniforms.specularIntensityMap.value = material.specularIntensityMap; + + refreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform ); + + } + + } + + function refreshUniformsMatcap( uniforms, material ) { + + if ( material.matcap ) { + + uniforms.matcap.value = material.matcap; + + } + + } + + function refreshUniformsDistance( uniforms, material ) { + + const light = properties.get( material ).light; + + uniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld ); + uniforms.nearDistance.value = light.shadow.camera.near; + uniforms.farDistance.value = light.shadow.camera.far; + + } + + return { + refreshFogUniforms: refreshFogUniforms, + refreshMaterialUniforms: refreshMaterialUniforms + }; + + } + + function WebGLUniformsGroups( gl, info, capabilities, state ) { + + let buffers = {}; + let updateList = {}; + let allocatedBindingPoints = []; + + const maxBindingPoints = ( capabilities.isWebGL2 ) ? gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ) : 0; // binding points are global whereas block indices are per shader program + + function bind( uniformsGroup, program ) { + + const webglProgram = program.program; + state.uniformBlockBinding( uniformsGroup, webglProgram ); + + } + + function update( uniformsGroup, program ) { + + let buffer = buffers[ uniformsGroup.id ]; + + if ( buffer === undefined ) { + + prepareUniformsGroup( uniformsGroup ); + + buffer = createBuffer( uniformsGroup ); + buffers[ uniformsGroup.id ] = buffer; + + uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose ); + + } + + // ensure to update the binding points/block indices mapping for this program + + const webglProgram = program.program; + state.updateUBOMapping( uniformsGroup, webglProgram ); + + // update UBO once per frame + + const frame = info.render.frame; + + if ( updateList[ uniformsGroup.id ] !== frame ) { + + updateBufferData( uniformsGroup ); + + updateList[ uniformsGroup.id ] = frame; + + } + + } + + function createBuffer( uniformsGroup ) { + + // the setup of an UBO is independent of a particular shader program but global + + const bindingPointIndex = allocateBindingPointIndex(); + uniformsGroup.__bindingPointIndex = bindingPointIndex; + + const buffer = gl.createBuffer(); + const size = uniformsGroup.__size; + const usage = uniformsGroup.usage; + + gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); + gl.bufferData( gl.UNIFORM_BUFFER, size, usage ); + gl.bindBuffer( gl.UNIFORM_BUFFER, null ); + gl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer ); + + return buffer; + + } + + function allocateBindingPointIndex() { + + for ( let i = 0; i < maxBindingPoints; i ++ ) { + + if ( allocatedBindingPoints.indexOf( i ) === - 1 ) { + + allocatedBindingPoints.push( i ); + return i; + + } + + } + + console.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' ); + + return 0; + + } + + function updateBufferData( uniformsGroup ) { + + const buffer = buffers[ uniformsGroup.id ]; + const uniforms = uniformsGroup.uniforms; + const cache = uniformsGroup.__cache; + + gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); + + for ( let i = 0, il = uniforms.length; i < il; i ++ ) { + + const uniform = uniforms[ i ]; + + // partly update the buffer if necessary + + if ( hasUniformChanged( uniform, i, cache ) === true ) { + + const offset = uniform.__offset; + + const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; + + let arrayOffset = 0; + + for ( let i = 0; i < values.length; i ++ ) { + + const value = values[ i ]; + + const info = getUniformSize( value ); + + if ( typeof value === 'number' ) { + + uniform.__data[ 0 ] = value; + gl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data ); + + } else if ( value.isMatrix3 ) { + + // manually converting 3x3 to 3x4 + + uniform.__data[ 0 ] = value.elements[ 0 ]; + uniform.__data[ 1 ] = value.elements[ 1 ]; + uniform.__data[ 2 ] = value.elements[ 2 ]; + uniform.__data[ 3 ] = value.elements[ 0 ]; + uniform.__data[ 4 ] = value.elements[ 3 ]; + uniform.__data[ 5 ] = value.elements[ 4 ]; + uniform.__data[ 6 ] = value.elements[ 5 ]; + uniform.__data[ 7 ] = value.elements[ 0 ]; + uniform.__data[ 8 ] = value.elements[ 6 ]; + uniform.__data[ 9 ] = value.elements[ 7 ]; + uniform.__data[ 10 ] = value.elements[ 8 ]; + uniform.__data[ 11 ] = value.elements[ 0 ]; + + } else { + + value.toArray( uniform.__data, arrayOffset ); + + arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT; + + } + + } + + gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data ); + + } + + } + + gl.bindBuffer( gl.UNIFORM_BUFFER, null ); + + } + + function hasUniformChanged( uniform, index, cache ) { + + const value = uniform.value; + + if ( cache[ index ] === undefined ) { + + // cache entry does not exist so far + + if ( typeof value === 'number' ) { + + cache[ index ] = value; + + } else { + + const values = Array.isArray( value ) ? value : [ value ]; + + const tempValues = []; + + for ( let i = 0; i < values.length; i ++ ) { + + tempValues.push( values[ i ].clone() ); + + } + + cache[ index ] = tempValues; + + } + + return true; + + } else { + + // compare current value with cached entry + + if ( typeof value === 'number' ) { + + if ( cache[ index ] !== value ) { + + cache[ index ] = value; + return true; + + } + + } else { + + const cachedObjects = Array.isArray( cache[ index ] ) ? cache[ index ] : [ cache[ index ] ]; + const values = Array.isArray( value ) ? value : [ value ]; + + for ( let i = 0; i < cachedObjects.length; i ++ ) { + + const cachedObject = cachedObjects[ i ]; + + if ( cachedObject.equals( values[ i ] ) === false ) { + + cachedObject.copy( values[ i ] ); + return true; + + } + + } + + } + + } + + return false; + + } + + function prepareUniformsGroup( uniformsGroup ) { + + // determine total buffer size according to the STD140 layout + // Hint: STD140 is the only supported layout in WebGL 2 + + const uniforms = uniformsGroup.uniforms; + + let offset = 0; // global buffer offset in bytes + const chunkSize = 16; // size of a chunk in bytes + let chunkOffset = 0; // offset within a single chunk in bytes + + for ( let i = 0, l = uniforms.length; i < l; i ++ ) { + + const uniform = uniforms[ i ]; + + const infos = { + boundary: 0, // bytes + storage: 0 // bytes + }; + + const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; + + for ( let j = 0, jl = values.length; j < jl; j ++ ) { + + const value = values[ j ]; + + const info = getUniformSize( value ); + + infos.boundary += info.boundary; + infos.storage += info.storage; + + } + + // the following two properties will be used for partial buffer updates + + uniform.__data = new Float32Array( infos.storage / Float32Array.BYTES_PER_ELEMENT ); + uniform.__offset = offset; + + // + + if ( i > 0 ) { + + chunkOffset = offset % chunkSize; + + const remainingSizeInChunk = chunkSize - chunkOffset; + + // check for chunk overflow + + if ( chunkOffset !== 0 && ( remainingSizeInChunk - infos.boundary ) < 0 ) { + + // add padding and adjust offset + + offset += ( chunkSize - chunkOffset ); + uniform.__offset = offset; + + } + + } + + offset += infos.storage; + + } + + // ensure correct final padding + + chunkOffset = offset % chunkSize; + + if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset ); + + // + + uniformsGroup.__size = offset; + uniformsGroup.__cache = {}; + + return this; + + } + + function getUniformSize( value ) { + + const info = { + boundary: 0, // bytes + storage: 0 // bytes + }; + + // determine sizes according to STD140 + + if ( typeof value === 'number' ) { + + // float/int + + info.boundary = 4; + info.storage = 4; + + } else if ( value.isVector2 ) { + + // vec2 + + info.boundary = 8; + info.storage = 8; + + } else if ( value.isVector3 || value.isColor ) { + + // vec3 + + info.boundary = 16; + info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes + + } else if ( value.isVector4 ) { + + // vec4 + + info.boundary = 16; + info.storage = 16; + + } else if ( value.isMatrix3 ) { + + // mat3 (in STD140 a 3x3 matrix is represented as 3x4) + + info.boundary = 48; + info.storage = 48; + + } else if ( value.isMatrix4 ) { + + // mat4 + + info.boundary = 64; + info.storage = 64; + + } else if ( value.isTexture ) { + + console.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value ); + + } + + return info; + + } + + function onUniformsGroupsDispose( event ) { + + const uniformsGroup = event.target; + + uniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose ); + + const index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex ); + allocatedBindingPoints.splice( index, 1 ); + + gl.deleteBuffer( buffers[ uniformsGroup.id ] ); + + delete buffers[ uniformsGroup.id ]; + delete updateList[ uniformsGroup.id ]; + + } + + function dispose() { + + for ( const id in buffers ) { + + gl.deleteBuffer( buffers[ id ] ); + + } + + allocatedBindingPoints = []; + buffers = {}; + updateList = {}; + + } + + return { + + bind: bind, + update: update, + + dispose: dispose + + }; + + } + + function createCanvasElement() { + + const canvas = createElementNS( 'canvas' ); + canvas.style.display = 'block'; + return canvas; + + } + + class WebGLRenderer { + + constructor( parameters = {} ) { + + const { + canvas = createCanvasElement(), + context = null, + depth = true, + stencil = true, + alpha = false, + antialias = false, + premultipliedAlpha = true, + preserveDrawingBuffer = false, + powerPreference = 'default', + failIfMajorPerformanceCaveat = false, + } = parameters; + + this.isWebGLRenderer = true; + + let _alpha; + + if ( context !== null ) { + + _alpha = context.getContextAttributes().alpha; + + } else { + + _alpha = alpha; + + } + + const uintClearColor = new Uint32Array( 4 ); + const intClearColor = new Int32Array( 4 ); + + let currentRenderList = null; + let currentRenderState = null; + + // render() can be called from within a callback triggered by another render. + // We track this so that the nested render call gets its list and state isolated from the parent render call. + + const renderListStack = []; + const renderStateStack = []; + + // public properties + + this.domElement = canvas; + + // Debug configuration container + this.debug = { + + /** + * Enables error checking and reporting when shader programs are being compiled + * @type {boolean} + */ + checkShaderErrors: true, + /** + * Callback for custom error reporting. + * @type {?Function} + */ + onShaderError: null + }; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + // user-defined clipping + + this.clippingPlanes = []; + this.localClippingEnabled = false; + + // physically based shading + + this.outputColorSpace = SRGBColorSpace; + + // physical lights + + this.useLegacyLights = true; + + // tone mapping + + this.toneMapping = NoToneMapping; + this.toneMappingExposure = 1.0; + + // internal properties + + const _this = this; + + let _isContextLost = false; + + // internal state cache + + let _currentActiveCubeFace = 0; + let _currentActiveMipmapLevel = 0; + let _currentRenderTarget = null; + let _currentMaterialId = - 1; + + let _currentCamera = null; + + const _currentViewport = new Vector4(); + const _currentScissor = new Vector4(); + let _currentScissorTest = null; + + const _currentClearColor = new Color( 0x000000 ); + let _currentClearAlpha = 0; + + // + + let _width = canvas.width; + let _height = canvas.height; + + let _pixelRatio = 1; + let _opaqueSort = null; + let _transparentSort = null; + + const _viewport = new Vector4( 0, 0, _width, _height ); + const _scissor = new Vector4( 0, 0, _width, _height ); + let _scissorTest = false; + + // frustum + + const _frustum = new Frustum(); + + // clipping + + let _clippingEnabled = false; + let _localClippingEnabled = false; + + // transmission + + let _transmissionRenderTarget = null; + + // camera matrices cache + + const _projScreenMatrix = new Matrix4(); + + const _vector2 = new Vector2(); + const _vector3 = new Vector3(); + + const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + let _gl = context; + + function getContext( contextNames, contextAttributes ) { + + for ( let i = 0; i < contextNames.length; i ++ ) { + + const contextName = contextNames[ i ]; + const context = canvas.getContext( contextName, contextAttributes ); + if ( context !== null ) return context; + + } + + return null; + + } + + try { + + const contextAttributes = { + alpha: true, + depth, + stencil, + antialias, + premultipliedAlpha, + preserveDrawingBuffer, + powerPreference, + failIfMajorPerformanceCaveat, + }; + + // OffscreenCanvas does not have setAttribute, see #22811 + if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` ); + + // event listeners must be registered before WebGL context is created, see #12753 + canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + if ( _gl === null ) { + + const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ]; + + if ( _this.isWebGL1Renderer === true ) { + + contextNames.shift(); + + } + + _gl = getContext( contextNames, contextAttributes ); + + if ( _gl === null ) { + + if ( getContext( contextNames ) ) { + + throw new Error( 'Error creating WebGL context with your selected attributes.' ); + + } else { + + throw new Error( 'Error creating WebGL context.' ); + + } + + } + + } + + if ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153 + + console.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' ); + + } + + // Some experimental-webgl implementations do not have getShaderPrecisionFormat + + if ( _gl.getShaderPrecisionFormat === undefined ) { + + _gl.getShaderPrecisionFormat = function () { + + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; + + }; + + } + + } catch ( error ) { + + console.error( 'THREE.WebGLRenderer: ' + error.message ); + throw error; + + } + + let extensions, capabilities, state, info; + let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; + + let background, morphtargets, bufferRenderer, indexedBufferRenderer; + + let utils, bindingStates, uniformsGroups; + + function initGLContext() { + + extensions = new WebGLExtensions( _gl ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + + extensions.init( capabilities ); + + utils = new WebGLUtils( _gl, extensions, capabilities ); + + state = new WebGLState( _gl, extensions, capabilities ); + + info = new WebGLInfo( _gl ); + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); + cubemaps = new WebGLCubeMaps( _this ); + cubeuvmaps = new WebGLCubeUVMaps( _this ); + attributes = new WebGLAttributes( _gl, capabilities ); + bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities ); + geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); + objects = new WebGLObjects( _gl, geometries, attributes, info ); + morphtargets = new WebGLMorphtargets( _gl, capabilities, textures ); + clipping = new WebGLClipping( properties ); + programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ); + materials = new WebGLMaterials( _this, properties ); + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates( extensions, capabilities ); + background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha ); + shadowMap = new WebGLShadowMap( _this, objects, capabilities ); + uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities ); + + info.programs = programCache.programs; + + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.shadowMap = shadowMap; + _this.state = state; + _this.info = info; + + } + + initGLContext(); + + // xr + + const xr = new WebXRManager( _this, _gl ); + + this.xr = xr; + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + this.forceContextLoss = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); + + }; + + this.forceContextRestore = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.restoreContext(); + + }; + + this.getPixelRatio = function () { + + return _pixelRatio; + + }; + + this.setPixelRatio = function ( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + this.setSize( _width, _height, false ); + + }; + + this.getSize = function ( target ) { + + return target.set( _width, _height ); + + }; + + this.setSize = function ( width, height, updateStyle = true ) { + + if ( xr.isPresenting ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; + + } + + _width = width; + _height = height; + + canvas.width = Math.floor( width * _pixelRatio ); + canvas.height = Math.floor( height * _pixelRatio ); + + if ( updateStyle === true ) { + + canvas.style.width = width + 'px'; + canvas.style.height = height + 'px'; + + } + + this.setViewport( 0, 0, width, height ); + + }; + + this.getDrawingBufferSize = function ( target ) { + + return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); + + }; + + this.setDrawingBufferSize = function ( width, height, pixelRatio ) { + + _width = width; + _height = height; + + _pixelRatio = pixelRatio; + + canvas.width = Math.floor( width * pixelRatio ); + canvas.height = Math.floor( height * pixelRatio ); + + this.setViewport( 0, 0, width, height ); + + }; + + this.getCurrentViewport = function ( target ) { + + return target.copy( _currentViewport ); + + }; + + this.getViewport = function ( target ) { + + return target.copy( _viewport ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _viewport.set( x.x, x.y, x.z, x.w ); + + } else { + + _viewport.set( x, y, width, height ); + + } + + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); + + }; + + this.getScissor = function ( target ) { + + return target.copy( _scissor ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _scissor.set( x.x, x.y, x.z, x.w ); + + } else { + + _scissor.set( x, y, width, height ); + + } + + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); + + }; + + this.getScissorTest = function () { + + return _scissorTest; + + }; + + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + this.setOpaqueSort = function ( method ) { + + _opaqueSort = method; + + }; + + this.setTransparentSort = function ( method ) { + + _transparentSort = method; + + }; + + // Clearing + + this.getClearColor = function ( target ) { + + return target.copy( background.getClearColor() ); + + }; + + this.setClearColor = function () { + + background.setClearColor.apply( background, arguments ); + + }; + + this.getClearAlpha = function () { + + return background.getClearAlpha(); + + }; + + this.setClearAlpha = function () { + + background.setClearAlpha.apply( background, arguments ); + + }; + + this.clear = function ( color = true, depth = true, stencil = true ) { + + let bits = 0; + + if ( color ) { + + // check if we're trying to clear an integer target + let isIntegerFormat = false; + if ( _currentRenderTarget !== null ) { + + const targetFormat = _currentRenderTarget.texture.format; + isIntegerFormat = targetFormat === RGBAIntegerFormat || + targetFormat === RGIntegerFormat || + targetFormat === RedIntegerFormat; + + } + + // use the appropriate clear functions to clear the target if it's a signed + // or unsigned integer target + if ( isIntegerFormat ) { + + const targetType = _currentRenderTarget.texture.type; + const isUnsignedType = targetType === UnsignedByteType || + targetType === UnsignedIntType || + targetType === UnsignedShortType || + targetType === UnsignedInt248Type || + targetType === UnsignedShort4444Type || + targetType === UnsignedShort5551Type; + + const clearColor = background.getClearColor(); + const a = background.getClearAlpha(); + const r = clearColor.r; + const g = clearColor.g; + const b = clearColor.b; + + if ( isUnsignedType ) { + + uintClearColor[ 0 ] = r; + uintClearColor[ 1 ] = g; + uintClearColor[ 2 ] = b; + uintClearColor[ 3 ] = a; + _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor ); + + } else { + + intClearColor[ 0 ] = r; + intClearColor[ 1 ] = g; + intClearColor[ 2 ] = b; + intClearColor[ 3 ] = a; + _gl.clearBufferiv( _gl.COLOR, 0, intClearColor ); + + } + + } else { + + bits |= _gl.COLOR_BUFFER_BIT; + + } + + } + + if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil ) bits |= _gl.STENCIL_BUFFER_BIT; + + _gl.clear( bits ); + + }; + + this.clearColor = function () { + + this.clear( true, false, false ); + + }; + + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + // + + this.dispose = function () { + + canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + cubemaps.dispose(); + cubeuvmaps.dispose(); + objects.dispose(); + bindingStates.dispose(); + uniformsGroups.dispose(); + programCache.dispose(); + + xr.dispose(); + + xr.removeEventListener( 'sessionstart', onXRSessionStart ); + xr.removeEventListener( 'sessionend', onXRSessionEnd ); + + if ( _transmissionRenderTarget ) { + + _transmissionRenderTarget.dispose(); + _transmissionRenderTarget = null; + + } + + animation.stop(); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + console.log( 'THREE.WebGLRenderer: Context Lost.' ); + + _isContextLost = true; + + } + + function onContextRestore( /* event */ ) { + + console.log( 'THREE.WebGLRenderer: Context Restored.' ); + + _isContextLost = false; + + const infoAutoReset = info.autoReset; + const shadowMapEnabled = shadowMap.enabled; + const shadowMapAutoUpdate = shadowMap.autoUpdate; + const shadowMapNeedsUpdate = shadowMap.needsUpdate; + const shadowMapType = shadowMap.type; + + initGLContext(); + + info.autoReset = infoAutoReset; + shadowMap.enabled = shadowMapEnabled; + shadowMap.autoUpdate = shadowMapAutoUpdate; + shadowMap.needsUpdate = shadowMapNeedsUpdate; + shadowMap.type = shadowMapType; + + } + + function onContextCreationError( event ) { + + console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage ); + + } + + function onMaterialDispose( event ) { + + const material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateMaterial( material ) { + + releaseMaterialProgramReferences( material ); + + properties.remove( material ); + + } + + + function releaseMaterialProgramReferences( material ) { + + const programs = properties.get( material ).programs; + + if ( programs !== undefined ) { + + programs.forEach( function ( program ) { + + programCache.releaseProgram( program ); + + } ); + + if ( material.isShaderMaterial ) { + + programCache.releaseShaderCache( material ); + + } + + } + + } + + // Buffer rendering + + this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { + + if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) + + const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + const program = setProgram( camera, scene, geometry, material, object ); + + state.setMaterial( material, frontFaceCW ); + + // + + let index = geometry.index; + let rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = geometries.getWireframeAttribute( geometry ); + rangeFactor = 2; + + } + + // + + const drawRange = geometry.drawRange; + const position = geometry.attributes.position; + + let drawStart = drawRange.start * rangeFactor; + let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor; + + if ( group !== null ) { + + drawStart = Math.max( drawStart, group.start * rangeFactor ); + drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor ); + + } + + if ( index !== null ) { + + drawStart = Math.max( drawStart, 0 ); + drawEnd = Math.min( drawEnd, index.count ); + + } else if ( position !== undefined && position !== null ) { + + drawStart = Math.max( drawStart, 0 ); + drawEnd = Math.min( drawEnd, position.count ); + + } + + const drawCount = drawEnd - drawStart; + + if ( drawCount < 0 || drawCount === Infinity ) return; + + // + + bindingStates.setup( object, material, program, geometry, index ); + + let attribute; + let renderer = bufferRenderer; + + if ( index !== null ) { + + attribute = attributes.get( index ); + + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); + + } + + // + + if ( object.isMesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); + + } else { + + renderer.setMode( _gl.TRIANGLES ); + + } + + } else if ( object.isLine ) { + + let lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else if ( object.isLineLoop ) { + + renderer.setMode( _gl.LINE_LOOP ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( _gl.POINTS ); + + } else if ( object.isSprite ) { + + renderer.setMode( _gl.TRIANGLES ); + + } + + if ( object.isInstancedMesh ) { + + renderer.renderInstances( drawStart, drawCount, object.count ); + + } else if ( geometry.isInstancedBufferGeometry ) { + + const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity; + const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount ); + + renderer.renderInstances( drawStart, drawCount, instanceCount ); + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + // Compile + + this.compile = function ( scene, camera ) { + + function prepare( material, scene, object ) { + + if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { + + material.side = BackSide; + material.needsUpdate = true; + getProgram( material, scene, object ); + + material.side = FrontSide; + material.needsUpdate = true; + getProgram( material, scene, object ); + + material.side = DoubleSide; + + } else { + + getProgram( material, scene, object ); + + } + + } + + currentRenderState = renderStates.get( scene ); + currentRenderState.init(); + + renderStateStack.push( currentRenderState ); + + scene.traverseVisible( function ( object ) { + + if ( object.isLight && object.layers.test( camera.layers ) ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + currentRenderState.setupLights( _this.useLegacyLights ); + + scene.traverse( function ( object ) { + + const material = object.material; + + if ( material ) { + + if ( Array.isArray( material ) ) { + + for ( let i = 0; i < material.length; i ++ ) { + + const material2 = material[ i ]; + + prepare( material2, scene, object ); + + } + + } else { + + prepare( material, scene, object ); + + } + + } + + } ); + + renderStateStack.pop(); + currentRenderState = null; + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time ) { + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + + } + + function onXRSessionStart() { + + animation.stop(); + + } + + function onXRSessionEnd() { + + animation.start(); + + } + + const animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); + + if ( typeof self !== 'undefined' ) animation.setContext( self ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + xr.setAnimationLoop( callback ); + + ( callback === null ) ? animation.stop() : animation.start(); + + }; + + xr.addEventListener( 'sessionstart', onXRSessionStart ); + xr.addEventListener( 'sessionend', onXRSessionEnd ); + + // Rendering + + this.render = function ( scene, camera ) { + + if ( camera !== undefined && camera.isCamera !== true ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + if ( _isContextLost === true ) return; + + // update scene graph + + if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); + + if ( xr.enabled === true && xr.isPresenting === true ) { + + if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); + + camera = xr.getCamera(); // use XR camera for rendering + + } + + // + if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget ); + + currentRenderState = renderStates.get( scene, renderStateStack.length ); + currentRenderState.init(); + + renderStateStack.push( currentRenderState ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromProjectionMatrix( _projScreenMatrix ); + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled ); + + currentRenderList = renderLists.get( scene, renderListStack.length ); + currentRenderList.init(); + + renderListStack.push( currentRenderList ); + + projectObject( scene, camera, 0, _this.sortObjects ); + + currentRenderList.finish(); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort( _opaqueSort, _transparentSort ); + + } + + // + + this.info.render.frame ++; + + if ( _clippingEnabled === true ) clipping.beginShadows(); + + const shadowsArray = currentRenderState.state.shadowsArray; + + shadowMap.render( shadowsArray, scene, camera ); + + if ( _clippingEnabled === true ) clipping.endShadows(); + + // + + if ( this.info.autoReset === true ) this.info.reset(); + + + // + + background.render( currentRenderList, scene ); + + // render scene + + currentRenderState.setupLights( _this.useLegacyLights ); + + if ( camera.isArrayCamera ) { + + const cameras = camera.cameras; + + for ( let i = 0, l = cameras.length; i < l; i ++ ) { + + const camera2 = cameras[ i ]; + + renderScene( currentRenderList, scene, camera2, camera2.viewport ); + + } + + } else { + + renderScene( currentRenderList, scene, camera ); + + } + + // + + if ( _currentRenderTarget !== null ) { + + // resolve multisample renderbuffers to a single-sample texture if necessary + + textures.updateMultisampleRenderTarget( _currentRenderTarget ); + + // Generate mipmap if we're using any kind of mipmap filtering + + textures.updateRenderTargetMipmap( _currentRenderTarget ); + + } + + // + + if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); + + // _gl.finish(); + + bindingStates.resetDefaultState(); + _currentMaterialId = - 1; + _currentCamera = null; + + renderStateStack.pop(); + + if ( renderStateStack.length > 0 ) { + + currentRenderState = renderStateStack[ renderStateStack.length - 1 ]; + + } else { + + currentRenderState = null; + + } + + renderListStack.pop(); + + if ( renderListStack.length > 0 ) { + + currentRenderList = renderListStack[ renderListStack.length - 1 ]; + + } else { + + currentRenderList = null; + + } + + }; + + function projectObject( object, camera, groupOrder, sortObjects ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible ) { + + if ( object.isGroup ) { + + groupOrder = object.renderOrder; + + } else if ( object.isLOD ) { + + if ( object.autoUpdate === true ) object.update( camera ); + + } else if ( object.isLight ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } else if ( object.isSprite ) { + + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + const geometry = objects.update( object ); + const material = object.material; + + if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); + + } + + } + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { + + const geometry = objects.update( object ); + const material = object.material; + + if ( sortObjects ) { + + if ( object.boundingSphere !== undefined ) { + + if ( object.boundingSphere === null ) object.computeBoundingSphere(); + _vector3.copy( object.boundingSphere.center ); + + } else { + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + _vector3.copy( geometry.boundingSphere.center ); + + } + + _vector3 + .applyMatrix4( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); + + } + + } + + } else if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); + + } + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, groupOrder, sortObjects ); + + } + + } + + function renderScene( currentRenderList, scene, camera, viewport ) { + + const opaqueObjects = currentRenderList.opaque; + const transmissiveObjects = currentRenderList.transmissive; + const transparentObjects = currentRenderList.transparent; + + currentRenderState.setupLightsView( camera ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); + + if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ); + + if ( viewport ) state.viewport( _currentViewport.copy( viewport ) ); + + if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); + if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera ); + if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + state.setPolygonOffset( false ); + + } + + function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) { + + const isWebGL2 = capabilities.isWebGL2; + + if ( _transmissionRenderTarget === null ) { + + _transmissionRenderTarget = new WebGLRenderTarget( 1, 1, { + generateMipmaps: true, + type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType, + minFilter: LinearMipmapLinearFilter, + samples: ( isWebGL2 ) ? 4 : 0 + } ); + + // debug + + /* + const geometry = new PlaneGeometry(); + const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } ); + + const mesh = new Mesh( geometry, material ); + scene.add( mesh ); + */ + + } + + _this.getDrawingBufferSize( _vector2 ); + + if ( isWebGL2 ) { + + _transmissionRenderTarget.setSize( _vector2.x, _vector2.y ); + + } else { + + _transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) ); + + } + + // + + const currentRenderTarget = _this.getRenderTarget(); + _this.setRenderTarget( _transmissionRenderTarget ); + + _this.getClearColor( _currentClearColor ); + _currentClearAlpha = _this.getClearAlpha(); + if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 ); + + _this.clear(); + + // Turn off the features which can affect the frag color for opaque objects pass. + // Otherwise they are applied twice in opaque objects pass and transmission objects pass. + const currentToneMapping = _this.toneMapping; + _this.toneMapping = NoToneMapping; + + renderObjects( opaqueObjects, scene, camera ); + + textures.updateMultisampleRenderTarget( _transmissionRenderTarget ); + textures.updateRenderTargetMipmap( _transmissionRenderTarget ); + + let renderTargetNeedsUpdate = false; + + for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) { + + const renderItem = transmissiveObjects[ i ]; + + const object = renderItem.object; + const geometry = renderItem.geometry; + const material = renderItem.material; + const group = renderItem.group; + + if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) { + + const currentSide = material.side; + + material.side = BackSide; + material.needsUpdate = true; + + renderObject( object, scene, camera, geometry, material, group ); + + material.side = currentSide; + material.needsUpdate = true; + + renderTargetNeedsUpdate = true; + + } + + } + + if ( renderTargetNeedsUpdate === true ) { + + textures.updateMultisampleRenderTarget( _transmissionRenderTarget ); + textures.updateRenderTargetMipmap( _transmissionRenderTarget ); + + } + + _this.setRenderTarget( currentRenderTarget ); + + _this.setClearColor( _currentClearColor, _currentClearAlpha ); + + _this.toneMapping = currentToneMapping; + + } + + function renderObjects( renderList, scene, camera ) { + + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; + + for ( let i = 0, l = renderList.length; i < l; i ++ ) { + + const renderItem = renderList[ i ]; + + const object = renderItem.object; + const geometry = renderItem.geometry; + const material = overrideMaterial === null ? renderItem.material : overrideMaterial; + const group = renderItem.group; + + if ( object.layers.test( camera.layers ) ) { + + renderObject( object, scene, camera, geometry, material, group ); + + } + + } + + } + + function renderObject( object, scene, camera, geometry, material, group ) { + + object.onBeforeRender( _this, scene, camera, geometry, material, group ); + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + material.onBeforeRender( _this, scene, camera, geometry, object, group ); + + if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { + + material.side = BackSide; + material.needsUpdate = true; + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + material.side = FrontSide; + material.needsUpdate = true; + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + material.side = DoubleSide; + + } else { + + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + } + + object.onAfterRender( _this, scene, camera, geometry, material, group ); + + } + + function getProgram( material, scene, object ) { + + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... + + const materialProperties = properties.get( material ); + + const lights = currentRenderState.state.lights; + const shadowsArray = currentRenderState.state.shadowsArray; + + const lightsStateVersion = lights.state.version; + + const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object ); + const programCacheKey = programCache.getProgramCacheKey( parameters ); + + let programs = materialProperties.programs; + + // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change + + materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; + materialProperties.fog = scene.fog; + materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment ); + + if ( programs === undefined ) { + + // new material + + material.addEventListener( 'dispose', onMaterialDispose ); + + programs = new Map(); + materialProperties.programs = programs; + + } + + let program = programs.get( programCacheKey ); + + if ( program !== undefined ) { + + // early out if program and light state is identical + + if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { + + updateCommonMaterialProperties( material, parameters ); + + return program; + + } + + } else { + + parameters.uniforms = programCache.getUniforms( material ); + + material.onBuild( object, parameters, _this ); + + material.onBeforeCompile( parameters, _this ); + + program = programCache.acquireProgram( parameters, programCacheKey ); + programs.set( programCacheKey, program ); + + materialProperties.uniforms = parameters.uniforms; + + } + + const uniforms = materialProperties.uniforms; + + if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) { + + uniforms.clippingPlanes = clipping.uniform; + + } + + updateCommonMaterialProperties( material, parameters ); + + // store the light setup it was created for + + materialProperties.needsLights = materialNeedsLights( material ); + materialProperties.lightsStateVersion = lightsStateVersion; + + if ( materialProperties.needsLights ) { + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.lightProbe.value = lights.state.probe; + uniforms.directionalLights.value = lights.state.directional; + uniforms.directionalLightShadows.value = lights.state.directionalShadow; + uniforms.spotLights.value = lights.state.spot; + uniforms.spotLightShadows.value = lights.state.spotShadow; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.ltc_1.value = lights.state.rectAreaLTC1; + uniforms.ltc_2.value = lights.state.rectAreaLTC2; + uniforms.pointLights.value = lights.state.point; + uniforms.pointLightShadows.value = lights.state.pointShadow; + uniforms.hemisphereLights.value = lights.state.hemi; + + uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; + uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotShadowMap.value = lights.state.spotShadowMap; + uniforms.spotLightMatrix.value = lights.state.spotLightMatrix; + uniforms.spotLightMap.value = lights.state.spotLightMap; + uniforms.pointShadowMap.value = lights.state.pointShadowMap; + uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; + // TODO (abelnation): add area lights shadow info to uniforms + + } + + const progUniforms = program.getUniforms(); + const uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms ); + + materialProperties.currentProgram = program; + materialProperties.uniformsList = uniformsList; + + return program; + + } + + function updateCommonMaterialProperties( material, parameters ) { + + const materialProperties = properties.get( material ); + + materialProperties.outputColorSpace = parameters.outputColorSpace; + materialProperties.instancing = parameters.instancing; + materialProperties.skinning = parameters.skinning; + materialProperties.morphTargets = parameters.morphTargets; + materialProperties.morphNormals = parameters.morphNormals; + materialProperties.morphColors = parameters.morphColors; + materialProperties.morphTargetsCount = parameters.morphTargetsCount; + materialProperties.numClippingPlanes = parameters.numClippingPlanes; + materialProperties.numIntersection = parameters.numClipIntersection; + materialProperties.vertexAlphas = parameters.vertexAlphas; + materialProperties.vertexTangents = parameters.vertexTangents; + materialProperties.toneMapping = parameters.toneMapping; + + } + + function setProgram( camera, scene, geometry, material, object ) { + + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... + + textures.resetTextureUnits(); + + const fog = scene.fog; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ); + const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); + const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4; + const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 ); + const morphTargets = !! geometry.morphAttributes.position; + const morphNormals = !! geometry.morphAttributes.normal; + const morphColors = !! geometry.morphAttributes.color; + const toneMapping = material.toneMapped ? _this.toneMapping : NoToneMapping; + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + const materialProperties = properties.get( material ); + const lights = currentRenderState.state.lights; + + if ( _clippingEnabled === true ) { + + if ( _localClippingEnabled === true || camera !== _currentCamera ) { + + const useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + clipping.setState( material, camera, useCache ); + + } + + } + + // + + let needsProgramChange = false; + + if ( material.version === materialProperties.__version ) { + + if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.outputColorSpace !== colorSpace ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { + + needsProgramChange = true; + + } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { + + needsProgramChange = true; + + } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) { + + needsProgramChange = true; + + } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) { + + needsProgramChange = true; + + } else if ( materialProperties.envMap !== envMap ) { + + needsProgramChange = true; + + } else if ( material.fog === true && materialProperties.fog !== fog ) { + + needsProgramChange = true; + + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== clipping.numPlanes || + materialProperties.numIntersection !== clipping.numIntersection ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexTangents !== vertexTangents ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphTargets !== morphTargets ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphNormals !== morphNormals ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphColors !== morphColors ) { + + needsProgramChange = true; + + } else if ( materialProperties.toneMapping !== toneMapping ) { + + needsProgramChange = true; + + } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) { + + needsProgramChange = true; + + } + + } else { + + needsProgramChange = true; + materialProperties.__version = material.version; + + } + + // + + let program = materialProperties.currentProgram; + + if ( needsProgramChange === true ) { + + program = getProgram( material, scene, object ); + + } + + let refreshProgram = false; + let refreshMaterial = false; + let refreshLights = false; + + const p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.uniforms; + + if ( state.useProgram( program.program ) ) { + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || _currentCamera !== camera ) { + + p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); + + if ( capabilities.logarithmicDepthBuffer ) { + + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + if ( _currentCamera !== camera ) { + + _currentCamera = camera; + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material.isShaderMaterial || + material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshStandardMaterial || + material.envMap ) { + + const uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, + _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + } + + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial ) { + + p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); + + } + + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial || + material.isShadowMaterial || + object.isSkinnedMesh ) { + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + } + + } + + // skinning and morph target uniforms must be set even if material didn't change + // auto-setting of texture unit for bone and morph texture must go before other textures + // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures + + if ( object.isSkinnedMesh ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + const skeleton = object.skeleton; + + if ( skeleton ) { + + if ( capabilities.floatVertexTextures ) { + + if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture(); + + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); + p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize ); + + } else { + + console.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' ); + + } + + } + + } + + const morphAttributes = geometry.morphAttributes; + + if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) { + + morphtargets.update( object, geometry, program ); + + } + + if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { + + materialProperties.receiveShadow = object.receiveShadow; + p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); + + } + + // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512 + + if ( material.isMeshGouraudMaterial && material.envMap !== null ) { + + m_uniforms.envMap.value = envMap; + + m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; + + } + + if ( refreshMaterial ) { + + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + + if ( materialProperties.needsLights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog === true ) { + + materials.refreshFogUniforms( m_uniforms, fog ); + + } + + materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget ); + + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); + + } + + if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { + + WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures ); + material.uniformsNeedUpdate = false; + + } + + if ( material.isSpriteMaterial ) { + + p_uniforms.setValue( _gl, 'center', object.center ); + + } + + // common matrices + + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + // UBOs + + if ( material.isShaderMaterial || material.isRawShaderMaterial ) { + + const groups = material.uniformsGroups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + if ( capabilities.isWebGL2 ) { + + const group = groups[ i ]; + + uniformsGroups.update( group, program ); + uniformsGroups.bind( group, program ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' ); + + } + + } + + } + + return program; + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + uniforms.lightProbe.needsUpdate = value; + + uniforms.directionalLights.needsUpdate = value; + uniforms.directionalLightShadows.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.pointLightShadows.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.spotLightShadows.