commit 7f2ab08adc9ae451b8e17e2ef430a2981b43f550 Author: clxud Date: Thu Jul 2 02:35:56 2026 +0000 Initial commit: SREBOT website (Express/EJS + i18n) - extracted from SREBOT monorepo diff --git a/.env.example b/.env.example new file mode 100644 index 0000000..075c316 --- /dev/null +++ b/.env.example @@ -0,0 +1,18 @@ +# Environment +NODE_ENV=production + +# Server Configuration +PORT=3000 + +# Domain Configuration (CORS) +PRODUCTION_DOMAIN=https://sre.pawjob.us + +# External API Configuration +EXTERNAL_API_URL=http://localhost:6000 + +# Logging Configuration +LOG_LEVEL=info + +# Rate Limiting +RATE_LIMIT_WINDOW_MS=60000 +RATE_LIMIT_MAX_REQUESTS=100 diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..dfe0770 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,2 @@ +# Auto detect text files and perform LF normalization +* text=auto diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..a331fd4 --- /dev/null +++ b/.gitignore @@ -0,0 +1,56 @@ +# Dependencies +node_modules/ +npm-debug.log* +yarn-debug.log* +yarn-error.log* + +# Environment variables +.env +.env.local +.env.development.local +.env.test.local +.env.production.local + +# Logs +logs +*.log + +# Runtime data +pids +*.pid +*.seed +*.pid.lock + +# Coverage directory used by tools like istanbul +coverage/ +*.lcov + +# Operating System Files +.DS_Store +.DS_Store? +._* +.Spotlight-V100 +.Trashes +ehthumbs.db +Thumbs.db + +# Editor directories and files +.vscode/ +.idea/ +*.swp +*.swo +*~ +.claude/ + +# Temporary files +*.tmp +*.temp +temp/ + +# Debug and test files +debug-*.js +test-*.js + +# Build output (obfuscated files and generated CSS) +public/js/dist/ +public/css/output.css.map \ No newline at end of file diff --git a/Fonts/symbols_skyquake.ttf b/Fonts/symbols_skyquake.ttf new file mode 100644 index 0000000..76fc5d3 Binary files /dev/null and b/Fonts/symbols_skyquake.ttf differ diff --git a/ICONS/assists_icon.png b/ICONS/assists_icon.png new file mode 100644 index 0000000..99f298a Binary files /dev/null and b/ICONS/assists_icon.png differ diff --git a/ICONS/cap_icon.png b/ICONS/cap_icon.png new file mode 100644 index 0000000..6ea7440 Binary files /dev/null and b/ICONS/cap_icon.png differ diff --git a/ICONS/deaths_icon.png b/ICONS/deaths_icon.png new file mode 100644 index 0000000..f45b739 Binary files /dev/null and b/ICONS/deaths_icon.png differ diff --git a/ICONS/disconnected.png b/ICONS/disconnected.png new file mode 100644 index 0000000..9cde811 Binary files /dev/null and b/ICONS/disconnected.png differ diff --git a/ICONS/fighter_icon.png b/ICONS/fighter_icon.png new file mode 100644 index 0000000..93197e7 Binary files /dev/null and b/ICONS/fighter_icon.png differ diff --git a/ICONS/tank_icon.png b/ICONS/tank_icon.png new file mode 100644 index 0000000..60a395a Binary files /dev/null and b/ICONS/tank_icon.png differ diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..51ee659 --- /dev/null +++ b/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2025 Sop + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/MAPS/38th_parallel.jpg b/MAPS/38th_parallel.jpg new file mode 100644 index 0000000..5b57b9b Binary files /dev/null and b/MAPS/38th_parallel.jpg differ diff --git a/MAPS/abandoned_factory.jpg b/MAPS/abandoned_factory.jpg new file mode 100644 index 0000000..202c0b2 Binary files /dev/null and b/MAPS/abandoned_factory.jpg differ diff --git a/MAPS/abandoned_town.jpg b/MAPS/abandoned_town.jpg new file mode 100644 index 0000000..6de0ceb Binary files /dev/null and b/MAPS/abandoned_town.jpg differ diff --git a/MAPS/advance_to_the_rhine.jpg b/MAPS/advance_to_the_rhine.jpg new file mode 100644 index 0000000..7dc56b9 Binary files /dev/null and b/MAPS/advance_to_the_rhine.jpg differ diff --git a/MAPS/alaska.jpg 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b/MAPS/vietnam.jpg new file mode 100644 index 0000000..06eb6a7 Binary files /dev/null and b/MAPS/vietnam.jpg differ diff --git a/MAPS/volokolamsk.jpg b/MAPS/volokolamsk.jpg new file mode 100644 index 0000000..e89a624 Binary files /dev/null and b/MAPS/volokolamsk.jpg differ diff --git a/MAPS/white_rock_fortress.jpg b/MAPS/white_rock_fortress.jpg new file mode 100644 index 0000000..0e9cf0f Binary files /dev/null and b/MAPS/white_rock_fortress.jpg differ diff --git a/README.md b/README.md new file mode 100644 index 0000000..33eea0f --- /dev/null +++ b/README.md @@ -0,0 +1,55 @@ +# SREBOT-web + +Toothless SQB Bot Website — Express.js + EJS frontend with Tailwind CSS and i18n support (10 languages). + +## Features + +- Squadron leaderboard, profiles, and stats +- Player profiles with vehicle stats +- Game detail pages with replay visualization +- Season timeline and comparison tools +- Tournament bracket viewer +- Analytics dashboard +- Multi-language support (en, ru, fr, it, uk, de, es, pl, cs, zh-CN) + +## Development + +```bash +npm install +cp env.example .env # edit with your values +npm run dev +``` + +## Build + +```bash +npm run build # builds CSS + obfuscated JS +``` + +## Production + +```bash +npm run build +node server.js # or: npm run start +``` + +## PM2 + +```bash +npm run pm2:start # cluster mode (3 instances) +npm run pm2:logs +``` + +## Environment Variables + +See `env.example` for all available variables. Key ones: + +| Variable | Description | +|---|---| +| `PORT` | Server port (default: 3001) | +| `EXTERNAL_API_URL` | SREBOT API URL (default: http://localhost:6000) | +| `STORAGE_VOL_PATH` | Storage volume path (required) | +| `PYTHON_BIN` | Python binary for replay rendering | +| `RECAP_SCRIPT` | Path to render_recap.py (optional) | +| `SHARED_ICONS_DIR` | Path to vehicle icons directory | +| `SHARED_MINIMAPS_DIR` | Path to minimaps directory | diff --git a/build-css.js b/build-css.js new file mode 100644 index 0000000..416adbb --- /dev/null +++ b/build-css.js @@ -0,0 +1,56 @@ +const fs = require('fs'); +const postcss = require('postcss'); +const tailwindcss = require('tailwindcss'); +const autoprefixer = require('autoprefixer'); +const cssnano = require('cssnano'); + +const inputPath = './public/css/tailwind.css'; +const outputPath = './public/css/output.css'; +const isProduction = process.env.NODE_ENV === 'production'; + +async function buildCSS() { + console.log('[CSS Build] Reading input file...'); + const css = fs.readFileSync(inputPath, 'utf8'); + + console.log(`[CSS Build] Processing with PostCSS and Tailwind... (${isProduction ? 