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + function materialNeedsLights( material ) { + + return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || + material.isMeshStandardMaterial || material.isShadowMaterial || + ( material.isShaderMaterial && material.lights === true ); + + } + + this.getActiveCubeFace = function () { + + return _currentActiveCubeFace; + + }; + + this.getActiveMipmapLevel = function () { + + return _currentActiveMipmapLevel; + + }; + + this.getRenderTarget = function () { + + return _currentRenderTarget; + + }; + + this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) { + + properties.get( renderTarget.texture ).__webglTexture = colorTexture; + properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture; + + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__hasExternalTextures = true; + + if ( renderTargetProperties.__hasExternalTextures ) { + + renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; + + if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) { + + // The multisample_render_to_texture extension doesn't work properly if there + // are midframe flushes and an external depth buffer. Disable use of the extension. + if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { + + console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); + renderTargetProperties.__useRenderToTexture = false; + + } + + } + + } + + }; + + this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) { + + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__webglFramebuffer = defaultFramebuffer; + renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined; + + }; + + this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { + + _currentRenderTarget = renderTarget; + _currentActiveCubeFace = activeCubeFace; + _currentActiveMipmapLevel = activeMipmapLevel; + + let useDefaultFramebuffer = true; + let framebuffer = null; + let isCube = false; + let isRenderTarget3D = false; + + if ( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) { + + // We need to make sure to rebind the framebuffer. + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + useDefaultFramebuffer = false; + + } else if ( renderTargetProperties.__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } else if ( renderTargetProperties.__hasExternalTextures ) { + + // Color and depth texture must be rebound in order for the swapchain to update. + textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture ); + + } + + const texture = renderTarget.texture; + + if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { + + isRenderTarget3D = true; + + } + + const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + framebuffer = __webglFramebuffer[ activeCubeFace ]; + isCube = true; + + } else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) { + + framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; + + } else { + + framebuffer = __webglFramebuffer; + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); + _currentScissorTest = _scissorTest; + + } + + const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) { + + state.drawBuffers( renderTarget, framebuffer ); + + } + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + if ( isCube ) { + + const textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); + + } else if ( isRenderTarget3D ) { + + const textureProperties = properties.get( renderTarget.texture ); + const layer = activeCubeFace || 0; + _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer ); + + } + + _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + let framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { + + framebuffer = framebuffer[ activeCubeFaceIndex ]; + + } + + if ( framebuffer ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + try { + + const texture = renderTarget.texture; + const textureFormat = texture.format; + const textureType = texture.type; + + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) ); + + if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513) + ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox + ! halfFloatSupportedByExt ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; + + } + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); + + } + + } finally { + + // restore framebuffer of current render target if necessary + + const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + } + + } + + }; + + this.copyFramebufferToTexture = function ( position, texture, level = 0 ) { + + const levelScale = Math.pow( 2, - level ); + const width = Math.floor( texture.image.width * levelScale ); + const height = Math.floor( texture.image.height * levelScale ); + + textures.setTexture2D( texture, 0 ); + + _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height ); + + state.unbindTexture(); + + }; + + this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) { + + const width = srcTexture.image.width; + const height = srcTexture.image.height; + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); + + textures.setTexture2D( dstTexture, 0 ); + + // As another texture upload may have changed pixelStorei + // parameters, make sure they are correct for the dstTexture + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); + + if ( srcTexture.isDataTexture ) { + + _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); + + } else { + + if ( srcTexture.isCompressedTexture ) { + + _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data ); + + } else { + + _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image ); + + } + + } + + // Generate mipmaps only when copying level 0 + if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + state.unbindTexture(); + + }; + + this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) { + + if ( _this.isWebGL1Renderer ) { + + console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' ); + return; + + } + + const width = sourceBox.max.x - sourceBox.min.x + 1; + const height = sourceBox.max.y - sourceBox.min.y + 1; + const depth = sourceBox.max.z - sourceBox.min.z + 1; + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); + let glTarget; + + if ( dstTexture.isData3DTexture ) { + + textures.setTexture3D( dstTexture, 0 ); + glTarget = _gl.TEXTURE_3D; + + } else if ( dstTexture.isDataArrayTexture ) { + + textures.setTexture2DArray( dstTexture, 0 ); + glTarget = _gl.TEXTURE_2D_ARRAY; + + } else { + + console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' ); + return; + + } + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); + + const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH ); + const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT ); + const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS ); + const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS ); + const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES ); + + const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ 0 ] : srcTexture.image; + + _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); + _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height ); + _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x ); + _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y ); + _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z ); + + if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) { + + _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data ); + + } else { + + if ( srcTexture.isCompressedArrayTexture ) { + + console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' ); + _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data ); + + } else { + + _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image ); + + } + + } + + _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen ); + _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight ); + _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels ); + _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows ); + _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages ); + + // Generate mipmaps only when copying level 0 + if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget ); + + state.unbindTexture(); + + }; + + this.initTexture = function ( texture ) { + + if ( texture.isCubeTexture ) { + + textures.setTextureCube( texture, 0 ); + + } else if ( texture.isData3DTexture ) { + + textures.setTexture3D( texture, 0 ); + + } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { + + textures.setTexture2DArray( texture, 0 ); + + } else { + + textures.setTexture2D( texture, 0 ); + + } + + state.unbindTexture(); + + }; + + this.resetState = function () { + + _currentActiveCubeFace = 0; + _currentActiveMipmapLevel = 0; + _currentRenderTarget = null; + + state.reset(); + bindingStates.reset(); + + }; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + get coordinateSystem() { + + return WebGLCoordinateSystem; + + } + + get physicallyCorrectLights() { // @deprecated, r150 + + console.warn( 'THREE.WebGLRenderer: the property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead.' ); + return ! this.useLegacyLights; + + } + + set physicallyCorrectLights( value ) { // @deprecated, r150 + + console.warn( 'THREE.WebGLRenderer: the property .physicallyCorrectLights has been removed. Set renderer.useLegacyLights instead.' ); + this.useLegacyLights = ! value; + + } + + get outputEncoding() { // @deprecated, r152 + + console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' ); + return this.outputColorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding; + + } + + set outputEncoding( encoding ) { // @deprecated, r152 + + console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' ); + this.outputColorSpace = encoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace; + + } + + } + + class WebGL1Renderer extends WebGLRenderer {} + + WebGL1Renderer.prototype.isWebGL1Renderer = true; + + class FogExp2 { + + constructor( color, density = 0.00025 ) { + + this.isFogExp2 = true; + + this.name = ''; + + this.color = new Color( color ); + this.density = density; + + } + + clone() { + + return new FogExp2( this.color, this.density ); + + } + + toJSON( /* meta */ ) { + + return { + type: 'FogExp2', + color: this.color.getHex(), + density: this.density + }; + + } + + } + + class Fog { + + constructor( color, near = 1, far = 1000 ) { + + this.isFog = true; + + this.name = ''; + + this.color = new Color( color ); + + this.near = near; + this.far = far; + + } + + clone() { + + return new Fog( this.color, this.near, this.far ); + + } + + toJSON( /* meta */ ) { + + return { + type: 'Fog', + color: this.color.getHex(), + near: this.near, + far: this.far + }; + + } + + } + + class Scene extends Object3D { + + constructor() { + + super(); + + this.isScene = true; + + this.type = 'Scene'; + + this.background = null; + this.environment = null; + this.fog = null; + + this.backgroundBlurriness = 0; + this.backgroundIntensity = 1; + + this.overrideMaterial = null; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.environment !== null ) this.environment = source.environment.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + + this.backgroundBlurriness = source.backgroundBlurriness; + this.backgroundIntensity = source.backgroundIntensity; + + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness; + if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity; + + return data; + + } + + } + + class InterleavedBuffer { + + constructor( array, stride ) { + + this.isInterleavedBuffer = true; + + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; + + this.usage = StaticDrawUsage; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + + this.uuid = generateUUID(); + + } + + onUploadCallback() {} + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + copy( source ) { + + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.usage = source.usage; + + return this; + + } + + copyAt( index1, attribute, index2 ) { + + index1 *= this.stride; + index2 *= attribute.stride; + + for ( let i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + } + + set( value, offset = 0 ) { + + this.array.set( value, offset ); + + return this; + + } + + clone( data ) { + + if ( data.arrayBuffers === undefined ) { + + data.arrayBuffers = {}; + + } + + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = generateUUID(); + + } + + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { + + data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; + + } + + const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); + + const ib = new this.constructor( array, this.stride ); + ib.setUsage( this.usage ); + + return ib; + + } + + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + toJSON( data ) { + + if ( data.arrayBuffers === undefined ) { + + data.arrayBuffers = {}; + + } + + // generate UUID for array buffer if necessary + + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = generateUUID(); + + } + + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { + + data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) ); + + } + + // + + return { + uuid: this.uuid, + buffer: this.array.buffer._uuid, + type: this.array.constructor.name, + stride: this.stride + }; + + } + + } + + const _vector$5 = /*@__PURE__*/ new Vector3(); + + class InterleavedBufferAttribute { + + constructor( interleavedBuffer, itemSize, offset, normalized = false ) { + + this.isInterleavedBufferAttribute = true; + + this.name = ''; + + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + + this.normalized = normalized; + + } + + get count() { + + return this.data.count; + + } + + get array() { + + return this.data.array; + + } + + set needsUpdate( value ) { + + this.data.needsUpdate = value; + + } + + applyMatrix4( m ) { + + for ( let i = 0, l = this.data.count; i < l; i ++ ) { + + _vector$5.fromBufferAttribute( this, i ); + + _vector$5.applyMatrix4( m ); + + this.setXYZ( i, _vector$5.x, _vector$5.y, _vector$5.z ); + + } + + return this; + + } + + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$5.fromBufferAttribute( this, i ); + + _vector$5.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$5.x, _vector$5.y, _vector$5.z ); + + } + + return this; + + } + + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$5.fromBufferAttribute( this, i ); + + _vector$5.transformDirection( m ); + + this.setXYZ( i, _vector$5.x, _vector$5.y, _vector$5.z ); + + } + + return this; + + } + + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + } + + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + } + + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + } + + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + } + + getX( index ) { + + let x = this.data.array[ index * this.data.stride + this.offset ]; + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + getY( index ) { + + let y = this.data.array[ index * this.data.stride + this.offset + 1 ]; + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + getZ( index ) { + + let z = this.data.array[ index * this.data.stride + this.offset + 2 ]; + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + getW( index ) { + + let w = this.data.array[ index * this.data.stride + this.offset + 3 ]; + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + setXY( index, x, y ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + + return this; + + } + + setXYZ( index, x, y, z ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; + + return this; + + } + + clone( data ) { + + if ( data === undefined ) { + + console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' ); + + const array = []; + + for ( let i = 0; i < this.count; i ++ ) { + + const index = i * this.data.stride + this.offset; + + for ( let j = 0; j < this.itemSize; j ++ ) { + + array.push( this.data.array[ index + j ] ); + + } + + } + + return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); + + } else { + + if ( data.interleavedBuffers === undefined ) { + + data.interleavedBuffers = {}; + + } + + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { + + data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); + + } + + return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); + + } + + } + + toJSON( data ) { + + if ( data === undefined ) { + + console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' ); + + const array = []; + + for ( let i = 0; i < this.count; i ++ ) { + + const index = i * this.data.stride + this.offset; + + for ( let j = 0; j < this.itemSize; j ++ ) { + + array.push( this.data.array[ index + j ] ); + + } + + } + + // de-interleave data and save it as an ordinary buffer attribute for now + + return { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: array, + normalized: this.normalized + }; + + } else { + + // save as true interleaved attribute + + if ( data.interleavedBuffers === undefined ) { + + data.interleavedBuffers = {}; + + } + + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { + + data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); + + } + + return { + isInterleavedBufferAttribute: true, + itemSize: this.itemSize, + data: this.data.uuid, + offset: this.offset, + normalized: this.normalized + }; + + } + + } + + } + + class SpriteMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isSpriteMaterial = true; + + this.type = 'SpriteMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.alphaMap = null; + + this.rotation = 0; + + this.sizeAttenuation = true; + + this.transparent = true; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.rotation = source.rotation; + + this.sizeAttenuation = source.sizeAttenuation; + + this.fog = source.fog; + + return this; + + } + + } + + let _geometry; + + const _intersectPoint = /*@__PURE__*/ new Vector3(); + const _worldScale = /*@__PURE__*/ new Vector3(); + const _mvPosition = /*@__PURE__*/ new Vector3(); + + const _alignedPosition = /*@__PURE__*/ new Vector2(); + const _rotatedPosition = /*@__PURE__*/ new Vector2(); + const _viewWorldMatrix = /*@__PURE__*/ new Matrix4(); + + const _vA = /*@__PURE__*/ new Vector3(); + const _vB = /*@__PURE__*/ new Vector3(); + const _vC = /*@__PURE__*/ new Vector3(); + + const _uvA = /*@__PURE__*/ new Vector2(); + const _uvB = /*@__PURE__*/ new Vector2(); + const _uvC = /*@__PURE__*/ new Vector2(); + + class Sprite extends Object3D { + + constructor( material ) { + + super(); + + this.isSprite = true; + + this.type = 'Sprite'; + + if ( _geometry === undefined ) { + + _geometry = new BufferGeometry(); + + const float32Array = new Float32Array( [ + - 0.5, - 0.5, 0, 0, 0, + 0.5, - 0.5, 0, 1, 0, + 0.5, 0.5, 0, 1, 1, + - 0.5, 0.5, 0, 0, 1 + ] ); + + const interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); + + _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); + _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); + _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); + + } + + this.geometry = _geometry; + this.material = ( material !== undefined ) ? material : new SpriteMaterial(); + + this.center = new Vector2( 0.5, 0.5 ); + + } + + raycast( raycaster, intersects ) { + + if ( raycaster.camera === null ) { + + console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); + + } + + _worldScale.setFromMatrixScale( this.matrixWorld ); + + _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); + this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); + + _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); + + if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { + + _worldScale.multiplyScalar( - _mvPosition.z ); + + } + + const rotation = this.material.rotation; + let sin, cos; + + if ( rotation !== 0 ) { + + cos = Math.cos( rotation ); + sin = Math.sin( rotation ); + + } + + const center = this.center; + + transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + + _uvA.set( 0, 0 ); + _uvB.set( 1, 0 ); + _uvC.set( 1, 1 ); + + // check first triangle + let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint ); + + if ( intersect === null ) { + + // check second triangle + transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + _uvB.set( 0, 1 ); + + intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint ); + if ( intersect === null ) { + + return; + + } + + } + + const distance = raycaster.ray.origin.distanceTo( _intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + point: _intersectPoint.clone(), + uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ), + face: null, + object: this + + } ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.center !== undefined ) this.center.copy( source.center ); + + this.material = source.material; + + return this; + + } + + } + + function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { + + // compute position in camera space + _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); + + // to check if rotation is not zero + if ( sin !== undefined ) { + + _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); + _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); + + } else { + + _rotatedPosition.copy( _alignedPosition ); + + } + + + vertexPosition.copy( mvPosition ); + vertexPosition.x += _rotatedPosition.x; + vertexPosition.y += _rotatedPosition.y; + + // transform to world space + vertexPosition.applyMatrix4( _viewWorldMatrix ); + + } + + const _v1$2 = /*@__PURE__*/ new Vector3(); + const _v2$1 = /*@__PURE__*/ new Vector3(); + + class LOD extends Object3D { + + constructor() { + + super(); + + this._currentLevel = 0; + + this.type = 'LOD'; + + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + }, + isLOD: { + value: true, + } + } ); + + this.autoUpdate = true; + + } + + copy( source ) { + + super.copy( source, false ); + + const levels = source.levels; + + for ( let i = 0, l = levels.length; i < l; i ++ ) { + + const level = levels[ i ]; + + this.addLevel( level.object.clone(), level.distance, level.hysteresis ); + + } + + this.autoUpdate = source.autoUpdate; + + return this; + + } + + addLevel( object, distance = 0, hysteresis = 0 ) { + + distance = Math.abs( distance ); + + const levels = this.levels; + + let l; + + for ( l = 0; l < levels.length; l ++ ) { + + if ( distance < levels[ l ].distance ) { + + break; + + } + + } + + levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } ); + + this.add( object ); + + return this; + + } + + getCurrentLevel() { + + return this._currentLevel; + + } + + + + getObjectForDistance( distance ) { + + const levels = this.levels; + + if ( levels.length > 0 ) { + + let i, l; + + for ( i = 1, l = levels.length; i < l; i ++ ) { + + let levelDistance = levels[ i ].distance; + + if ( levels[ i ].object.visible ) { + + levelDistance -= levelDistance * levels[ i ].hysteresis; + + } + + if ( distance < levelDistance ) { + + break; + + } + + } + + return levels[ i - 1 ].object; + + } + + return null; + + } + + raycast( raycaster, intersects ) { + + const levels = this.levels; + + if ( levels.length > 0 ) { + + _v1$2.setFromMatrixPosition( this.matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( _v1$2 ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + } + + } + + update( camera ) { + + const levels = this.levels; + + if ( levels.length > 1 ) { + + _v1$2.setFromMatrixPosition( camera.matrixWorld ); + _v2$1.setFromMatrixPosition( this.matrixWorld ); + + const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom; + + levels[ 0 ].object.visible = true; + + let i, l; + + for ( i = 1, l = levels.length; i < l; i ++ ) { + + let levelDistance = levels[ i ].distance; + + if ( levels[ i ].object.visible ) { + + levelDistance -= levelDistance * levels[ i ].hysteresis; + + } + + if ( distance >= levelDistance ) { + + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; + + } else { + + break; + + } + + } + + this._currentLevel = i - 1; + + for ( ; i < l; i ++ ) { + + levels[ i ].object.visible = false; + + } + + } + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.autoUpdate === false ) data.object.autoUpdate = false; + + data.object.levels = []; + + const levels = this.levels; + + for ( let i = 0, l = levels.length; i < l; i ++ ) { + + const level = levels[ i ]; + + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance, + hysteresis: level.hysteresis + } ); + + } + + return data; + + } + + } + + const _basePosition = /*@__PURE__*/ new Vector3(); + + const _skinIndex = /*@__PURE__*/ new Vector4(); + const _skinWeight = /*@__PURE__*/ new Vector4(); + + const _vector3 = /*@__PURE__*/ new Vector3(); + const _matrix4 = /*@__PURE__*/ new Matrix4(); + const _vertex = /*@__PURE__*/ new Vector3(); + + const _sphere$3 = /*@__PURE__*/ new Sphere(); + const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); + const _ray$2 = /*@__PURE__*/ new Ray(); + + class SkinnedMesh extends Mesh { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.isSkinnedMesh = true; + + this.type = 'SkinnedMesh'; + + this.bindMode = 'attached'; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); + + this.boundingBox = null; + this.boundingSphere = null; + + } + + computeBoundingBox() { + + const geometry = this.geometry; + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + this.boundingBox.makeEmpty(); + + const positionAttribute = geometry.getAttribute( 'position' ); + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + _vertex.fromBufferAttribute( positionAttribute, i ); + this.applyBoneTransform( i, _vertex ); + this.boundingBox.expandByPoint( _vertex ); + + } + + } + + computeBoundingSphere() { + + const geometry = this.geometry; + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + this.boundingSphere.makeEmpty(); + + const positionAttribute = geometry.getAttribute( 'position' ); + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + _vertex.fromBufferAttribute( positionAttribute, i ); + this.applyBoneTransform( i, _vertex ); + this.boundingSphere.expandByPoint( _vertex ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.bindMode = source.bindMode; + this.bindMatrix.copy( source.bindMatrix ); + this.bindMatrixInverse.copy( source.bindMatrixInverse ); + + this.skeleton = source.skeleton; + + if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); + + return this; + + } + + raycast( raycaster, intersects ) { + + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // test with bounding sphere in world space + + if ( this.boundingSphere === null ) this.computeBoundingSphere(); + + _sphere$3.copy( this.boundingSphere ); + _sphere$3.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; + + // convert ray to local space of skinned mesh + + _inverseMatrix$2.copy( matrixWorld ).invert(); + _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); + + // test with bounding box in local space + + if ( this.boundingBox !== null ) { + + if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return; + + } + + // test for intersections with geometry + + this._computeIntersections( raycaster, intersects, _ray$2 ); + + } + + getVertexPosition( index, target ) { + + super.getVertexPosition( index, target ); + + this.applyBoneTransform( index, target ); + + return target; + + } + + bind( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + this.skeleton.calculateInverses(); + + bindMatrix = this.matrixWorld; + + } + + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.copy( bindMatrix ).invert(); + + } + + pose() { + + this.skeleton.pose(); + + } + + normalizeSkinWeights() { + + const vector = new Vector4(); + + const skinWeight = this.geometry.attributes.skinWeight; + + for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { + + vector.fromBufferAttribute( skinWeight, i ); + + const scale = 1.0 / vector.manhattanLength(); + + if ( scale !== Infinity ) { + + vector.multiplyScalar( scale ); + + } else { + + vector.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); + + } + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + if ( this.bindMode === 'attached' ) { + + this.bindMatrixInverse.copy( this.matrixWorld ).invert(); + + } else if ( this.bindMode === 'detached' ) { + + this.bindMatrixInverse.copy( this.bindMatrix ).invert(); + + } else { + + console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + + } + + } + + applyBoneTransform( index, vector ) { + + const skeleton = this.skeleton; + const geometry = this.geometry; + + _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); + _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); + + _basePosition.copy( vector ).applyMatrix4( this.bindMatrix ); + + vector.set( 0, 0, 0 ); + + for ( let i = 0; i < 4; i ++ ) { + + const weight = _skinWeight.getComponent( i ); + + if ( weight !== 0 ) { + + const boneIndex = _skinIndex.getComponent( i ); + + _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); + + vector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight ); + + } + + } + + return vector.applyMatrix4( this.bindMatrixInverse ); + + } + + boneTransform( index, vector ) { // @deprecated, r151 + + console.warn( 'THREE.SkinnedMesh: .boneTransform() was renamed to .applyBoneTransform() in r151.' ); + return this.applyBoneTransform( index, vector ); + + } + + + } + + class Bone extends Object3D { + + constructor() { + + super(); + + this.isBone = true; + + this.type = 'Bone'; + + } + + } + + class DataTexture extends Texture { + + constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) { + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + this.isDataTexture = true; + + this.image = { data: data, width: width, height: height }; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + + } + + const _offsetMatrix = /*@__PURE__*/ new Matrix4(); + const _identityMatrix = /*@__PURE__*/ new Matrix4(); + + class Skeleton { + + constructor( bones = [], boneInverses = [] ) { + + this.uuid = generateUUID(); + + this.bones = bones.slice( 0 ); + this.boneInverses = boneInverses; + this.boneMatrices = null; + + this.boneTexture = null; + this.boneTextureSize = 0; + + this.init(); + + } + + init() { + + const bones = this.bones; + const boneInverses = this.boneInverses; + + this.boneMatrices = new Float32Array( bones.length * 16 ); + + // calculate inverse bone matrices if necessary + + if ( boneInverses.length === 0 ) { + + this.calculateInverses(); + + } else { + + // handle special case + + if ( bones.length !== boneInverses.length ) { + + console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' ); + + this.boneInverses = []; + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + this.boneInverses.push( new Matrix4() ); + + } + + } + + } + + } + + calculateInverses() { + + this.boneInverses.length = 0; + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const inverse = new Matrix4(); + + if ( this.bones[ i ] ) { + + inverse.copy( this.bones[ i ].matrixWorld ).invert(); + + } + + this.boneInverses.push( inverse ); + + } + + } + + pose() { + + // recover the bind-time world matrices + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone ) { + + bone.matrixWorld.copy( this.boneInverses[ i ] ).invert(); + + } + + } + + // compute the local matrices, positions, rotations and scales + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone ) { + + if ( bone.parent && bone.parent.isBone ) { + + bone.matrix.copy( bone.parent.matrixWorld ).invert(); + bone.matrix.multiply( bone.matrixWorld ); + + } else { + + bone.matrix.copy( bone.matrixWorld ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + } + + } + + } + + update() { + + const bones = this.bones; + const boneInverses = this.boneInverses; + const boneMatrices = this.boneMatrices; + const boneTexture = this.boneTexture; + + // flatten bone matrices to array + + for ( let i = 0, il = bones.length; i < il; i ++ ) { + + // compute the offset between the current and the original transform + + const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix; + + _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + _offsetMatrix.toArray( boneMatrices, i * 16 ); + + } + + if ( boneTexture !== null ) { + + boneTexture.needsUpdate = true; + + } + + } + + clone() { + + return new Skeleton( this.bones, this.boneInverses ); + + } + + computeBoneTexture() { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + + let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix + size = ceilPowerOfTwo( size ); + size = Math.max( size, 4 ); + + const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( this.boneMatrices ); // copy current values + + const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); + boneTexture.needsUpdate = true; + + this.boneMatrices = boneMatrices; + this.boneTexture = boneTexture; + this.boneTextureSize = size; + + return this; + + } + + getBoneByName( name ) { + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone.name === name ) { + + return bone; + + } + + } + + return undefined; + + } + + dispose( ) { + + if ( this.boneTexture !== null ) { + + this.boneTexture.dispose(); + + this.boneTexture = null; + + } + + } + + fromJSON( json, bones ) { + + this.uuid = json.uuid; + + for ( let i = 0, l = json.bones.length; i < l; i ++ ) { + + const uuid = json.bones[ i ]; + let bone = bones[ uuid ]; + + if ( bone === undefined ) { + + console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid ); + bone = new Bone(); + + } + + this.bones.push( bone ); + this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) ); + + } + + this.init(); + + return this; + + } + + toJSON() { + + const data = { + metadata: { + version: 4.6, + type: 'Skeleton', + generator: 'Skeleton.toJSON' + }, + bones: [], + boneInverses: [] + }; + + data.uuid = this.uuid; + + const bones = this.bones; + const boneInverses = this.boneInverses; + + for ( let i = 0, l = bones.length; i < l; i ++ ) { + + const bone = bones[ i ]; + data.bones.push( bone.uuid ); + + const boneInverse = boneInverses[ i ]; + data.boneInverses.push( boneInverse.toArray() ); + + } + + return data; + + } + + } + + class InstancedBufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized, meshPerAttribute = 1 ) { + + super( array, itemSize, normalized ); + + this.isInstancedBufferAttribute = true; + + this.meshPerAttribute = meshPerAttribute; + + } + + copy( source ) { + + super.copy( source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.meshPerAttribute = this.meshPerAttribute; + + data.isInstancedBufferAttribute = true; + + return data; + + } + + } + + const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4(); + const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4(); + + const _instanceIntersects = []; + + const _box3 = /*@__PURE__*/ new Box3(); + const _identity = /*@__PURE__*/ new Matrix4(); + const _mesh = /*@__PURE__*/ new Mesh(); + const _sphere$2 = /*@__PURE__*/ new Sphere(); + + class InstancedMesh extends Mesh { + + constructor( geometry, material, count ) { + + super( geometry, material ); + + this.isInstancedMesh = true; + + this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 ); + this.instanceColor = null; + + this.count = count; + + this.boundingBox = null; + this.boundingSphere = null; + + for ( let i = 0; i < count; i ++ ) { + + this.setMatrixAt( i, _identity ); + + } + + } + + computeBoundingBox() { + + const geometry = this.geometry; + const count = this.count; + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + this.boundingBox.makeEmpty(); + + for ( let i = 0; i < count; i ++ ) { + + this.getMatrixAt( i, _instanceLocalMatrix ); + + _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix ); + + this.boundingBox.union( _box3 ); + + } + + } + + computeBoundingSphere() { + + const geometry = this.geometry; + const count = this.count; + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + if ( geometry.boundingSphere === null ) { + + geometry.computeBoundingSphere(); + + } + + this.boundingSphere.makeEmpty(); + + for ( let i = 0; i < count; i ++ ) { + + this.getMatrixAt( i, _instanceLocalMatrix ); + + _sphere$2.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix ); + + this.boundingSphere.union( _sphere$2 ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.instanceMatrix.copy( source.instanceMatrix ); + + if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); + + this.count = source.count; + + if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); + + return this; + + } + + getColorAt( index, color ) { + + color.fromArray( this.instanceColor.array, index * 3 ); + + } + + getMatrixAt( index, matrix ) { + + matrix.fromArray( this.instanceMatrix.array, index * 16 ); + + } + + raycast( raycaster, intersects ) { + + const matrixWorld = this.matrixWorld; + const raycastTimes = this.count; + + _mesh.geometry = this.geometry; + _mesh.material = this.material; + + if ( _mesh.material === undefined ) return; + + // test with bounding sphere first + + if ( this.boundingSphere === null ) this.computeBoundingSphere(); + + _sphere$2.copy( this.boundingSphere ); + _sphere$2.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return; + + // now test each instance + + for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { + + // calculate the world matrix for each instance + + this.getMatrixAt( instanceId, _instanceLocalMatrix ); + + _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); + + // the mesh represents this single instance + + _mesh.matrixWorld = _instanceWorldMatrix; + + _mesh.raycast( raycaster, _instanceIntersects ); + + // process the result of raycast + + for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { + + const intersect = _instanceIntersects[ i ]; + intersect.instanceId = instanceId; + intersect.object = this; + intersects.push( intersect ); + + } + + _instanceIntersects.length = 0; + + } + + } + + setColorAt( index, color ) { + + if ( this.instanceColor === null ) { + + this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 ); + + } + + color.toArray( this.instanceColor.array, index * 3 ); + + } + + setMatrixAt( index, matrix ) { + + matrix.toArray( this.instanceMatrix.array, index * 16 ); + + } + + updateMorphTargets() { + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + } + + class LineBasicMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isLineBasicMaterial = true; + + this.type = 'LineBasicMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.fog = true; + + this.setValues( parameters ); + + } + + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + this.fog = source.fog; + + return this; + + } + + } + + const _start$1 = /*@__PURE__*/ new Vector3(); + const _end$1 = /*@__PURE__*/ new Vector3(); + const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); + const _ray$1 = /*@__PURE__*/ new Ray(); + const _sphere$1 = /*@__PURE__*/ new Sphere(); + + class Line extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { + + super(); + + this.isLine = true; + + this.type = 'Line'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.material = source.material; + this.geometry = source.geometry; + + return this; + + } + + computeLineDistances() { + + const geometry = this.geometry; + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = [ 0 ]; + + for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { + + _start$1.fromBufferAttribute( positionAttribute, i - 1 ); + _end$1.fromBufferAttribute( positionAttribute, i ); + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += _start$1.distanceTo( _end$1 ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + return this; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Line.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$1.copy( geometry.boundingSphere ); + _sphere$1.applyMatrix4( matrixWorld ); + _sphere$1.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; + + // + + _inverseMatrix$1.copy( matrixWorld ).invert(); + _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); + + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; + + const vStart = new Vector3(); + const vEnd = new Vector3(); + const interSegment = new Vector3(); + const interRay = new Vector3(); + const step = this.isLineSegments ? 2 : 1; + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + + vStart.fromBufferAttribute( positionAttribute, a ); + vEnd.fromBufferAttribute( positionAttribute, b ); + + const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > localThresholdSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + const distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + vStart.fromBufferAttribute( positionAttribute, i ); + vEnd.fromBufferAttribute( positionAttribute, i + 1 ); + + const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > localThresholdSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + const distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + + } + + const _start = /*@__PURE__*/ new Vector3(); + const _end = /*@__PURE__*/ new Vector3(); + + class LineSegments extends Line { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.isLineSegments = true; + + this.type = 'LineSegments'; + + } + + computeLineDistances() { + + const geometry = this.geometry; + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = []; + + for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { + + _start.fromBufferAttribute( positionAttribute, i ); + _end.fromBufferAttribute( positionAttribute, i + 1 ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + return this; + + } + + } + + class LineLoop extends Line { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.isLineLoop = true; + + this.type = 'LineLoop'; + + } + + } + + class PointsMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isPointsMaterial = true; + + this.type = 'PointsMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.alphaMap = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + this.fog = source.fog; + + return this; + + } + + } + + const _inverseMatrix = /*@__PURE__*/ new Matrix4(); + const _ray = /*@__PURE__*/ new Ray(); + const _sphere = /*@__PURE__*/ new Sphere(); + const _position$2 = /*@__PURE__*/ new Vector3(); + + class Points extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) { + + super(); + + this.isPoints = true; + + this.type = 'Points'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.material = source.material; + this.geometry = source.geometry; + + return this; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Points.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ); + _sphere.applyMatrix4( matrixWorld ); + _sphere.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; + + // + + _inverseMatrix.copy( matrixWorld ).invert(); + _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); + + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i ++ ) { + + const a = index.getX( i ); + + _position$2.fromBufferAttribute( positionAttribute, a ); + + testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end; i < l; i ++ ) { + + _position$2.fromBufferAttribute( positionAttribute, i ); + + testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + + } + + function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { + + const rayPointDistanceSq = _ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + const intersectPoint = new Vector3(); + + _ray.closestPointToPoint( point, intersectPoint ); + intersectPoint.applyMatrix4( matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint, + index: index, + face: null, + object: object + + } ); + + } + + } + + class VideoTexture extends Texture { + + constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.isVideoTexture = true; + + this.minFilter = minFilter !== undefined ? minFilter : LinearFilter; + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + + this.generateMipmaps = false; + + const scope = this; + + function updateVideo() { + + scope.needsUpdate = true; + video.requestVideoFrameCallback( updateVideo ); + + } + + if ( 'requestVideoFrameCallback' in video ) { + + video.requestVideoFrameCallback( updateVideo ); + + } + + } + + clone() { + + return new this.constructor( this.image ).copy( this ); + + } + + update() { + + const video = this.image; + const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; + + if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { + + this.needsUpdate = true; + + } + + } + + } + + class FramebufferTexture extends Texture { + + constructor( width, height ) { + + super( { width, height } ); + + this.isFramebufferTexture = true; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.generateMipmaps = false; + + this.needsUpdate = true; + + } + + } + + class CompressedTexture extends Texture { + + constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) { + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + this.isCompressedTexture = true; + + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; + + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) + + this.flipY = false; + + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + this.generateMipmaps = false; + + } + + } + + class CompressedArrayTexture extends CompressedTexture { + + constructor( mipmaps, width, height, depth, format, type ) { + + super( mipmaps, width, height, format, type ); + + this.isCompressedArrayTexture = true; + this.image.depth = depth; + this.wrapR = ClampToEdgeWrapping; + + } + + } + + class CanvasTexture extends Texture { + + constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.isCanvasTexture = true; + + this.needsUpdate = true; + + } + + } + + /** + * Extensible curve object. + * + * Some common of curve methods: + * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget ) + * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget ) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This following curves inherit from THREE.Curve: + * + * -- 2D curves -- + * THREE.ArcCurve + * THREE.CubicBezierCurve + * THREE.EllipseCurve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.SplineCurve + * + * -- 3D curves -- + * THREE.CatmullRomCurve3 + * THREE.CubicBezierCurve3 + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * + * A series of curves can be represented as a THREE.CurvePath. + * + **/ + + class Curve { + + constructor() { + + this.type = 'Curve'; + + this.arcLengthDivisions = 200; + + } + + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] + + getPoint( /* t, optionalTarget */ ) { + + console.warn( 'THREE.Curve: .getPoint() not implemented.' ); + return null; + + } + + // Get point at relative position in curve according to arc length + // - u [0 .. 1] + + getPointAt( u, optionalTarget ) { + + const t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); + + } + + // Get sequence of points using getPoint( t ) + + getPoints( divisions = 5 ) { + + const points = []; + + for ( let d = 0; d <= divisions; d ++ ) { + + points.push( this.getPoint( d / divisions ) ); + + } + + return points; + + } + + // Get sequence of points using getPointAt( u ) + + getSpacedPoints( divisions = 5 ) { + + const points = []; + + for ( let d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); + + } + + return points; + + } + + // Get total curve arc length + + getLength() { + + const lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + + } + + // Get list of cumulative segment lengths + + getLengths( divisions = this.arcLengthDivisions ) { + + if ( this.cacheArcLengths && + ( this.cacheArcLengths.length === divisions + 1 ) && + ! this.needsUpdate ) { + + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + const cache = []; + let current, last = this.getPoint( 0 ); + let sum = 0; + + cache.push( 0 ); + + for ( let p = 1; p <= divisions; p ++ ) { + + current = this.getPoint( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum: sum }; Sum is in the last element. + + } + + updateArcLengths() { + + this.needsUpdate = true; + this.getLengths(); + + } + + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + + getUtoTmapping( u, distance ) { + + const arcLengths = this.getLengths(); + + let i = 0; + const il = arcLengths.length; + + let targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + // binary search for the index with largest value smaller than target u distance + + let low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + + } else if ( comparison > 0 ) { + + high = i - 1; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + if ( arcLengths[ i ] === targetArcLength ) { + + return i / ( il - 1 ); + + } + + // we could get finer grain at lengths, or use simple interpolation between two points + + const lengthBefore = arcLengths[ i ]; + const lengthAfter = arcLengths[ i + 1 ]; + + const segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + const t = ( i + segmentFraction ) / ( il - 1 ); + + return t; + + } + + // Returns a unit vector tangent at t + // In case any sub curve does not implement its tangent derivation, + // 2 points a small delta apart will be used to find its gradient + // which seems to give a reasonable approximation + + getTangent( t, optionalTarget ) { + + const delta = 0.0001; + let t1 = t - delta; + let t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + const pt1 = this.getPoint( t1 ); + const pt2 = this.getPoint( t2 ); + + const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() ); + + tangent.copy( pt2 ).sub( pt1 ).normalize(); + + return tangent; + + } + + getTangentAt( u, optionalTarget ) { + + const t = this.getUtoTmapping( u ); + return this.getTangent( t, optionalTarget ); + + } + + computeFrenetFrames( segments, closed ) { + + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + + const normal = new Vector3(); + + const tangents = []; + const normals = []; + const binormals = []; + + const vec = new Vector3(); + const mat = new Matrix4(); + + // compute the tangent vectors for each segment on the curve + + for ( let i = 0; i <= segments; i ++ ) { + + const u = i / segments; + + tangents[ i ] = this.getTangentAt( u, new Vector3() ); + + } + + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component + + normals[ 0 ] = new Vector3(); + binormals[ 0 ] = new Vector3(); + let min = Number.MAX_VALUE; + const tx = Math.abs( tangents[ 0 ].x ); + const ty = Math.abs( tangents[ 0 ].y ); + const tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= min ) { + + min = tx; + normal.set( 1, 0, 0 ); + + } + + if ( ty <= min ) { + + min = ty; + normal.set( 0, 1, 0 ); + + } + + if ( tz <= min ) { + + normal.set( 0, 0, 1 ); + + } + + vec.crossVectors( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + + + // compute the slowly-varying normal and binormal vectors for each segment on the curve + + for ( let i = 1; i <= segments; i ++ ) { + + normals[ i ] = normals[ i - 1 ].clone(); + + binormals[ i ] = binormals[ i - 1 ].clone(); + + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + + if ( vec.length() > Number.EPSILON ) { + + vec.normalize(); + + const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + + } + + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed === true ) { + + let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( let i = 1; i <= segments; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } + + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.arcLengthDivisions = source.arcLengthDivisions; + + return this; + + } + + toJSON() { + + const data = { + metadata: { + version: 4.6, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; + + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; + + return data; + + } + + fromJSON( json ) { + + this.arcLengthDivisions = json.arcLengthDivisions; + + return this; + + } + + } + + class EllipseCurve extends Curve { + + constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) { + + super(); + + this.isEllipseCurve = true; + + this.type = 'EllipseCurve'; + + this.aX = aX; + this.aY = aY; + + this.xRadius = xRadius; + this.yRadius = yRadius; + + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + + this.aClockwise = aClockwise; + + this.aRotation = aRotation; + + } + + getPoint( t, optionalTarget ) { + + const point = optionalTarget || new Vector2(); + + const twoPi = Math.PI * 2; + let deltaAngle = this.aEndAngle - this.aStartAngle; + const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + + if ( deltaAngle < Number.EPSILON ) { + + if ( samePoints ) { + + deltaAngle = 0; + + } else { + + deltaAngle = twoPi; + + } + + } + + if ( this.aClockwise === true && ! samePoints ) { + + if ( deltaAngle === twoPi ) { + + deltaAngle = - twoPi; + + } else { + + deltaAngle = deltaAngle - twoPi; + + } + + } + + const angle = this.aStartAngle + t * deltaAngle; + let x = this.aX + this.xRadius * Math.cos( angle ); + let y = this.aY + this.yRadius * Math.sin( angle ); + + if ( this.aRotation !== 0 ) { + + const cos = Math.cos( this.aRotation ); + const sin = Math.sin( this.aRotation ); + + const tx = x - this.aX; + const ty = y - this.aY; + + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + + } + + return point.set( x, y ); + + } + + copy( source ) { + + super.copy( source ); + + this.aX = source.aX; + this.aY = source.aY; + + this.xRadius = source.xRadius; + this.yRadius = source.yRadius; + + this.aStartAngle = source.aStartAngle; + this.aEndAngle = source.aEndAngle; + + this.aClockwise = source.aClockwise; + + this.aRotation = source.aRotation; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.aX = this.aX; + data.aY = this.aY; + + data.xRadius = this.xRadius; + data.yRadius = this.yRadius; + + data.aStartAngle = this.aStartAngle; + data.aEndAngle = this.aEndAngle; + + data.aClockwise = this.aClockwise; + + data.aRotation = this.aRotation; + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.aX = json.aX; + this.aY = json.aY; + + this.xRadius = json.xRadius; + this.yRadius = json.yRadius; + + this.aStartAngle = json.aStartAngle; + this.aEndAngle = json.aEndAngle; + + this.aClockwise = json.aClockwise; + + this.aRotation = json.aRotation; + + return this; + + } + + } + + class ArcCurve extends EllipseCurve { + + constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + this.isArcCurve = true; + + this.type = 'ArcCurve'; + + } + + } + + /** + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ + + + /* + Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM + + This CubicPoly class could be used for reusing some variables and calculations, + but for three.js curve use, it could be possible inlined and flatten into a single function call + which can be placed in CurveUtils. + */ + + function CubicPoly() { + + let c0 = 0, c1 = 0, c2 = 0, c3 = 0; + + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + function init( x0, x1, t0, t1 ) { + + c0 = x0; + c1 = t0; + c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; + c3 = 2 * x0 - 2 * x1 + t0 + t1; + + } + + return { + + initCatmullRom: function ( x0, x1, x2, x3, tension ) { + + init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + + }, + + initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { + + // compute tangents when parameterized in [t1,t2] + let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; + + init( x1, x2, t1, t2 ); + + }, + + calc: function ( t ) { + + const t2 = t * t; + const t3 = t2 * t; + return c0 + c1 * t + c2 * t2 + c3 * t3; + + } + + }; + + } + + // + + const tmp = /*@__PURE__*/ new Vector3(); + const px = /*@__PURE__*/ new CubicPoly(); + const py = /*@__PURE__*/ new CubicPoly(); + const pz = /*@__PURE__*/ new CubicPoly(); + + class CatmullRomCurve3 extends Curve { + + constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) { + + super(); + + this.isCatmullRomCurve3 = true; + + this.type = 'CatmullRomCurve3'; + + this.points = points; + this.closed = closed; + this.curveType = curveType; + this.tension = tension; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const points = this.points; + const l = points.length; + + const p = ( l - ( this.closed ? 0 : 1 ) ) * t; + let intPoint = Math.floor( p ); + let weight = p - intPoint; + + if ( this.closed ) { + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; + + } else if ( weight === 0 && intPoint === l - 1 ) { + + intPoint = l - 2; + weight = 1; + + } + + let p0, p3; // 4 points (p1 & p2 defined below) + + if ( this.closed || intPoint > 0 ) { + + p0 = points[ ( intPoint - 1 ) % l ]; + + } else { + + // extrapolate first point + tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp; + + } + + const p1 = points[ intPoint % l ]; + const p2 = points[ ( intPoint + 1 ) % l ]; + + if ( this.closed || intPoint + 2 < l ) { + + p3 = points[ ( intPoint + 2 ) % l ]; + + } else { + + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; + + } + + if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { + + // init Centripetal / Chordal Catmull-Rom + const pow = this.curveType === 'chordal' ? 0.5 : 0.25; + let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; + + px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); + py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); + pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + + } else if ( this.curveType === 'catmullrom' ) { + + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); + + } + + point.set( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.points = []; + + for ( let i = 0, l = source.points.length; i < l; i ++ ) { + + const point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + this.closed = source.closed; + this.curveType = source.curveType; + this.tension = source.tension; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.points = []; + + for ( let i = 0, l = this.points.length; i < l; i ++ ) { + + const point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + data.closed = this.closed; + data.curveType = this.curveType; + data.tension = this.tension; + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.points = []; + + for ( let i = 0, l = json.points.length; i < l; i ++ ) { + + const point = json.points[ i ]; + this.points.push( new Vector3().fromArray( point ) ); + + } + + this.closed = json.closed; + this.curveType = json.curveType; + this.tension = json.tension; + + return this; + + } + + } + + /** + * Bezier Curves formulas obtained from + * https://en.wikipedia.org/wiki/B%C3%A9zier_curve + */ + + function CatmullRom( t, p0, p1, p2, p3 ) { + + const v0 = ( p2 - p0 ) * 0.5; + const v1 = ( p3 - p1 ) * 0.5; + const t2 = t * t; + const t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + + } + + // + + function QuadraticBezierP0( t, p ) { + + const k = 1 - t; + return k * k * p; + + } + + function QuadraticBezierP1( t, p ) { + + return 2 * ( 1 - t ) * t * p; + + } + + function QuadraticBezierP2( t, p ) { + + return t * t * p; + + } + + function QuadraticBezier( t, p0, p1, p2 ) { + + return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + + QuadraticBezierP2( t, p2 ); + + } + + // + + function CubicBezierP0( t, p ) { + + const k = 1 - t; + return k * k * k * p; + + } + + function CubicBezierP1( t, p ) { + + const k = 1 - t; + return 3 * k * k * t * p; + + } + + function CubicBezierP2( t, p ) { + + return 3 * ( 1 - t ) * t * t * p; + + } + + function CubicBezierP3( t, p ) { + + return t * t * t * p; + + } + + function CubicBezier( t, p0, p1, p2, p3 ) { + + return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + + CubicBezierP3( t, p3 ); + + } + + class CubicBezierCurve extends Curve { + + constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) { + + super(); + + this.isCubicBezierCurve = true; + + this.type = 'CubicBezierCurve'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + } + + } + + class CubicBezierCurve3 extends Curve { + + constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) { + + super(); + + this.isCubicBezierCurve3 = true; + + this.type = 'CubicBezierCurve3'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), + CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + } + + } + + class LineCurve extends Curve { + + constructor( v1 = new Vector2(), v2 = new Vector2() ) { + + super(); + + this.isLineCurve = true; + + this.type = 'LineCurve'; + + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + } + + // Line curve is linear, so we can overwrite default getPointAt + getPointAt( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + } + + getTangent( t, optionalTarget = new Vector2() ) { + + return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); + + } + + getTangentAt( u, optionalTarget ) { + + return this.getTangent( u, optionalTarget ); + + } + + copy( source ) { + + super.copy( source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + + } + + class LineCurve3 extends Curve { + + constructor( v1 = new Vector3(), v2 = new Vector3() ) { + + super(); + + this.isLineCurve3 = true; + + this.type = 'LineCurve3'; + + this.v1 = v1; + this.v2 = v2; + + } + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + } + // Line curve is linear, so we can overwrite default getPointAt + getPointAt( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + } + + getTangent( t, optionalTarget = new Vector3() ) { + + return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); + + } + + getTangentAt( u, optionalTarget ) { + + return this.getTangent( u, optionalTarget ); + + } + + copy( source ) { + + super.copy( source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + toJSON() { + + const data = super.toJSON(); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + fromJSON( json ) { + + super.fromJSON( json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + + } + + class QuadraticBezierCurve extends Curve { + + constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) { + + super(); + + this.isQuadraticBezierCurve = true; + + this.type = 'QuadraticBezierCurve'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + + } + + class QuadraticBezierCurve3 extends Curve { + + constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) { + + super(); + + this.isQuadraticBezierCurve3 = true; + + this.type = 'QuadraticBezierCurve3'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ), + QuadraticBezier( t, v0.z, v1.z, v2.z ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + + } + + class SplineCurve extends Curve { + + constructor( points = [] ) { + + super(); + + this.isSplineCurve = true; + + this.type = 'SplineCurve'; + + this.points = points; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const points = this.points; + const p = ( points.length - 1 ) * t; + + const intPoint = Math.floor( p ); + const weight = p - intPoint; + + const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + const p1 = points[ intPoint ]; + const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + + point.set( + CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), + CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.points = []; + + for ( let i = 0, l = source.points.length; i < l; i ++ ) { + + const point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.points = []; + + for ( let i = 0, l = this.points.length; i < l; i ++ ) { + + const point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.points = []; + + for ( let i = 0, l = json.points.length; i < l; i ++ ) { + + const point = json.points[ i ]; + this.points.push( new Vector2().fromArray( point ) ); + + } + + return this; + + } + + } + + var Curves = /*#__PURE__*/Object.freeze({ + __proto__: null, + ArcCurve: ArcCurve, + CatmullRomCurve3: CatmullRomCurve3, + CubicBezierCurve: CubicBezierCurve, + CubicBezierCurve3: CubicBezierCurve3, + EllipseCurve: EllipseCurve, + LineCurve: LineCurve, + LineCurve3: LineCurve3, + QuadraticBezierCurve: QuadraticBezierCurve, + QuadraticBezierCurve3: QuadraticBezierCurve3, + SplineCurve: SplineCurve + }); + + /************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + + class CurvePath extends Curve { + + constructor() { + + super(); + + this.type = 'CurvePath'; + + this.curves = []; + this.autoClose = false; // Automatically closes the path + + } + + add( curve ) { + + this.curves.push( curve ); + + } + + closePath() { + + // Add a line curve if start and end of lines are not connected + const startPoint = this.curves[ 0 ].getPoint( 0 ); + const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + + if ( ! startPoint.equals( endPoint ) ) { + + this.curves.push( new LineCurve( endPoint, startPoint ) ); + + } + + } + + // To get accurate point with reference to + // entire path distance at time t, + // following has to be done: + + // 1. Length of each sub path have to be known + // 2. Locate and identify type of curve + // 3. Get t for the curve + // 4. Return curve.getPointAt(t') + + getPoint( t, optionalTarget ) { + + const d = t * this.getLength(); + const curveLengths = this.getCurveLengths(); + let i = 0; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + const diff = curveLengths[ i ] - d; + const curve = this.curves[ i ]; + + const segmentLength = curve.getLength(); + const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + + return curve.getPointAt( u, optionalTarget ); + + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { + + points.push( points[ 0 ] ); + + } + + return points; + + } + + copy( source ) { + + super.copy( source ); + + this.curves = []; + + for ( let i = 0, l = source.curves.length; i < l; i ++ ) { + + const curve = source.curves[ i ]; + + this.curves.push( curve.clone() ); + + } + + this.autoClose = source.autoClose; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.autoClose = this.autoClose; + data.curves = []; + + for ( let i = 0, l = this.curves.length; i < l; i ++ ) { + + const curve = this.curves[ i ]; + data.curves.push( curve.toJSON() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.autoClose = json.autoClose; + this.curves = []; + + for ( let i = 0, l = json.curves.length; i < l; i ++ ) { + + const curve = json.curves[ i ]; + this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); + + } + + return this; + + } + + } + + class Path extends CurvePath { + + constructor( points ) { + + super(); + + this.type = 'Path'; + + this.currentPoint = new Vector2(); + + if ( points ) { + + this.setFromPoints( points ); + + } + + } + + setFromPoints( points ) { + + this.moveTo( points[ 0 ].x, points[ 0 ].y ); + + for ( let i = 1, l = points.length; i < l; i ++ ) { + + this.lineTo( points[ i ].x, points[ i ].y ); + + } + + return this; + + } + + moveTo( x, y ) { + + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + + return this; + + } + + lineTo( x, y ) { + + const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); + this.curves.push( curve ); + + this.currentPoint.set( x, y ); + + return this; + + } + + quadraticCurveTo( aCPx, aCPy, aX, aY ) { + + const curve = new QuadraticBezierCurve( + this.currentPoint.clone(), + new Vector2( aCPx, aCPy ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + return this; + + } + + bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + const curve = new CubicBezierCurve( + this.currentPoint.clone(), + new Vector2( aCP1x, aCP1y ), + new Vector2( aCP2x, aCP2y ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + return this; + + } + + splineThru( pts /*Array of Vector*/ ) { + + const npts = [ this.currentPoint.clone() ].concat( pts ); + + const curve = new SplineCurve( npts ); + this.curves.push( curve ); + + this.currentPoint.copy( pts[ pts.length - 1 ] ); + + return this; + + } + + arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + const x0 = this.currentPoint.x; + const y0 = this.currentPoint.y; + + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + return this; + + } + + absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + return this; + + } + + ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + const x0 = this.currentPoint.x; + const y0 = this.currentPoint.y; + + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + return this; + + } + + absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + if ( this.curves.length > 0 ) { + + // if a previous curve is present, attempt to join + const firstPoint = curve.getPoint( 0 ); + + if ( ! firstPoint.equals( this.currentPoint ) ) { + + this.lineTo( firstPoint.x, firstPoint.y ); + + } + + } + + this.curves.push( curve ); + + const lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); + + return this; + + } + + copy( source ) { + + super.copy( source ); + + this.currentPoint.copy( source.currentPoint ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.currentPoint = this.currentPoint.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.currentPoint.fromArray( json.currentPoint ); + + return this; + + } + + } + + class LatheGeometry extends BufferGeometry { + + constructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) { + + super(); + + this.type = 'LatheGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = Math.floor( segments ); + + // clamp phiLength so it's in range of [ 0, 2PI ] + + phiLength = clamp( phiLength, 0, Math.PI * 2 ); + + // buffers + + const indices = []; + const vertices = []; + const uvs = []; + const initNormals = []; + const normals = []; + + // helper variables + + const inverseSegments = 1.0 / segments; + const vertex = new Vector3(); + const uv = new Vector2(); + const normal = new Vector3(); + const curNormal = new Vector3(); + const prevNormal = new Vector3(); + let dx = 0; + let dy = 0; + + // pre-compute normals for initial "meridian" + + for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { + + switch ( j ) { + + case 0: // special handling for 1st vertex on path + + dx = points[ j + 1 ].x - points[ j ].x; + dy = points[ j + 1 ].y - points[ j ].y; + + normal.x = dy * 1.0; + normal.y = - dx; + normal.z = dy * 0.0; + + prevNormal.copy( normal ); + + normal.normalize(); + + initNormals.push( normal.x, normal.y, normal.z ); + + break; + + case ( points.length - 1 ): // special handling for last Vertex on path + + initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z ); + + break; + + default: // default handling for all vertices in between + + dx = points[ j + 1 ].x - points[ j ].x; + dy = points[ j + 1 ].y - points[ j ].y; + + normal.x = dy * 1.0; + normal.y = - dx; + normal.z = dy * 0.0; + + curNormal.copy( normal ); + + normal.x += prevNormal.x; + normal.y += prevNormal.y; + normal.z += prevNormal.z; + + normal.normalize(); + + initNormals.push( normal.x, normal.y, normal.z ); + + prevNormal.copy( curNormal ); + + } + + } + + // generate vertices, uvs and normals + + for ( let i = 0; i <= segments; i ++ ) { + + const phi = phiStart + i * inverseSegments * phiLength; + + const sin = Math.sin( phi ); + const cos = Math.cos( phi ); + + for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // uv + + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + + uvs.push( uv.x, uv.y ); + + // normal + + const x = initNormals[ 3 * j + 0 ] * sin; + const y = initNormals[ 3 * j + 1 ]; + const z = initNormals[ 3 * j + 0 ] * cos; + + normals.push( x, y, z ); + + } + + } + + // indices + + for ( let i = 0; i < segments; i ++ ) { + + for ( let j = 0; j < ( points.length - 1 ); j ++ ) { + + const base = j + i * points.length; + + const a = base; + const b = base + points.length; + const c = base + points.length + 1; + const d = base + 1; + + // faces + + indices.push( a, b, d ); + indices.push( c, d, b ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength ); + + } + + } + + class CapsuleGeometry extends LatheGeometry { + + constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) { + + const path = new Path(); + path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 ); + path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 ); + + super( path.getPoints( capSegments ), radialSegments ); + + this.type = 'CapsuleGeometry'; + + this.parameters = { + radius: radius, + height: length, + capSegments: capSegments, + radialSegments: radialSegments, + }; + + } + + static fromJSON( data ) { + + return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments ); + + } + + } + + class CircleGeometry extends BufferGeometry { + + constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'CircleGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + segments = Math.max( 3, segments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const vertex = new Vector3(); + const uv = new Vector2(); + + // center point + + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); + + for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) { + + const segment = thetaStart + s / segments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uvs + + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // indices + + for ( let i = 1; i <= segments; i ++ ) { + + indices.push( i, i + 1, 0 ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength ); + + } + + } + + class CylinderGeometry extends BufferGeometry { + + constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'CylinderGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + const scope = this; + + radialSegments = Math.floor( radialSegments ); + heightSegments = Math.floor( heightSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let index = 0; + const indexArray = []; + const halfHeight = height / 2; + let groupStart = 0; + + // generate geometry + + generateTorso(); + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function generateTorso() { + + const normal = new Vector3(); + const vertex = new Vector3(); + + let groupCount = 0; + + // this will be used to calculate the normal + const slope = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( let y = 0; y <= heightSegments; y ++ ) { + + const indexRow = []; + + const v = y / heightSegments; + + // calculate the radius of the current row + + const radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( let x = 0; x <= radialSegments; x ++ ) { + + const u = x / radialSegments; + + const theta = u * thetaLength + thetaStart; + + const sinTheta = Math.sin( theta ); + const cosTheta = Math.cos( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + // save index of vertex in respective row + + indexRow.push( index ++ ); + + } + + // now save vertices of the row in our index array + + indexArray.push( indexRow ); + + } + + // generate indices + + for ( let x = 0; x < radialSegments; x ++ ) { + + for ( let y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + + const a = indexArray[ y ][ x ]; + const b = indexArray[ y + 1 ][ x ]; + const c = indexArray[ y + 1 ][ x + 1 ]; + const d = indexArray[ y ][ x + 1 ]; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // update group counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, 0 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + function generateCap( top ) { + + // save the index of the first center vertex + const centerIndexStart = index; + + const uv = new Vector2(); + const vertex = new Vector3(); + + let groupCount = 0; + + const radius = ( top === true ) ? radiusTop : radiusBottom; + const sign = ( top === true ) ? 1 : - 1; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( let x = 1; x <= radialSegments; x ++ ) { + + // vertex + + vertices.push( 0, halfHeight * sign, 0 ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uvs.push( 0.5, 0.5 ); + + // increase index + + index ++; + + } + + // save the index of the last center vertex + const centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( let x = 0; x <= radialSegments; x ++ ) { + + const u = x / radialSegments; + const theta = u * thetaLength + thetaStart; + + const cosTheta = Math.cos( theta ); + const sinTheta = Math.sin( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); + + // increase index + + index ++; + + } + + // generate indices + + for ( let x = 0; x < radialSegments; x ++ ) { + + const c = centerIndexStart + x; + const i = centerIndexEnd + x; + + if ( top === true ) { + + // face top + + indices.push( i, i + 1, c ); + + } else { + + // face bottom + + indices.push( i + 1, i, c ); + + } + + groupCount += 3; + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); + + } + + } + + class ConeGeometry extends CylinderGeometry { + + constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + + this.type = 'ConeGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + static fromJSON( data ) { + + return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); + + } + + } + + class PolyhedronGeometry extends BufferGeometry { + + constructor( vertices = [], indices = [], radius = 1, detail = 0 ) { + + super(); + + this.type = 'PolyhedronGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + // default buffer data + + const vertexBuffer = []; + const uvBuffer = []; + + // the subdivision creates the vertex buffer data + + subdivide( detail ); + + // all vertices should lie on a conceptual sphere with a given radius + + applyRadius( radius ); + + // finally, create the uv data + + generateUVs(); + + // build non-indexed geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + + if ( detail === 0 ) { + + this.computeVertexNormals(); // flat normals + + } else { + + this.normalizeNormals(); // smooth normals + + } + + // helper functions + + function subdivide( detail ) { + + const a = new Vector3(); + const b = new Vector3(); + const c = new Vector3(); + + // iterate over all faces and apply a subdivision with the given detail value + + for ( let i = 0; i < indices.length; i += 3 ) { + + // get the vertices of the face + + getVertexByIndex( indices[ i + 0 ], a ); + getVertexByIndex( indices[ i + 1 ], b ); + getVertexByIndex( indices[ i + 2 ], c ); + + // perform subdivision + + subdivideFace( a, b, c, detail ); + + } + + } + + function subdivideFace( a, b, c, detail ) { + + const cols = detail + 1; + + // we use this multidimensional array as a data structure for creating the subdivision + + const v = []; + + // construct all of the vertices for this subdivision + + for ( let i = 0; i <= cols; i ++ ) { + + v[ i ] = []; + + const aj = a.clone().lerp( c, i / cols ); + const bj = b.clone().lerp( c, i / cols ); + + const rows = cols - i; + + for ( let j = 0; j <= rows; j ++ ) { + + if ( j === 0 && i === cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + + } + + } + + } + + // construct all of the faces + + for ( let i = 0; i < cols; i ++ ) { + + for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + + const k = Math.floor( j / 2 ); + + if ( j % 2 === 0 ) { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); + + } else { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + + } + + } + + } + + } + + function applyRadius( radius ) { + + const vertex = new Vector3(); + + // iterate over the entire buffer and apply the radius to each vertex + + for ( let i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + vertex.normalize().multiplyScalar( radius ); + + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; + + } + + } + + function generateUVs() { + + const vertex = new Vector3(); + + for ( let i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + const u = azimuth( vertex ) / 2 / Math.PI + 0.5; + const v = inclination( vertex ) / Math.PI + 0.5; + uvBuffer.push( u, 1 - v ); + + } + + correctUVs(); + + correctSeam(); + + } + + function correctSeam() { + + // handle case when face straddles the seam, see #3269 + + for ( let i = 0; i < uvBuffer.length; i += 6 ) { + + // uv data of a single face + + const x0 = uvBuffer[ i + 0 ]; + const x1 = uvBuffer[ i + 2 ]; + const x2 = uvBuffer[ i + 4 ]; + + const max = Math.max( x0, x1, x2 ); + const min = Math.min( x0, x1, x2 ); + + // 0.9 is somewhat arbitrary + + if ( max > 0.9 && min < 0.1 ) { + + if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; + if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; + if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; + + } + + } + + } + + function pushVertex( vertex ) { + + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + + } + + function getVertexByIndex( index, vertex ) { + + const stride = index * 3; + + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; + + } + + function correctUVs() { + + const a = new Vector3(); + const b = new Vector3(); + const c = new Vector3(); + + const centroid = new Vector3(); + + const uvA = new Vector2(); + const uvB = new Vector2(); + const uvC = new Vector2(); + + for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { + + a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); + b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); + c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); + + uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); + uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); + uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); + + centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + + const azi = azimuth( centroid ); + + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); + + } + + } + + function correctUV( uv, stride, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + + uvBuffer[ stride ] = uv.x - 1; + + } + + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + + } + + } + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, - vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details ); + + } + + } + + class DodecahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const t = ( 1 + Math.sqrt( 5 ) ) / 2; + const r = 1 / t; + + const vertices = [ + + // (±1, ±1, ±1) + - 1, - 1, - 1, - 1, - 1, 1, + - 1, 1, - 1, - 1, 1, 1, + 1, - 1, - 1, 1, - 1, 1, + 1, 1, - 1, 1, 1, 1, + + // (0, ±1/φ, ±φ) + 0, - r, - t, 0, - r, t, + 0, r, - t, 0, r, t, + + // (±1/φ, ±φ, 0) + - r, - t, 0, - r, t, 0, + r, - t, 0, r, t, 0, + + // (±φ, 0, ±1/φ) + - t, 0, - r, t, 0, - r, + - t, 0, r, t, 0, r + ]; + + const indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'DodecahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new DodecahedronGeometry( data.radius, data.detail ); + + } + + } + + const _v0 = /*@__PURE__*/ new Vector3(); + const _v1$1 = /*@__PURE__*/ new Vector3(); + const _normal = /*@__PURE__*/ new Vector3(); + const _triangle = /*@__PURE__*/ new Triangle(); + + class EdgesGeometry extends BufferGeometry { + + constructor( geometry = null, thresholdAngle = 1 ) { + + super(); + + this.type = 'EdgesGeometry'; + + this.parameters = { + geometry: geometry, + thresholdAngle: thresholdAngle + }; + + if ( geometry !== null ) { + + const precisionPoints = 4; + const precision = Math.pow( 10, precisionPoints ); + const thresholdDot = Math.cos( DEG2RAD * thresholdAngle ); + + const indexAttr = geometry.getIndex(); + const positionAttr = geometry.getAttribute( 'position' ); + const indexCount = indexAttr ? indexAttr.count : positionAttr.count; + + const indexArr = [ 0, 0, 0 ]; + const vertKeys = [ 'a', 'b', 'c' ]; + const hashes = new Array( 3 ); + + const edgeData = {}; + const vertices = []; + for ( let i = 0; i < indexCount; i += 3 ) { + + if ( indexAttr ) { + + indexArr[ 0 ] = indexAttr.getX( i ); + indexArr[ 1 ] = indexAttr.getX( i + 1 ); + indexArr[ 2 ] = indexAttr.getX( i + 2 ); + + } else { + + indexArr[ 0 ] = i; + indexArr[ 1 ] = i + 1; + indexArr[ 2 ] = i + 2; + + } + + const { a, b, c } = _triangle; + a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); + b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); + c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); + _triangle.getNormal( _normal ); + + // create hashes for the edge from the vertices + hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`; + hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`; + hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`; + + // skip degenerate triangles + if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) { + + continue; + + } + + // iterate over every edge + for ( let j = 0; j < 3; j ++ ) { + + // get the first and next vertex making up the edge + const jNext = ( j + 1 ) % 3; + const vecHash0 = hashes[ j ]; + const vecHash1 = hashes[ jNext ]; + const v0 = _triangle[ vertKeys[ j ] ]; + const v1 = _triangle[ vertKeys[ jNext ] ]; + + const hash = `${ vecHash0 }_${ vecHash1 }`; + const reverseHash = `${ vecHash1 }_${ vecHash0 }`; + + if ( reverseHash in edgeData && edgeData[ reverseHash ] ) { + + // if we found a sibling edge add it into the vertex array if + // it meets the angle threshold and delete the edge from the map. + if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) { + + vertices.push( v0.x, v0.y, v0.z ); + vertices.push( v1.x, v1.y, v1.z ); + + } + + edgeData[ reverseHash ] = null; + + } else if ( ! ( hash in edgeData ) ) { + + // if we've already got an edge here then skip adding a new one + edgeData[ hash ] = { + + index0: indexArr[ j ], + index1: indexArr[ jNext ], + normal: _normal.clone(), + + }; + + } + + } + + } + + // iterate over all remaining, unmatched edges and add them to the vertex array + for ( const key in edgeData ) { + + if ( edgeData[ key ] ) { + + const { index0, index1 } = edgeData[ key ]; + _v0.fromBufferAttribute( positionAttr, index0 ); + _v1$1.fromBufferAttribute( positionAttr, index1 ); + + vertices.push( _v0.x, _v0.y, _v0.z ); + vertices.push( _v1$1.x, _v1$1.y, _v1$1.z ); + + } + + } + + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + } + + class Shape extends Path { + + constructor( points ) { + + super( points ); + + this.uuid = generateUUID(); + + this.type = 'Shape'; + + this.holes = []; + + } + + getPointsHoles( divisions ) { + + const holesPts = []; + + for ( let i = 0, l = this.holes.length; i < l; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getPoints( divisions ); + + } + + return holesPts; + + } + + // get points of shape and holes (keypoints based on segments parameter) + + extractPoints( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + + } + + copy( source ) { + + super.copy( source ); + + this.holes = []; + + for ( let i = 0, l = source.holes.length; i < l; i ++ ) { + + const hole = source.holes[ i ]; + + this.holes.push( hole.clone() ); + + } + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.uuid = this.uuid; + data.holes = []; + + for ( let i = 0, l = this.holes.length; i < l; i ++ ) { + + const hole = this.holes[ i ]; + data.holes.push( hole.toJSON() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.uuid = json.uuid; + this.holes = []; + + for ( let i = 0, l = json.holes.length; i < l; i ++ ) { + + const hole = json.holes[ i ]; + this.holes.push( new Path().fromJSON( hole ) ); + + } + + return this; + + } + + } + + /** + * Port from https://github.com/mapbox/earcut (v2.2.4) + */ + + const Earcut = { + + triangulate: function ( data, holeIndices, dim = 2 ) { + + const hasHoles = holeIndices && holeIndices.length; + const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length; + let outerNode = linkedList( data, 0, outerLen, dim, true ); + const triangles = []; + + if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles; + + let minX, minY, maxX, maxY, x, y, invSize; + + if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if ( data.length > 80 * dim ) { + + minX = maxX = data[ 0 ]; + minY = maxY = data[ 1 ]; + + for ( let i = dim; i < outerLen; i += dim ) { + + x = data[ i ]; + y = data[ i + 1 ]; + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + + } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + invSize = Math.max( maxX - minX, maxY - minY ); + invSize = invSize !== 0 ? 32767 / invSize : 0; + + } + + earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 ); + + return triangles; + + } + + }; + + // create a circular doubly linked list from polygon points in the specified winding order + function linkedList( data, start, end, dim, clockwise ) { + + let i, last; + + if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { + + for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } else { + + for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } + + if ( last && equals( last, last.next ) ) { + + removeNode( last ); + last = last.next; + + } + + return last; + + } + + // eliminate colinear or duplicate points + function filterPoints( start, end ) { + + if ( ! start ) return start; + if ( ! end ) end = start; + + let p = start, + again; + do { + + again = false; + + if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { + + removeNode( p ); + p = end = p.prev; + if ( p === p.next ) break; + again = true; + + } else { + + p = p.next; + + } + + } while ( again || p !== end ); + + return end; + + } + + // main ear slicing loop which triangulates a polygon (given as a linked list) + function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { + + if ( ! ear ) return; + + // interlink polygon nodes in z-order + if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); + + let stop = ear, + prev, next; + + // iterate through ears, slicing them one by one + while ( ear.prev !== ear.next ) { + + prev = ear.prev; + next = ear.next; + + if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { + + // cut off the triangle + triangles.push( prev.i / dim | 0 ); + triangles.push( ear.i / dim | 0 ); + triangles.push( next.i / dim | 0 ); + + removeNode( ear ); + + // skipping the next vertex leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if ( ear === stop ) { + + // try filtering points and slicing again + if ( ! pass ) { + + earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); + + // if this didn't work, try curing all small self-intersections locally + + } else if ( pass === 1 ) { + + ear = cureLocalIntersections( filterPoints( ear ), triangles, dim ); + earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); + + // as a last resort, try splitting the remaining polygon into two + + } else if ( pass === 2 ) { + + splitEarcut( ear, triangles, dim, minX, minY, invSize ); + + } + + break; + + } + + } + + } + + // check whether a polygon node forms a valid ear with adjacent nodes + function isEar( ear ) { + + const a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + + // triangle bbox; min & max are calculated like this for speed + const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ), + y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ), + x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ), + y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy ); + + let p = c.next; + while ( p !== a ) { + + if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && + pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && + area( p.prev, p, p.next ) >= 0 ) return false; + p = p.next; + + } + + return true; + + } + + function isEarHashed( ear, minX, minY, invSize ) { + + const a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + + // triangle bbox; min & max are calculated like this for speed + const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ), + y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ), + x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ), + y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy ); + + // z-order range for the current triangle bbox; + const minZ = zOrder( x0, y0, minX, minY, invSize ), + maxZ = zOrder( x1, y1, minX, minY, invSize ); + + let p = ear.prevZ, + n = ear.nextZ; + + // look for points inside the triangle in both directions + while ( p && p.z >= minZ && n && n.z <= maxZ ) { + + if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; + p = p.prevZ; + + if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false; + n = n.nextZ; + + } + + // look for remaining points in decreasing z-order + while ( p && p.z >= minZ ) { + + if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; + p = p.prevZ; + + } + + // look for remaining points in increasing z-order + while ( n && n.z <= maxZ ) { + + if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false; + n = n.nextZ; + + } + + return true; + + } + + // go through all polygon nodes and cure small local self-intersections + function cureLocalIntersections( start, triangles, dim ) { + + let p = start; + do { + + const a = p.prev, + b = p.next.next; + + if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { + + triangles.push( a.i / dim | 0 ); + triangles.push( p.i / dim | 0 ); + triangles.push( b.i / dim | 0 ); + + // remove two nodes involved + removeNode( p ); + removeNode( p.next ); + + p = start = b; + + } + + p = p.next; + + } while ( p !== start ); + + return filterPoints( p ); + + } + + // try splitting polygon into two and triangulate them independently + function splitEarcut( start, triangles, dim, minX, minY, invSize ) { + + // look for a valid diagonal that divides the polygon into two + let a = start; + do { + + let b = a.next.next; + while ( b !== a.prev ) { + + if ( a.i !== b.i && isValidDiagonal( a, b ) ) { + + // split the polygon in two by the diagonal + let c = splitPolygon( a, b ); + + // filter colinear points around the cuts + a = filterPoints( a, a.next ); + c = filterPoints( c, c.next ); + + // run earcut on each half + earcutLinked( a, triangles, dim, minX, minY, invSize, 0 ); + earcutLinked( c, triangles, dim, minX, minY, invSize, 0 ); + return; + + } + + b = b.next; + + } + + a = a.next; + + } while ( a !