'production' : 'development'} mode)`); + + const plugins = [ + tailwindcss(), + autoprefixer() + ]; + + // Only minify in production + if (isProduction) { + plugins.push(cssnano({ + preset: ['default', { + discardComments: { + removeAll: true, + }, + normalizeWhitespace: true, + }] + })); + } + + const result = await postcss(plugins).process(css, { + from: inputPath, + to: outputPath, + map: !isProduction ? { inline: false } : false + }); + + console.log('[CSS Build] Writing output file...'); + fs.writeFileSync(outputPath, result.css); + + if (result.map && !isProduction) { + fs.writeFileSync(outputPath + '.map', result.map.toString()); + } + + const sizeKB = (Buffer.byteLength(result.css, 'utf8') / 1024).toFixed(2); + console.log('[CSS Build] ✓ CSS build complete!'); + console.log(`[CSS Build] Output: ${outputPath} (${sizeKB} KB)`); +} + +buildCSS().catch(err => { + console.error('[CSS Build] Error:', err); + process.exit(1); +}); + diff --git a/build.js b/build.js new file mode 100644 index 0000000..ae485b4 --- /dev/null +++ b/build.js @@ -0,0 +1,81 @@ +const JavaScriptObfuscator = require('javascript-obfuscator'); +const fs = require('fs'); +const path = require('path'); + +const PUBLIC_JS_DIR = path.join(__dirname, 'public', 'js'); +const OUTPUT_DIR = path.join(__dirname, 'public', 'js', 'dist'); + +// Obfuscation options - balanced between security and performance +const obfuscationOptions = { + compact: true, + controlFlowFlattening: true, + controlFlowFlatteningThreshold: 0.75, + deadCodeInjection: true, + deadCodeInjectionThreshold: 0.4, + debugProtection: false, + debugProtectionInterval: 0, + disableConsoleOutput: true, + identifierNamesGenerator: 'hexadecimal', + log: false, + numbersToExpressions: true, + renameGlobals: false, + selfDefending: true, + simplify: true, + splitStrings: true, + splitStringsChunkLength: 10, + stringArray: true, + stringArrayCallsTransform: true, + stringArrayEncoding: ['base64'], + stringArrayIndexShift: true, + stringArrayRotate: true, + stringArrayShuffle: true, + stringArrayWrappersCount: 2, + stringArrayWrappersChainedCalls: true, + stringArrayWrappersParametersMaxCount: 4, + stringArrayWrappersType: 'function', + stringArrayThreshold: 0.75, + transformObjectKeys: true, + unicodeEscapeSequence: false +}; + +// Create output directory if it doesn't exist +if (!fs.existsSync(OUTPUT_DIR)) { + fs.mkdirSync(OUTPUT_DIR, { recursive: true }); +} + +console.log('[BUILD] Starting JavaScript obfuscation...'); + +// Get all JS files in the public/js directory +const SKIP_FILES = ['replay-canvas.js', 'replay-canvas-3d.js']; +const jsFiles = fs.readdirSync(PUBLIC_JS_DIR).filter(file => + file.endsWith('.js') && !file.startsWith('.') && !SKIP_FILES.includes(file) +); + +let obfuscatedCount = 0; + +jsFiles.forEach(file => { + const inputPath = path.join(PUBLIC_JS_DIR, file); + const outputPath = path.join(OUTPUT_DIR, file); + + try { + console.log(`[BUILD] Obfuscating ${file}...`); + + const sourceCode = fs.readFileSync(inputPath, 'utf8'); + const obfuscationResult = JavaScriptObfuscator.obfuscate(sourceCode, obfuscationOptions); + + fs.writeFileSync(outputPath, obfuscationResult.getObfuscatedCode()); + + const originalSize = (fs.statSync(inputPath).size / 1024).toFixed(2); + const obfuscatedSize = (fs.statSync(outputPath).size / 1024).toFixed(2); + + console.log(`[BUILD] ✓ ${file} (${originalSize}KB → ${obfuscatedSize}KB)`); + obfuscatedCount++; + + } catch (error) { + console.error(`[BUILD] ✗ Failed to obfuscate ${file}:`, error.message); + } +}); + +console.log(`\n[BUILD] Obfuscation complete! ${obfuscatedCount}/${jsFiles.length} files processed.`); +console.log(`[BUILD] Obfuscated files saved to: ${OUTPUT_DIR}`); +console.log('[BUILD] To use obfuscated files in production, set NODE_ENV=production'); diff --git a/constants/seasons b/constants/seasons new file mode 100644 index 0000000..b935fa2 --- /dev/null +++ b/constants/seasons @@ -0,0 +1,47 @@ +2026-I + +week 1 (01.01 — 07.01) max BR 14.3 +week 2 (08.01 — 14.01) max BR 12.0 +week 3 (15.01 — 21.01) max BR 11.0 +week 4 (22.01 — 28.01) max BR 10.0 +week 5 (29.01 — 04.02) max BR 9.0 +week 6 (05.02 — 11.02) max BR 8.0 +week 7 (12.02 — 18.02) max BR 7.0 +week 8 (19.02 — 23.02) max BR 6.0 +until eos (24.02 — 28.02) max BR 5.0 + +2026-II + +week 1 (01.03 — 08.03) max BR 14.3 +week 2 (09.03 — 15.03) max BR 12.0 +week 3 (16.03 — 22.03) max BR 10.7 +week 4 (23.03 — 29.03) max BR 9.7 +week 5 (30.03 — 05.04) max BR 8.7 +week 6 (06.04 — 12.04) max BR 7.3 +week 7 (13.04 — 19.04) max BR 6.3 +week 8 (20.04 — 26.04) max BR 5.7 +until eos (27.04 — 30.04) max BR 4.7 + +2026-III + +week 1 (01.05 — 07.05) max BR 14.3 +week 2 (08.05 — 14.05) max BR 12.0 +week 3 (15.05 — 21.05) max BR 11.0 +week 4 (22.05 — 28.05) max BR 10.0 +week 5 (29.05 — 04.06) max BR 9.0 +week 6 (05.06 — 11.06) max BR 8.0 +week 7 (12.06 — 18.06) max BR 7.0 +week 8 (19.06 — 25.06) max BR 6.0 +until eos (26.06 — 30.06) max BR 5.0 + +2026-IV + +week 1 (01.07 — 07.07) max BR 14.7 +week 2 (08.07 — 14.07) max BR 12.0 +week 3 (15.07 — 21.07) max BR 10.7 +week 4 (22.07 — 28.07) max BR 9.7 +week 5 (29.07 — 04.08) max BR 8.7 +week 6 (05.08 — 11.08) max BR 7.3 +week 7 (12.08 — 18.08) max BR 6.3 +week 8 (19.08 — 25.08) max BR 5.7 +until eos (26.08 — 31.08) max BR 4.7 diff --git a/deploy.sh b/deploy.sh new file mode 100644 index 0000000..03cba34 --- /dev/null +++ b/deploy.sh @@ -0,0 +1,65 @@ +#!/bin/bash + +echo "[DEPLOY] Starting deployment process..." +echo "[DEPLOY] Deployment started at: $(date)" + +cd "$(dirname "$0")" + +echo "" +echo "[DEPLOY] Pulling latest changes from Git..." +git pull origin main + +if [ $? -ne 0 ]; then + echo "[ERROR] Git pull failed!" + exit 1 +fi + +echo "" +echo "[DEPLOY] Checking for package.json changes..." +PACKAGE_CHANGED=$(git diff HEAD@{1} HEAD --name-only | grep -q "package.json" && echo "yes" || echo "no") + +if [ "$PACKAGE_CHANGED" = "yes" ]; then + echo "[DEPLOY] package.json has changed, running npm install..." + npm install + + if [ $? -ne 0 ]; then + echo "[ERROR] npm install failed!" + exit 1 + fi + + echo "" + echo "[DEPLOY] Running npm audit fix..." + npm audit fix +else + echo "[DEPLOY] No package.json changes detected, skipping npm install" +fi + +echo "" +echo "[DEPLOY] Building CSS with Tailwind..." +npm run build:css + +if [ $? -ne 0 ]; then + echo "[ERROR] CSS build failed!" + exit 1 +fi + +echo "" +echo "[DEPLOY] Building obfuscated JavaScript files..." +npm run build + +if [ $? -ne 0 ]; then + echo "[WARN] JS build failed, but continuing deployment..." +fi + +echo "" +echo "[DEPLOY] Restarting PM2 process 3..." +pm2 restart 3 + +if [ $? -ne 0 ]; then + echo "[ERROR] PM2 restart failed!" + exit 1 +fi + +echo "" +echo "[DEPLOY] Deployment completed successfully!" +echo "[DEPLOY] Deployment finished at: $(date)" diff --git a/documentation/API_DOCUMENTATION.txt