== start ); + + } + + // link every hole into the outer loop, producing a single-ring polygon without holes + function eliminateHoles( data, holeIndices, outerNode, dim ) { + + const queue = []; + let i, len, start, end, list; + + for ( i = 0, len = holeIndices.length; i < len; i ++ ) { + + start = holeIndices[ i ] * dim; + end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; + list = linkedList( data, start, end, dim, false ); + if ( list === list.next ) list.steiner = true; + queue.push( getLeftmost( list ) ); + + } + + queue.sort( compareX ); + + // process holes from left to right + for ( i = 0; i < queue.length; i ++ ) { + + outerNode = eliminateHole( queue[ i ], outerNode ); + + } + + return outerNode; + + } + + function compareX( a, b ) { + + return a.x - b.x; + + } + + // find a bridge between vertices that connects hole with an outer ring and link it + function eliminateHole( hole, outerNode ) { + + const bridge = findHoleBridge( hole, outerNode ); + if ( ! bridge ) { + + return outerNode; + + } + + const bridgeReverse = splitPolygon( bridge, hole ); + + // filter collinear points around the cuts + filterPoints( bridgeReverse, bridgeReverse.next ); + return filterPoints( bridge, bridge.next ); + + } + + // David Eberly's algorithm for finding a bridge between hole and outer polygon + function findHoleBridge( hole, outerNode ) { + + let p = outerNode, + qx = - Infinity, + m; + + const hx = hole.x, hy = hole.y; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + + if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { + + const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); + if ( x <= hx && x > qx ) { + + qx = x; + m = p.x < p.next.x ? p : p.next; + if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint + + } + + } + + p = p.next; + + } while ( p !== outerNode ); + + if ( ! m ) return null; + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + const stop = m, + mx = m.x, + my = m.y; + let tanMin = Infinity, tan; + + p = m; + + do { + + if ( hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { + + tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential + + if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) { + + m = p; + tanMin = tan; + + } + + } + + p = p.next; + + } while ( p !== stop ); + + return m; + + } + + // whether sector in vertex m contains sector in vertex p in the same coordinates + function sectorContainsSector( m, p ) { + + return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0; + + } + + // interlink polygon nodes in z-order + function indexCurve( start, minX, minY, invSize ) { + + let p = start; + do { + + if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + + } while ( p !== start ); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked( p ); + + } + + // Simon Tatham's linked list merge sort algorithm + // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html + function sortLinked( list ) { + + let i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; + + do { + + p = list; + list = null; + tail = null; + numMerges = 0; + + while ( p ) { + + numMerges ++; + q = p; + pSize = 0; + for ( i = 0; i < inSize; i ++ ) { + + pSize ++; + q = q.nextZ; + if ( ! q ) break; + + } + + qSize = inSize; + + while ( pSize > 0 || ( qSize > 0 && q ) ) { + + if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { + + e = p; + p = p.nextZ; + pSize --; + + } else { + + e = q; + q = q.nextZ; + qSize --; + + } + + if ( tail ) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; + + } + + p = q; + + } + + tail.nextZ = null; + inSize *= 2; + + } while ( numMerges > 1 ); + + return list; + + } + + // z-order of a point given coords and inverse of the longer side of data bbox + function zOrder( x, y, minX, minY, invSize ) { + + // coords are transformed into non-negative 15-bit integer range + x = ( x - minX ) * invSize | 0; + y = ( y - minY ) * invSize | 0; + + x = ( x | ( x << 8 ) ) & 0x00FF00FF; + x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; + x = ( x | ( x << 2 ) ) & 0x33333333; + x = ( x | ( x << 1 ) ) & 0x55555555; + + y = ( y | ( y << 8 ) ) & 0x00FF00FF; + y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; + y = ( y | ( y << 2 ) ) & 0x33333333; + y = ( y | ( y << 1 ) ) & 0x55555555; + + return x | ( y << 1 ); + + } + + // find the leftmost node of a polygon ring + function getLeftmost( start ) { + + let p = start, + leftmost = start; + do { + + if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p; + p = p.next; + + } while ( p !== start ); + + return leftmost; + + } + + // check if a point lies within a convex triangle + function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { + + return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) && + ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) && + ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py ); + + } + + // check if a diagonal between two polygon nodes is valid (lies in polygon interior) + function isValidDiagonal( a, b ) { + + return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges + ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible + ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors + equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case + + } + + // signed area of a triangle + function area( p, q, r ) { + + return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); + + } + + // check if two points are equal + function equals( p1, p2 ) { + + return p1.x === p2.x && p1.y === p2.y; + + } + + // check if two segments intersect + function intersects( p1, q1, p2, q2 ) { + + const o1 = sign( area( p1, q1, p2 ) ); + const o2 = sign( area( p1, q1, q2 ) ); + const o3 = sign( area( p2, q2, p1 ) ); + const o4 = sign( area( p2, q2, q1 ) ); + + if ( o1 !== o2 && o3 !== o4 ) return true; // general case + + if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 + if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 + if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 + if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 + + return false; + + } + + // for collinear points p, q, r, check if point q lies on segment pr + function onSegment( p, q, r ) { + + return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y ); + + } + + function sign( num ) { + + return num > 0 ? 1 : num < 0 ? - 1 : 0; + + } + + // check if a polygon diagonal intersects any polygon segments + function intersectsPolygon( a, b ) { + + let p = a; + do { + + if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects( p, p.next, a, b ) ) return true; + p = p.next; + + } while ( p !== a ); + + return false; + + } + + // check if a polygon diagonal is locally inside the polygon + function locallyInside( a, b ) { + + return area( a.prev, a, a.next ) < 0 ? + area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : + area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; + + } + + // check if the middle point of a polygon diagonal is inside the polygon + function middleInside( a, b ) { + + let p = a, + inside = false; + const px = ( a.x + b.x ) / 2, + py = ( a.y + b.y ) / 2; + do { + + if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && + ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) + inside = ! inside; + p = p.next; + + } while ( p !== a ); + + return inside; + + } + + // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; + // if one belongs to the outer ring and another to a hole, it merges it into a single ring + function splitPolygon( a, b ) { + + const a2 = new Node( a.i, a.x, a.y ), + b2 = new Node( b.i, b.x, b.y ), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; + + } + + // create a node and optionally link it with previous one (in a circular doubly linked list) + function insertNode( i, x, y, last ) { + + const p = new Node( i, x, y ); + + if ( ! last ) { + + p.prev = p; + p.next = p; + + } else { + + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + + } + + return p; + + } + + function removeNode( p ) { + + p.next.prev = p.prev; + p.prev.next = p.next; + + if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; + if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; + + } + + function Node( i, x, y ) { + + // vertex index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertex nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = 0; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; + + } + + function signedArea( data, start, end, dim ) { + + let sum = 0; + for ( let i = start, j = end - dim; i < end; i += dim ) { + + sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); + j = i; + + } + + return sum; + + } + + class ShapeUtils { + + // calculate area of the contour polygon + + static area( contour ) { + + const n = contour.length; + let a = 0.0; + + for ( let p = n - 1, q = 0; q < n; p = q ++ ) { + + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + + } + + return a * 0.5; + + } + + static isClockWise( pts ) { + + return ShapeUtils.area( pts ) < 0; + + } + + static triangulateShape( contour, holes ) { + + const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] + const holeIndices = []; // array of hole indices + const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] + + removeDupEndPts( contour ); + addContour( vertices, contour ); + + // + + let holeIndex = contour.length; + + holes.forEach( removeDupEndPts ); + + for ( let i = 0; i < holes.length; i ++ ) { + + holeIndices.push( holeIndex ); + holeIndex += holes[ i ].length; + addContour( vertices, holes[ i ] ); + + } + + // + + const triangles = Earcut.triangulate( vertices, holeIndices ); + + // + + for ( let i = 0; i < triangles.length; i += 3 ) { + + faces.push( triangles.slice( i, i + 3 ) ); + + } + + return faces; + + } + + } + + function removeDupEndPts( points ) { + + const l = points.length; + + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + + points.pop(); + + } + + } + + function addContour( vertices, contour ) { + + for ( let i = 0; i < contour.length; i ++ ) { + + vertices.push( contour[ i ].x ); + vertices.push( contour[ i ].y ); + + } + + } + + /** + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * depth: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline (including bevelOffset) is bevel + * bevelOffset: , // how far from shape outline does bevel start + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * + * UVGenerator: // object that provides UV generator functions + * + * } + */ + + + class ExtrudeGeometry extends BufferGeometry { + + constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) { + + super(); + + this.type = 'ExtrudeGeometry'; + + this.parameters = { + shapes: shapes, + options: options + }; + + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + + const scope = this; + + const verticesArray = []; + const uvArray = []; + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + addShape( shape ); + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); + + this.computeVertexNormals(); + + // functions + + function addShape( shape ) { + + const placeholder = []; + + // options + + const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + const steps = options.steps !== undefined ? options.steps : 1; + const depth = options.depth !== undefined ? options.depth : 1; + + let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; + let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2; + let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1; + let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; + let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + const extrudePath = options.extrudePath; + + const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; + + // + + let extrudePts, extrudeByPath = false; + let splineTube, binormal, normal, position2; + + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // TODO1 - have a .isClosed in spline? + + splineTube = extrudePath.computeFrenetFrames( steps, false ); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + bevelOffset = 0; + + } + + // Variables initialization + + const shapePoints = shape.extractPoints( curveSegments ); + + let vertices = shapePoints.shape; + const holes = shapePoints.holes; + + const reverse = ! ShapeUtils.isClockWise( vertices ); + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + if ( ShapeUtils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + } + + + const faces = ShapeUtils.triangulateShape( vertices, holes ); + + /* Vertices */ + + const contour = vertices; // vertices has all points but contour has only points of circumference + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2( pt, vec, size ) { + + if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' ); + + return pt.clone().addScaledVector( vec, size ); + + } + + const vlen = vertices.length, flen = faces.length; + + + // Find directions for point movement + + + function getBevelVec( inPt, inPrev, inNext ) { + + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + + let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt + + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html + + const v_prev_x = inPt.x - inPrev.x, + v_prev_y = inPt.y - inPrev.y; + const v_next_x = inNext.x - inPt.x, + v_next_y = inNext.y - inPt.y; + + const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for collinear edges + const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( collinear0 ) > Number.EPSILON ) { + + // not collinear + + // length of vectors for normalizing + + const v_prev_len = Math.sqrt( v_prev_lensq ); + const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + const ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + const ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { + + return new Vector2( v_trans_x, v_trans_y ); + + } else { + + shrink_by = Math.sqrt( v_trans_lensq / 2 ); + + } + + } else { + + // handle special case of collinear edges + + let direction_eq = false; // assumes: opposite + + if ( v_prev_x > Number.EPSILON ) { + + if ( v_next_x > Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( v_prev_x < - Number.EPSILON ) { + + if ( v_next_x < - Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + + direction_eq = true; + + } + + } + + } + + if ( direction_eq ) { + + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); + + } else { + + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); + + } + + } + + return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + + } + + + const contourMovements = []; + + for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + const holesMovements = []; + let oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( let b = 0; b < bevelSegments; b ++ ) { + + //for ( b = bevelSegments; b > 0; b -- ) { + + const t = b / bevelSegments; + const z = bevelThickness * Math.cos( t * Math.PI / 2 ); + const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + + // contract shape + + for ( let i = 0, il = contour.length; i < il; i ++ ) { + + const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( let i = 0, il = ahole.length; i < il; i ++ ) { + + const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + } + + } + + const bs = bevelSize + bevelOffset; + + // Back facing vertices + + for ( let i = 0; i < vlen; i ++ ) { + + const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + for ( let s = 1; s <= steps; s ++ ) { + + for ( let i = 0; i < vlen; i ++ ) { + + const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( let b = bevelSegments - 1; b >= 0; b -- ) { + + const t = b / bevelSegments; + const z = bevelThickness * Math.cos( t * Math.PI / 2 ); + const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + + // contract shape + + for ( let i = 0, il = contour.length; i < il; i ++ ) { + + const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, depth + z ); + + } + + // expand holes + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( let i = 0, il = ahole.length; i < il; i ++ ) { + + const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + /* Faces */ + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + const start = verticesArray.length / 3; + + if ( bevelEnabled ) { + + let layer = 0; // steps + 1 + let offset = vlen * layer; + + // Bottom faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + + } + + scope.addGroup( start, verticesArray.length / 3 - start, 0 ); + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + const start = verticesArray.length / 3; + let layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + + scope.addGroup( start, verticesArray.length / 3 - start, 1 ); + + + } + + function sidewalls( contour, layeroffset ) { + + let i = contour.length; + + while ( -- i >= 0 ) { + + const j = i; + let k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) { + + const slen1 = vlen * s; + const slen2 = vlen * ( s + 1 ); + + const a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d ); + + } + + } + + } + + function v( x, y, z ) { + + placeholder.push( x ); + placeholder.push( y ); + placeholder.push( z ); + + } + + + function f3( a, b, c ) { + + addVertex( a ); + addVertex( b ); + addVertex( c ); + + const nextIndex = verticesArray.length / 3; + const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + + } + + function f4( a, b, c, d ) { + + addVertex( a ); + addVertex( b ); + addVertex( d ); + + addVertex( b ); + addVertex( c ); + addVertex( d ); + + + const nextIndex = verticesArray.length / 3; + const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 3 ] ); + + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + addUV( uvs[ 3 ] ); + + } + + function addVertex( index ) { + + verticesArray.push( placeholder[ index * 3 + 0 ] ); + verticesArray.push( placeholder[ index * 3 + 1 ] ); + verticesArray.push( placeholder[ index * 3 + 2 ] ); + + } + + + function addUV( vector2 ) { + + uvArray.push( vector2.x ); + uvArray.push( vector2.y ); + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + const shapes = this.parameters.shapes; + const options = this.parameters.options; + + return toJSON$1( shapes, options, data ); + + } + + static fromJSON( data, shapes ) { + + const geometryShapes = []; + + for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + const shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + const extrudePath = data.options.extrudePath; + + if ( extrudePath !== undefined ) { + + data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); + + } + + return new ExtrudeGeometry( geometryShapes, data.options ); + + } + + } + + const WorldUVGenerator = { + + generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { + + const a_x = vertices[ indexA * 3 ]; + const a_y = vertices[ indexA * 3 + 1 ]; + const b_x = vertices[ indexB * 3 ]; + const b_y = vertices[ indexB * 3 + 1 ]; + const c_x = vertices[ indexC * 3 ]; + const c_y = vertices[ indexC * 3 + 1 ]; + + return [ + new Vector2( a_x, a_y ), + new Vector2( b_x, b_y ), + new Vector2( c_x, c_y ) + ]; + + }, + + generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { + + const a_x = vertices[ indexA * 3 ]; + const a_y = vertices[ indexA * 3 + 1 ]; + const a_z = vertices[ indexA * 3 + 2 ]; + const b_x = vertices[ indexB * 3 ]; + const b_y = vertices[ indexB * 3 + 1 ]; + const b_z = vertices[ indexB * 3 + 2 ]; + const c_x = vertices[ indexC * 3 ]; + const c_y = vertices[ indexC * 3 + 1 ]; + const c_z = vertices[ indexC * 3 + 2 ]; + const d_x = vertices[ indexD * 3 ]; + const d_y = vertices[ indexD * 3 + 1 ]; + const d_z = vertices[ indexD * 3 + 2 ]; + + if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) { + + return [ + new Vector2( a_x, 1 - a_z ), + new Vector2( b_x, 1 - b_z ), + new Vector2( c_x, 1 - c_z ), + new Vector2( d_x, 1 - d_z ) + ]; + + } else { + + return [ + new Vector2( a_y, 1 - a_z ), + new Vector2( b_y, 1 - b_z ), + new Vector2( c_y, 1 - c_z ), + new Vector2( d_y, 1 - d_z ) + ]; + + } + + } + + }; + + function toJSON$1( shapes, options, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + data.options = Object.assign( {}, options ); + + if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); + + return data; + + } + + class IcosahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const t = ( 1 + Math.sqrt( 5 ) ) / 2; + + const vertices = [ + - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, + 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, + t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 + ]; + + const indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'IcosahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new IcosahedronGeometry( data.radius, data.detail ); + + } + + } + + class OctahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, + 0, - 1, 0, 0, 0, 1, 0, 0, - 1 + ]; + + const indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, + 0, 5, 2, 1, 2, 5, 1, 5, 3, + 1, 3, 4, 1, 4, 2 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'OctahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new OctahedronGeometry( data.radius, data.detail ); + + } + + } + + class RingGeometry extends BufferGeometry { + + constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'RingGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + thetaSegments = Math.max( 3, thetaSegments ); + phiSegments = Math.max( 1, phiSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // some helper variables + + let radius = innerRadius; + const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + const vertex = new Vector3(); + const uv = new Vector2(); + + // generate vertices, normals and uvs + + for ( let j = 0; j <= phiSegments; j ++ ) { + + for ( let i = 0; i <= thetaSegments; i ++ ) { + + // values are generate from the inside of the ring to the outside + + const segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uv + + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // increase the radius for next row of vertices + + radius += radiusStep; + + } + + // indices + + for ( let j = 0; j < phiSegments; j ++ ) { + + const thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( let i = 0; i < thetaSegments; i ++ ) { + + const segment = i + thetaSegmentLevel; + + const a = segment; + const b = segment + thetaSegments + 1; + const c = segment + thetaSegments + 2; + const d = segment + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); + + } + + } + + class ShapeGeometry extends BufferGeometry { + + constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) { + + super(); + + this.type = 'ShapeGeometry'; + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let groupStart = 0; + let groupCount = 0; + + // allow single and array values for "shapes" parameter + + if ( Array.isArray( shapes ) === false ) { + + addShape( shapes ); + + } else { + + for ( let i = 0; i < shapes.length; i ++ ) { + + addShape( shapes[ i ] ); + + this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support + + groupStart += groupCount; + groupCount = 0; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + + // helper functions + + function addShape( shape ) { + + const indexOffset = vertices.length / 3; + const points = shape.extractPoints( curveSegments ); + + let shapeVertices = points.shape; + const shapeHoles = points.holes; + + // check direction of vertices + + if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + + shapeVertices = shapeVertices.reverse(); + + } + + for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { + + const shapeHole = shapeHoles[ i ]; + + if ( ShapeUtils.isClockWise( shapeHole ) === true ) { + + shapeHoles[ i ] = shapeHole.reverse(); + + } + + } + + const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); + + // join vertices of inner and outer paths to a single array + + for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { + + const shapeHole = shapeHoles[ i ]; + shapeVertices = shapeVertices.concat( shapeHole ); + + } + + // vertices, normals, uvs + + for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) { + + const vertex = shapeVertices[ i ]; + + vertices.push( vertex.x, vertex.y, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( vertex.x, vertex.y ); // world uvs + + } + + // indices + + for ( let i = 0, l = faces.length; i < l; i ++ ) { + + const face = faces[ i ]; + + const a = face[ 0 ] + indexOffset; + const b = face[ 1 ] + indexOffset; + const c = face[ 2 ] + indexOffset; + + indices.push( a, b, c ); + groupCount += 3; + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + const shapes = this.parameters.shapes; + + return toJSON( shapes, data ); + + } + + static fromJSON( data, shapes ) { + + const geometryShapes = []; + + for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + const shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + return new ShapeGeometry( geometryShapes, data.curveSegments ); + + } + + } + + function toJSON( shapes, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + return data; + + } + + class SphereGeometry extends BufferGeometry { + + constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { + + super(); + + this.type = 'SphereGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + widthSegments = Math.max( 3, Math.floor( widthSegments ) ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) ); + + const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); + + let index = 0; + const grid = []; + + const vertex = new Vector3(); + const normal = new Vector3(); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // generate vertices, normals and uvs + + for ( let iy = 0; iy <= heightSegments; iy ++ ) { + + const verticesRow = []; + + const v = iy / heightSegments; + + // special case for the poles + + let uOffset = 0; + + if ( iy === 0 && thetaStart === 0 ) { + + uOffset = 0.5 / widthSegments; + + } else if ( iy === heightSegments && thetaEnd === Math.PI ) { + + uOffset = - 0.5 / widthSegments; + + } + + for ( let ix = 0; ix <= widthSegments; ix ++ ) { + + const u = ix / widthSegments; + + // vertex + + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.copy( vertex ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u + uOffset, 1 - v ); + + verticesRow.push( index ++ ); + + } + + grid.push( verticesRow ); + + } + + // indices + + for ( let iy = 0; iy < heightSegments; iy ++ ) { + + for ( let ix = 0; ix < widthSegments; ix ++ ) { + + const a = grid[ iy ][ ix + 1 ]; + const b = grid[ iy ][ ix ]; + const c = grid[ iy + 1 ][ ix ]; + const d = grid[ iy + 1 ][ ix + 1 ]; + + if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength ); + + } + + } + + class TetrahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const vertices = [ + 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 + ]; + + const indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'TetrahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new TetrahedronGeometry( data.radius, data.detail ); + + } + + } + + class TorusGeometry extends BufferGeometry { + + constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) { + + super(); + + this.type = 'TorusGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radialSegments = Math.floor( radialSegments ); + tubularSegments = Math.floor( tubularSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const center = new Vector3(); + const vertex = new Vector3(); + const normal = new Vector3(); + + // generate vertices, normals and uvs + + for ( let j = 0; j <= radialSegments; j ++ ) { + + for ( let i = 0; i <= tubularSegments; i ++ ) { + + const u = i / tubularSegments * arc; + const v = j / radialSegments * Math.PI * 2; + + // vertex + + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + normal.subVectors( vertex, center ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( let j = 1; j <= radialSegments; j ++ ) { + + for ( let i = 1; i <= tubularSegments; i ++ ) { + + // indices + + const a = ( tubularSegments + 1 ) * j + i - 1; + const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + const c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + const d = ( tubularSegments + 1 ) * j + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc ); + + } + + } + + class TorusKnotGeometry extends BufferGeometry { + + constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) { + + super(); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + tubularSegments = Math.floor( tubularSegments ); + radialSegments = Math.floor( radialSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const vertex = new Vector3(); + const normal = new Vector3(); + + const P1 = new Vector3(); + const P2 = new Vector3(); + + const B = new Vector3(); + const T = new Vector3(); + const N = new Vector3(); + + // generate vertices, normals and uvs + + for ( let i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segment + + const u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( let j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + const v = j / radialSegments * Math.PI * 2; + const cx = - tube * Math.cos( v ); + const cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + + normal.subVectors( vertex, P1 ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( let j = 1; j <= tubularSegments; j ++ ) { + + for ( let i = 1; i <= radialSegments; i ++ ) { + + // indices + + const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + const b = ( radialSegments + 1 ) * j + ( i - 1 ); + const c = ( radialSegments + 1 ) * j + i; + const d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + const cu = Math.cos( u ); + const su = Math.sin( u ); + const quOverP = q / p * u; + const cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q ); + + } + + } + + class TubeGeometry extends BufferGeometry { + + constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) { + + super(); + + this.type = 'TubeGeometry'; + + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + const frames = path.computeFrenetFrames( tubularSegments, closed ); + + // expose internals + + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; + + // helper variables + + const vertex = new Vector3(); + const normal = new Vector3(); + const uv = new Vector2(); + let P = new Vector3(); + + // buffer + + const vertices = []; + const normals = []; + const uvs = []; + const indices = []; + + // create buffer data + + generateBufferData(); + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // functions + + function generateBufferData() { + + for ( let i = 0; i < tubularSegments; i ++ ) { + + generateSegment( i ); + + } + + // if the geometry is not closed, generate the last row of vertices and normals + // at the regular position on the given path + // + // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) + + generateSegment( ( closed === false ) ? tubularSegments : 0 ); + + // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries + + generateUVs(); + + // finally create faces + + generateIndices(); + + } + + function generateSegment( i ) { + + // we use getPointAt to sample evenly distributed points from the given path + + P = path.getPointAt( i / tubularSegments, P ); + + // retrieve corresponding normal and binormal + + const N = frames.normals[ i ]; + const B = frames.binormals[ i ]; + + // generate normals and vertices for the current segment + + for ( let j = 0; j <= radialSegments; j ++ ) { + + const v = j / radialSegments * Math.PI * 2; + + const sin = Math.sin( v ); + const cos = - Math.cos( v ); + + // normal + + normal.x = ( cos * N.x + sin * B.x ); + normal.y = ( cos * N.y + sin * B.y ); + normal.z = ( cos * N.z + sin * B.z ); + normal.normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // vertex + + vertex.x = P.x + radius * normal.x; + vertex.y = P.y + radius * normal.y; + vertex.z = P.z + radius * normal.z; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + function generateIndices() { + + for ( let j = 1; j <= tubularSegments; j ++ ) { + + for ( let i = 1; i <= radialSegments; i ++ ) { + + const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + const b = ( radialSegments + 1 ) * j + ( i - 1 ); + const c = ( radialSegments + 1 ) * j + i; + const d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + } + + function generateUVs() { + + for ( let i = 0; i <= tubularSegments; i ++ ) { + + for ( let j = 0; j <= radialSegments; j ++ ) { + + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + + uvs.push( uv.x, uv.y ); + + } + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.path = this.parameters.path.toJSON(); + + return data; + + } + + static fromJSON( data ) { + + // This only works for built-in curves (e.g. CatmullRomCurve3). + // User defined curves or instances of CurvePath will not be deserialized. + return new TubeGeometry( + new Curves[ data.path.type ]().fromJSON( data.path ), + data.tubularSegments, + data.radius, + data.radialSegments, + data.closed + ); + + } + + } + + class WireframeGeometry extends BufferGeometry { + + constructor( geometry = null ) { + + super(); + + this.type = 'WireframeGeometry'; + + this.parameters = { + geometry: geometry + }; + + if ( geometry !== null ) { + + // buffer + + const vertices = []; + const edges = new Set(); + + // helper variables + + const start = new Vector3(); + const end = new Vector3(); + + if ( geometry.index !== null ) { + + // indexed BufferGeometry + + const position = geometry.attributes.position; + const indices = geometry.index; + let groups = geometry.groups; + + if ( groups.length === 0 ) { + + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + + } + + // create a data structure that contains all edges without duplicates + + for ( let o = 0, ol = groups.length; o < ol; ++ o ) { + + const group = groups[ o ]; + + const groupStart = group.start; + const groupCount = group.count; + + for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) { + + for ( let j = 0; j < 3; j ++ ) { + + const index1 = indices.getX( i + j ); + const index2 = indices.getX( i + ( j + 1 ) % 3 ); + + start.fromBufferAttribute( position, index1 ); + end.fromBufferAttribute( position, index2 ); + + if ( isUniqueEdge( start, end, edges ) === true ) { + + vertices.push( start.x, start.y, start.z ); + vertices.push( end.x, end.y, end.z ); + + } + + } + + } + + } + + } else { + + // non-indexed BufferGeometry + + const position = geometry.attributes.position; + + for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + + for ( let j = 0; j < 3; j ++ ) { + + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + + const index1 = 3 * i + j; + const index2 = 3 * i + ( ( j + 1 ) % 3 ); + + start.fromBufferAttribute( position, index1 ); + end.fromBufferAttribute( position, index2 ); + + if ( isUniqueEdge( start, end, edges ) === true ) { + + vertices.push( start.x, start.y, start.z ); + vertices.push( end.x, end.y, end.z ); + + } + + } + + } + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + } + + function isUniqueEdge( start, end, edges ) { + + const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`; + const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge + + if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) { + + return false; + + } else { + + edges.add( hash1 ); + edges.add( hash2 ); + return true; + + } + + } + + var Geometries = /*#__PURE__*/Object.freeze({ + __proto__: null, + BoxGeometry: BoxGeometry, + CapsuleGeometry: CapsuleGeometry, + CircleGeometry: CircleGeometry, + ConeGeometry: ConeGeometry, + CylinderGeometry: CylinderGeometry, + DodecahedronGeometry: DodecahedronGeometry, + EdgesGeometry: EdgesGeometry, + ExtrudeGeometry: ExtrudeGeometry, + IcosahedronGeometry: IcosahedronGeometry, + LatheGeometry: LatheGeometry, + OctahedronGeometry: OctahedronGeometry, + PlaneGeometry: PlaneGeometry, + PolyhedronGeometry: PolyhedronGeometry, + RingGeometry: RingGeometry, + ShapeGeometry: ShapeGeometry, + SphereGeometry: SphereGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TorusGeometry: TorusGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TubeGeometry: TubeGeometry, + WireframeGeometry: WireframeGeometry + }); + + class ShadowMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isShadowMaterial = true; + + this.type = 'ShadowMaterial'; + + this.color = new Color( 0x000000 ); + this.transparent = true; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.fog = source.fog; + + return this; + + } + + } + + class RawShaderMaterial extends ShaderMaterial { + + constructor( parameters ) { + + super( parameters ); + + this.isRawShaderMaterial = true; + + this.type = 'RawShaderMaterial'; + + } + + } + + class MeshStandardMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshStandardMaterial = true; + + this.defines = { 'STANDARD': '' }; + + this.type = 'MeshStandardMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 1.0; + this.metalness = 0.0; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.roughnessMap = null; + + this.metalnessMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapIntensity = 1.0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { 'STANDARD': '' }; + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + + } + + class MeshPhysicalMaterial extends MeshStandardMaterial { + + constructor( parameters ) { + + super(); + + this.isMeshPhysicalMaterial = true; + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.type = 'MeshPhysicalMaterial'; + + this.anisotropyRotation = 0; + this.anisotropyMap = null; + + this.clearcoatMap = null; + this.clearcoatRoughness = 0.0; + this.clearcoatRoughnessMap = null; + this.clearcoatNormalScale = new Vector2( 1, 1 ); + this.clearcoatNormalMap = null; + + this.ior = 1.5; + + Object.defineProperty( this, 'reflectivity', { + get: function () { + + return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) ); + + }, + set: function ( reflectivity ) { + + this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity ); + + } + } ); + + this.iridescenceMap = null; + this.iridescenceIOR = 1.3; + this.iridescenceThicknessRange = [ 100, 400 ]; + this.iridescenceThicknessMap = null; + + this.sheenColor = new Color( 0x000000 ); + this.sheenColorMap = null; + this.sheenRoughness = 1.0; + this.sheenRoughnessMap = null; + + this.transmissionMap = null; + + this.thickness = 0; + this.thicknessMap = null; + this.attenuationDistance = Infinity; + this.attenuationColor = new Color( 1, 1, 1 ); + + this.specularIntensity = 1.0; + this.specularIntensityMap = null; + this.specularColor = new Color( 1, 1, 1 ); + this.specularColorMap = null; + + this._anisotropy = 0; + this._clearcoat = 0; + this._iridescence = 0; + this._sheen = 0.0; + this._transmission = 0; + + this.setValues( parameters ); + + } + + get anisotropy() { + + return this._anisotropy; + + } + + set anisotropy( value ) { + + if ( this._anisotropy > 0 !== value > 0 ) { + + this.version ++; + + } + + this._anisotropy = value; + + } + + get clearcoat() { + + return this._clearcoat; + + } + + set clearcoat( value ) { + + if ( this._clearcoat > 0 !== value > 0 ) { + + this.version ++; + + } + + this._clearcoat = value; + + } + + get iridescence() { + + return this._iridescence; + + } + + set iridescence( value ) { + + if ( this._iridescence > 0 !== value > 0 ) { + + this.version ++; + + } + + this._iridescence = value; + + } + + get sheen() { + + return this._sheen; + + } + + set sheen( value ) { + + if ( this._sheen > 0 !== value > 0 ) { + + this.version ++; + + } + + this._sheen = value; + + } + + get transmission() { + + return this._transmission; + + } + + set transmission( value ) { + + if ( this._transmission > 0 !== value > 0 ) { + + this.version ++; + + } + + this._transmission = value; + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.anisotropy = source.anisotropy; + this.anisotropyRotation = source.anisotropyRotation; + this.anisotropyMap = source.anisotropyMap; + + this.clearcoat = source.clearcoat; + this.clearcoatMap = source.clearcoatMap; + this.clearcoatRoughness = source.clearcoatRoughness; + this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; + this.clearcoatNormalMap = source.clearcoatNormalMap; + this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); + + this.ior = source.ior; + + this.iridescence = source.iridescence; + this.iridescenceMap = source.iridescenceMap; + this.iridescenceIOR = source.iridescenceIOR; + this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ]; + this.iridescenceThicknessMap = source.iridescenceThicknessMap; + + this.sheen = source.sheen; + this.sheenColor.copy( source.sheenColor ); + this.sheenColorMap = source.sheenColorMap; + this.sheenRoughness = source.sheenRoughness; + this.sheenRoughnessMap = source.sheenRoughnessMap; + + this.transmission = source.transmission; + this.transmissionMap = source.transmissionMap; + + this.thickness = source.thickness; + this.thicknessMap = source.thicknessMap; + this.attenuationDistance = source.attenuationDistance; + this.attenuationColor.copy( source.attenuationColor ); + + this.specularIntensity = source.specularIntensity; + this.specularIntensityMap = source.specularIntensityMap; + this.specularColor.copy( source.specularColor ); + this.specularColorMap = source.specularColorMap; + + return this; + + } + + } + + class MeshPhongMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshPhongMaterial = true; + + this.type = 'MeshPhongMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.specular = new Color( 0x111111 ); + this.shininess = 30; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + + } + + class MeshToonMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshToonMaterial = true; + + this.defines = { 'TOON': '' }; + + this.type = 'MeshToonMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + this.gradientMap = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.alphaMap = null; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + this.gradientMap = source.gradientMap; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.alphaMap = source.alphaMap; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.fog = source.fog; + + return this; + + } + + } + + class MeshNormalMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshNormalMaterial = true; + + this.type = 'MeshNormalMaterial'; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.flatShading = false; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.flatShading = source.flatShading; + + return this; + + } + + } + + class MeshLambertMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshLambertMaterial = true; + + this.type = 'MeshLambertMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + + } + + class MeshMatcapMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshMatcapMaterial = true; + + this.defines = { 'MATCAP': '' }; + + this.type = 'MeshMatcapMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + + this.matcap = null; + + this.map = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.alphaMap = null; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + + copy( source ) { + + super.copy( source ); + + this.defines = { 'MATCAP': '' }; + + this.color.copy( source.color ); + + this.matcap = source.matcap; + + this.map = source.map; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.alphaMap = source.alphaMap; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + + } + + class LineDashedMaterial extends LineBasicMaterial { + + constructor( parameters ) { + + super(); + + this.isLineDashedMaterial = true; + + this.type = 'LineDashedMaterial'; + + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + + return this; + + } + + } + + // same as Array.prototype.slice, but also works on typed arrays + function arraySlice( array, from, to ) { + + if ( isTypedArray( array ) ) { + + // in ios9 array.subarray(from, undefined) will return empty array + // but array.subarray(from) or array.subarray(from, len) is correct + return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) ); + + } + + return array.slice( from, to ); + + } + + // converts an array to a specific type + function convertArray( array, type, forceClone ) { + + if ( ! array || // let 'undefined' and 'null' pass + ! forceClone && array.constructor === type ) return array; + + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + + return new type( array ); // create typed array + + } + + return Array.prototype.slice.call( array ); // create Array + + } + + function isTypedArray( object ) { + + return ArrayBuffer.isView( object ) && + ! ( object instanceof DataView ); + + } + + // returns an array by which times and values can be sorted + function getKeyframeOrder( times ) { + + function compareTime( i, j ) { + + return times[ i ] - times[ j ]; + + } + + const n = times.length; + const result = new Array( n ); + for ( let i = 0; i !== n; ++ i ) result[ i ] = i; + + result.sort( compareTime ); + + return result; + + } + + // uses the array previously returned by 'getKeyframeOrder' to sort data + function sortedArray( values, stride, order ) { + + const nValues = values.length; + const result = new values.constructor( nValues ); + + for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + + const srcOffset = order[ i ] * stride; + + for ( let j = 0; j !== stride; ++ j ) { + + result[ dstOffset ++ ] = values[ srcOffset + j ]; + + } + + } + + return result; + + } + + // function for parsing AOS keyframe formats + function flattenJSON( jsonKeys, times, values, valuePropertyName ) { + + let i = 1, key = jsonKeys[ 0 ]; + + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + + key = jsonKeys[ i ++ ]; + + } + + if ( key === undefined ) return; // no data + + let value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data + + if ( Array.isArray( value ) ) { + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push.apply( values, value ); // push all elements + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else if ( value.toArray !== undefined ) { + + // ...assume THREE.Math-ish + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + value.toArray( values, values.length ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else { + + // otherwise push as-is + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push( value ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } + + } + + function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) { + + const clip = sourceClip.clone(); + + clip.name = name; + + const tracks = []; + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + const track = clip.tracks[ i ]; + const valueSize = track.getValueSize(); + + const times = []; + const values = []; + + for ( let j = 0; j < track.times.length; ++ j ) { + + const frame = track.times[ j ] * fps; + + if ( frame < startFrame || frame >= endFrame ) continue; + + times.push( track.times[ j ] ); + + for ( let k = 0; k < valueSize; ++ k ) { + + values.push( track.values[ j * valueSize + k ] ); + + } + + } + + if ( times.length === 0 ) continue; + + track.times = convertArray( times, track.times.constructor ); + track.values = convertArray( values, track.values.constructor ); + + tracks.push( track ); + + } + + clip.tracks = tracks; + + // find minimum .times value across all tracks in the trimmed clip + + let minStartTime = Infinity; + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { + + minStartTime = clip.tracks[ i ].times[ 0 ]; + + } + + } + + // shift all tracks such that clip begins at t=0 + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + clip.tracks[ i ].shift( - 1 * minStartTime ); + + } + + clip.resetDuration(); + + return clip; + + } + + function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { + + if ( fps <= 0 ) fps = 30; + + const numTracks = referenceClip.tracks.length; + const referenceTime = referenceFrame / fps; + + // Make each track's values relative to the values at the reference frame + for ( let i = 0; i < numTracks; ++ i ) { + + const referenceTrack = referenceClip.tracks[ i ]; + const referenceTrackType = referenceTrack.ValueTypeName; + + // Skip this track if it's non-numeric + if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; + + // Find the track in the target clip whose name and type matches the reference track + const targetTrack = targetClip.tracks.find( function ( track ) { + + return track.name === referenceTrack.name + && track.ValueTypeName === referenceTrackType; + + } ); + + if ( targetTrack === undefined ) continue; + + let referenceOffset = 0; + const referenceValueSize = referenceTrack.getValueSize(); + + if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + referenceOffset = referenceValueSize / 3; + + } + + let targetOffset = 0; + const targetValueSize = targetTrack.getValueSize(); + + if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + targetOffset = targetValueSize / 3; + + } + + const lastIndex = referenceTrack.times.length - 1; + let referenceValue; + + // Find the value to subtract out of the track + if ( referenceTime <= referenceTrack.times[ 0 ] ) { + + // Reference frame is earlier than the first keyframe, so just use the first keyframe + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex ); + + } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) { + + // Reference frame is after the last keyframe, so just use the last keyframe + const startIndex = lastIndex * referenceValueSize + referenceOffset; + const endIndex = startIndex + referenceValueSize - referenceOffset; + referenceValue = arraySlice( referenceTrack.values, startIndex, endIndex ); + + } else { + + // Interpolate to the reference value + const interpolant = referenceTrack.createInterpolant(); + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + interpolant.evaluate( referenceTime ); + referenceValue = arraySlice( interpolant.resultBuffer, startIndex, endIndex ); + + } + + // Conjugate the quaternion + if ( referenceTrackType === 'quaternion' ) { + + const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); + referenceQuat.toArray( referenceValue ); + + } + + // Subtract the reference value from all of the track values + + const numTimes = targetTrack.times.length; + for ( let j = 0; j < numTimes; ++ j ) { + + const valueStart = j * targetValueSize + targetOffset; + + if ( referenceTrackType === 'quaternion' ) { + + // Multiply the conjugate for quaternion track types + Quaternion.multiplyQuaternionsFlat( + targetTrack.values, + valueStart, + referenceValue, + 0, + targetTrack.values, + valueStart + ); + + } else { + + const valueEnd = targetValueSize - targetOffset * 2; + + // Subtract each value for all other numeric track types + for ( let k = 0; k < valueEnd; ++ k ) { + + targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; + + } + + } + + } + + } + + targetClip.blendMode = AdditiveAnimationBlendMode; + + return targetClip; + + } + + const AnimationUtils = { + arraySlice: arraySlice, + convertArray: convertArray, + isTypedArray: isTypedArray, + getKeyframeOrder: getKeyframeOrder, + sortedArray: sortedArray, + flattenJSON: flattenJSON, + subclip: subclip, + makeClipAdditive: makeClipAdditive + }; + + /** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + */ + + class Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + + this.settings = null; + this.DefaultSettings_ = {}; + + } + + evaluate( t ) { + + const pp = this.parameterPositions; + let i1 = this._cachedIndex, + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + let right; + + linear_scan: { + + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( let giveUpAt = i1 + 2; ; ) { + + if ( t1 === undefined ) { + + if ( t < t0 ) break forward_scan; + + // after end + + i1 = pp.length; + this._cachedIndex = i1; + return this.copySampleValue_( i1 - 1 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t0 = t1; + t1 = pp[ ++ i1 ]; + + if ( t < t1 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } + + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { + + // looping? + + const t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( let giveUpAt = i1 - 2; ; ) { + + if ( t0 === undefined ) { + + // before start + + this._cachedIndex = 0; + return this.copySampleValue_( 0 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t1 = t0; + t0 = pp[ -- i1 - 1 ]; + + if ( t >= t0 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; + + } + + // the interval is valid + + break validate_interval; + + } // linear scan + + // binary search + + while ( i1 < right ) { + + const mid = ( i1 + right ) >>> 1; + + if ( t < pp[ mid ] ) { + + right = mid; + + } else { + + i1 = mid + 1; + + } + + } + + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; + + // check boundary cases, again + + if ( t0 === undefined ) { + + this._cachedIndex = 0; + return this.copySampleValue_( 0 ); + + } + + if ( t1 === undefined ) { + + i1 = pp.length; + this._cachedIndex = i1; + return this.copySampleValue_( i1 - 1 ); + + } + + } // seek + + this._cachedIndex = i1; + + this.intervalChanged_( i1, t0, t1 ); + + } // validate_interval + + return this.interpolate_( i1, t0, t, t1 ); + + } + + getSettings_() { + + return this.settings || this.DefaultSettings_; + + } + + copySampleValue_( index ) { + + // copies a sample value to the result buffer + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + } + + // Template methods for derived classes: + + interpolate_( /* i1, t0, t, t1 */ ) { + + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer + + } + + intervalChanged_( /* i1, t0, t1 */ ) { + + // empty + + } + + } + + /** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + */ + + class CubicInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; + + this.DefaultSettings_ = { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + + }; + + } + + intervalChanged_( i1, t0, t1 ) { + + const pp = this.parameterPositions; + let iPrev = i1 - 2, + iNext = i1 + 1, + + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; + + if ( tPrev === undefined ) { + + switch ( this.getSettings_().endingStart ) { + + case ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + + } + + } + + if ( tNext === undefined ) { + + switch ( this.getSettings_().endingEnd ) { + + case ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + + } + + } + + const halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; + + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, + + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; + + // evaluate polynomials + + const sP = - wP * ppp + 2 * wP * pp - wP * p; + const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; + const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + const sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + + } + + class LinearInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; + + } + + return result; + + } + + } + + /** + * + * Interpolant that evaluates to the sample value at the position preceding + * the parameter. + */ + + class DiscreteInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1 /*, t0, t, t1 */ ) { + + return this.copySampleValue_( i1 - 1 ); + + } + + } + + class KeyframeTrack { + + constructor( name, times, values, interpolation ) { + + if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); + if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); + + this.name = name; + + this.times = convertArray( times, this.TimeBufferType ); + this.values = convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + + } + + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): + + static toJSON( track ) { + + const trackType = track.constructor; + + let json; + + // derived classes can define a static toJSON method + if ( trackType.toJSON !== this.toJSON ) { + + json = trackType.toJSON( track ); + + } else { + + // by default, we assume the data can be serialized as-is + json = { + + 'name': track.name, + 'times': convertArray( track.times, Array ), + 'values': convertArray( track.values, Array ) + + }; + + const interpolation = track.getInterpolation(); + + if ( interpolation !== track.DefaultInterpolation ) { + + json.interpolation = interpolation; + + } + + } + + json.type = track.ValueTypeName; // mandatory + + return json; + + } + + InterpolantFactoryMethodDiscrete( result ) { + + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + InterpolantFactoryMethodLinear( result ) { + + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + InterpolantFactoryMethodSmooth( result ) { + + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + setInterpolation( interpolation ) { + + let factoryMethod; + + switch ( interpolation ) { + + case InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + } + + if ( factoryMethod === undefined ) { + + const message = 'unsupported interpolation for ' + + this.ValueTypeName + ' keyframe track named ' + this.name; + + if ( this.createInterpolant === undefined ) { + + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { + + this.setInterpolation( this.DefaultInterpolation ); + + } else { + + throw new Error( message ); // fatal, in this case + + } + + } + + console.warn( 'THREE.KeyframeTrack:', message ); + return this; + + } + + this.createInterpolant = factoryMethod; + + return this; + + } + + getInterpolation() { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return InterpolateSmooth; + + } + + } + + getValueSize() { + + return this.values.length / this.times.length; + + } + + // move all keyframes either forwards or backwards in time + shift( timeOffset ) { + + if ( timeOffset !== 0.0 ) { + + const times = this.times; + + for ( let i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] += timeOffset; + + } + + } + + return this; + + } + + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + scale( timeScale ) { + + if ( timeScale !== 1.0 ) { + + const times = this.times; + + for ( let i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] *= timeScale; + + } + + } + + return this; + + } + + // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. + // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values + trim( startTime, endTime ) { + + const times = this.times, + nKeys = times.length; + + let from = 0, + to = nKeys - 1; + + while ( from !== nKeys && times[ from ] < startTime ) { + + ++ from; + + } + + while ( to !== - 1 && times[ to ] > endTime ) { + + -- to; + + } + + ++ to; // inclusive -> exclusive bound + + if ( from !== 0 || to !== nKeys ) { + + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) { + + to = Math.max( to, 1 ); + from = to - 1; + + } + + const stride = this.getValueSize(); + this.times = arraySlice( times, from, to ); + this.values = arraySlice( this.values, from * stride, to * stride ); + + } + + return this; + + } + + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + validate() { + + let valid = true; + + const valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); + valid = false; + + } + + const times = this.times, + values = this.values, + + nKeys = times.length; + + if ( nKeys === 0 ) { + + console.error( 'THREE.KeyframeTrack: Track is empty.', this ); + valid = false; + + } + + let prevTime = null; + + for ( let i = 0; i !== nKeys; i ++ ) { + + const currTime = times[ i ]; + + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); + valid = false; + break; + + } + + if ( prevTime !== null && prevTime > currTime ) { + + console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); + valid = false; + break; + + } + + prevTime = currTime; + + } + + if ( values !== undefined ) { + + if ( isTypedArray( values ) ) { + + for ( let i = 0, n = values.length; i !== n; ++ i ) { + + const value = values[ i ]; + + if ( isNaN( value ) ) { + + console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + } + + // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + optimize() { + + // times or values may be shared with other tracks, so overwriting is unsafe + const times = arraySlice( this.times ), + values = arraySlice( this.values ), + stride = this.getValueSize(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + lastIndex = times.length - 1; + + let writeIndex = 1; + + for ( let i = 1; i < lastIndex; ++ i ) { + + let keep = false; + + const time = times[ i ]; + const timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { + + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors + + const offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( let j = 0; j !== stride; ++ j ) { + + const value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } else { + + keep = true; + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + const readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( let j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + } + + ++ writeIndex; + + } + + } + + // flush last keyframe (compaction looks ahead) + + if ( lastIndex > 0 ) { + + times[ writeIndex ] = times[ lastIndex ]; + + for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + ++ writeIndex; + + } + + if ( writeIndex !== times.length ) { + + this.times = arraySlice( times, 0, writeIndex ); + this.values = arraySlice( values, 0, writeIndex * stride ); + + } else { + + this.times = times; + this.values = values; + + } + + return this; + + } + + clone() { + + const times = arraySlice( this.times, 0 ); + const values = arraySlice( this.values, 0 ); + + const TypedKeyframeTrack = this.constructor; + const track = new TypedKeyframeTrack( this.name, times, values ); + + // Interpolant argument to constructor is not saved, so copy the factory method directly. + track.createInterpolant = this.createInterpolant; + + return track; + + } + + } + + KeyframeTrack.prototype.TimeBufferType = Float32Array; + KeyframeTrack.prototype.ValueBufferType = Float32Array; + KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; + + /** + * A Track of Boolean keyframe values. + */ + class BooleanKeyframeTrack extends KeyframeTrack {} + + BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; + BooleanKeyframeTrack.prototype.ValueBufferType = Array; + BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; + BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; + BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + + /** + * A Track of keyframe values that represent color. + */ + class ColorKeyframeTrack extends KeyframeTrack {} + + ColorKeyframeTrack.prototype.ValueTypeName = 'color'; + + /** + * A Track of numeric keyframe values. + */ + class NumberKeyframeTrack extends KeyframeTrack {} + + NumberKeyframeTrack.prototype.ValueTypeName = 'number'; + + /** + * Spherical linear unit quaternion interpolant. + */ + + class QuaternionLinearInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + let offset = i1 * stride; + + for ( let end = offset + stride; offset !== end; offset += 4 ) { + + Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + + } + + /** + * A Track of quaternion keyframe values. + */ + class QuaternionKeyframeTrack extends KeyframeTrack { + + InterpolantFactoryMethodLinear( result ) { + + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + } + + QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; + // ValueBufferType is inherited + QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; + QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + + /** + * A Track that interpolates Strings + */ + class StringKeyframeTrack extends KeyframeTrack {} + + StringKeyframeTrack.prototype.ValueTypeName = 'string'; + StringKeyframeTrack.prototype.ValueBufferType = Array; + StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; + StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; + StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + + /** + * A Track of vectored keyframe values. + */ + class VectorKeyframeTrack extends KeyframeTrack {} + + VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; + + class AnimationClip { + + constructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) { + + this.name = name; + this.tracks = tracks; + this.duration = duration; + this.blendMode = blendMode; + + this.uuid = generateUUID(); + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + + } + + + static parse( json ) { + + const tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); + + for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) { + + tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); + + } + + const clip = new this( json.name, json.duration, tracks, json.blendMode ); + clip.uuid = json.uuid; + + return clip; + + } + + static toJSON( clip ) { + + const tracks = [], + clipTracks = clip.tracks; + + const json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks, + 'uuid': clip.uuid, + 'blendMode': clip.blendMode + + }; + + for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + } + + static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) { + + const numMorphTargets = morphTargetSequence.length; + const tracks = []; + + for ( let i = 0; i < numMorphTargets; i ++ ) { + + let times = []; + let values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + const order = getKeyframeOrder( times ); + times = sortedArray( times, 1, order ); + values = sortedArray( values, 1, order ); + + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( ! noLoop && times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + + } + + return new this( name, - 1, tracks ); + + } + + static findByName( objectOrClipArray, name ) { + + let clipArray = objectOrClipArray; + + if ( ! Array.isArray( objectOrClipArray ) ) { + + const o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + + } + + for ( let i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + + } + + return null; + + } + + static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) { + + const animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + const pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { + + const morphTarget = morphTargets[ i ]; + const parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + const name = parts[ 1 ]; + + let animationMorphTargets = animationToMorphTargets[ name ]; + + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + const clips = []; + + for ( const name in animationToMorphTargets ) { + + clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + } + + // parse the animation.hierarchy format + static parseAnimation( animation, bones ) { + + if ( ! animation ) { + + console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); + return null; + + } + + const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { + + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { + + const times = []; + const values = []; + + flattenJSON( animationKeys, times, values, propertyName ); + + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { + + destTracks.push( new trackType( trackName, times, values ) ); + + } + + } + + }; + + const tracks = []; + + const clipName = animation.name || 'default'; + const fps = animation.fps || 30; + const blendMode = animation.blendMode; + + // automatic length determination in AnimationClip. + let duration = animation.length || - 1; + + const hierarchyTracks = animation.hierarchy || []; + + for ( let h = 0; h < hierarchyTracks.length; h ++ ) { + + const animationKeys = hierarchyTracks[ h ].keys; + + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) continue; + + // process morph targets + if ( animationKeys[ 0 ].morphTargets ) { + + // figure out all morph targets used in this track + const morphTargetNames = {}; + + let k; + + for ( k = 0; k < animationKeys.length; k ++ ) { + + if ( animationKeys[ k ].morphTargets ) { + + for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + + morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; + + } + + } + + } + + // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. + for ( const morphTargetName in morphTargetNames ) { + + const times = []; + const values = []; + + for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + + const animationKey = animationKeys[ k ]; + + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + + } + + tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + + } + + duration = morphTargetNames.length * fps; + + } else { + + // ...assume skeletal animation + + const boneName = '.bones[' + bones[ h ].name + ']'; + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); + + addNonemptyTrack( + QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); + + } + + } + + if ( tracks.length === 0 ) { + + return null; + + } + + const clip = new this( clipName, duration, tracks, blendMode ); + + return clip; + + } + + resetDuration() { + + const tracks = this.tracks; + let duration = 0; + + for ( let i = 0, n = tracks.length; i !== n; ++ i ) { + + const track = this.tracks[ i ]; + + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + return this; + + } + + trim() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + } + + validate() { + + let valid = true; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + valid = valid && this.tracks[ i ].validate(); + + } + + return valid; + + } + + optimize() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + } + + clone() { + + const tracks = []; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + tracks.push( this.tracks[ i ].clone() ); + + } + + return new this.constructor( this.name, this.duration, tracks, this.blendMode ); + + } + + toJSON() { + + return this.constructor.toJSON( this ); + + } + + } + + function getTrackTypeForValueTypeName( typeName ) { + + switch ( typeName.toLowerCase() ) { + + case 'scalar': + case 'double': + case 'float': + case 'number': + case 'integer': + + return NumberKeyframeTrack; + + case 'vector': + case 'vector2': + case 'vector3': + case 'vector4': + + return VectorKeyframeTrack; + + case 'color': + + return ColorKeyframeTrack; + + case 'quaternion': + + return QuaternionKeyframeTrack; + + case 'bool': + case 'boolean': + + return BooleanKeyframeTrack; + + case 'string': + + return StringKeyframeTrack; + + } + + throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); + + } + + function parseKeyframeTrack( json ) { + + if ( json.type === undefined ) { + + throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); + + } + + const trackType = getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + const times = [], values = []; + + flattenJSON( json.keys, times, values, 'value' ); + + json.times = times; + json.values = values; + + } + + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { + + return trackType.parse( json ); + + } else { + + // by default, we assume a constructor compatible with the base + return new trackType( json.name, json.times, json.values, json.interpolation ); + + } + + } + + const Cache = { + + enabled: false, + + files: {}, + + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + clear: function () { + + this.files = {}; + + } + + }; + + class LoadingManager { + + constructor( onLoad, onProgress, onError ) { + + const scope = this; + + let isLoading = false; + let itemsLoaded = 0; + let itemsTotal = 0; + let urlModifier = undefined; + const handlers = []; + + // Refer to #5689 for the reason why we don't set .onStart + // in the constructor + + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function ( url ) { + + itemsTotal ++; + + if ( isLoading === false ) { + + if ( scope.onStart !== undefined ) { + + scope.onStart( url, itemsLoaded, itemsTotal ); + + } + + } + + isLoading = true; + + }; + + this.itemEnd = function ( url ) { + + itemsLoaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, itemsLoaded, itemsTotal ); + + } + + if ( itemsLoaded === itemsTotal ) { + + isLoading = false; + + if ( scope.onLoad !== undefined ) { + + scope.onLoad(); + + } + + } + + }; + + this.itemError = function ( url ) { + + if ( scope.onError !== undefined ) { + + scope.onError( url ); + + } + + }; + + this.resolveURL = function ( url ) { + + if ( urlModifier ) { + + return urlModifier( url ); + + } + + return url; + + }; + + this.setURLModifier = function ( transform ) { + + urlModifier = transform; + + return this; + + }; + + this.addHandler = function ( regex, loader ) { + + handlers.push( regex, loader ); + + return this; + + }; + + this.removeHandler = function ( regex ) { + + const index = handlers.indexOf( regex ); + + if ( index !== - 1 ) { + + handlers.splice( index, 2 ); + + } + + return this; + + }; + + this.getHandler = function ( file ) { + + for ( let i = 0, l = handlers.length; i < l; i += 2 ) { + + const regex = handlers[ i ]; + const loader = handlers[ i + 1 ]; + + if ( regex.global ) regex.lastIndex = 0; // see #17920 + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + }; + + } + + } + + const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager(); + + class Loader { + + constructor( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + this.crossOrigin = 'anonymous'; + this.withCredentials = false; + this.path = ''; + this.resourcePath = ''; + this.requestHeader = {}; + + } + + load( /* url, onLoad, onProgress, onError */ ) {} + + loadAsync( url, onProgress ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.load( url, resolve, onProgress, reject ); + + } ); + + } + + parse( /* data */ ) {} + + setCrossOrigin( crossOrigin ) { + + this.crossOrigin = crossOrigin; + return this; + + } + + setWithCredentials( value ) { + + this.withCredentials = value; + return this; + + } + + setPath( path ) { + + this.path = path; + return this; + + } + + setResourcePath( resourcePath ) { + + this.resourcePath = resourcePath; + return this; + + } + + setRequestHeader( requestHeader ) { + + this.requestHeader = requestHeader; + return this; + + } + + } + + Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT'; + + const loading = {}; + + class HttpError extends Error { + + constructor( message, response ) { + + super( message ); + this.response = response; + + } + + } + + class FileLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + this.manager.itemStart( url ); + + setTimeout( () => { + + if ( onLoad ) onLoad( cached ); + + this.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + // Check if request is duplicate + + if ( loading[ url ] !== undefined ) { + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + return; + + } + + // Initialise array for duplicate requests + loading[ url ] = []; + + loading[ url ].push( { + onLoad: onLoad, + onProgress: onProgress, + onError: onError, + } ); + + // create request + const req = new Request( url, { + headers: new Headers( this.requestHeader ), + credentials: this.withCredentials ? 'include' : 'same-origin', + // An abort controller could be added within a future PR + } ); + + // record states ( avoid data race ) + const mimeType = this.mimeType; + const responseType = this.responseType; + + // start the fetch + fetch( req ) + .then( response => { + + if ( response.status === 200 || response.status === 0 ) { + + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + + if ( response.status === 0 ) { + + console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + + } + + // Workaround: Checking if response.body === undefined for Alipay browser #23548 + + if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) { + + return response; + + } + + const callbacks = loading[ url ]; + const reader = response.body.getReader(); + + // Nginx needs X-File-Size check + // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content + const contentLength = response.headers.get( 'Content-Length' ) || response.headers.get( 'X-File-Size' ); + const total = contentLength ? parseInt( contentLength ) : 0; + const lengthComputable = total !== 0; + let loaded = 0; + + // periodically read data into the new stream tracking while download progress + const stream = new ReadableStream( { + start( controller ) { + + readData(); + + function readData() { + + reader.read().then( ( { done, value } ) => { + + if ( done ) { + + controller.close(); + + } else { + + loaded += value.byteLength; + + const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } ); + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); + + } + + controller.enqueue( value ); + readData(); + + } + + } ); + + } + + } + + } ); + + return new Response( stream ); + + } else { + + throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response ); + + } + + } ) + .then( response => { + + switch ( responseType ) { + + case 'arraybuffer': + + return response.arrayBuffer(); + + case 'blob': + + return response.blob(); + + case 'document': + + return response.text() + .then( text => { + + const parser = new DOMParser(); + return parser.parseFromString( text, mimeType ); + + } ); + + case 'json': + + return response.json(); + + default: + + if ( mimeType === undefined ) { + + return response.text(); + + } else { + + // sniff encoding + const re = /charset="?([^;"\s]*)"?/i; + const exec = re.exec( mimeType ); + const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined; + const decoder = new TextDecoder( label ); + return response.arrayBuffer().then( ab => decoder.decode( ab ) ); + + } + + } + + } ) + .then( data => { + + // Add to cache only on HTTP success, so that we do not cache + // error response bodies as proper responses to requests. + Cache.add( url, data ); + + const callbacks = loading[ url ]; + delete loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( data ); + + } + + } ) + .catch( err => { + + // Abort errors and other errors are handled the same + + const callbacks = loading[ url ]; + + if ( callbacks === undefined ) { + + // When onLoad was called and url was deleted in `loading` + this.manager.itemError( url ); + throw err; + + } + + delete loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( err ); + + } + + this.manager.itemError( url ); + + } ) + .finally( () => { + + this.manager.itemEnd( url ); + + } ); + + this.manager.itemStart( url ); + + } + + setResponseType( value ) { + + this.responseType = value; + return this; + + } + + setMimeType( value ) { + + this.mimeType = value; + return this; + + } + + } + + class AnimationLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + parse( json ) { + + const animations = []; + + for ( let i = 0; i < json.length; i ++ ) { + + const clip = AnimationClip.parse( json[ i ] ); + + animations.push( clip ); + + } + + return animations; + + } + + } + + /** + * Abstract Base class to block based textures loader (dds, pvr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ + + class CompressedTextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const images = []; + + const texture = new CompressedTexture(); + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + + let loaded = 0; + + function loadTexture( i ) { + + loader.load( url[ i ], function ( buffer ) { + + const texDatas = scope.parse( buffer, true ); + + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + + loaded += 1; + + if ( loaded === 6 ) { + + if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter; + + texture.image = images; + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, onProgress, onError ); + + } + + if ( Array.isArray( url ) ) { + + for ( let i = 0, il = url.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + } else { + + // compressed cubemap texture stored in a single DDS file + + loader.load( url, function ( buffer ) { + + const texDatas = scope.parse( buffer, true ); + + if ( texDatas.isCubemap ) { + + const faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for ( let f = 0; f < faces; f ++ ) { + + images[ f ] = { mipmaps: [] }; + + for ( let i = 0; i < texDatas.mipmapCount; i ++ ) { + + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; + + } + + } + + texture.image = images; + + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + + } + + if ( texDatas.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onProgress, onError ); + + } + + return texture; + + } + + } + + class ImageLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const scope = this; + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + const image = createElementNS( 'img' ); + + function onImageLoad() { + + removeEventListeners(); + + Cache.add( url, this ); + + if ( onLoad ) onLoad( this ); + + scope.manager.itemEnd( url ); + + } + + function onImageError( event ) { + + removeEventListeners(); + + if ( onError ) onError( event ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } + + function removeEventListeners() { + + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); + + } + + image.addEventListener( 'load', onImageLoad, false ); + image.addEventListener( 'error', onImageError, false ); + + if ( url.slice( 0, 5 ) !== 'data:' ) { + + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + + } + + scope.manager.itemStart( url ); + + image.src = url; + + return image; + + } + + } + + class CubeTextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( urls, onLoad, onProgress, onError ) { + + const texture = new CubeTexture(); + texture.colorSpace = SRGBColorSpace; + + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + let loaded = 0; + + function loadTexture( i ) { + + loader.load( urls[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded ++; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( let i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + } + + } + + /** + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ + + class DataTextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const texture = new DataTexture(); + + const loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setPath( this.path ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( buffer ) { + + const texData = scope.parse( buffer ); + + if ( ! texData ) return; + + if ( texData.image !== undefined ) { + + texture.image = texData.image; + + } else if ( texData.data !== undefined ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; + + texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; + texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; + + texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; + + if ( texData.colorSpace !== undefined ) { + + texture.colorSpace = texData.colorSpace; + + } else if ( texData.encoding !== undefined ) { // @deprecated, r152 + + texture.encoding = texData.encoding; + + } + + if ( texData.flipY !== undefined ) { + + texture.flipY = texData.flipY; + + } + + if ( texData.format !== undefined ) { + + texture.format = texData.format; + + } + + if ( texData.type !== undefined ) { + + texture.type = texData.type; + + } + + if ( texData.mipmaps !== undefined ) { + + texture.mipmaps = texData.mipmaps; + texture.minFilter = LinearMipmapLinearFilter; // presumably... + + } + + if ( texData.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + if ( texData.generateMipmaps !== undefined ) { + + texture.generateMipmaps = texData.generateMipmaps; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + + } + + class TextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const texture = new Texture(); + + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + loader.load( url, function ( image ) { + + texture.image = image; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + } + + } + + class Light extends Object3D { + + constructor( color, intensity = 1 ) { + + super(); + + this.isLight = true; + + this.type = 'Light'; + + this.color = new Color( color ); + this.intensity = intensity; + + } + + dispose() { + + // Empty here in base class; some subclasses override. + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); + + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + + return data; + + } + + } + + class HemisphereLight extends Light { + + constructor( skyColor, groundColor, intensity ) { + + super( skyColor, intensity ); + + this.isHemisphereLight = true; + + this.type = 'HemisphereLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + this.groundColor = new Color( groundColor ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + + } + + const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4(); + const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3(); + const _lookTarget$1 = /*@__PURE__*/ new Vector3(); + + class LightShadow { + + constructor( camera ) { + + this.camera = camera; + + this.bias = 0; + this.normalBias = 0; + this.radius = 1; + this.blurSamples = 8; + + this.mapSize = new Vector2( 512, 512 ); + + this.map = null; + this.mapPass = null; + this.matrix = new Matrix4(); + + this.autoUpdate = true; + this.needsUpdate = false; + + this._frustum = new Frustum(); + this._frameExtents = new Vector2( 1, 1 ); + + this._viewportCount = 1; + + this._viewports = [ + + new Vector4( 0, 0, 1, 1 ) + + ]; + + } + + getViewportCount() { + + return this._viewportCount; + + } + + getFrustum() { + + return this._frustum; + + } + + updateMatrices( light ) { + + const shadowCamera = this.camera; + const shadowMatrix = this.matrix; + + _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld$1 ); + + _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget$1 ); + shadowCamera.updateMatrixWorld(); + + _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 ); + + shadowMatrix.set( + 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 + ); + + shadowMatrix.multiply( _projScreenMatrix$1 ); + + } + + getViewport( viewportIndex ) { + + return this._viewports[ viewportIndex ]; + + } + + getFrameExtents() { + + return this._frameExtents; + + } + + dispose() { + + if ( this.map ) { + + this.map.dispose(); + + } + + if ( this.mapPass ) { + + this.mapPass.dispose(); + + } + + } + + copy( source ) { + + this.camera = source.camera.clone(); + + this.bias = source.bias; + this.radius = source.radius; + + this.mapSize.copy( source.mapSize ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + toJSON() { + + const object = {}; + + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.normalBias !== 0 ) object.normalBias = this.normalBias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + + } + + class SpotLightShadow extends LightShadow { + + constructor() { + + super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + + this.isSpotLightShadow = true; + + this.focus = 1; + + } + + updateMatrices( light ) { + + const camera = this.camera; + + const fov = RAD2DEG * 2 * light.angle * this.focus; + const aspect = this.mapSize.width / this.mapSize.height; + const far = light.distance || camera.far; + + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); + + } + + super.updateMatrices( light ); + + } + + copy( source ) { + + super.copy( source ); + + this.focus = source.focus; + + return this; + + } + + } + + class SpotLight extends Light { + + constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) { + + super( color, intensity ); + + this.isSpotLight = true; + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.distance = distance; + this.angle = angle; + this.penumbra = penumbra; + this.decay = decay; + + this.map = null; + + this.shadow = new SpotLightShadow(); + + } + + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in candela) + // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd) + return this.intensity * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in candela) from the desired luminous power (in lumens) + this.intensity = power / Math.PI; + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + + } + + const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); + const _lightPositionWorld = /*@__PURE__*/ new Vector3(); + const _lookTarget = /*@__PURE__*/ new Vector3(); + + class PointLightShadow extends LightShadow { + + constructor() { + + super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + + this.isPointLightShadow = true; + + this._frameExtents = new Vector2( 4, 2 ); + + this._viewportCount = 6; + + this._viewports = [ + // These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + + // positive X + new Vector4( 2, 1, 1, 1 ), + // negative X + new Vector4( 0, 1, 1, 1 ), + // positive Z + new Vector4( 3, 1, 1, 1 ), + // negative Z + new Vector4( 1, 1, 1, 1 ), + // positive Y + new Vector4( 3, 0, 1, 1 ), + // negative Y + new Vector4( 1, 0, 1, 1 ) + ]; + + this._cubeDirections = [ + new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), + new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) + ]; + + this._cubeUps = [ + new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + ]; + + } + + updateMatrices( light, viewportIndex = 0 ) { + + const camera = this.camera; + const shadowMatrix = this.matrix; + + const far = light.distance || camera.far; + + if ( far !== camera.far ) { + + camera.far = far; + camera.updateProjectionMatrix(); + + } + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + camera.position.copy( _lightPositionWorld ); + + _lookTarget.copy( camera.position ); + _lookTarget.add( this._cubeDirections[ viewportIndex ] ); + camera.up.copy( this._cubeUps[ viewportIndex ] ); + camera.lookAt( _lookTarget ); + camera.updateMatrixWorld(); + + shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( _projScreenMatrix ); + + } + + } + + class PointLight extends Light { + + constructor( color, intensity, distance = 0, decay = 2 ) { + + super( color, intensity ); + + this.isPointLight = true; + + this.type = 'PointLight'; + + this.distance = distance; + this.decay = decay; + + this.shadow = new PointLightShadow(); + + } + + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in candela) + // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd) + return this.intensity * 4 * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in candela) from the desired luminous power (in lumens) + this.intensity = power / ( 4 * Math.PI ); + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + + } + + class DirectionalLightShadow extends LightShadow { + + constructor() { + + super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + + this.isDirectionalLightShadow = true; + + } + + } + + class DirectionalLight extends Light { + + constructor( color, intensity ) { + + super( color, intensity ); + + this.isDirectionalLight = true; + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.shadow = new DirectionalLightShadow(); + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source ) { + + super.copy( source ); + + this.target = source.target.clone(); + this.shadow = source.shadow.clone(); + + return this; + + } + + } + + class AmbientLight extends Light { + + constructor( color, intensity ) { + + super( color, intensity ); + + this.isAmbientLight = true; + + this.type = 'AmbientLight'; + + } + + } + + class RectAreaLight extends Light { + + constructor( color, intensity, width = 10, height = 10 ) { + + super( color, intensity ); + + this.isRectAreaLight = true; + + this.type = 'RectAreaLight'; + + this.width = width; + this.height = height; + + } + + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in nits) + return this.intensity * this.width * this.height * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in nits) from the desired luminous power (in lumens) + this.intensity = power / ( this.width * this.height * Math.PI ); + + } + + copy( source ) { + + super.copy( source ); + + this.width = source.width; + this.height = source.height; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.width = this.width; + data.object.height = this.height; + + return data; + + } + + } + + /** + * Primary reference: + * https://graphics.stanford.edu/papers/envmap/envmap.pdf + * + * Secondary reference: + * https://www.ppsloan.org/publications/StupidSH36.pdf + */ + + // 3-band SH defined by 9 coefficients + + class SphericalHarmonics3 { + + constructor() { + + this.isSphericalHarmonics3 = true; + + this.coefficients = []; + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients.push( new Vector3() ); + + } + + } + + set( coefficients ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].copy( coefficients[ i ] ); + + } + + return this; + + } + + zero() { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].set( 0, 0, 0 ); + + } + + return this; + + } + + // get the radiance in the direction of the normal + // target is a Vector3 + getAt( normal, target ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + const coeff = this.coefficients; + + // band 0 + target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); + + // band 1 + target.addScaledVector( coeff[ 1 ], 0.488603 * y ); + target.addScaledVector( coeff[ 2 ], 0.488603 * z ); + target.addScaledVector( coeff[ 3 ], 0.488603 * x ); + + // band 2 + target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); + target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); + target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); + target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); + target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); + + return target; + + } + + // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal + // target is a Vector3 + // https://graphics.stanford.edu/papers/envmap/envmap.pdf + getIrradianceAt( normal, target ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + const coeff = this.coefficients; + + // band 0 + target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 + + // band 1 + target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 + target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); + target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); + + // band 2 + target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 + target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); + target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 + target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); + target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 + + return target; + + } + + add( sh ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].add( sh.coefficients[ i ] ); + + } + + return this; + + } + + addScaledSH( sh, s ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); + + } + + return this; + + } + + scale( s ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].multiplyScalar( s ); + + } + + return this; + + } + + lerp( sh, alpha ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); + + } + + return this; + + } + + equals( sh ) { + + for ( let i = 0; i < 9; i ++ ) { + + if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { + + return false; + + } + + } + + return true; + + } + + copy( sh ) { + + return this.set( sh.coefficients ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + fromArray( array, offset = 0 ) { + + const coefficients = this.coefficients; + + for ( let i = 0; i < 9; i ++ ) { + + coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const coefficients = this.coefficients; + + for ( let i = 0; i < 9; i ++ ) { + + coefficients[ i ].toArray( array, offset + ( i * 3 ) ); + + } + + return array; + + } + + // evaluate the basis functions + // shBasis is an Array[ 9 ] + static getBasisAt( normal, shBasis ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + // band 0 + shBasis[ 0 ] = 0.282095; + + // band 1 + shBasis[ 1 ] = 0.488603 * y; + shBasis[ 2 ] = 0.488603 * z; + shBasis[ 3 ] = 0.488603 * x; + + // band 2 + shBasis[ 4 ] = 1.092548 * x * y; + shBasis[ 5 ] = 1.092548 * y * z; + shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); + shBasis[ 7 ] = 1.092548 * x * z; + shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); + + } + + } + + class LightProbe extends Light { + + constructor( sh = new SphericalHarmonics3(), intensity = 1 ) { + + super( undefined, intensity ); + + this.isLightProbe = true; + + this.sh = sh; + + } + + copy( source ) { + + super.copy( source ); + + this.sh.copy( source.sh ); + + return this; + + } + + fromJSON( json ) { + + this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON(); + this.sh.fromArray( json.sh ); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.sh = this.sh.toArray(); + + return data; + + } + + } + + class MaterialLoader extends Loader { + + constructor( manager ) { + + super( manager ); + this.textures = {}; + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.setRequestHeader( scope.