b/documentation/API_DOCUMENTATION.txt new file mode 100644 index 0000000..947ac0a --- /dev/null +++ b/documentation/API_DOCUMENTATION.txt @@ -0,0 +1,1069 @@ +================================================================================ + SREBOT PLAYER API DOCUMENTATION + Version 1.2.0 +================================================================================ + +TABLE OF CONTENTS +-------------------------------------------------------------------------------- +1. Overview +2. Base URL & Connection +3. Response Format +4. Error Codes +5. Player Endpoints +6. Leaderboard Endpoints +7. Squadron Endpoints +8. Live Match Endpoints +9. Search Endpoints +10. Debug Endpoints +11. Utility Endpoints +12. Rate Limiting & Best Practices + +================================================================================ +1. OVERVIEW +================================================================================ + +The SREBOT Player API provides access to War Thunder squadron battle statistics +including player data, vehicle performance, squadron rankings, live match +results, and real-time squadron points from the War Thunder API. All data is +stored in SQLite databases and served via a RESTful API. + +Database: SQLite (read-only) +Primary DB: sq_battles.db (player_games_hist, match_summary tables) +Lookup DB: squadrons.db (squadrons_data table) - optional +Port: 6000 (default) +Protocol: HTTP +Response Format: JSON +External Integration: War Thunder API (via Python Points_API module) + +================================================================================ +2. BASE URL & CONNECTION +================================================================================ + +Local Development: + http://localhost:6000 + +Production: + Configure via environment variable PORT (default: 6000) + +Health Check: + GET http://localhost:6000/health + +API Information: + GET http://localhost:6000/api/info + +================================================================================ +3. RESPONSE FORMAT +================================================================================ + +All successful responses return JSON with appropriate data structures. +All timestamps are in Unix epoch format (seconds) unless otherwise noted. + +Standard Success Response: +{ + "data": { ... }, + "additional_fields": "..." +} + +Standard Error Response: +{ + "error": "Error message", + "errorCode": "ERROR_CODE" (optional) +} + +================================================================================ +4. ERROR CODES +================================================================================ + +HTTP Status Codes: + 200 - OK + 400 - Bad Request (invalid parameters) + 404 - Not Found (resource doesn't exist) + 500 - Internal Server Error (database or server error) + 503 - Service Unavailable (database connection error) + +Custom Error Codes: + DB_NICK_QUERY_FAILED - Failed to retrieve player nickname + DB_GAMES_QUERY_FAILED - Failed to retrieve player games + DB_SEARCH_QUERY_FAILED - Failed to execute search + DB_PLAYER_LEADERBOARD_FAILED - Failed to generate player leaderboard + DB_VEHICLE_LEADERBOARD_FAILED - Failed to generate vehicle leaderboard + DB_SQUADRON_LEADERBOARD_FAILED - Failed to generate squadron leaderboard + DB_SQUADRON_SUMMARY_FAILED - Failed to get squadron summary + DB_SQUADRON_PLAYERS_FAILED - Failed to get squadron players + DB_TOTAL_PLAYERS_FAILED - Failed to count total players + DB_TOTAL_SQUADRONS_FAILED - Failed to count total squadrons + DB_SCHEMA_CHECK_FAILED - Failed to check database schema + DB_OVERALL_STATS_FAILED - Failed to get overall statistics + DB_TOP_VEHICLES_FAILED - Failed to get top vehicles + +================================================================================ +5. PLAYER ENDPOINTS +================================================================================ + +5.1 GET /api/player/:uid +-------------------------------------------------------------------------------- +Retrieve player data and aggregated vehicle statistics by UID. + +Parameters: + :uid (path) - Player unique identifier (required) + start_date (query) - Optional. ISO date string (YYYY-MM-DD). Filter from this date. + end_date (query) - Optional. ISO date string (YYYY-MM-DD). Filter until end of this date. + +Response: +{ + "uid": "12345", + "nick": "PlayerName", + "squadron_name": "SQUAD", + "total_vehicles": 5, + "vehicles": [ + { + "vehicle_internal": "germ_pzkpfw_VI_ausf_h1_tiger", + "vehicle": "Tiger H1", + "stats": { + "ground_kills": 150, + "air_kills": 25, + "assists": 40, + "captures": 10, + "deaths": 50, + "wins": 60, + "losses": 40, + "total_battles": 100, + "win_rate": "60.0" + } + } + ] +} + +Examples: + GET /api/player/123456789 + GET /api/player/123456789?start_date=2025-11-01&end_date=2025-11-30 + GET /api/player/123456789?start_date=2025-11-01 + +Notes: + - Date filtering aggregates stats only from games within the specified date range + - start_date filters from 00:00:00 of the specified date + - end_date filters until 23:59:59 of the specified date + - Both parameters are optional and can be used independently + +Errors: + 400 - UID parameter is required + 404 - Player not found + 500 - DB_NICK_QUERY_FAILED, database error + +-------------------------------------------------------------------------------- + +5.2 GET /api/player/:uid/games +-------------------------------------------------------------------------------- +Retrieve individual game records for a specific player. + +Parameters: + :uid (path) - Player unique identifier (required) + +Response: +{ + "uid": "12345", + "nick": "PlayerName", + "squadron_name": "SQUAD", + "total_games_returned": 150, + "games": [ + { + "session_id": "20250101_120000", + "vehicle_internal": "germ_pzkpfw_VI_ausf_h1_tiger", + "vehicle": "Tiger H1", + "squadron_name": "SQUAD", + "timestamp": 1704110400, + "stats": { + "ground_kills": 3, + "air_kills": 1, + "assists": 2, + "captures": 1, + "deaths": 1 + }, + "result": "WIN" + } + ] +} + +Example: + GET /api/player/123456789/games + +Errors: + 400 - UID parameter is required + 404 - Player not found + 500 - DB_GAMES_QUERY_FAILED + +================================================================================ +6. LEADERBOARD ENDPOINTS +================================================================================ + +6.1 GET /api/leaderboard/players +-------------------------------------------------------------------------------- +Retrieve global player leaderboards with aggregated statistics. + +Parameters: + start_date (query) - Optional. ISO date string (YYYY-MM-DD). Filter from this date. + end_date (query) - Optional. ISO date string (YYYY-MM-DD). Filter until end of this date. + +Response: +{ + "timeframe": "all-time", + "total_players": 1500, + "players": [ + { + "uid": "12345", + "nick": "TopPlayer", + "squadron_name": "ELITE", + "total_kills": 5000, + "ground_kills": 4000, + "air_kills": 1000, + "total_battles": 800, + "wins": 500, + "win_rate": 62.5, + "kdr": 10.0, + "deaths": 500, + "assists": 1200, + "captures": 300, + "total_score": 25000 + } + ] +} + +Notes: + - Returns ALL players in database sorted by total_score + - Score calculation: ground_kills + air_kills + (assists * 0.5) + (captures * 2) + - Only includes players with at least 1 kill + - KDR = total_kills / deaths (or total_kills if deaths = 0) + - Date filtering aggregates stats only from games within the specified date range + +Examples: + GET /api/leaderboard/players + GET /api/leaderboard/players?start_date=2025-11-01&end_date=2025-11-30 + GET /api/leaderboard/players?start_date=2025-11-01 + +Errors: + 500 - DB_PLAYER_LEADERBOARD_FAILED + +-------------------------------------------------------------------------------- + +6.2 GET /api/leaderboard/vehicles +-------------------------------------------------------------------------------- +Retrieve vehicle-specific leaderboards showing top players for each vehicle. + +Parameters: + vehicle (query) - Optional. Filter by specific vehicle name (case-insensitive) + start_date (query) - Optional. ISO date string (YYYY-MM-DD). Filter from this date. + end_date (query) - Optional. ISO date string (YYYY-MM-DD). Filter until end of this date. + +Response (without filter): +{ + "vehicles": [ + { + "vehicle": "Tiger H1", + "player_uid": "12345", + "player_nick": "TankAce", + "player_squadron_name": "TANKS", + "total_kills": 450, + "ground_kills": 400, + "air_kills": 50, + "battles": 120, + "wins": 75, + "win_rate": 62.5, + "kdr": 9.0, + "deaths": 50, + "assists": 100, + "captures": 30 + } + ] +} + +Response (with filter): + Same structure, but only includes entries for specified vehicle + +Examples: + GET /api/leaderboard/vehicles + GET /api/leaderboard/vehicles?vehicle=Tiger H1 + GET /api/leaderboard/vehicles?start_date=2025-11-01&end_date=2025-11-30 + GET /api/leaderboard/vehicles?vehicle=Tiger H1&start_date=2025-11-01 + +Errors: + 500 - DB_VEHICLE_LEADERBOARD_FAILED + +Notes: + - Returns ALL vehicle-player combinations + - Sorted by total_kills DESC, then battles DESC + - Only includes combinations with at least 1 kill + - Date filtering aggregates stats only from games within the specified date range + +-------------------------------------------------------------------------------- + +6.3 GET /api/leaderboard/squadrons +-------------------------------------------------------------------------------- +Retrieve squadron leaderboards with aggregated stats across all members. + +Parameters: + start_date (query) - Optional. ISO date string (YYYY-MM-DD). Filter from this date. + end_date (query) - Optional. ISO date string (YYYY-MM-DD). Filter until end of this date. + +Response: +{ + "timeframe": "all-time", + "total_squadrons": 50, + "squadrons": [ + { + "tag_name": "[ELITE]", + "long_name": "Elite Squadron", + "player_count": 25, + "total_kills": 50000, + "ground_kills": 40000, + "air_kills": 10000, + "total_battles": 8000, + "wins": 5000, + "win_rate": 62.5, + "kdr": 10.0, + "deaths": 5000, + "assists": 12000, + "captures": 3000, + "points": { + "total_points": 125000, + "has_points_data": true + } + } + ] +} + +Notes: + - Requires squadron_name column in database + - Excludes squadrons named 'UNKNOWN' + - Sorted by points if available, otherwise by total_kills DESC + - Only includes squadrons with at least 1 kill + - Uses squadrons.db to consolidate squadron name variants (tag_name, long_name, short_name) + - Fetches squadron points data from War Thunder API via Python script + - Points data fetching has 10-second timeout per squadron + - Squadrons without points data (has_points_data: false) are sorted after those with points + - Date filtering aggregates stats only from games within the specified date range + +Examples: + GET /api/leaderboard/squadrons + GET /api/leaderboard/squadrons?start_date=2025-11-01&end_date=2025-11-30 + GET /api/leaderboard/squadrons?start_date=2025-11-01 + +Special Response (if squadron_name column missing): +{ + "timeframe": "all-time", + "total_squadrons": 0, + "squadrons": [], + "migration_needed": true, + "message": "Squadron data not available - squadron_name column missing from database" +} + +Errors: + 500 - DB_SQUADRON_LEADERBOARD_FAILED, DB_SCHEMA_CHECK_FAILED + +-------------------------------------------------------------------------------- + +6.4 GET /api/leaderboard/stats +-------------------------------------------------------------------------------- +Retrieve overall leaderboard statistics and top vehicles. + +Parameters: + None + +Response: +{ + "total_players": 1500, + "total_vehicles_used": 250, + "total_battles": 50000, + "last_updated": "2025-01-15T12:00:00.000Z", + "top_vehicles": [ + { + "vehicle": "Tiger H1", + "usage_count": 5000 + }, + { + "vehicle": "T-34-85", + "usage_count": 4500 + } + ] +} + +Notes: + - Returns top 12 most-used vehicles + - last_updated is ISO 8601 format + - usage_count = total number of battles in that vehicle + +Example: + GET /api/leaderboard/stats + +Errors: + 500 - DB_OVERALL_STATS_FAILED, DB_TOP_VEHICLES_FAILED + +================================================================================ +7. SQUADRON ENDPOINTS +================================================================================ + +7.1 GET /api/squadrons/:squadronname +-------------------------------------------------------------------------------- +Retrieve all players in a specific squadron and their individual statistics. + +Parameters: + :squadronname (path) - Squadron name (required, accepts tag_name, long_name, or short_name) + start_date (query) - Optional. ISO date string (YYYY-MM-DD). Filter from this date. + end_date (query) - Optional. ISO date string (YYYY-MM-DD). Filter until end of this date. + +Response: +{ + "tag_name": "[ELITE]", + "long_name": "Elite Squadron", + "squadron_summary": { + "player_count": 25, + "total_kills": 50000, + "ground_kills": 40000, + "air_kills": 10000, + "total_battles": 8000, + "wins": 5000, + "win_rate": 62.5, + "kdr": 10.0, + "deaths": 5000, + "assists": 12000, + "captures": 3000, + "points": { + "total_points": 125000, + "has_points_data": true + } + }, + "players": [ + { + "uid": "12345", + "nick": "PlayerOne", + "total_kills": 2000, + "ground_kills": 1600, + "air_kills": 400, + "total_battles": 320, + "wins": 