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + parse( json ) { + + const textures = this.textures; + + function getTexture( name ) { + + if ( textures[ name ] === undefined ) { + + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + } + + const material = MaterialLoader.createMaterialFromType( json.type ); + + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.sheen !== undefined ) material.sheen = json.sheen; + if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor ); + if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness; + if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity; + if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat; + if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness; + if ( json.iridescence !== undefined ) material.iridescence = json.iridescence; + if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR; + if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange; + if ( json.transmission !== undefined ) material.transmission = json.transmission; + if ( json.thickness !== undefined ) material.thickness = json.thickness; + if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance; + if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor ); + if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy; + if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation; + if ( json.fog !== undefined ) material.fog = json.fog; + if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.combine !== undefined ) material.combine = json.combine; + if ( json.side !== undefined ) material.side = json.side; + if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + + if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; + if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask; + if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc; + if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef; + if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask; + if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail; + if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail; + if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass; + + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + + if ( json.rotation !== undefined ) material.rotation = json.rotation; + + if ( json.linewidth !== 1 ) material.linewidth = json.linewidth; + if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; + if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; + if ( json.scale !== undefined ) material.scale = json.scale; + + if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; + if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; + if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; + + if ( json.dithering !== undefined ) material.dithering = json.dithering; + + if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage; + if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha; + if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass; + + if ( json.visible !== undefined ) material.visible = json.visible; + + if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped; + + if ( json.userData !== undefined ) material.userData = json.userData; + + if ( json.vertexColors !== undefined ) { + + if ( typeof json.vertexColors === 'number' ) { + + material.vertexColors = ( json.vertexColors > 0 ) ? true : false; + + } else { + + material.vertexColors = json.vertexColors; + + } + + } + + // Shader Material + + if ( json.uniforms !== undefined ) { + + for ( const name in json.uniforms ) { + + const uniform = json.uniforms[ name ]; + + material.uniforms[ name ] = {}; + + switch ( uniform.type ) { + + case 't': + material.uniforms[ name ].value = getTexture( uniform.value ); + break; + + case 'c': + material.uniforms[ name ].value = new Color().setHex( uniform.value ); + break; + + case 'v2': + material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); + break; + + case 'v3': + material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); + break; + + case 'v4': + material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); + break; + + case 'm3': + material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); + break; + + case 'm4': + material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); + break; + + default: + material.uniforms[ name ].value = uniform.value; + + } + + } + + } + + if ( json.defines !== undefined ) material.defines = json.defines; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion; + + if ( json.extensions !== undefined ) { + + for ( const key in json.extensions ) { + + material.extensions[ key ] = json.extensions[ key ]; + + } + + } + + if ( json.lights !== undefined ) material.lights = json.lights; + if ( json.clipping !== undefined ) material.clipping = json.clipping; + + // for PointsMaterial + + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + + // maps + + if ( json.map !== undefined ) material.map = getTexture( json.map ); + if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap ); + + if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap ); + + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); + if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType; + if ( json.normalScale !== undefined ) { + + let normalScale = json.normalScale; + + if ( Array.isArray( normalScale ) === false ) { + + // Blender exporter used to export a scalar. See #7459 + + normalScale = [ normalScale, normalScale ]; + + } + + material.normalScale = new Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + + if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + + if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap ); + if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap ); + + if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity; + + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio; + + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + + if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + + if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap ); + if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); + if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); + if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); + + if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap ); + if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap ); + + if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap ); + if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap ); + + if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap ); + + if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap ); + if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap ); + + return material; + + } + + setTextures( value ) { + + this.textures = value; + return this; + + } + + static createMaterialFromType( type ) { + + const materialLib = { + ShadowMaterial, + SpriteMaterial, + RawShaderMaterial, + ShaderMaterial, + PointsMaterial, + MeshPhysicalMaterial, + MeshStandardMaterial, + MeshPhongMaterial, + MeshToonMaterial, + MeshNormalMaterial, + MeshLambertMaterial, + MeshDepthMaterial, + MeshDistanceMaterial, + MeshBasicMaterial, + MeshMatcapMaterial, + LineDashedMaterial, + LineBasicMaterial, + Material + }; + + return new materialLib[ type ](); + + } + + } + + class LoaderUtils { + + static decodeText( array ) { + + if ( typeof TextDecoder !== 'undefined' ) { + + return new TextDecoder().decode( array ); + + } + + // Avoid the String.fromCharCode.apply(null, array) shortcut, which + // throws a "maximum call stack size exceeded" error for large arrays. + + let s = ''; + + for ( let i = 0, il = array.length; i < il; i ++ ) { + + // Implicitly assumes little-endian. + s += String.fromCharCode( array[ i ] ); + + } + + try { + + // merges multi-byte utf-8 characters. + + return decodeURIComponent( escape( s ) ); + + } catch ( e ) { // see #16358 + + return s; + + } + + } + + static extractUrlBase( url ) { + + const index = url.lastIndexOf( '/' ); + + if ( index === - 1 ) return './'; + + return url.slice( 0, index + 1 ); + + } + + static resolveURL( url, path ) { + + // Invalid URL + if ( typeof url !== 'string' || url === '' ) return ''; + + // Host Relative URL + if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) { + + path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' ); + + } + + // Absolute URL http://,https://,// + if ( /^(https?:)?\/\//i.test( url ) ) return url; + + // Data URI + if ( /^data:.*,.*$/i.test( url ) ) return url; + + // Blob URL + if ( /^blob:.*$/i.test( url ) ) return url; + + // Relative URL + return path + url; + + } + + } + + class InstancedBufferGeometry extends BufferGeometry { + + constructor() { + + super(); + + this.isInstancedBufferGeometry = true; + + this.type = 'InstancedBufferGeometry'; + this.instanceCount = Infinity; + + } + + copy( source ) { + + super.copy( source ); + + this.instanceCount = source.instanceCount; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.instanceCount = this.instanceCount; + + data.isInstancedBufferGeometry = true; + + return data; + + } + + } + + class BufferGeometryLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.setRequestHeader( scope.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + parse( json ) { + + const interleavedBufferMap = {}; + const arrayBufferMap = {}; + + function getInterleavedBuffer( json, uuid ) { + + if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ]; + + const interleavedBuffers = json.interleavedBuffers; + const interleavedBuffer = interleavedBuffers[ uuid ]; + + const buffer = getArrayBuffer( json, interleavedBuffer.buffer ); + + const array = getTypedArray( interleavedBuffer.type, buffer ); + const ib = new InterleavedBuffer( array, interleavedBuffer.stride ); + ib.uuid = interleavedBuffer.uuid; + + interleavedBufferMap[ uuid ] = ib; + + return ib; + + } + + function getArrayBuffer( json, uuid ) { + + if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ]; + + const arrayBuffers = json.arrayBuffers; + const arrayBuffer = arrayBuffers[ uuid ]; + + const ab = new Uint32Array( arrayBuffer ).buffer; + + arrayBufferMap[ uuid ] = ab; + + return ab; + + } + + const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); + + const index = json.data.index; + + if ( index !== undefined ) { + + const typedArray = getTypedArray( index.type, index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + + } + + const attributes = json.data.attributes; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + let bufferAttribute; + + if ( attribute.isInterleavedBufferAttribute ) { + + const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); + bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); + + } else { + + const typedArray = getTypedArray( attribute.type, attribute.array ); + const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; + bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); + + } + + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); + + if ( attribute.updateRange !== undefined ) { + + bufferAttribute.updateRange.offset = attribute.updateRange.offset; + bufferAttribute.updateRange.count = attribute.updateRange.count; + + } + + geometry.setAttribute( key, bufferAttribute ); + + } + + const morphAttributes = json.data.morphAttributes; + + if ( morphAttributes ) { + + for ( const key in morphAttributes ) { + + const attributeArray = morphAttributes[ key ]; + + const array = []; + + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { + + const attribute = attributeArray[ i ]; + let bufferAttribute; + + if ( attribute.isInterleavedBufferAttribute ) { + + const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); + bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); + + } else { + + const typedArray = getTypedArray( attribute.type, attribute.array ); + bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); + + } + + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + array.push( bufferAttribute ); + + } + + geometry.morphAttributes[ key ] = array; + + } + + } + + const morphTargetsRelative = json.data.morphTargetsRelative; + + if ( morphTargetsRelative ) { + + geometry.morphTargetsRelative = true; + + } + + const groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( let i = 0, n = groups.length; i !== n; ++ i ) { + + const group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + const boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + const center = new Vector3(); + + if ( boundingSphere.center !== undefined ) { + + center.fromArray( boundingSphere.center ); + + } + + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + + } + + if ( json.name ) geometry.name = json.name; + if ( json.userData ) geometry.userData = json.userData; + + return geometry; + + } + + } + + class ObjectLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; + this.resourcePath = this.resourcePath || path; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + let json = null; + + try { + + json = JSON.parse( text ); + + } catch ( error ) { + + if ( onError !== undefined ) onError( error ); + + console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); + + return; + + } + + const metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) ); + + console.error( 'THREE.ObjectLoader: Can\'t load ' + url ); + return; + + } + + scope.parse( json, onLoad ); + + }, onProgress, onError ); + + } + + async loadAsync( url, onProgress ) { + + const scope = this; + + const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; + this.resourcePath = this.resourcePath || path; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + + const text = await loader.loadAsync( url, onProgress ); + + const json = JSON.parse( text ); + + const metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url ); + + } + + return await scope.parseAsync( json ); + + } + + parse( json, onLoad ) { + + const animations = this.parseAnimations( json.animations ); + const shapes = this.parseShapes( json.shapes ); + const geometries = this.parseGeometries( json.geometries, shapes ); + + const images = this.parseImages( json.images, function () { + + if ( onLoad !== undefined ) onLoad( object ); + + } ); + + const textures = this.parseTextures( json.textures, images ); + const materials = this.parseMaterials( json.materials, textures ); + + const object = this.parseObject( json.object, geometries, materials, textures, animations ); + const skeletons = this.parseSkeletons( json.skeletons, object ); + + this.bindSkeletons( object, skeletons ); + + // + + if ( onLoad !== undefined ) { + + let hasImages = false; + + for ( const uuid in images ) { + + if ( images[ uuid ].data instanceof HTMLImageElement ) { + + hasImages = true; + break; + + } + + } + + if ( hasImages === false ) onLoad( object ); + + } + + return object; + + } + + async parseAsync( json ) { + + const animations = this.parseAnimations( json.animations ); + const shapes = this.parseShapes( json.shapes ); + const geometries = this.parseGeometries( json.geometries, shapes ); + + const images = await this.parseImagesAsync( json.images ); + + const textures = this.parseTextures( json.textures, images ); + const materials = this.parseMaterials( json.materials, textures ); + + const object = this.parseObject( json.object, geometries, materials, textures, animations ); + const skeletons = this.parseSkeletons( json.skeletons, object ); + + this.bindSkeletons( object, skeletons ); + + return object; + + } + + parseShapes( json ) { + + const shapes = {}; + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const shape = new Shape().fromJSON( json[ i ] ); + + shapes[ shape.uuid ] = shape; + + } + + } + + return shapes; + + } + + parseSkeletons( json, object ) { + + const skeletons = {}; + const bones = {}; + + // generate bone lookup table + + object.traverse( function ( child ) { + + if ( child.isBone ) bones[ child.uuid ] = child; + + } ); + + // create skeletons + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const skeleton = new Skeleton().fromJSON( json[ i ], bones ); + + skeletons[ skeleton.uuid ] = skeleton; + + } + + } + + return skeletons; + + } + + parseGeometries( json, shapes ) { + + const geometries = {}; + + if ( json !== undefined ) { + + const bufferGeometryLoader = new BufferGeometryLoader(); + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + let geometry; + const data = json[ i ]; + + switch ( data.type ) { + + case 'BufferGeometry': + case 'InstancedBufferGeometry': + + geometry = bufferGeometryLoader.parse( data ); + break; + + default: + + if ( data.type in Geometries ) { + + geometry = Geometries[ data.type ].fromJSON( data, shapes ); + + } else { + + console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` ); + + } + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + if ( data.userData !== undefined ) geometry.userData = data.userData; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + } + + parseMaterials( json, textures ) { + + const cache = {}; // MultiMaterial + const materials = {}; + + if ( json !== undefined ) { + + const loader = new MaterialLoader(); + loader.setTextures( textures ); + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const data = json[ i ]; + + if ( cache[ data.uuid ] === undefined ) { + + cache[ data.uuid ] = loader.parse( data ); + + } + + materials[ data.uuid ] = cache[ data.uuid ]; + + } + + } + + return materials; + + } + + parseAnimations( json ) { + + const animations = {}; + + if ( json !== undefined ) { + + for ( let i = 0; i < json.length; i ++ ) { + + const data = json[ i ]; + + const clip = AnimationClip.parse( data ); + + animations[ clip.uuid ] = clip; + + } + + } + + return animations; + + } + + parseImages( json, onLoad ) { + + const scope = this; + const images = {}; + + let loader; + + function loadImage( url ) { + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + }, undefined, function () { + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + } + + function deserializeImage( image ) { + + if ( typeof image === 'string' ) { + + const url = image; + + const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; + + return loadImage( path ); + + } else { + + if ( image.data ) { + + return { + data: getTypedArray( image.type, image.data ), + width: image.width, + height: image.height + }; + + } else { + + return null; + + } + + } + + } + + if ( json !== undefined && json.length > 0 ) { + + const manager = new LoadingManager( onLoad ); + + loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( let i = 0, il = json.length; i < il; i ++ ) { + + const image = json[ i ]; + const url = image.url; + + if ( Array.isArray( url ) ) { + + // load array of images e.g CubeTexture + + const imageArray = []; + + for ( let j = 0, jl = url.length; j < jl; j ++ ) { + + const currentUrl = url[ j ]; + + const deserializedImage = deserializeImage( currentUrl ); + + if ( deserializedImage !== null ) { + + if ( deserializedImage instanceof HTMLImageElement ) { + + imageArray.push( deserializedImage ); + + } else { + + // special case: handle array of data textures for cube textures + + imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); + + } + + } + + } + + images[ image.uuid ] = new Source( imageArray ); + + } else { + + // load single image + + const deserializedImage = deserializeImage( image.url ); + images[ image.uuid ] = new Source( deserializedImage ); + + + } + + } + + } + + return images; + + } + + async parseImagesAsync( json ) { + + const scope = this; + const images = {}; + + let loader; + + async function deserializeImage( image ) { + + if ( typeof image === 'string' ) { + + const url = image; + + const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; + + return await loader.loadAsync( path ); + + } else { + + if ( image.data ) { + + return { + data: getTypedArray( image.type, image.data ), + width: image.width, + height: image.height + }; + + } else { + + return null; + + } + + } + + } + + if ( json !== undefined && json.length > 0 ) { + + loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( let i = 0, il = json.length; i < il; i ++ ) { + + const image = json[ i ]; + const url = image.url; + + if ( Array.isArray( url ) ) { + + // load array of images e.g CubeTexture + + const imageArray = []; + + for ( let j = 0, jl = url.length; j < jl; j ++ ) { + + const currentUrl = url[ j ]; + + const deserializedImage = await deserializeImage( currentUrl ); + + if ( deserializedImage !== null ) { + + if ( deserializedImage instanceof HTMLImageElement ) { + + imageArray.push( deserializedImage ); + + } else { + + // special case: handle array of data textures for cube textures + + imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); + + } + + } + + } + + images[ image.uuid ] = new Source( imageArray ); + + } else { + + // load single image + + const deserializedImage = await deserializeImage( image.url ); + images[ image.uuid ] = new Source( deserializedImage ); + + } + + } + + } + + return images; + + } + + parseTextures( json, images ) { + + function parseConstant( value, type ) { + + if ( typeof value === 'number' ) return value; + + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + + return type[ value ]; + + } + + const textures = {}; + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const data = json[ i ]; + + if ( data.image === undefined ) { + + console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + + } + + const source = images[ data.image ]; + const image = source.data; + + let texture; + + if ( Array.isArray( image ) ) { + + texture = new CubeTexture(); + + if ( image.length === 6 ) texture.needsUpdate = true; + + } else { + + if ( image && image.data ) { + + texture = new DataTexture(); + + } else { + + texture = new Texture(); + + } + + if ( image ) texture.needsUpdate = true; // textures can have undefined image data + + } + + texture.source = source; + + texture.uuid = data.uuid; + + if ( data.name !== undefined ) texture.name = data.name; + + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + if ( data.channel !== undefined ) texture.channel = data.channel; + + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.center !== undefined ) texture.center.fromArray( data.center ); + if ( data.rotation !== undefined ) texture.rotation = data.rotation; + + if ( data.wrap !== undefined ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + + } + + if ( data.format !== undefined ) texture.format = data.format; + if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat; + if ( data.type !== undefined ) texture.type = data.type; + if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace; + if ( data.encoding !== undefined ) texture.encoding = data.encoding; // @deprecated, r152 + + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + + if ( data.flipY !== undefined ) texture.flipY = data.flipY; + + if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps; + if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; + if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; + if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction; + + if ( data.userData !== undefined ) texture.userData = data.userData; + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + } + + parseObject( data, geometries, materials, textures, animations ) { + + let object; + + function getGeometry( name ) { + + if ( geometries[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + + } + + return geometries[ name ]; + + } + + function getMaterial( name ) { + + if ( name === undefined ) return undefined; + + if ( Array.isArray( name ) ) { + + const array = []; + + for ( let i = 0, l = name.length; i < l; i ++ ) { + + const uuid = name[ i ]; + + if ( materials[ uuid ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); + + } + + array.push( materials[ uuid ] ); + + } + + return array; + + } + + if ( materials[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', name ); + + } + + return materials[ name ]; + + } + + function getTexture( uuid ) { + + if ( textures[ uuid ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined texture', uuid ); + + } + + return textures[ uuid ]; + + } + + let geometry, material; + + switch ( data.type ) { + + case 'Scene': + + object = new Scene(); + + if ( data.background !== undefined ) { + + if ( Number.isInteger( data.background ) ) { + + object.background = new Color( data.background ); + + } else { + + object.background = getTexture( data.background ); + + } + + } + + if ( data.environment !== undefined ) { + + object.environment = getTexture( data.environment ); + + } + + if ( data.fog !== undefined ) { + + if ( data.fog.type === 'Fog' ) { + + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + + } else if ( data.fog.type === 'FogExp2' ) { + + object.fog = new FogExp2( data.fog.color, data.fog.density ); + + } + + } + + if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; + if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; + + break; + + case 'PerspectiveCamera': + + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'OrthographicCamera': + + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'AmbientLight': + + object = new AmbientLight( data.color, data.intensity ); + + break; + + case 'DirectionalLight': + + object = new DirectionalLight( data.color, data.intensity ); + + break; + + case 'PointLight': + + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'RectAreaLight': + + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + + break; + + case 'SpotLight': + + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + + break; + + case 'HemisphereLight': + + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'LightProbe': + + object = new LightProbe().fromJSON( data ); + + break; + + case 'SkinnedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new SkinnedMesh( geometry, material ); + + if ( data.bindMode !== undefined ) object.bindMode = data.bindMode; + if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix ); + if ( data.skeleton !== undefined ) object.skeleton = data.skeleton; + + break; + + case 'Mesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new Mesh( geometry, material ); + + break; + + case 'InstancedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + const count = data.count; + const instanceMatrix = data.instanceMatrix; + const instanceColor = data.instanceColor; + + object = new InstancedMesh( geometry, material, count ); + object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); + if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize ); + + break; + + case 'LOD': + + object = new LOD(); + + break; + + case 'Line': + + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineLoop': + + object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineSegments': + + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'PointCloud': + case 'Points': + + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Sprite': + + object = new Sprite( getMaterial( data.material ) ); + + break; + + case 'Group': + + object = new Group(); + + break; + + case 'Bone': + + object = new Bone(); + + break; + + default: + + object = new Object3D(); + + } + + object.uuid = data.uuid; + + if ( data.name !== undefined ) object.name = data.name; + + if ( data.matrix !== undefined ) { + + object.matrix.fromArray( data.matrix ); + + if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; + if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); + + } else { + + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + + } + + if ( data.up !== undefined ) object.up.fromArray( data.up ); + + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + + if ( data.shadow ) { + + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + + } + + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; + if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; + if ( data.userData !== undefined ) object.userData = data.userData; + if ( data.layers !== undefined ) object.layers.mask = data.layers; + + if ( data.children !== undefined ) { + + const children = data.children; + + for ( let i = 0; i < children.length; i ++ ) { + + object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) ); + + } + + } + + if ( data.animations !== undefined ) { + + const objectAnimations = data.animations; + + for ( let i = 0; i < objectAnimations.length; i ++ ) { + + const uuid = objectAnimations[ i ]; + + object.animations.push( animations[ uuid ] ); + + } + + } + + if ( data.type === 'LOD' ) { + + if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate; + + const levels = data.levels; + + for ( let l = 0; l < levels.length; l ++ ) { + + const level = levels[ l ]; + const child = object.getObjectByProperty( 'uuid', level.object ); + + if ( child !== undefined ) { + + object.addLevel( child, level.distance, level.hysteresis ); + + } + + } + + } + + return object; + + } + + bindSkeletons( object, skeletons ) { + + if ( Object.keys( skeletons ).length === 0 ) return; + + object.traverse( function ( child ) { + + if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) { + + const skeleton = skeletons[ child.skeleton ]; + + if ( skeleton === undefined ) { + + console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton ); + + } else { + + child.bind( skeleton, child.bindMatrix ); + + } + + } + + } ); + + } + + } + + const TEXTURE_MAPPING = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping + }; + + const TEXTURE_WRAPPING = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping + }; + + const TEXTURE_FILTER = { + NearestFilter: NearestFilter, + NearestMipmapNearestFilter: NearestMipmapNearestFilter, + NearestMipmapLinearFilter: NearestMipmapLinearFilter, + LinearFilter: LinearFilter, + LinearMipmapNearestFilter: LinearMipmapNearestFilter, + LinearMipmapLinearFilter: LinearMipmapLinearFilter + }; + + class ImageBitmapLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + this.isImageBitmapLoader = true; + + if ( typeof createImageBitmap === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); + + } + + if ( typeof fetch === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); + + } + + this.options = { premultiplyAlpha: 'none' }; + + } + + setOptions( options ) { + + this.options = options; + + return this; + + } + + load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const scope = this; + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + const fetchOptions = {}; + fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; + fetchOptions.headers = this.requestHeader; + + fetch( url, fetchOptions ).then( function ( res ) { + + return res.blob(); + + } ).then( function ( blob ) { + + return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) ); + + } ).then( function ( imageBitmap ) { + + Cache.add( url, imageBitmap ); + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } ).catch( function ( e ) { + + if ( onError ) onError( e ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + scope.manager.itemStart( url ); + + } + + } + + let _context; + + class AudioContext { + + static getContext() { + + if ( _context === undefined ) { + + _context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return _context; + + } + + static setContext( value ) { + + _context = value; + + } + + } + + class AudioLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( buffer ) { + + try { + + // Create a copy of the buffer. The `decodeAudioData` method + // detaches the buffer when complete, preventing reuse. + const bufferCopy = buffer.slice( 0 ); + + const context = AudioContext.getContext(); + context.decodeAudioData( bufferCopy, function ( audioBuffer ) { + + onLoad( audioBuffer ); + + }, handleError ); + + } catch ( e ) { + + handleError( e ); + + } + + }, onProgress, onError ); + + function handleError( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + } + + } + + class HemisphereLightProbe extends LightProbe { + + constructor( skyColor, groundColor, intensity = 1 ) { + + super( undefined, intensity ); + + this.isHemisphereLightProbe = true; + + const color1 = new Color().set( skyColor ); + const color2 = new Color().set( groundColor ); + + const sky = new Vector3( color1.r, color1.g, color1.b ); + const ground = new Vector3( color2.r, color2.g, color2.b ); + + // without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI ); + const c0 = Math.sqrt( Math.PI ); + const c1 = c0 * Math.sqrt( 0.75 ); + + this.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 ); + this.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 ); + + } + + } + + class AmbientLightProbe extends LightProbe { + + constructor( color, intensity = 1 ) { + + super( undefined, intensity ); + + this.isAmbientLightProbe = true; + + const color1 = new Color().set( color ); + + // without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI ); + this.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) ); + + } + + } + + const _eyeRight = /*@__PURE__*/ new Matrix4(); + const _eyeLeft = /*@__PURE__*/ new Matrix4(); + const _projectionMatrix = /*@__PURE__*/ new Matrix4(); + + class StereoCamera { + + constructor() { + + this.type = 'StereoCamera'; + + this.aspect = 1; + + this.eyeSep = 0.064; + + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + + this._cache = { + focus: null, + fov: null, + aspect: null, + near: null, + far: null, + zoom: null, + eyeSep: null + }; + + } + + update( camera ) { + + const cache = this._cache; + + const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || + cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || + cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; + + if ( needsUpdate ) { + + cache.focus = camera.focus; + cache.fov = camera.fov; + cache.aspect = camera.aspect * this.aspect; + cache.near = camera.near; + cache.far = camera.far; + cache.zoom = camera.zoom; + cache.eyeSep = this.eyeSep; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + _projectionMatrix.copy( camera.projectionMatrix ); + const eyeSepHalf = cache.eyeSep / 2; + const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; + const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom; + let xmin, xmax; + + // translate xOffset + + _eyeLeft.elements[ 12 ] = - eyeSepHalf; + _eyeRight.elements[ 12 ] = eyeSepHalf; + + // for left eye + + xmin = - ymax * cache.aspect + eyeSepOnProjection; + xmax = ymax * cache.aspect + eyeSepOnProjection; + + _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); + _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraL.projectionMatrix.copy( _projectionMatrix ); + + // for right eye + + xmin = - ymax * cache.aspect - eyeSepOnProjection; + xmax = ymax * cache.aspect - eyeSepOnProjection; + + _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); + _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraR.projectionMatrix.copy( _projectionMatrix ); + + } + + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight ); + + } + + } + + class Clock { + + constructor( autoStart = true ) { + + this.autoStart = autoStart; + + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + + this.running = false; + + } + + start() { + + this.startTime = now(); + + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; + + } + + stop() { + + this.getElapsedTime(); + this.running = false; + this.autoStart = false; + + } + + getElapsedTime() { + + this.getDelta(); + return this.elapsedTime; + + } + + getDelta() { + + let diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + return 0; + + } + + if ( this.running ) { + + const newTime = now(); + + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + + } + + function now() { + + return ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 + + } + + const _position$1 = /*@__PURE__*/ new Vector3(); + const _quaternion$1 = /*@__PURE__*/ new Quaternion(); + const _scale$1 = /*@__PURE__*/ new Vector3(); + const _orientation$1 = /*@__PURE__*/ new Vector3(); + + class AudioListener extends Object3D { + + constructor() { + + super(); + + this.type = 'AudioListener'; + + this.context = AudioContext.getContext(); + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.filter = null; + + this.timeDelta = 0; + + // private + + this._clock = new Clock(); + + } + + getInput() { + + return this.gain; + + } + + removeFilter() { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; + + } + + return this; + + } + + getFilter() { + + return this.filter; + + } + + setFilter( value ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + + } else { + + this.gain.disconnect( this.context.destination ); + + } + + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); + + return this; + + } + + getMasterVolume() { + + return this.gain.gain.value; + + } + + setMasterVolume( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + const listener = this.context.listener; + const up = this.up; + + this.timeDelta = this._clock.getDelta(); + + this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 ); + + _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 ); + + if ( listener.positionX ) { + + // code path for Chrome (see #14393) + + const endTime = this.context.currentTime + this.timeDelta; + + listener.positionX.linearRampToValueAtTime( _position$1.x, endTime ); + listener.positionY.linearRampToValueAtTime( _position$1.y, endTime ); + listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime ); + listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime ); + listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime ); + listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime ); + listener.upX.linearRampToValueAtTime( up.x, endTime ); + listener.upY.linearRampToValueAtTime( up.y, endTime ); + listener.upZ.linearRampToValueAtTime( up.z, endTime ); + + } else { + + listener.setPosition( _position$1.x, _position$1.y, _position$1.z ); + listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z ); + + } + + } + + } + + class Audio extends Object3D { + + constructor( listener ) { + + super(); + + this.type = 'Audio'; + + this.listener = listener; + this.context = listener.context; + + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); + + this.autoplay = false; + + this.buffer = null; + this.detune = 0; + this.loop = false; + this.loopStart = 0; + this.loopEnd = 0; + this.offset = 0; + this.duration = undefined; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.source = null; + this.sourceType = 'empty'; + + this._startedAt = 0; + this._progress = 0; + this._connected = false; + + this.filters = []; + + } + + getOutput() { + + return this.gain; + + } + + setNodeSource( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + } + + setMediaElementSource( mediaElement ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaNode'; + this.source = this.context.createMediaElementSource( mediaElement ); + this.connect(); + + return this; + + } + + setMediaStreamSource( mediaStream ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaStreamNode'; + this.source = this.context.createMediaStreamSource( mediaStream ); + this.connect(); + + return this; + + } + + setBuffer( audioBuffer ) { + + this.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + } + + play( delay = 0 ) { + + if ( this.isPlaying === true ) { + + console.warn( 'THREE.Audio: Audio is already playing.' ); + return; + + } + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this._startedAt = this.context.currentTime + delay; + + const source = this.context.createBufferSource(); + source.buffer = this.buffer; + source.loop = this.loop; + source.loopStart = this.loopStart; + source.loopEnd = this.loopEnd; + source.onended = this.onEnded.bind( this ); + source.start( this._startedAt, this._progress + this.offset, this.duration ); + + this.isPlaying = true; + + this.source = source; + + this.setDetune( this.detune ); + this.setPlaybackRate( this.playbackRate ); + + return this.connect(); + + } + + pause() { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + if ( this.isPlaying === true ) { + + // update current progress + + this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; + + if ( this.loop === true ) { + + // ensure _progress does not exceed duration with looped audios + + this._progress = this._progress % ( this.duration || this.buffer.duration ); + + } + + this.source.stop(); + this.source.onended = null; + + this.isPlaying = false; + + } + + return this; + + } + + stop() { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this._progress = 0; + + if ( this.source !== null ) { + + this.source.stop(); + this.source.onended = null; + + } + + this.isPlaying = false; + + return this; + + } + + connect() { + + if ( this.filters.length > 0 ) { + + this.source.connect( this.filters[ 0 ] ); + + for ( let i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].connect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + + } else { + + this.source.connect( this.getOutput() ); + + } + + this._connected = true; + + return this; + + } + + disconnect() { + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( let i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + + this._connected = false; + + return this; + + } + + getFilters() { + + return this.filters; + + } + + setFilters( value ) { + + if ( ! value ) value = []; + + if ( this._connected === true ) { + + this.disconnect(); + this.filters = value.slice(); + this.connect(); + + } else { + + this.filters = value.slice(); + + } + + return this; + + } + + setDetune( value ) { + + this.detune = value; + + if ( this.source.detune === undefined ) return; // only set detune when available + + if ( this.isPlaying === true ) { + + this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); + + } + + return this; + + } + + getDetune() { + + return this.detune; + + } + + getFilter() { + + return this.getFilters()[ 0 ]; + + } + + setFilter( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + } + + setPlaybackRate( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.playbackRate = value; + + if ( this.isPlaying === true ) { + + this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); + + } + + return this; + + } + + getPlaybackRate() { + + return this.playbackRate; + + } + + onEnded() { + + this.isPlaying = false; + + } + + getLoop() { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; + + } + + return this.loop; + + } + + setLoop( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.loop = value; + + if ( this.isPlaying === true ) { + + this.source.loop = this.loop; + + } + + return this; + + } + + setLoopStart( value ) { + + this.loopStart = value; + + return this; + + } + + setLoopEnd( value ) { + + this.loopEnd = value; + + return this; + + } + + getVolume() { + + return this.gain.gain.value; + + } + + setVolume( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + + } + + const _position = /*@__PURE__*/ new Vector3(); + const _quaternion = /*@__PURE__*/ new Quaternion(); + const _scale = /*@__PURE__*/ new Vector3(); + const _orientation = /*@__PURE__*/ new Vector3(); + + class PositionalAudio extends Audio { + + constructor( listener ) { + + super( listener ); + + this.panner = this.context.createPanner(); + this.panner.panningModel = 'HRTF'; + this.panner.connect( this.gain ); + + } + + connect() { + + super.connect(); + + this.panner.connect( this.gain ); + + } + + disconnect() { + + super.disconnect(); + + this.panner.disconnect( this.gain ); + + } + + getOutput() { + + return this.panner; + + } + + getRefDistance() { + + return this.panner.refDistance; + + } + + setRefDistance( value ) { + + this.panner.refDistance = value; + + return this; + + } + + getRolloffFactor() { + + return this.panner.rolloffFactor; + + } + + setRolloffFactor( value ) { + + this.panner.rolloffFactor = value; + + return this; + + } + + getDistanceModel() { + + return this.panner.distanceModel; + + } + + setDistanceModel( value ) { + + this.panner.distanceModel = value; + + return this; + + } + + getMaxDistance() { + + return this.panner.maxDistance; + + } + + setMaxDistance( value ) { + + this.panner.maxDistance = value; + + return this; + + } + + setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) { + + this.panner.coneInnerAngle = coneInnerAngle; + this.panner.coneOuterAngle = coneOuterAngle; + this.panner.coneOuterGain = coneOuterGain; + + return this; + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; + + this.matrixWorld.decompose( _position, _quaternion, _scale ); + + _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion ); + + const panner = this.panner; + + if ( panner.positionX ) { + + // code path for Chrome and Firefox (see #14393) + + const endTime = this.context.currentTime + this.listener.timeDelta; + + panner.positionX.linearRampToValueAtTime( _position.x, endTime ); + panner.positionY.linearRampToValueAtTime( _position.y, endTime ); + panner.positionZ.linearRampToValueAtTime( _position.z, endTime ); + panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime ); + panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime ); + panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime ); + + } else { + + panner.setPosition( _position.x, _position.y, _position.z ); + panner.setOrientation( _orientation.x, _orientation.y, _orientation.z ); + + } + + } + + } + + class AudioAnalyser { + + constructor( audio, fftSize = 2048 ) { + + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize; + + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + + } + + + getFrequencyData() { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + } + + getAverageFrequency() { + + let value = 0; + const data = this.getFrequencyData(); + + for ( let i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + + } + + class PropertyMixer { + + constructor( binding, typeName, valueSize ) { + + this.binding = binding; + this.valueSize = valueSize; + + let mixFunction, + mixFunctionAdditive, + setIdentity; + + // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + // + // 'add' is used for additive cumulative results + // + // 'work' is optional and is only present for quaternion types. It is used + // to store intermediate quaternion multiplication results + + switch ( typeName ) { + + case 'quaternion': + mixFunction = this._slerp; + mixFunctionAdditive = this._slerpAdditive; + setIdentity = this._setAdditiveIdentityQuaternion; + + this.buffer = new Float64Array( valueSize * 6 ); + this._workIndex = 5; + break; + + case 'string': + case 'bool': + mixFunction = this._select; + + // Use the regular mix function and for additive on these types, + // additive is not relevant for non-numeric types + mixFunctionAdditive = this._select; + + setIdentity = this._setAdditiveIdentityOther; + + this.buffer = new Array( valueSize * 5 ); + break; + + default: + mixFunction = this._lerp; + mixFunctionAdditive = this._lerpAdditive; + setIdentity = this._setAdditiveIdentityNumeric; + + this.buffer = new Float64Array( valueSize * 5 ); + + } + + this._mixBufferRegion = mixFunction; + this._mixBufferRegionAdditive = mixFunctionAdditive; + this._setIdentity = setIdentity; + this._origIndex = 3; + this._addIndex = 4; + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + this.useCount = 0; + this.referenceCount = 0; + + } + + // accumulate data in the 'incoming' region into 'accu' + accumulate( accuIndex, weight ) { + + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place + + const buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride; + + let currentWeight = this.cumulativeWeight; + + if ( currentWeight === 0 ) { + + // accuN := incoming * weight + + for ( let i = 0; i !== stride; ++ i ) { + + buffer[ offset + i ] = buffer[ i ]; + + } + + currentWeight = weight; + + } else { + + // accuN := accuN + incoming * weight + + currentWeight += weight; + const mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); + + } + + this.cumulativeWeight = currentWeight; + + } + + // accumulate data in the 'incoming' region into 'add' + accumulateAdditive( weight ) { + + const buffer = this.buffer, + stride = this.valueSize, + offset = stride * this._addIndex; + + if ( this.cumulativeWeightAdditive === 0 ) { + + // add = identity + + this._setIdentity(); + + } + + // add := add + incoming * weight + + this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride ); + this.cumulativeWeightAdditive += weight; + + } + + // apply the state of 'accu' to the binding when accus differ + apply( accuIndex ) { + + const stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + weightAdditive = this.cumulativeWeightAdditive, + + binding = this.binding; + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + const originalValueOffset = stride * this._origIndex; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + if ( weightAdditive > 0 ) { + + // accuN := accuN + additive accuN + + this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride ); + + } + + for ( let i = stride, e = stride + stride; i !== e; ++ i ) { + + if ( buffer[ i ] !== buffer[ i + stride ] ) { + + // value has changed -> update scene graph + + binding.setValue( buffer, offset ); + break; + + } + + } + + } + + // remember the state of the bound property and copy it to both accus + saveOriginalState() { + + const binding = this.binding; + + const buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * this._origIndex; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + // Add to identity for additive + this._setIdentity(); + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + } + + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState() { + + const originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + } + + _setAdditiveIdentityNumeric() { + + const startIndex = this._addIndex * this.valueSize; + const endIndex = startIndex + this.valueSize; + + for ( let i = startIndex; i < endIndex; i ++ ) { + + this.buffer[ i ] = 0; + + } + + } + + _setAdditiveIdentityQuaternion() { + + this._setAdditiveIdentityNumeric(); + this.buffer[ this._addIndex * this.valueSize + 3 ] = 1; + + } + + _setAdditiveIdentityOther() { + + const startIndex = this._origIndex * this.valueSize; + const targetIndex = this._addIndex * this.valueSize; + + for ( let i = 0; i < this.valueSize; i ++ ) { + + this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ]; + + } + + } + + + // mix functions + + _select( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( let i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + } + + _slerp( buffer, dstOffset, srcOffset, t ) { + + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); + + } + + _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { + + const workOffset = this._workIndex * stride; + + // Store result in intermediate buffer offset + Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset ); + + // Slerp to the intermediate result + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t ); + + } + + _lerp( buffer, dstOffset, srcOffset, t, stride ) { + + const s = 1 - t; + + for ( let i = 0; i !== stride; ++ i ) { + + const j = dstOffset + i; + + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + + } + + } + + _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { + + for ( let i = 0; i !== stride; ++ i ) { + + const j = dstOffset + i; + + buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t; + + } + + } + + } + + // Characters [].:/ are reserved for track binding syntax. + const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; + const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); + + // Attempts to allow node names from any language. ES5's `\w` regexp matches + // only latin characters, and the unicode \p{L} is not yet supported. So + // instead, we exclude reserved characters and match everything else. + const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; + const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; + + // Parent directories, delimited by '/' or ':'. Currently unused, but must + // be matched to parse the rest of the track name. + const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); + + // Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. + const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); + + // Object on target node, and accessor. May not contain reserved + // characters. Accessor may contain any character except closing bracket. + const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); + + // Property and accessor. May not contain reserved characters. Accessor may + // contain any non-bracket characters. + const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); + + const _trackRe = new RegExp( '' + + '^' + + _directoryRe + + _nodeRe + + _objectRe + + _propertyRe + + '$' + ); + + const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ]; + + class Composite { + + constructor( targetGroup, path, optionalParsedPath ) { + + const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + + } + + getValue( array, offset ) { + + this.bind(); // bind all binding + + const firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; + + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + } + + setValue( array, offset ) { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].setValue( array, offset ); + + } + + } + + bind() { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].bind(); + + } + + } + + unbind() { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].unbind(); + + } + + } + + } + + // Note: This class uses a State pattern on a per-method basis: + // 'bind' sets 'this.getValue' / 'setValue' and shadows the + // prototype version of these methods with one that represents + // the bound state. When the property is not found, the methods + // become no-ops. + class PropertyBinding { + + constructor( rootNode, path, parsedPath ) { + + this.path = path; + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ); + + this.rootNode = rootNode; + + // initial state of these methods that calls 'bind' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + + + static create( root, path, parsedPath ) { + + if ( ! ( root && root.isAnimationObjectGroup ) ) { + + return new PropertyBinding( root, path, parsedPath ); + + } else { + + return new PropertyBinding.Composite( root, path, parsedPath ); + + } + + } + + /** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name Node name to be sanitized. + * @return {string} + */ + static sanitizeNodeName( name ) { + + return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); + + } + + static parseTrackName( trackName ) { + + const matches = _trackRe.exec( trackName ); + + if ( matches === null ) { + + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + + } + + const results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; + + const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); + + if ( lastDot !== undefined && lastDot !== - 1 ) { + + const objectName = results.nodeName.substring( lastDot + 1 ); + + // Object names must be checked against an allowlist. Otherwise, there + // is no way to parse 'foo.bar.baz': 'baz' must be a property, but + // 'bar' could be the objectName, or part of a nodeName (which can + // include '.' characters). + if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { + + results.nodeName = results.nodeName.substring( 0, lastDot ); + results.objectName = objectName; + + } + + } + + if ( results.propertyName === null || results.propertyName.length === 0 ) { + + throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); + + } + + return results; + + } + + static findNode( root, nodeName ) { + + if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { + + return root; + + } + + // search into skeleton bones. + if ( root.skeleton ) { + + const bone = root.skeleton.getBoneByName( nodeName ); + + if ( bone !== undefined ) { + + return bone; + + } + + } + + // search into node subtree. + if ( root.children ) { + + const searchNodeSubtree = function ( children ) { + + for ( let i = 0; i < children.length; i ++ ) { + + const childNode = children[ i ]; + + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + + return childNode; + + } + + const result = searchNodeSubtree( childNode.children ); + + if ( result ) return result; + + } + + return null; + + }; + + const subTreeNode = searchNodeSubtree( root.children ); + + if ( subTreeNode ) { + + return subTreeNode; + + } + + } + + return null; + + } + + // these are used to "bind" a nonexistent property + _getValue_unavailable() {} + _setValue_unavailable() {} + + // Getters + + _getValue_direct( buffer, offset ) { + + buffer[ offset ] = this.targetObject[ this.propertyName ]; + + } + + _getValue_array( buffer, offset ) { + + const source = this.resolvedProperty; + + for ( let i = 0, n = source.length; i !== n; ++ i ) { + + buffer[ offset ++ ] = source[ i ]; + + } + + } + + _getValue_arrayElement( buffer, offset ) { + + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + + } + + _getValue_toArray( buffer, offset ) { + + this.resolvedProperty.toArray( buffer, offset ); + + } + + // Direct + + _setValue_direct( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + + } + + _setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + } + + _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // EntireArray + + _setValue_array( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + } + + _setValue_array_setNeedsUpdate( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.needsUpdate = true; + + } + + _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // ArrayElement + + _setValue_arrayElement( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + + } + + _setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + } + + _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // HasToFromArray + + _setValue_fromArray( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + + } + + _setValue_fromArray_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; + + } + + _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + _getValue_unbound( targetArray, offset ) { + + this.bind(); + this.getValue( targetArray, offset ); + + } + + _setValue_unbound( sourceArray, offset ) { + + this.bind(); + this.setValue( sourceArray, offset ); + + } + + // create getter / setter pair for a property in the scene graph + bind() { + + let targetObject = this.node; + const parsedPath = this.parsedPath; + + const objectName = parsedPath.objectName; + const propertyName = parsedPath.propertyName; + let propertyIndex = parsedPath.propertyIndex; + + if ( ! targetObject ) { + + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ); + + this.node = targetObject; + + } + + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; + + // ensure there is a value node + if ( ! targetObject ) { + + console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' ); + return; + + } + + if ( objectName ) { + + let objectIndex = parsedPath.objectIndex; + + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { + + case 'materials': + + if ( ! targetObject.material ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.materials ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); + return; + + } + + targetObject = targetObject.material.materials; + + break; + + case 'bones': + + if ( ! targetObject.skeleton ) { + + console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); + return; + + } + + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. + + targetObject = targetObject.skeleton.bones; + + // support resolving morphTarget names into indices. + for ( let i = 0; i < targetObject.length; i ++ ) { + + if ( targetObject[ i ].name === objectIndex ) { + + objectIndex = i; + break; + + } + + } + + break; + + case 'map': + + if ( 'map' in targetObject ) { + + targetObject = targetObject.map; + break; + + } + + if ( ! targetObject.material ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.map ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this ); + return; + + } + + targetObject = targetObject.material.map; + break; + + default: + + if ( targetObject[ objectName ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; + + } + + targetObject = targetObject[ objectName ]; + + } + + + if ( objectIndex !== undefined ) { + + if ( targetObject[ objectIndex ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); + return; + + } + + targetObject = targetObject[ objectIndex ]; + + } + + } + + // resolve property + const nodeProperty = targetObject[ propertyName ]; + + if ( nodeProperty === undefined ) { + + const nodeName = parsedPath.nodeName; + + console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + + '.' + propertyName + ' but it wasn\'t found.', targetObject ); + return; + + } + + // determine versioning scheme + let versioning = this.Versioning.None; + + this.targetObject = targetObject; + + if ( targetObject.needsUpdate !== undefined ) { // material + + versioning = this.Versioning.NeedsUpdate; + + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + + } + + // determine how the property gets bound + let bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + + // access a sub element of the property array (only primitives are supported right now) + + if ( propertyName === 'morphTargetInfluences' ) { + + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; + + } + + if ( ! targetObject.geometry.morphAttributes ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); + return; + + } + + if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) { + + propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ]; + + } + + } + + bindingType = this.BindingType.ArrayElement; + + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + + // must use copy for Object3D.Euler/Quaternion + + bindingType = this.BindingType.HasFromToArray; + + this.resolvedProperty = nodeProperty; + + } else if ( Array.isArray( nodeProperty ) ) { + + bindingType = this.BindingType.EntireArray; + + this.resolvedProperty = nodeProperty; + + } else { + + this.propertyName = propertyName; + + } + + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + + } + + unbind() { + + this.node = null; + + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + + } + + PropertyBinding.Composite = Composite; + + PropertyBinding.prototype.BindingType = { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }; + + PropertyBinding.prototype.Versioning = { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }; + + PropertyBinding.prototype.GetterByBindingType = [ + + PropertyBinding.prototype._getValue_direct, + PropertyBinding.prototype._getValue_array, + PropertyBinding.prototype._getValue_arrayElement, + PropertyBinding.prototype._getValue_toArray, + + ]; + + PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ + + [ + // Direct + PropertyBinding.prototype._setValue_direct, + PropertyBinding.prototype._setValue_direct_setNeedsUpdate, + PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate, + + ], [ + + // EntireArray + + PropertyBinding.prototype._setValue_array, + PropertyBinding.prototype._setValue_array_setNeedsUpdate, + PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate, + + ], [ + + // ArrayElement + PropertyBinding.prototype._setValue_arrayElement, + PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, + PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate, + + ], [ + + // HasToFromArray + PropertyBinding.prototype._setValue_fromArray, + PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, + PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate, + + ] + + ]; + + /** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + */ + + class AnimationObjectGroup { + + constructor() { + + this.isAnimationObjectGroup = true; + + this.uuid = generateUUID(); + + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); + + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite + + const indices = {}; + this._indicesByUUID = indices; // for bookkeeping + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + indices[ arguments[ i ].uuid ] = i; + + } + + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays + + const scope = this; + + this.stats = { + + objects: { + get total() { + + return scope._objects.length; + + }, + get inUse() { + + return this.total - scope.nCachedObjects_; + + } + }, + get bindingsPerObject() { + + return scope._bindings.length; + + } + + }; + + } + + add() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; + + let knownObject = undefined, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid; + let index = indicesByUUID[ uuid ]; + + if ( index === undefined ) { + + // unknown object -> add it to the ACTIVE region + + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); + + } + + } else if ( index < nCachedObjects ) { + + knownObject = objects[ index ]; + + // move existing object to the ACTIVE region + + const firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; + + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ]; + + let binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = lastCached; + + if ( binding === undefined ) { + + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + + binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + + } + + bindingsForPath[ firstActiveIndex ] = binding; + + } + + } else if ( objects[ index ] !== knownObject ) { + + console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); + + } // else the object is already where we want it to be + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + remove() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + let nCachedObjects = this.nCachedObjects_; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined && index >= nCachedObjects ) { + + // move existing object into the CACHED region + + const lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; + + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; + + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; + + } + + } + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + // remove & forget + uncache() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + let nCachedObjects = this.nCachedObjects_, + nObjects = objects.length; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined ) { + + delete indicesByUUID[ uuid ]; + + if ( index < nCachedObjects ) { + + // object is cached, shrink the CACHED region + + const firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; + + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } + + } else { + + // object is active, just swap with the last and pop + + const lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + if ( lastIndex > 0 ) { + + indicesByUUID[ lastObject.uuid ] = index; + + } + + objects[ index ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ]; + + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); + + } + + } // cached or active + + } // if object is known + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + // Internal interface used by befriended PropertyBinding.Composite: + + subscribe_( path, parsedPath ) { + + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + + const indicesByPath = this._bindingsIndicesByPath; + let index = indicesByPath[ path ]; + const bindings = this._bindings; + + if ( index !== undefined ) return bindings[ index ]; + + const paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); + + index = bindings.length; + + indicesByPath[ path ] = index; + + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); + + for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + + const object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + + } + + return bindingsForPath; + + } + + unsubscribe_( path ) { + + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + + const indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; + + if ( index !== undefined ) { + + const paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; + + indicesByPath[ lastBindingsPath ] = index; + + bindings[ index ] = lastBindings; + bindings.pop(); + + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); + + } + + } + + } + + class AnimationAction { + + constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot; + this.blendMode = blendMode; + + const tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + const interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + + for ( let i = 0; i !== nTracks; ++ i ) { + + const interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; + + } + + this._interpolantSettings = interpolantSettings; + + this._interpolants = interpolants; // bound by the mixer + + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); + + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager + + this._timeScaleInterpolant = null; + this._weightInterpolant = null; + + this.loop = LoopRepeat; + this._loopCount = - 1; + + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; + + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; + + this.timeScale = 1; + this._effectiveTimeScale = 1; + + this.weight = 1; + this._effectiveWeight = 1; + + this.repetitions = Infinity; // no. of repetitions when looping + + this.paused = false; // true -> zero effective time scale + this.enabled = true; // false -> zero effective weight + + this.clampWhenFinished = false;// keep feeding the last frame? + + this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true;// clips for start, loop and end + + } + + // State & Scheduling + + play() { + + this._mixer._activateAction( this ); + + return this; + + } + + stop() { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + } + + reset() { + + this.paused = false; + this.enabled = true; + + this.time = 0; // restart clip + this._loopCount = - 1;// forget previous loops + this._startTime = null;// forget scheduling + + return this.stopFading().stopWarping(); + + } + + isRunning() { + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + } + + // return true when play has been called + isScheduled() { + + return this._mixer._isActiveAction( this ); + + } + + startAt( time ) { + + this._startTime = time; + + return this; + + } + + setLoop( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + } + + // Weight + + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing + setEffectiveWeight( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + } + + // return the weight considering fading and .enabled + getEffectiveWeight() { + + return this._effectiveWeight; + + } + + fadeIn( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + } + + fadeOut( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + } + + crossFadeFrom( fadeOutAction, duration, warp ) { + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if ( warp ) { + + const fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + } + + crossFadeTo( fadeInAction, duration, warp ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + } + + stopFading() { + + const weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + } + + // Time Scale Control + + // set the time scale stopping any scheduled warping + // although .paused = true yields an effective time scale of zero, this + // method does *not* change .paused, because it would be confusing + setEffectiveTimeScale( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + + return this.stopWarping(); + + } + + // return the time scale considering warping and .paused + getEffectiveTimeScale() { + + return this._effectiveTimeScale; + + } + + setDuration( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + } + + syncWith( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + } + + halt( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + } + + warp( startTimeScale, endTimeScale, duration ) { + + const mixer = this._mixer, + now = mixer.time, + timeScale = this.timeScale; + + let interpolant = this._timeScaleInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; + + } + + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + } + + stopWarping() { + + const timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + } + + // Object Accessors + + getMixer() { + + return this._mixer; + + } + + getClip() { + + return this._clip; + + } + + getRoot() { + + return this._localRoot || this._mixer._root; + + } + + // Interna + + _update( time, deltaTime, timeDirection, accuIndex ) { + + // called by the mixer + + if ( ! this.enabled ) { + + // call ._updateWeight() to update ._effectiveWeight + + this._updateWeight( time ); + return; + + } + + const startTime = this._startTime; + + if ( startTime !== null ) { + + // check for scheduled start of action + + const timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { + + deltaTime = 0; + + } else { + + + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; + + } + + } + + // apply time scale and advance time + + deltaTime *= this._updateTimeScale( time ); + const clipTime = this._updateTime( deltaTime ); + + // note: _updateTime may disable the action resulting in + // an effective weight of 0 + + const weight = this._updateWeight( time ); + + if ( weight > 0 ) { + + const interpolants = this._interpolants; + const propertyMixers = this._propertyBindings; + + switch ( this.blendMode ) { + + case AdditiveAnimationBlendMode: + + for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulateAdditive( weight ); + + } + + break; + + case NormalAnimationBlendMode: + default: + + for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + } + + } + + _updateWeight( time ) { + + let weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + const interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + const interpolantValue = interpolant.evaluate( time )[ 0 ]; + + weight *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopFading(); + + if ( interpolantValue === 0 ) { + + // faded out, disable + this.enabled = false; + + } + + } + + } + + } + + this._effectiveWeight = weight; + return weight; + + } + + _updateTimeScale( time ) { + + let timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + const interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + const interpolantValue = interpolant.evaluate( time )[ 0 ]; + + timeScale *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopWarping(); + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.paused = true; + + } else { + + // warp done - apply final time scale + this.timeScale = timeScale; + + } + + } + + } + + } + + this._effectiveTimeScale = timeScale; + return timeScale; + + } + + _updateTime( deltaTime ) { + + const duration = this._clip.duration; + const loop = this.loop; + + let time = this.time + deltaTime; + let loopCount = this._loopCount; + + const pingPong = ( loop === LoopPingPong ); + + if ( deltaTime === 0 ) { + + if ( loopCount === - 1 ) return time; + + return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; + + } + + if ( loop === LoopOnce ) { + + if ( loopCount === - 1 ) { + + // just started + + this._loopCount = 0; + this._setEndings( true, true, false ); + + } + + handle_stop: { + + if ( time >= duration ) { + + time = duration; + + } else if ( time < 0 ) { + + time = 0; + + } else { + + this.time = time; + + break handle_stop; + + } + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? - 1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + if ( loopCount === - 1 ) { + + // just started + + if ( deltaTime >= 0 ) { + + loopCount = 0; + + this._setEndings( true, this.repetitions === 0, pingPong ); + + } else { + + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + + this._setEndings( this.repetitions === 0, true, pingPong ); + + } + + } + + if ( time >= duration || time < 0 ) { + + // wrap around + + const loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + const pending = this.repetitions - loopCount; + + if ( pending <= 0 ) { + + // have to stop (switch state, clamp time, fire event) + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + time = deltaTime > 0 ? duration : 0; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : - 1 + } ); + + } else { + + // keep running + + if ( pending === 1 ) { + + // entering the last round + + const atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + } else { + + this.time = time; + + } + + if ( pingPong && ( loopCount & 1 ) === 1 ) { + + // invert time for the "pong round" + + return duration - time; + + } + + } + + return time; + + } + + _setEndings( atStart, atEnd, pingPong ) { + + const settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingStart = WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingEnd = WrapAroundEnding; + + } + + } + + } + + _scheduleFading( duration, weightNow, weightThen ) { + + const mixer = this._mixer, now = mixer.time; + let interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; + + } + + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + values[ 0 ] = weightNow; + times[ 1 ] = now + duration; + values[ 1 ] = weightThen; + + return this; + + } + + } + + const _controlInterpolantsResultBuffer = new Float32Array( 1 ); + + + class AnimationMixer extends EventDispatcher { + + constructor( root ) { + + super(); + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + this.time = 0; + this.timeScale = 1.0; + + } + + _bindAction( action, prototypeAction ) { + + const root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName; + + let bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( let i = 0; i !== nTracks; ++ i ) { + + const track = tracks[ i ], + trackName = track.name; + + let binding = bindingsByName[ trackName ]; + + if ( binding !== undefined ) { + + ++ binding.referenceCount; + bindings[ i ] = binding; + + } else { + + binding = bindings[ i ]; + + if ( binding !== undefined ) { + + // existing binding, make sure the cache knows + + if ( binding._cacheIndex === null ) { + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + } + + continue; + + } + + const path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; + + binding = new PropertyMixer( + PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + bindings[ i ] = binding; + + } + + interpolants[ i ].resultBuffer = binding.buffer; + + } + + } + + _activateAction( action ) { + + if ( ! this._isActiveAction( action ) ) { + + if ( action._cacheIndex === null ) { + + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + + const rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipUuid, rootUuid ); + + } + + const bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + } + + _deactivateAction( action ) { + + if ( this._isActiveAction( action ) ) { + + const bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + } + + // Memory manager + + _initMemoryManager() { + + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; + + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } + + + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; + + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + + + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; + + const scope = this; + + this.stats = { + + actions: { + get total() { + + return scope._actions.length; + + }, + get inUse() { + + return scope._nActiveActions; + + } + }, + bindings: { + get total() { + + return scope._bindings.length; + + }, + get inUse() { + + return scope._nActiveBindings; + + } + }, + controlInterpolants: { + get total() { + + return scope._controlInterpolants.length; + + }, + get inUse() { + + return scope._nActiveControlInterpolants; + + } + } + + }; + + } + + // Memory management for AnimationAction objects + + _isActiveAction( action ) { + + const index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + } + + _addInactiveAction( action, clipUuid, rootUuid ) { + + const actions = this._actions, + actionsByClip = this._actionsByClip; + + let actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = actionsForClip; + + } else { + + const knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + } + + _removeInactiveAction( action ) { + + const actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + const clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, + + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], + + byClipCacheIndex = action._byClipCacheIndex; + + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); + + action._byClipCacheIndex = null; + + + const actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( action._localRoot || this._root ).uuid; + + delete actionByRoot[ rootUuid ]; + + if ( knownActionsForClip.length === 0 ) { + + delete actionsByClip[ clipUuid ]; + + } + + this._removeInactiveBindingsForAction( action ); + + } + + _removeInactiveBindingsForAction( action ) { + + const bindings = action._propertyBindings; + + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( -- binding.referenceCount === 0 ) { + + this._removeInactiveBinding( binding ); + + } + + } + + } + + _lendAction( action ) { + + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + + const actions = this._actions, + prevIndex = action._cacheIndex, + + lastActiveIndex = this._nActiveActions ++, + + firstInactiveAction = actions[ lastActiveIndex ]; + + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; + + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; + + } + + _takeBackAction( action ) { + + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + + const actions = this._actions, + prevIndex = action._cacheIndex, + + firstInactiveIndex = -- this._nActiveActions, + + lastActiveAction = actions[ firstInactiveIndex ]; + + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; + + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; + + } + + // Memory management for PropertyMixer objects + + _addInactiveBinding( binding, rootUuid, trackName ) { + + const bindingsByRoot = this._bindingsByRootAndName, + bindings = this._bindings; + + let bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + } + + _removeInactiveBinding( binding ) { + + const bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + if ( Object.keys( bindingByName ).length === 0 ) { + + delete bindingsByRoot[ rootUuid ]; + + } + + } + + _lendBinding( binding ) { + + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + + lastActiveIndex = this._nActiveBindings ++, + + firstInactiveBinding = bindings[ lastActiveIndex ]; + + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; + + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; + + } + + _takeBackBinding( binding ) { + + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + + firstInactiveIndex = -- this._nActiveBindings, + + lastActiveBinding = bindings[ firstInactiveIndex ]; + + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; + + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; + + } + + + // Memory management of Interpolants for weight and time scale + + _lendControlInterpolant() { + + const interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++; + + let interpolant = interpolants[ lastActiveIndex ]; + + if ( interpolant === undefined ) { + + interpolant = new LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, _controlInterpolantsResultBuffer ); + + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; + + } + + return interpolant; + + } + + _takeBackControlInterpolant( interpolant ) { + + const interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + } + + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction( clip, optionalRoot, blendMode ) { + + const root = optionalRoot || this._root, + rootUuid = root.uuid; + + let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; + + const clipUuid = clipObject !== null ? clipObject.uuid : clip; + + const actionsForClip = this._actionsByClip[ clipUuid ]; + let prototypeAction = null; + + if ( blendMode === undefined ) { + + if ( clipObject !== null ) { + + blendMode = clipObject.blendMode; + + } else { + + blendMode = NormalAnimationBlendMode; + + } + + } + + if ( actionsForClip !== undefined ) { + + const existingAction = actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { + + return existingAction; + + } + + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; + + // also, take the clip from the prototype action + if ( clipObject === null ) + clipObject = prototypeAction._clip; + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); + + return newAction; + + } + + // get an existing action + existingAction( clip, optionalRoot ) { + + const root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + return actionsForClip.actionByRoot[ rootUuid ] || null; + + } + + return null; + + } + + // deactivates all previously scheduled actions + stopAllAction() { + + const actions = this._actions, + nActions = this._nActiveActions; + + for ( let i = nActions - 1; i >= 0; -- i ) { + + actions[ i ].stop(); + + } + + return this; + + } + + // advance the time and update apply the animation + update( deltaTime ) { + + deltaTime *= this.timeScale; + + const actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( let i = 0; i !== nActions; ++ i ) { + + const action = actions[ i ]; + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + // update scene graph + + const bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( let i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + } + + // Allows you to seek to a specific time in an animation. + setTime( timeInSeconds ) { + + this.time = 0; // Zero out time attribute for AnimationMixer object; + for ( let i = 0; i < this._actions.length; i ++ ) { + + this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. + + } + + return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. + + } + + // return this mixer's root target object + getRoot() { + + return this._root; + + } + + // free all resources specific to a particular clip + uncacheClip( clip ) { + + const actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + const actionsToRemove = actionsForClip.knownActions; + + for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + const action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + const cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; + + action._cacheIndex = null; + action._byClipCacheIndex = null; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + this._removeInactiveBindingsForAction( action ); + + } + + delete actionsByClip[ clipUuid ]; + + } + + } + + // free all resources specific to a particular root target object + uncacheRoot( root ) { + + const rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( const clipUuid in actionsByClip ) { + + const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + const bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( const trackName in bindingByName ) { + + const binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + } + + // remove a targeted clip from the cache + uncacheAction( clip, optionalRoot ) { + + const action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + } + + class Uniform { + + constructor( value ) { + + this.value = value; + + } + + clone() { + + return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + + } + + } + + let id = 0; + + class UniformsGroup extends EventDispatcher { + + constructor() { + + super(); + + this.isUniformsGroup = true; + + Object.defineProperty( this, 'id', { value: id ++ } ); + + this.name = ''; + + this.usage = StaticDrawUsage; + this.uniforms = []; + + } + + add( uniform ) { + + this.uniforms.push( uniform ); + + return this; + + } + + remove( uniform ) { + + const index = this.uniforms.indexOf( uniform ); + + if ( index !