200, + "win_rate": 62.5, + "kdr": 10.0, + "deaths": 200, + "assists": 480, + "captures": 120 + } + ] +} + +Notes: + - Requires squadron_name column in database + - Players sorted by total_kills DESC + - Includes all players with 0 or more kills + - Uses squadrons.db to resolve squadron name variants to canonical long_name and tag_name + - Consolidates stats from all squadron name variants (e.g., "ELITE", "[ELITE]", "Elite Squadron") + - Fetches squadron points data from War Thunder API via Python script + - Points data fetching has 10-second timeout + - Date filtering aggregates stats only from games within the specified date range + +Examples: + GET /api/squadrons/ELITE + GET /api/squadrons/[ELITE] + GET /api/squadrons/Elite%20Squadron + GET /api/squadrons/ELITE?start_date=2025-11-01&end_date=2025-11-30 + GET /api/squadrons/ELITE?start_date=2025-11-01 + +Special Response (squadron not found): +{ + "tag_name": "UNKNOWN", + "long_name": "UNKNOWN", + "squadron_summary": { + /* all zeros with points: { total_points: 0, has_points_data: false } */ + }, + "players": [], + "message": "Squadron 'UNKNOWN' not found or has no players" +} + +Special Response (if squadron_name column missing): +{ + "tag_name": "ELITE", + "long_name": "ELITE", + "squadron_summary": { + /* all zeros with points: { total_points: 0, has_points_data: false } */ + }, + "players": [], + "migration_needed": true, + "message": "Squadron data not available - squadron_name column missing from database" +} + +Errors: + 400 - Squadron name parameter is required + 500 - DB_SQUADRON_SUMMARY_FAILED, DB_SQUADRON_PLAYERS_FAILED + +================================================================================ +8. LIVE MATCH ENDPOINTS +================================================================================ + +8.1 GET /api/live +-------------------------------------------------------------------------------- +Retrieve live feed of recent match results. + +Parameters: + limit (query, optional) - Number of matches to return (default: 15, max: 200) + +Response: +{ + "total_matches": 15, + "limit": 15, + "matches": [ + { + "session_id": "20250115_143000", + "map_name": "Normandy", + "endtime_unix": 1705329000, + "endtime_iso": "2025-01-15T14:30:00.000Z", + "winning_squadron": "ELITE", + "losing_squadron": "NOOBS", + "winning_team": { + "squadron": "ELITE", + "players": [ + { + "uid": "12345", + "nick": "PlayerOne", + "squadron_name": "ELITE", + "vehicle": "Tiger H1", + "vehicle_new": "Tiger H1", + "ground_kills": 5, + "air_kills": 1, + "assists": 3, + "captures": 2, + "deaths": 1 + } + ] + }, + "losing_team": { + "squadron": "NOOBS", + "players": [ /* same structure */ ] + } + } + ] +} + +Notes: + - Requires match_summary table in database + - Matches sorted by endtime_unix DESC (newest first) + - winning_team_json and losing_team_json are parsed into objects + - If JSON parsing fails, team data will be null + +Examples: + GET /api/live + GET /api/live?limit=50 + GET /api/live?limit=200 + +Errors: + 400 - Limit cannot exceed 200 + 500 - Database error + +Logging: + - Request details (IP, user agent, query params) + - Query execution time + - JSON parse errors + - Response size and timing + +================================================================================ +9. SEARCH ENDPOINTS +================================================================================ + +9.1 GET /api/search/:nickname +-------------------------------------------------------------------------------- +Search for players by nickname (case-insensitive partial match). + +Parameters: + :nickname (path) - Player nickname to search for (required, min 1 char) + +Response: +{ + "search_term": "player", + "total_found": 5, + "limited_to": 50, + "results": [ + { + "uid": "12345", + "nick": "PlayerOne", + "squadron_name": "ELITE" + }, + { + "uid": "67890", + "nick": "TopPlayer", + "squadron_name": "PROS" + } + ] +} + +Notes: + - Case-insensitive search + - Partial match (e.g., "play" matches "PlayerOne", "TopPlayer") + - Returns latest nickname for each UID + - Limited to 50 results + - Sorted alphabetically by nickname + +Examples: + GET /api/search/player + GET /api/search/ace + GET /api/search/top + +Errors: + 400 - Nickname parameter is required + 500 - DB_SEARCH_QUERY_FAILED + +================================================================================ +10. DEBUG ENDPOINTS +================================================================================ + +10.1 GET /api/debug/stats +-------------------------------------------------------------------------------- +Get database schema and statistics for player_games_hist table. + +Response: +{ + "table_schema": [ + { + "name": "UID", + "type": "TEXT", + "notnull": 1, + "default_value": null + } + ], + "database_stats": { + "total_records": 50000, + "unique_players": 1500, + "unique_sessions": 8000, + "oldest_session": "20240101_120000", + "newest_session": "20250115_143000" + }, + "sample_records": [ /* 3 recent records */ ], + "timestamp": "2025-01-15T14:30:00.000Z" +} + +-------------------------------------------------------------------------------- + +10.2 GET /api/debug/schema +-------------------------------------------------------------------------------- +Get detailed database schema and sample records. + +Response: +{ + "table_name": "player_games_hist", + "schema": [ /* detailed column info */ ], + "column_names": ["UID", "nick", "session_id", ...], + "sample_records": [ /* 3 sample records */ ], + "total_columns": 15, + "timestamp": "2025-01-15T14:30:00.000Z" +} + +-------------------------------------------------------------------------------- + +10.3 GET /api/debug/migration-status +-------------------------------------------------------------------------------- +Check if squadron_name column exists and if migration is needed. + +Response: +{ + "table_name": "player_games_hist", + "has_squadron_column": true, + "missing_columns": [], + "all_columns": ["UID", "nick", "squadron_name", ...], + "migration_needed": false, + "migration_sql": null, + "timestamp": "2025-01-15T14:30:00.000Z" +} + +If migration needed: +{ + "migration_needed": true, + "migration_sql": "ALTER TABLE player_games_hist ADD COLUMN squadron_name TEXT NOT NULL DEFAULT 'UNKNOWN'" +} + +-------------------------------------------------------------------------------- + +10.4 GET /api/debug/player-sample +-------------------------------------------------------------------------------- +Get sample player data (10 records). + +Response: +{ + "sample_data": [ + { + "UID": "12345", + "nick": "PlayerOne", + "session_id": "20250115_143000", + "vehicle": "Tiger