== - 1 ) this.uniforms.splice( index, 1 ); + + return this; + + } + + setName( name ) { + + this.name = name; + + return this; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + return this; + + } + + copy( source ) { + + this.name = source.name; + this.usage = source.usage; + + const uniformsSource = source.uniforms; + + this.uniforms.length = 0; + + for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) { + + this.uniforms.push( uniformsSource[ i ].clone() ); + + } + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + } + + class InstancedInterleavedBuffer extends InterleavedBuffer { + + constructor( array, stride, meshPerAttribute = 1 ) { + + super( array, stride ); + + this.isInstancedInterleavedBuffer = true; + + this.meshPerAttribute = meshPerAttribute; + + } + + copy( source ) { + + super.copy( source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + clone( data ) { + + const ib = super.clone( data ); + + ib.meshPerAttribute = this.meshPerAttribute; + + return ib; + + } + + toJSON( data ) { + + const json = super.toJSON( data ); + + json.isInstancedInterleavedBuffer = true; + json.meshPerAttribute = this.meshPerAttribute; + + return json; + + } + + } + + class GLBufferAttribute { + + constructor( buffer, type, itemSize, elementSize, count ) { + + this.isGLBufferAttribute = true; + + this.name = ''; + + this.buffer = buffer; + this.type = type; + this.itemSize = itemSize; + this.elementSize = elementSize; + this.count = count; + + this.version = 0; + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + setBuffer( buffer ) { + + this.buffer = buffer; + + return this; + + } + + setType( type, elementSize ) { + + this.type = type; + this.elementSize = elementSize; + + return this; + + } + + setItemSize( itemSize ) { + + this.itemSize = itemSize; + + return this; + + } + + setCount( count ) { + + this.count = count; + + return this; + + } + + } + + class Raycaster { + + constructor( origin, direction, near = 0, far = Infinity ) { + + this.ray = new Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + this.near = near; + this.far = far; + this.camera = null; + this.layers = new Layers(); + + this.params = { + Mesh: {}, + Line: { threshold: 1 }, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + } + + set( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + } + + setFromCamera( coords, camera ) { + + if ( camera.isPerspectiveCamera ) { + + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + this.camera = camera; + + } else if ( camera.isOrthographicCamera ) { + + this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera + this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); + this.camera = camera; + + } else { + + console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type ); + + } + + } + + intersectObject( object, recursive = true, intersects = [] ) { + + intersectObject( object, this, intersects, recursive ); + + intersects.sort( ascSort ); + + return intersects; + + } + + intersectObjects( objects, recursive = true, intersects = [] ) { + + for ( let i = 0, l = objects.length; i < l; i ++ ) { + + intersectObject( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( ascSort ); + + return intersects; + + } + + } + + function ascSort( a, b ) { + + return a.distance - b.distance; + + } + + function intersectObject( object, raycaster, intersects, recursive ) { + + if ( object.layers.test( raycaster.layers ) ) { + + object.raycast( raycaster, intersects ); + + } + + if ( recursive === true ) { + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + intersectObject( children[ i ], raycaster, intersects, true ); + + } + + } + + } + + /** + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. + * The azimuthal angle (theta) is measured from the positive z-axis. + */ + + + class Spherical { + + constructor( radius = 1, phi = 0, theta = 0 ) { + + this.radius = radius; + this.phi = phi; // polar angle + this.theta = theta; // azimuthal angle + + return this; + + } + + set( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + } + + copy( other ) { + + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; + + return this; + + } + + // restrict phi to be between EPS and PI-EPS + makeSafe() { + + const EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + return this; + + } + + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + setFromCartesianCoords( x, y, z ) { + + this.radius = Math.sqrt( x * x + y * y + z * z ); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( x, z ); + this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) ); + + } + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + } + + /** + * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system + */ + + class Cylindrical { + + constructor( radius = 1, theta = 0, y = 0 ) { + + this.radius = radius; // distance from the origin to a point in the x-z plane + this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis + this.y = y; // height above the x-z plane + + return this; + + } + + set( radius, theta, y ) { + + this.radius = radius; + this.theta = theta; + this.y = y; + + return this; + + } + + copy( other ) { + + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; + + return this; + + } + + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + setFromCartesianCoords( x, y, z ) { + + this.radius = Math.sqrt( x * x + z * z ); + this.theta = Math.atan2( x, z ); + this.y = y; + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + } + + const _vector$4 = /*@__PURE__*/ new Vector2(); + + class Box2 { + + constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) { + + this.isBox2 = true; + + this.min = min; + this.max = max; + + } + + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + setFromCenterAndSize( center, size ) { + + const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + makeEmpty() { + + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + } + + isEmpty() { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + + } + + getCenter( target ) { + + return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + getSize( target ) { + + return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + containsPoint( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ? false : true; + + } + + containsBox( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y; + + } + + getParameter( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ) + ); + + } + + intersectsBox( box ) { + + // using 4 splitting planes to rule out intersections + + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y ? false : true; + + } + + clampPoint( point, target ) { + + return target.copy( point ).clamp( this.min, this.max ); + + } + + distanceToPoint( point ) { + + return this.clampPoint( point, _vector$4 ).distanceTo( point ); + + } + + intersect( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + } + + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + + } + + const _startP = /*@__PURE__*/ new Vector3(); + const _startEnd = /*@__PURE__*/ new Vector3(); + + class Line3 { + + constructor( start = new Vector3(), end = new Vector3() ) { + + this.start = start; + this.end = end; + + } + + set( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + } + + copy( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + } + + getCenter( target ) { + + return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + } + + delta( target ) { + + return target.subVectors( this.end, this.start ); + + } + + distanceSq() { + + return this.start.distanceToSquared( this.end ); + + } + + distance() { + + return this.start.distanceTo( this.end ); + + } + + at( t, target ) { + + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + } + + closestPointToPointParameter( point, clampToLine ) { + + _startP.subVectors( point, this.start ); + _startEnd.subVectors( this.end, this.start ); + + const startEnd2 = _startEnd.dot( _startEnd ); + const startEnd_startP = _startEnd.dot( _startP ); + + let t = startEnd_startP / startEnd2; + + if ( clampToLine ) { + + t = clamp( t, 0, 1 ); + + } + + return t; + + } + + closestPointToPoint( point, clampToLine, target ) { + + const t = this.closestPointToPointParameter( point, clampToLine ); + + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + } + + applyMatrix4( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + } + + equals( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + } + + const _vector$3 = /*@__PURE__*/ new Vector3(); + + class SpotLightHelper extends Object3D { + + constructor( light, color ) { + + super(); + + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + this.type = 'SpotLightHelper'; + + const geometry = new BufferGeometry(); + + const positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; + + for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + + const p1 = ( i / l ) * Math.PI * 2; + const p2 = ( j / l ) * Math.PI * 2; + + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); + + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + + } + + dispose() { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + } + + update() { + + this.light.updateWorldMatrix( true, false ); + this.light.target.updateWorldMatrix( true, false ); + + const coneLength = this.light.distance ? this.light.distance : 1000; + const coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + _vector$3.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( _vector$3 ); + + if ( this.color !== undefined ) { + + this.cone.material.color.set( this.color ); + + } else { + + this.cone.material.color.copy( this.light.color ); + + } + + } + + } + + const _vector$2 = /*@__PURE__*/ new Vector3(); + const _boneMatrix = /*@__PURE__*/ new Matrix4(); + const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); + + + class SkeletonHelper extends LineSegments { + + constructor( object ) { + + const bones = getBoneList( object ); + + const geometry = new BufferGeometry(); + + const vertices = []; + const colors = []; + + const color1 = new Color( 0, 0, 1 ); + const color2 = new Color( 0, 1, 0 ); + + for ( let i = 0; i < bones.length; i ++ ) { + + const bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + vertices.push( 0, 0, 0 ); + vertices.push( 0, 0, 0 ); + colors.push( color1.r, color1.g, color1.b ); + colors.push( color2.r, color2.g, color2.b ); + + } + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); + + super( geometry, material ); + + this.isSkeletonHelper = true; + + this.type = 'SkeletonHelper'; + + this.root = object; + this.bones = bones; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + } + + updateMatrixWorld( force ) { + + const bones = this.bones; + + const geometry = this.geometry; + const position = geometry.getAttribute( 'position' ); + + _matrixWorldInv.copy( this.root.matrixWorld ).invert(); + + for ( let i = 0, j = 0; i < bones.length; i ++ ) { + + const bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); + _vector$2.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z ); + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); + _vector$2.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z ); + + j += 2; + + } + + } + + geometry.getAttribute( 'position' ).needsUpdate = true; + + super.updateMatrixWorld( force ); + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + } + + + function getBoneList( object ) { + + const boneList = []; + + if ( object.isBone === true ) { + + boneList.push( object ); + + } + + for ( let i = 0; i < object.children.length; i ++ ) { + + boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); + + } + + return boneList; + + } + + class PointLightHelper extends Mesh { + + constructor( light, sphereSize, color ) { + + const geometry = new SphereGeometry( sphereSize, 4, 2 ); + const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + + super( geometry, material ); + + this.light = light; + + this.color = color; + + this.type = 'PointLightHelper'; + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + + /* + // TODO: delete this comment? + const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + const d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + update() { + + this.light.updateWorldMatrix( true, false ); + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + this.material.color.copy( this.light.color ); + + } + + /* + const d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + + } + + } + + const _vector$1 = /*@__PURE__*/ new Vector3(); + const _color1 = /*@__PURE__*/ new Color(); + const _color2 = /*@__PURE__*/ new Color(); + + class HemisphereLightHelper extends Object3D { + + constructor( light, size, color ) { + + super(); + + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + this.type = 'HemisphereLightHelper'; + + const geometry = new OctahedronGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); + + this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + if ( this.color === undefined ) this.material.vertexColors = true; + + const position = geometry.getAttribute( 'position' ); + const colors = new Float32Array( position.count * 3 ); + + geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); + + this.add( new Mesh( geometry, this.material ) ); + + this.update(); + + } + + dispose() { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + } + + update() { + + const mesh = this.children[ 0 ]; + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + const colors = mesh.geometry.getAttribute( 'color' ); + + _color1.copy( this.light.color ); + _color2.copy( this.light.groundColor ); + + for ( let i = 0, l = colors.count; i < l; i ++ ) { + + const color = ( i < ( l / 2 ) ) ? _color1 : _color2; + + colors.setXYZ( i, color.r, color.g, color.b ); + + } + + colors.needsUpdate = true; + + } + + this.light.updateWorldMatrix( true, false ); + + mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + + } + + } + + class GridHelper extends LineSegments { + + constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) { + + color1 = new Color( color1 ); + color2 = new Color( color2 ); + + const center = divisions / 2; + const step = size / divisions; + const halfSize = size / 2; + + const vertices = [], colors = []; + + for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); + + const color = i === center ? color1 : color2; + + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + + } + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'GridHelper'; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + } + + class PolarGridHelper extends LineSegments { + + constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) { + + color1 = new Color( color1 ); + color2 = new Color( color2 ); + + const vertices = []; + const colors = []; + + // create the sectors + + if ( sectors > 1 ) { + + for ( let i = 0; i < sectors; i ++ ) { + + const v = ( i / sectors ) * ( Math.PI * 2 ); + + const x = Math.sin( v ) * radius; + const z = Math.cos( v ) * radius; + + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); + + const color = ( i & 1 ) ? color1 : color2; + + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + + } + + } + + // create the rings + + for ( let i = 0; i < rings; i ++ ) { + + const color = ( i & 1 ) ? color1 : color2; + + const r = radius - ( radius / rings * i ); + + for ( let j = 0; j < divisions; j ++ ) { + + // first vertex + + let v = ( j / divisions ) * ( Math.PI * 2 ); + + let x = Math.sin( v ) * r; + let z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + // second vertex + + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + } + + } + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'PolarGridHelper'; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + } + + const _v1 = /*@__PURE__*/ new Vector3(); + const _v2 = /*@__PURE__*/ new Vector3(); + const _v3 = /*@__PURE__*/ new Vector3(); + + class DirectionalLightHelper extends Object3D { + + constructor( light, size, color ) { + + super(); + + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + this.type = 'DirectionalLightHelper'; + + if ( size === undefined ) size = 1; + + let geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); + + const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); + + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); + + geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + + } + + dispose() { + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); + + } + + update() { + + this.light.updateWorldMatrix( true, false ); + this.light.target.updateWorldMatrix( true, false ); + + _v1.setFromMatrixPosition( this.light.matrixWorld ); + _v2.setFromMatrixPosition( this.light.target.matrixWorld ); + _v3.subVectors( _v2, _v1 ); + + this.lightPlane.lookAt( _v2 ); + + if ( this.color !== undefined ) { + + this.lightPlane.material.color.set( this.color ); + this.targetLine.material.color.set( this.color ); + + } else { + + this.lightPlane.material.color.copy( this.light.color ); + this.targetLine.material.color.copy( this.light.color ); + + } + + this.targetLine.lookAt( _v2 ); + this.targetLine.scale.z = _v3.length(); + + } + + } + + const _vector = /*@__PURE__*/ new Vector3(); + const _camera = /*@__PURE__*/ new Camera(); + + /** + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html + */ + + class CameraHelper extends LineSegments { + + constructor( camera ) { + + const geometry = new BufferGeometry(); + const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } ); + + const vertices = []; + const colors = []; + + const pointMap = {}; + + // near + + addLine( 'n1', 'n2' ); + addLine( 'n2', 'n4' ); + addLine( 'n4', 'n3' ); + addLine( 'n3', 'n1' ); + + // far + + addLine( 'f1', 'f2' ); + addLine( 'f2', 'f4' ); + addLine( 'f4', 'f3' ); + addLine( 'f3', 'f1' ); + + // sides + + addLine( 'n1', 'f1' ); + addLine( 'n2', 'f2' ); + addLine( 'n3', 'f3' ); + addLine( 'n4', 'f4' ); + + // cone + + addLine( 'p', 'n1' ); + addLine( 'p', 'n2' ); + addLine( 'p', 'n3' ); + addLine( 'p', 'n4' ); + + // up + + addLine( 'u1', 'u2' ); + addLine( 'u2', 'u3' ); + addLine( 'u3', 'u1' ); + + // target + + addLine( 'c', 't' ); + addLine( 'p', 'c' ); + + // cross + + addLine( 'cn1', 'cn2' ); + addLine( 'cn3', 'cn4' ); + + addLine( 'cf1', 'cf2' ); + addLine( 'cf3', 'cf4' ); + + function addLine( a, b ) { + + addPoint( a ); + addPoint( b ); + + } + + function addPoint( id ) { + + vertices.push( 0, 0, 0 ); + colors.push( 0, 0, 0 ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + super( geometry, material ); + + this.type = 'CameraHelper'; + + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + + // colors + + const colorFrustum = new Color( 0xffaa00 ); + const colorCone = new Color( 0xff0000 ); + const colorUp = new Color( 0x00aaff ); + const colorTarget = new Color( 0xffffff ); + const colorCross = new Color( 0x333333 ); + + this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross ); + + } + + setColors( frustum, cone, up, target, cross ) { + + const geometry = this.geometry; + + const colorAttribute = geometry.getAttribute( 'color' ); + + // near + + colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2 + colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4 + colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3 + colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1 + + // far + + colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2 + colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4 + colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3 + colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1 + + // sides + + colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1 + colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2 + colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3 + colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4 + + // cone + + colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1 + colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2 + colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3 + colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4 + + // up + + colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2 + colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3 + colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1 + + // target + + colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t + colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c + + // cross + + colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2 + colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4 + + colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2 + colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4 + + colorAttribute.needsUpdate = true; + + } + + update() { + + const geometry = this.geometry; + const pointMap = this.pointMap; + + const w = 1, h = 1; + + // we need just camera projection matrix inverse + // world matrix must be identity + + _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); + + // center / target + + setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 ); + setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 ); + + // near + + setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 ); + setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 ); + setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 ); + setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 ); + + // far + + setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 ); + setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 ); + setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 ); + setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 ); + + // up + + setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 ); + setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 ); + setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 ); + + // cross + + setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 ); + setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 ); + setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 ); + setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 ); + + setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 ); + setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 ); + setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 ); + setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 ); + + geometry.getAttribute( 'position' ).needsUpdate = true; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + } + + + function setPoint( point, pointMap, geometry, camera, x, y, z ) { + + _vector.set( x, y, z ).unproject( camera ); + + const points = pointMap[ point ]; + + if ( points !== undefined ) { + + const position = geometry.getAttribute( 'position' ); + + for ( let i = 0, l = points.length; i < l; i ++ ) { + + position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z ); + + } + + } + + } + + const _box = /*@__PURE__*/ new Box3(); + + class BoxHelper extends LineSegments { + + constructor( object, color = 0xffff00 ) { + + const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + const positions = new Float32Array( 8 * 3 ); + + const geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + this.object = object; + this.type = 'BoxHelper'; + + this.matrixAutoUpdate = false; + + this.update(); + + } + + update( object ) { + + if ( object !== undefined ) { + + console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); + + } + + if ( this.object !== undefined ) { + + _box.setFromObject( this.object ); + + } + + if ( _box.isEmpty() ) return; + + const min = _box.min; + const max = _box.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + const position = this.geometry.attributes.position; + const array = position.array; + + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + + position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + } + + setFromObject( object ) { + + this.object = object; + this.update(); + + return this; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.object = source.object; + + return this; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + } + + class Box3Helper extends LineSegments { + + constructor( box, color = 0xffff00 ) { + + const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + + const positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; + + const geometry = new BufferGeometry(); + + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + this.box = box; + + this.type = 'Box3Helper'; + + this.geometry.computeBoundingSphere(); + + } + + updateMatrixWorld( force ) { + + const box = this.box; + + if ( box.isEmpty() ) return; + + box.getCenter( this.position ); + + box.getSize( this.scale ); + + this.scale.multiplyScalar( 0.5 ); + + super.updateMatrixWorld( force ); + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + } + + class PlaneHelper extends Line { + + constructor( plane, size = 1, hex = 0xffff00 ) { + + const color = hex; + + const positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ]; + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + this.type = 'PlaneHelper'; + + this.plane = plane; + + this.size = size; + + const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ]; + + const geometry2 = new BufferGeometry(); + geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); + + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) ); + + } + + updateMatrixWorld( force ) { + + this.position.set( 0, 0, 0 ); + + this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 ); + + this.lookAt( this.plane.normal ); + + this.translateZ( - this.plane.constant ); + + super.updateMatrixWorld( force ); + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + } + + } + + const _axis = /*@__PURE__*/ new Vector3(); + let _lineGeometry, _coneGeometry; + + class ArrowHelper extends Object3D { + + // dir is assumed to be normalized + + constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) { + + super(); + + this.type = 'ArrowHelper'; + + if ( _lineGeometry === undefined ) { + + _lineGeometry = new BufferGeometry(); + _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 ); + _coneGeometry.translate( 0, - 0.5, 0 ); + + } + + this.position.copy( origin ); + + this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + + } + + setDirection( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < - 0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + _axis.set( dir.z, 0, - dir.x ).normalize(); + + const radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( _axis, radians ); + + } + + } + + setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) { + + this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458 + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + + } + + setColor( color ) { + + this.line.material.color.set( color ); + this.cone.material.color.set( color ); + + } + + copy( source ) { + + super.copy( source, false ); + + this.line.copy( source.line ); + this.cone.copy( source.cone ); + + return this; + + } + + dispose() { + + this.line.geometry.dispose(); + this.line.material.dispose(); + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + } + + } + + class AxesHelper extends LineSegments { + + constructor( size = 1 ) { + + const vertices = [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ]; + + const colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'AxesHelper'; + + } + + setColors( xAxisColor, yAxisColor, zAxisColor ) { + + const color = new Color(); + const array = this.geometry.attributes.color.array; + + color.set( xAxisColor ); + color.toArray( array, 0 ); + color.toArray( array, 3 ); + + color.set( yAxisColor ); + color.toArray( array, 6 ); + color.toArray( array, 9 ); + + color.set( zAxisColor ); + color.toArray( array, 12 ); + color.toArray( array, 15 ); + + this.geometry.attributes.color.needsUpdate = true; + + return this; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + } + + class ShapePath { + + constructor() { + + this.type = 'ShapePath'; + + this.color = new Color(); + + this.subPaths = []; + this.currentPath = null; + + } + + moveTo( x, y ) { + + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); + + return this; + + } + + lineTo( x, y ) { + + this.currentPath.lineTo( x, y ); + + return this; + + } + + quadraticCurveTo( aCPx, aCPy, aX, aY ) { + + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + + return this; + + } + + bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + + return this; + + } + + splineThru( pts ) { + + this.currentPath.splineThru( pts ); + + return this; + + } + + toShapes( isCCW ) { + + function toShapesNoHoles( inSubpaths ) { + + const shapes = []; + + for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) { + + const tmpPath = inSubpaths[ i ]; + + const tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + + } + + return shapes; + + } + + function isPointInsidePolygon( inPt, inPolygon ) { + + const polyLen = inPolygon.length; + + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + let inside = false; + for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + + let edgeLowPt = inPolygon[ p ]; + let edgeHighPt = inPolygon[ q ]; + + let edgeDx = edgeHighPt.x - edgeLowPt.x; + let edgeDy = edgeHighPt.y - edgeLowPt.y; + + if ( Math.abs( edgeDy ) > Number.EPSILON ) { + + // not parallel + if ( edgeDy < 0 ) { + + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + + } + + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + + if ( inPt.y === edgeLowPt.y ) { + + if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! + + } else { + + const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge === 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt + + } + + } else { + + // parallel or collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; + + } + + } + + return inside; + + } + + const isClockWise = ShapeUtils.isClockWise; + + const subPaths = this.subPaths; + if ( subPaths.length === 0 ) return []; + + let solid, tmpPath, tmpShape; + const shapes = []; + + if ( subPaths.length === 1 ) { + + tmpPath = subPaths[ 0 ]; + tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + + } + + let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; + + // console.log("Holes first", holesFirst); + + const betterShapeHoles = []; + const newShapes = []; + let newShapeHoles = []; + let mainIdx = 0; + let tmpPoints; + + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; + + for ( let i = 0, l = subPaths.length; i < l; i ++ ) { + + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; + + if ( solid ) { + + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; + + if ( holesFirst ) mainIdx ++; + newShapeHoles[ mainIdx ] = []; + + //console.log('cw', i); + + } else { + + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + + //console.log('ccw', i); + + } + + } + + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); + + + if ( newShapes.length > 1 ) { + + let ambiguous = false; + let toChange = 0; + + for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + betterShapeHoles[ sIdx ] = []; + + } + + for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + const sho = newShapeHoles[ sIdx ]; + + for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) { + + const ho = sho[ hIdx ]; + let hole_unassigned = true; + + for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + + if ( sIdx !== s2Idx ) toChange ++; + + if ( hole_unassigned ) { + + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); + + } else { + + ambiguous = true; + + } + + } + + } + + if ( hole_unassigned ) { + + betterShapeHoles[ sIdx ].push( ho ); + + } + + } + + } + + if ( toChange > 0 && ambiguous === false ) { + + newShapeHoles = betterShapeHoles; + + } + + } + + let tmpHoles; + + for ( let i = 0, il = newShapes.length; i < il; i ++ ) { + + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; + + for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + + tmpShape.holes.push( tmpHoles[ j ].h ); + + } + + } + + //console.log("shape", shapes); + + return shapes; + + } + + } + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { + revision: REVISION, + } } ) ); + + } + + if ( typeof window !== 'undefined' ) { + + if ( window.__THREE__ ) { + + console.warn( 'WARNING: Multiple instances of Three.js being imported.' ); + + } else { + + window.__THREE__ = REVISION; + + } + + } + + exports.ACESFilmicToneMapping = ACESFilmicToneMapping; + exports.AddEquation = AddEquation; + exports.AddOperation = AddOperation; + exports.AdditiveAnimationBlendMode = AdditiveAnimationBlendMode; + exports.AdditiveBlending = AdditiveBlending; + exports.AlphaFormat = AlphaFormat; + exports.AlwaysCompare = AlwaysCompare; + exports.AlwaysDepth = AlwaysDepth; + exports.AlwaysStencilFunc = AlwaysStencilFunc; + exports.AmbientLight = AmbientLight; + exports.AmbientLightProbe = AmbientLightProbe; + exports.AnimationAction = AnimationAction; + exports.AnimationClip = AnimationClip; + exports.AnimationLoader = AnimationLoader; + exports.AnimationMixer = AnimationMixer; + exports.AnimationObjectGroup = AnimationObjectGroup; + exports.AnimationUtils = AnimationUtils; + exports.ArcCurve = ArcCurve; + exports.ArrayCamera = ArrayCamera; + exports.ArrowHelper = ArrowHelper; + exports.Audio = Audio; + exports.AudioAnalyser = AudioAnalyser; + exports.AudioContext = AudioContext; + exports.AudioListener = AudioListener; + exports.AudioLoader = AudioLoader; + exports.AxesHelper = AxesHelper; + exports.BackSide = BackSide; + exports.BasicDepthPacking = BasicDepthPacking; + exports.BasicShadowMap = BasicShadowMap; + exports.Bone = Bone; + exports.BooleanKeyframeTrack = BooleanKeyframeTrack; + exports.Box2 = Box2; + exports.Box3 = Box3; + exports.Box3Helper = Box3Helper; + exports.BoxGeometry = BoxGeometry; + exports.BoxHelper = BoxHelper; + exports.BufferAttribute = BufferAttribute; + exports.BufferGeometry = BufferGeometry; + exports.BufferGeometryLoader = BufferGeometryLoader; + exports.ByteType = ByteType; + exports.Cache = Cache; + exports.Camera = Camera; + exports.CameraHelper = CameraHelper; + exports.CanvasTexture = CanvasTexture; + exports.CapsuleGeometry = CapsuleGeometry; + exports.CatmullRomCurve3 = CatmullRomCurve3; + exports.CineonToneMapping = CineonToneMapping; + exports.CircleGeometry = CircleGeometry; + exports.ClampToEdgeWrapping = ClampToEdgeWrapping; + exports.Clock = Clock; + exports.Color = Color; + exports.ColorKeyframeTrack = ColorKeyframeTrack; + exports.ColorManagement = ColorManagement; + exports.CompressedArrayTexture = CompressedArrayTexture; + exports.CompressedTexture = CompressedTexture; + exports.CompressedTextureLoader = CompressedTextureLoader; + exports.ConeGeometry = ConeGeometry; + exports.CubeCamera = CubeCamera; + exports.CubeReflectionMapping = CubeReflectionMapping; + exports.CubeRefractionMapping = CubeRefractionMapping; + exports.CubeTexture = CubeTexture; + exports.CubeTextureLoader = CubeTextureLoader; + exports.CubeUVReflectionMapping = CubeUVReflectionMapping; + exports.CubicBezierCurve = CubicBezierCurve; + exports.CubicBezierCurve3 = CubicBezierCurve3; + exports.CubicInterpolant = CubicInterpolant; + exports.CullFaceBack = CullFaceBack; + exports.CullFaceFront = CullFaceFront; + exports.CullFaceFrontBack = CullFaceFrontBack; + exports.CullFaceNone = CullFaceNone; + exports.Curve = Curve; + exports.CurvePath = CurvePath; + exports.CustomBlending = CustomBlending; + exports.CustomToneMapping = CustomToneMapping; + exports.CylinderGeometry = CylinderGeometry; + exports.Cylindrical = Cylindrical; + exports.Data3DTexture = Data3DTexture; + exports.DataArrayTexture = DataArrayTexture; + exports.DataTexture = DataTexture; + exports.DataTextureLoader = DataTextureLoader; + exports.DataUtils = DataUtils; + exports.DecrementStencilOp = DecrementStencilOp; + exports.DecrementWrapStencilOp = DecrementWrapStencilOp; + exports.DefaultLoadingManager = DefaultLoadingManager; + exports.DepthFormat = DepthFormat; + exports.DepthStencilFormat = DepthStencilFormat; + exports.DepthTexture = DepthTexture; + exports.DirectionalLight = DirectionalLight; + exports.DirectionalLightHelper = DirectionalLightHelper; + exports.DiscreteInterpolant = DiscreteInterpolant; + exports.DisplayP3ColorSpace = DisplayP3ColorSpace; + exports.DodecahedronGeometry = DodecahedronGeometry; + exports.DoubleSide = DoubleSide; + exports.DstAlphaFactor = DstAlphaFactor; + exports.DstColorFactor = DstColorFactor; + exports.DynamicCopyUsage = DynamicCopyUsage; + exports.DynamicDrawUsage = DynamicDrawUsage; + exports.DynamicReadUsage = DynamicReadUsage; + exports.EdgesGeometry = EdgesGeometry; + exports.EllipseCurve = EllipseCurve; + exports.EqualCompare = EqualCompare; + exports.EqualDepth = EqualDepth; + exports.EqualStencilFunc = EqualStencilFunc; + exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping; + exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping; + exports.Euler = Euler; + exports.EventDispatcher = EventDispatcher; + exports.ExtrudeGeometry = ExtrudeGeometry; + exports.FileLoader = FileLoader; + exports.Float16BufferAttribute = Float16BufferAttribute; + exports.Float32BufferAttribute = Float32BufferAttribute; + exports.Float64BufferAttribute = Float64BufferAttribute; + exports.FloatType = FloatType; + exports.Fog = Fog; + exports.FogExp2 = FogExp2; + exports.FramebufferTexture = FramebufferTexture; + exports.FrontSide = FrontSide; + exports.Frustum = Frustum; + exports.GLBufferAttribute = GLBufferAttribute; + exports.GLSL1 = GLSL1; + exports.GLSL3 = GLSL3; + exports.GreaterCompare = GreaterCompare; + exports.GreaterDepth = GreaterDepth; + exports.GreaterEqualCompare = GreaterEqualCompare; + exports.GreaterEqualDepth = GreaterEqualDepth; + exports.GreaterEqualStencilFunc = GreaterEqualStencilFunc; + exports.GreaterStencilFunc = GreaterStencilFunc; + exports.GridHelper = GridHelper; + exports.Group = Group; + exports.HalfFloatType = HalfFloatType; + exports.HemisphereLight = HemisphereLight; + exports.HemisphereLightHelper = HemisphereLightHelper; + exports.HemisphereLightProbe = HemisphereLightProbe; + exports.IcosahedronGeometry = IcosahedronGeometry; + exports.ImageBitmapLoader = ImageBitmapLoader; + exports.ImageLoader = ImageLoader; + exports.ImageUtils = ImageUtils; + exports.IncrementStencilOp = IncrementStencilOp; + exports.IncrementWrapStencilOp = IncrementWrapStencilOp; + exports.InstancedBufferAttribute = InstancedBufferAttribute; + exports.InstancedBufferGeometry = InstancedBufferGeometry; + exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer; + exports.InstancedMesh = InstancedMesh; + exports.Int16BufferAttribute = Int16BufferAttribute; + exports.Int32BufferAttribute = Int32BufferAttribute; + exports.Int8BufferAttribute = Int8BufferAttribute; + exports.IntType = IntType; + exports.InterleavedBuffer = InterleavedBuffer; + exports.InterleavedBufferAttribute = InterleavedBufferAttribute; + exports.Interpolant = Interpolant; + exports.InterpolateDiscrete = InterpolateDiscrete; + exports.InterpolateLinear = InterpolateLinear; + exports.InterpolateSmooth = InterpolateSmooth; + exports.InvertStencilOp = InvertStencilOp; + exports.KeepStencilOp = KeepStencilOp; + exports.KeyframeTrack = KeyframeTrack; + exports.LOD = LOD; + exports.LatheGeometry = LatheGeometry; + exports.Layers = Layers; + exports.LessCompare = LessCompare; + exports.LessDepth = LessDepth; + exports.LessEqualCompare = LessEqualCompare; + exports.LessEqualDepth = LessEqualDepth; + exports.LessEqualStencilFunc = LessEqualStencilFunc; + exports.LessStencilFunc = LessStencilFunc; + exports.Light = Light; + exports.LightProbe = LightProbe; + exports.Line = Line; + exports.Line3 = Line3; + exports.LineBasicMaterial = LineBasicMaterial; + exports.LineCurve = LineCurve; + exports.LineCurve3 = LineCurve3; + exports.LineDashedMaterial = LineDashedMaterial; + exports.LineLoop = LineLoop; + exports.LineSegments = LineSegments; + exports.LinearEncoding = LinearEncoding; + exports.LinearFilter = LinearFilter; + exports.LinearInterpolant = LinearInterpolant; + exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter; + exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter; + exports.LinearMipmapLinearFilter = LinearMipmapLinearFilter; + exports.LinearMipmapNearestFilter = LinearMipmapNearestFilter; + exports.LinearSRGBColorSpace = LinearSRGBColorSpace; + exports.LinearToneMapping = LinearToneMapping; + exports.Loader = Loader; + exports.LoaderUtils = LoaderUtils; + exports.LoadingManager = LoadingManager; + exports.LoopOnce = LoopOnce; + exports.LoopPingPong = LoopPingPong; + exports.LoopRepeat = LoopRepeat; + exports.LuminanceAlphaFormat = LuminanceAlphaFormat; + exports.LuminanceFormat = LuminanceFormat; + exports.MOUSE = MOUSE; + exports.Material = Material; + exports.MaterialLoader = MaterialLoader; + exports.MathUtils = MathUtils; + exports.Matrix3 = Matrix3; + exports.Matrix4 = Matrix4; + exports.MaxEquation = MaxEquation; + exports.Mesh = Mesh; + exports.MeshBasicMaterial = MeshBasicMaterial; + exports.MeshDepthMaterial = MeshDepthMaterial; + exports.MeshDistanceMaterial = MeshDistanceMaterial; + exports.MeshLambertMaterial = MeshLambertMaterial; + exports.MeshMatcapMaterial = MeshMatcapMaterial; + exports.MeshNormalMaterial = MeshNormalMaterial; + exports.MeshPhongMaterial = MeshPhongMaterial; + exports.MeshPhysicalMaterial = MeshPhysicalMaterial; + exports.MeshStandardMaterial = MeshStandardMaterial; + exports.MeshToonMaterial = MeshToonMaterial; + exports.MinEquation = MinEquation; + exports.MirroredRepeatWrapping = MirroredRepeatWrapping; + exports.MixOperation = MixOperation; + exports.MultiplyBlending = MultiplyBlending; + exports.MultiplyOperation = MultiplyOperation; + exports.NearestFilter = NearestFilter; + exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter; + exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter; + exports.NearestMipmapLinearFilter = NearestMipmapLinearFilter; + exports.NearestMipmapNearestFilter = NearestMipmapNearestFilter; + exports.NeverCompare = NeverCompare; + exports.NeverDepth = NeverDepth; + exports.NeverStencilFunc = NeverStencilFunc; + exports.NoBlending = NoBlending; + exports.NoColorSpace = NoColorSpace; + exports.NoToneMapping = NoToneMapping; + exports.NormalAnimationBlendMode = NormalAnimationBlendMode; + exports.NormalBlending = NormalBlending; + exports.NotEqualCompare = NotEqualCompare; + exports.NotEqualDepth = NotEqualDepth; + exports.NotEqualStencilFunc = NotEqualStencilFunc; + exports.NumberKeyframeTrack = NumberKeyframeTrack; + exports.Object3D = Object3D; + exports.ObjectLoader = ObjectLoader; + exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap; + exports.OctahedronGeometry = OctahedronGeometry; + exports.OneFactor = OneFactor; + exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor; + exports.OneMinusDstColorFactor = OneMinusDstColorFactor; + exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor; + exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor; + exports.OrthographicCamera = OrthographicCamera; + exports.PCFShadowMap = PCFShadowMap; + exports.PCFSoftShadowMap = PCFSoftShadowMap; + exports.PMREMGenerator = PMREMGenerator; + exports.Path = Path; + exports.PerspectiveCamera = PerspectiveCamera; + exports.Plane = Plane; + exports.PlaneGeometry = PlaneGeometry; + exports.PlaneHelper = PlaneHelper; + exports.PointLight = PointLight; + exports.PointLightHelper = PointLightHelper; + exports.Points = Points; + exports.PointsMaterial = PointsMaterial; + exports.PolarGridHelper = PolarGridHelper; + exports.PolyhedronGeometry = PolyhedronGeometry; + exports.PositionalAudio = PositionalAudio; + exports.PropertyBinding = PropertyBinding; + exports.PropertyMixer = PropertyMixer; + exports.QuadraticBezierCurve = QuadraticBezierCurve; + exports.QuadraticBezierCurve3 = QuadraticBezierCurve3; + exports.Quaternion = Quaternion; + exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack; + exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant; + exports.RED_GREEN_RGTC2_Format = RED_GREEN_RGTC2_Format; + exports.RED_RGTC1_Format = RED_RGTC1_Format; + exports.REVISION = REVISION; + exports.RGBADepthPacking = RGBADepthPacking; + exports.RGBAFormat = RGBAFormat; + exports.RGBAIntegerFormat = RGBAIntegerFormat; + exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format; + exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format; + exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format; + exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format; + exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format; + exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_Format; + exports.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format; + exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format; + exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format; + exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format; + exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format; + exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format; + exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format; + exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format; + exports.RGBA_BPTC_Format = RGBA_BPTC_Format; + exports.RGBA_ETC2_EAC_Format = RGBA_ETC2_EAC_Format; + exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format; + exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format; + exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format; + exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format; + exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format; + exports.RGB_ETC1_Format = RGB_ETC1_Format; + exports.RGB_ETC2_Format = RGB_ETC2_Format; + exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format; + exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format; + exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format; + exports.RGFormat = RGFormat; + exports.RGIntegerFormat = RGIntegerFormat; + exports.RawShaderMaterial = RawShaderMaterial; + exports.Ray = Ray; + exports.Raycaster = Raycaster; + exports.RectAreaLight = RectAreaLight; + exports.RedFormat = RedFormat; + exports.RedIntegerFormat = RedIntegerFormat; + exports.ReinhardToneMapping = ReinhardToneMapping; + exports.RepeatWrapping = RepeatWrapping; + exports.ReplaceStencilOp = ReplaceStencilOp; + exports.ReverseSubtractEquation = ReverseSubtractEquation; + exports.RingGeometry = RingGeometry; + exports.SIGNED_RED_GREEN_RGTC2_Format = SIGNED_RED_GREEN_RGTC2_Format; + exports.SIGNED_RED_RGTC1_Format = SIGNED_RED_RGTC1_Format; + exports.SRGBColorSpace = SRGBColorSpace; + exports.Scene = Scene; + exports.ShaderChunk = ShaderChunk; + exports.ShaderLib = ShaderLib; + exports.ShaderMaterial = ShaderMaterial; + exports.ShadowMaterial = ShadowMaterial; + exports.Shape = Shape; + exports.ShapeGeometry = ShapeGeometry; + exports.ShapePath = ShapePath; + exports.ShapeUtils = ShapeUtils; + exports.ShortType = ShortType; + exports.Skeleton = Skeleton; + exports.SkeletonHelper = SkeletonHelper; + exports.SkinnedMesh = SkinnedMesh; + exports.Source = Source; + exports.Sphere = Sphere; + exports.SphereGeometry = SphereGeometry; + exports.Spherical = Spherical; + exports.SphericalHarmonics3 = SphericalHarmonics3; + exports.SplineCurve = SplineCurve; + exports.SpotLight = SpotLight; + exports.SpotLightHelper = SpotLightHelper; + exports.Sprite = Sprite; + exports.SpriteMaterial = SpriteMaterial; + exports.SrcAlphaFactor = SrcAlphaFactor; + exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor; + exports.SrcColorFactor = SrcColorFactor; + exports.StaticCopyUsage = StaticCopyUsage; + exports.StaticDrawUsage = StaticDrawUsage; + exports.StaticReadUsage = StaticReadUsage; + exports.StereoCamera = StereoCamera; + exports.StreamCopyUsage = StreamCopyUsage; + exports.StreamDrawUsage = StreamDrawUsage; + exports.StreamReadUsage = StreamReadUsage; + exports.StringKeyframeTrack = StringKeyframeTrack; + exports.SubtractEquation = SubtractEquation; + exports.SubtractiveBlending = SubtractiveBlending; + exports.TOUCH = TOUCH; + exports.TangentSpaceNormalMap = TangentSpaceNormalMap; + exports.TetrahedronGeometry = TetrahedronGeometry; + exports.Texture = Texture; + exports.TextureLoader = TextureLoader; + exports.TorusGeometry = TorusGeometry; + exports.TorusKnotGeometry = TorusKnotGeometry; + exports.Triangle = Triangle; + exports.TriangleFanDrawMode = TriangleFanDrawMode; + exports.TriangleStripDrawMode = TriangleStripDrawMode; + exports.TrianglesDrawMode = TrianglesDrawMode; + exports.TubeGeometry = TubeGeometry; + exports.TwoPassDoubleSide = TwoPassDoubleSide; + exports.UVMapping = UVMapping; + exports.Uint16BufferAttribute = Uint16BufferAttribute; + exports.Uint32BufferAttribute = Uint32BufferAttribute; + exports.Uint8BufferAttribute = Uint8BufferAttribute; + exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute; + exports.Uniform = Uniform; + exports.UniformsGroup = UniformsGroup; + exports.UniformsLib = UniformsLib; + exports.UniformsUtils = UniformsUtils; + exports.UnsignedByteType = UnsignedByteType; + exports.UnsignedInt248Type = UnsignedInt248Type; + exports.UnsignedIntType = UnsignedIntType; + exports.UnsignedShort4444Type = UnsignedShort4444Type; + exports.UnsignedShort5551Type = UnsignedShort5551Type; + exports.UnsignedShortType = UnsignedShortType; + exports.VSMShadowMap = VSMShadowMap; + exports.Vector2 = Vector2; + exports.Vector3 = Vector3; + exports.Vector4 = Vector4; + exports.VectorKeyframeTrack = VectorKeyframeTrack; + exports.VideoTexture = VideoTexture; + exports.WebGL1Renderer = WebGL1Renderer; + exports.WebGL3DRenderTarget = WebGL3DRenderTarget; + exports.WebGLArrayRenderTarget = WebGLArrayRenderTarget; + exports.WebGLCoordinateSystem = WebGLCoordinateSystem; + exports.WebGLCubeRenderTarget = WebGLCubeRenderTarget; + exports.WebGLMultipleRenderTargets = WebGLMultipleRenderTargets; + exports.WebGLRenderTarget = WebGLRenderTarget; + exports.WebGLRenderer = WebGLRenderer; + exports.WebGLUtils = WebGLUtils; + exports.WebGPUCoordinateSystem = WebGPUCoordinateSystem; + exports.WireframeGeometry = WireframeGeometry; + exports.WrapAroundEnding = WrapAroundEnding; + exports.ZeroCurvatureEnding = ZeroCurvatureEnding; + exports.ZeroFactor = ZeroFactor; + exports.ZeroSlopeEnding = ZeroSlopeEnding; + exports.ZeroStencilOp = ZeroStencilOp; + exports._SRGBAFormat = _SRGBAFormat; + exports.sRGBEncoding = sRGBEncoding; + +})); diff --git a/themes/red/layouts/shortcodes/include-shader.html b/themes/red/layouts/shortcodes/include-shader.html new file mode 100644 index 0000000..b90a50b --- /dev/null +++ b/themes/red/layouts/shortcodes/include-shader.html @@ -0,0 +1,8 @@ +{{ $path := .Get 0 }} +{{ $id := .Get 1 }} + +{{ $content := readFile (print .Page.File.Dir $path) | safeHTML }} + + diff --git a/themes/red/layouts/shortcodes/three-scene.html b/themes/red/layouts/shortcodes/three-scene.html new file mode 100644 index 0000000..0d4734d --- /dev/null +++ b/themes/red/layouts/shortcodes/three-scene.html @@ -0,0 +1,4 @@ +{{ $path := .Get 0 }} +{{ $id := .Get 1 }} +
+