H1", + "ground_kills": 3, + "air_kills": 1, + "assists": 2, + "captures": 1, + "deaths": 1, + "victor_bool": "WIN" + } + ] +} + +-------------------------------------------------------------------------------- + +10.5 GET /api/debug/player-count/:uid +-------------------------------------------------------------------------------- +Get detailed analysis of a player's records. + +Parameters: + :uid (path) - Player UID (required) + +Response: +{ + "player_analysis": { + "UID": "12345", + "total_records": 500, + "unique_sessions": 500, + "unique_vehicles": 15, + "vehicles_used": "Tiger H1,T-34-85,Panther D,..." + } +} + +-------------------------------------------------------------------------------- + +10.6 GET /api/debug/squadron-names +-------------------------------------------------------------------------------- +Analyze squadron name patterns and find potential duplicates. + +Parameters: + None + +Response: +{ + "total_unique_names": 50, + "squadron_names": [ + { + "squadron_name": "ELITE", + "record_count": 1500 + }, + { + "squadron_name": "[ELITE]", + "record_count": 800 + } + ], + "patterns": { + "bracketed": [ /* squadrons with [brackets] */ ], + "non_bracketed": [ /* squadrons without brackets */ ], + "mixed": [ /* squadrons with partial brackets */ ] + }, + "potential_duplicates": [ + { + "name1": "ELITE", + "name2": "[ELITE]", + "normalized": "ELITE", + "records1": 1500, + "records2": 800 + } + ] +} + +Notes: + - Limited to 50 squadron names + - Excludes 'UNKNOWN' squadrons + - Identifies potential duplicates by normalizing (removing brackets) + - Useful for identifying squadron name variants that should be consolidated + +-------------------------------------------------------------------------------- + +10.7 GET /api/debug/squadrons-db-schema +-------------------------------------------------------------------------------- +Get squadrons.db database schema and sample records. + +Parameters: + None + +Response: +{ + "database_path": "/path/to/squadrons.db", + "tables": { + "squadrons_data": { + "schema": [ + { + "cid": 0, + "name": "clan_id", + "type": "TEXT", + "notnull": 0, + "dflt_value": null, + "pk": 0 + }, + { + "cid": 1, + "name": "long_name", + "type": "TEXT", + "notnull": 0, + "dflt_value": null, + "pk": 0 + }, + { + "cid": 2, + "name": "short_name", + "type": "TEXT", + "notnull": 0, + "dflt_value": null, + "pk": 0 + }, + { + "cid": 3, + "name": "tag_name", + "type": "TEXT", + "notnull": 0, + "dflt_value": null, + "pk": 0 + } + ], + "sample_records": [ /* 3 sample squadron records */ ], + "record_count": 3 + } + }, + "timestamp": "2025-01-15T14:30:00.000Z" +} + +Special Response (if squadrons.db not found): +{ + "error": "Squadrons database not found", + "path": "/path/to/squadrons.db" +} + +Notes: + - Returns schema for all tables in squadrons.db + - Includes sample records (up to 3) for each table + - Used to verify squadron lookup database structure + +================================================================================ +11. UTILITY ENDPOINTS +================================================================================ + +11.1 GET /health +-------------------------------------------------------------------------------- +Health check endpoint. + +Response: +{ + "status": "OK", + "timestamp": "2025-01-15T14:30:00.000Z", + "database": "Connected" +} + +-------------------------------------------------------------------------------- + +11.2 GET /api/info +-------------------------------------------------------------------------------- +API information and available endpoints. + +Response: +{ + "name": "SREBOT Player API", + "version": "1.2.0", + "endpoints": { + "GET /api/player/:uid": "Get player data and aggregated vehicle statistics by UID", + "GET /api/player/:uid/games": "Get individual game records for a player (recent games)", + "GET /api/search/:nickname": "Search for players by nickname", + "GET /api/live": "Get live feed of recent match results (supports ?limit parameter, max 200)", + "GET /api/leaderboard/players": "Get global player leaderboards with aggregated stats", + "GET /api/leaderboard/squadrons": "Get squadron leaderboards with aggregated stats across all squadron members", + "GET /api/leaderboard/vehicles": "Get vehicle-specific leaderboards (supports ?vehicle parameter)", + "GET /api/leaderboard/stats": "Get overall leaderboard statistics and top vehicles", + "GET /api/squadrons/:squadronname": "Get all players in a specific squadron and their individual stats", + "GET /api/debug/stats": "Get database schema and statistics (debug)", + "GET /api/debug/schema": "Get detailed database schema and sample records (debug)", + "GET /api/debug/squadron-names": "Analyze squadron name patterns and find potential duplicates (debug)", + "GET /api/debug/migration-status": "Check if squadron migration is needed (debug)", + "GET /api/debug/squadrons-db-schema": "Get squadrons.db database schema and sample records (debug)", + "GET /health": "Health check endpoint", + "GET /api/info": "API information" + }, + "database": { + "path": "/path/to/sq_battles.db", + "table": "player_games_hist", + "expected_columns": [ + "UID", "nick", "session_id", "vehicle", "vehicle_internal", + "ground_kills", "air_kills", "assists", "captures", "deaths", "victor_bool" + ] + } +} + +================================================================================ +12. RATE LIMITING & BEST PRACTICES +================================================================================ + +Rate Limiting: + - No explicit rate limiting implemented + - Database refreshes every 60 seconds + - Use /api/live with reasonable limit values (15-50 recommended) + +Best Practices: + 1. Cache responses on client side when possible + 2. Use specific endpoints rather than requesting all data + 3. Implement exponential backoff on errors + 4. Use /health endpoint before making data requests + 5. Filter vehicle leaderboards when possible + 6. Limit /api/live requests to necessary number of matches + +Performance Considerations: + - All queries use read-only database connection + - Indexes recommended on: UID, session_id, vehicle, squadron_name + - Large result sets (all players, all vehicles) may take longer + - /api/live with high limits (>100) may be slower + - Squadron endpoints fetch real-time points data via Python API calls + - /api/leaderboard/squadrons may take longer with many squadrons (10s timeout per squadron) + - /api/squadrons/:squadronname includes 10s timeout for points fetching + - Points API calls run in parallel for leaderboards but may still take significant time + +Error Handling: + - Always check HTTP status code + - Parse error JSON for detailed error information + - Implement retry logic for 500-series errors + - Log errorCode for debugging + +Database Maintenance: + - API performs periodic health checks every 60 seconds + - Read-only mode prevents data corruption + - Ensure main bot is running to populate data + - Check /api/debug/migration-status for schema updates + +================================================================================ +APPENDIX A: CALCULATION FORMULAS +================================================================================ + +Win Rate: + win_rate = (wins / total_battles) * 100 + +Kill/Death Ratio (KDR): + kdr = total_kills / deaths + (if deaths = 0, kdr = total_kills) + +Total Kills: + total_kills = ground_kills + air_kills + +Total Score (Player/Squadron): + total_score = ground_kills + air_kills + (assists * 0.5) + (captures * 2) + +Average Statistics: + avg_stat = sum(stat) / count(records) + +================================================================================ +APPENDIX B: DATABASE SCHEMA +================================================================================ + +Database: sq_battles.db +----------------------- + +Table: player_games_hist +Columns: + - UID (TEXT) - Player unique identifier + - nick (TEXT) - Player nickname + - squadron_name (TEXT) - Squadron name (may be UNKNOWN or NULL) + - session_id (TEXT) - Match session identifier + - vehicle (TEXT) - Display name of vehicle + - vehicle_internal (TEXT) - Internal vehicle identifier + - ground_kills (INTEGER) - Ground targets destroyed + - air_kills (INTEGER) - Air targets destroyed + - assists (INTEGER) - Kill assists + - captures (INTEGER) - Capture points secured + - deaths (INTEGER) - Number of deaths + - victor_bool (TEXT) - Match result (WIN/LOSS) + - endtime_unix (INTEGER) - Match end time (Unix timestamp) + +Table: match_summary +Columns: + - session_id (TEXT) - Match session identifier + - map_name (TEXT) - Map name + - endtime_unix (INTEGER) - Match end time + - winning_sq (TEXT) - Winning squadron name + - losing_sq (TEXT) - Losing squadron name + - winning_team_json (TEXT) - JSON of winning team data + - losing_team_json (TEXT) - JSON of losing team data + +Database: squadrons.db (optional) +---------------------------------- + +Table: squadrons_data +Columns: + - clan_id (TEXT) - Unique squadron identifier + - long_name (TEXT) - Full squadron name (canonical name) + - short_name (TEXT) - Short squadron name variant + - tag_name (TEXT) - Squadron tag with brackets (e.g., "[ELITE]") + +Notes: + - squadrons.db is used to resolve squadron name variants + - If squadrons.db is missing, API falls back to using raw squadron_name + - Multiple squadron name variants map to the same long_name for consolidation + - API uses this to combine stats from different name formats (e.g., "ELITE", "[ELITE]", "Elite Squadron") + +================================================================================ +APPENDIX C: EXTERNAL DEPENDENCIES +================================================================================ + +Python Integration: +------------------- +The API integrates with a Python module (Points_API.py) to fetch real-time +squadron points data from the War Thunder API. + +Requirements: + - Python 3.7+ installed and accessible via 'python' command + - Points_API.py module in the same directory as the API server + - Points_API module must export: obtain_clan_new_points(squadron_name) async function + +Function Signature: + obtain_clan_new_points(squadron_name: str) -> Tuple[Dict, int] + + Returns: + - member_points: Dictionary of member points data + - total_points: Total squadron points (integer) + +Error Handling: + - Python process timeout: 10 seconds per squadron + - If Python script fails, points will default to 0 + - If Points_API is missing, points.has_points_data will be false + - Errors are logged but do not prevent response + +Implementation Details: + - Uses Node.js child_process.spawn() to execute Python + - Python output is parsed to extract total_points + - Process is killed if timeout exceeds 10 seconds + - Multiple squadron point requests run in parallel for leaderboards + +Notes: + - Points data is fetched in real-time (not cached) + - Squadron leaderboard response time increases with squadron count + - For best performance, ensure Python and dependencies are optimized + +================================================================================ +APPENDIX D: VERSION HISTORY +================================================================================ + +Version 1.2.0 (Current): + - Added squadron points integration from War Thunder API + - Squadron endpoints now return tag_name and long_name fields + - Added points object to squadron responses (total_points, has_points_data) + - Implemented squadron name consolidation using squadrons.db lookup + - Squadron leaderboards now sorted by points (if available) + - Added /api/debug/squadron-names endpoint for squadron name analysis + - Added /api/debug/squadrons-db-schema endpoint to inspect squadrons.db + - Enhanced squadron endpoints to handle multiple name variants + - Python script integration for real-time points fetching + - 10-second timeout per squadron for points API calls + +Version 1.1.0: + - Added squadron endpoints (/api/leaderboard/squadrons, /api/squadrons/:squadronname) + - Added squadron_name field to player responses + - Added migration status endpoint + - Enhanced logging with structured log format + - Added debug endpoints for schema inspection + +Version 1.0.0: + - Initial release + - Player statistics endpoints + - Vehicle leaderboards + - Live match feed + - Search functionality + - Debug endpoints + +================================================================================ + END OF DOCUMENTATION +================================================================================ + +For support or questions, check the API info endpoint or contact the development team. + +Last Updated: September 30, 2025 diff --git a/env.example b/env.example new file mode 100644 index 0000000..c9d14d7 --- /dev/null +++ b/env.example @@ -0,0 +1,66 @@ +# ============================================ +# Environment Configuration Example +# Copy this file to .env and fill in your actual values +# ============================================ + +# Server Configuration +NODE_ENV=production +PORT=3001 + +# External API Configuration (srebot-api) +EXTERNAL_API_URL=http://localhost:6000 + +# Domain Config (used for CORS) +PRODUCTION_DOMAIN=https://sre.pawjob.us + +# Path to .env file (defaults to ./env in this directory) +# DOTENV_PATH=/path/to/.env + +# Storage volume (required - holds replays, squadrons, entitlements data) +STORAGE_VOL_PATH=/mnt/HC_Volume_105581488/STORAGE + +# Legacy replays directory (optional, for backwards compatibility) +# LEGACY_REPLAYS_ROOT=/path/to/replays + +# Python binary for replay rendering and recap generation +# PYTHON_BIN=/path/to/python3 + +# Path to render_recap.py script (optional, enables recap generation) +# RECAP_SCRIPT=/path/to/BOT/render_recap.py + +# Root of the SREBOT repo (used as cwd for Python scripts) +# BOT_REPO_ROOT=/path/to/SREBOT + +# SHARED icon and minimap directories +# SHARED_ICONS_DIR=/path/to/SHARED/ICONS +# SHARED_MINIMAPS_DIR=/path/to/SHARED/MAPS/MINIMAPS + +# API Security (optional - auto-generates if not set) +# Generate with: openssl rand -hex 32 +API_SECRET= + +# IP Whitelist (optional - comma-separated IPs for production) +ALLOWED_IPS= + +# Webhook Configuration (optional - for GitHub auto-deployment) +# Generate a secure random string for this +WEBHOOK_SECRET= + +# ============================================ +# PM2 Commands: +# ============================================ +# Start with PM2: +# npm run pm2:start +# +# Other PM2 commands: +# npm run pm2:stop - Stop the app +# npm run pm2:restart - Restart the app +# npm run pm2:reload - Zero-downtime reload +# npm run pm2:logs - View logs +# npm run pm2:monit - Monitor dashboard +# npm run pm2:delete - Remove from PM2 +# +# Auto-start on reboot: +# pm2 startup +# pm2 save +# ============================================ diff --git a/locales/cs.json b/locales/cs.json new file mode 100644 index 0000000..0c7bf27 --- /dev/null +++ b/locales/cs.json @@ -0,0 +1,1005 @@ +{ + "nav": { + "home": "Domov", + "live": "Live", + "leaderboards": "Zebricek", + "docs": "Dokumentace", + "terms": "Podminky", + "premium": "Premium", + "support": "Podpora", + "addToDiscord": "Pridat na Discord", + "games": "Zapasy", + "squadrons": "Svazy", + "donate": "Prispet", + "analytics": "Analytika" + }, + "footer": { + "services": "Sluzby", + "matchFeed": "Popis zápasu", + "vehicleStats": "Statistiky vozidel", + "analytics": "Analyzy", + "squadronHub": "Centrum svazu", + "comparison": "Porovnani", + "resources": "Zdroje", + "documentation": "Dokumentace", + "inviteBot": "Pozvat bota", + "legal": "Pravni informace", + "termsOfService": "Podminky sluzby", + "privacyPolicy": "Zasady ochrany soukromi", + "termsAndPrivacy": "Podminky a soukromi", + "meowing": "Meowing", + "websiteBy": "Web vytvoril", + "andToothless": "a Toothless" + }, + "common": { + "loading": "Nacitani...", + "retry": "Zkusit znovu", + "backToHome": "Zpět na domovní stránku", + "battles": "Bitvy", + "wins": "Vyhry", + "winRate": "Uspesnost", + "kills": "Zabiti", + "totalKills": "Celkem zabiti", + "groundKills": "Pozemni zabiti", + "airKills": "Vzdusna zabiti", + "assists": "Asistence", + "deaths": "Umrti", + "captures": "Obsazeni", + "kdr": "KDR", + "kps": "KPS", + "rank": "Poradi", + "player": "Hrac", + "players": "Hraci", + "playersCount": "hracu", + "vehicle": "Vozidlo", + "vehicles": "Vozidla", + "squadron": "Svaz", + "squadrons": "Svazy", + "statistics": "Statistiky", + "comparison": "Porovnani", + "date": "Datum", + "result": "Vysledek", + "totalBattles": "Celkem bitev", + "totalWins": "Celkem vyhry", + "points": "Body", + "members": "Clenove", + "membersCount": "clenu", + "rating": "Hodnoceni", + "searchPlayerByName": "Hledat hrace podle jmena...", + "noPlayersFound": "Zadni hraci nebyli nalezeni", + "noSquadronsFound": "Žádné svazy nebyly nalezeny", + "noVehiclesFound": "Zadna vozidla nebyla nalezena", + "failedToLoad": "Nacteni dat se nezdarilo. Zkuste to prosim pozdeji.", + "recordingSince": "Data zaznamenavame od 01/01/2026", + "vs": "VS", + "map": "Mapa" + }, + "home": { + "squadronBattles": "Boje Svazu", + "madeSimple": "Jednoduše", + "addToDiscord": "Pridat na Discord", + "learnMore": "Zjistit vice", + "searchBySquadron": "HLEDAT PODLE SVAZU", + "typeSquadronName": "Zadejte název svazu...", + "orByPlayer": "NEBO PODLE HRACE", + "typePlayerName": "Zadejte jmeno hrace...", + "liveFeed": "Zápasový přenos", + "realTimeMatches": "Aktuální bitvy", + "topPlayers": "Nejlepsi hraci", + "vehicleStatsCard": "Statistiky vozidel", + "performanceMetrics": "Metriky vykonu", + "analyticsCard": "Analyzy", + "globalStatistics": "Globalni statistiky", + "squadronHubCard": "Centrum svazu", + "squadronStats": "Statistiky svazu", + "comparisonCard": "Porovnani", + "compareStats": "Porovnat statistiky", + "joinServers": "Pridejte se k 500+ serverum pouzivajicim naseho bota ke sledovani jejich vykonu", + "noSquadronsFound": "Žádné svazy nebyly nalezeny", + "noPlayersFound": "Zadni hraci nebyli nalezeni", + "searchPlayersIn": "Hledat hrace v", + "ctaElev8": "Jsi připraven vést svůj svaz?", + "ctaReign": "Jsi připraven znovu vládnout?", + "ctaMeow": "Meowww", + "ctaPurr": "Purrr", + "ctaRawr": "Rawr" + }, + "docs": { + "title": "Dokumentace", + "subtitle": "Vse, co potrebujete vedet o", + "quickNavigation": "Rychlý přístup", + "gettingStarted": "Zacit", + "commands": "Prikazy", + "serverSetup": "Nastaveni serveru", + "features": "Funkce", + "examples": "Priklady", + "troubleshooting": "Reseni problemu", + "stackManager": "Spravce stacku", + "welcomeMessage": "Postupujte podle techto kroku pro spusteni.", + "inviteTheBot": "Pozvat bota", + "inviteBotDesc": "Klikněte na \"přidat na server\" a vyberte si server vašeho svazu. Bot pošle uvítací zprávu s nápovědou spustit /setup.", + "runSetupWizard": "Spustit pruvodce nastavenim", + "setupWizardDesc": "Pruvodce nastavenim vas provede konfiguraci svazu, kanalu pro logy a kanalu pro body v jednom toku:", + "setupEasiest": "Toto je nejjednodussi zpusob, jak zacit. Provede vas nastavenim svazu a vyberem kanalu krok za krokem.", + "youreDone": "Hotovo!", + "doneDesc": "Bot zacne automaticky zverejnovat body a aktualizace zebricku. Pouzijte /autolog-management pro pozdeji upravit nastaveni notifikaci.", + "premiumNote": "Automaticke herní logy (plne tabulky vysledku po kazdem zapasu) vyzaduji predplatne Premium. Spustte /unlock pro predplaceni — 2,99 $/mesic na server, fakturace pres Discord.", + "manualSetup": "Rucni nastaveni (alternativa)", + "manualSetupDesc": "Pokud preferujete manuální konfiguraci, muzete misto toho pouzit tyto prikazy:", + "allCommandsSlash": "Vsechny prikazy pouzivaji system lomitkovych prikazu Discord. Zadejte / pro zobrazeni dostupnych prikazu.", + "serverSetupAdmin": "Nastaveni serveru a sprava", + "importantNote": "Dulezita poznamka", + "verifyFirst": "Nejdřív si ověřte pokud bot může najít váš svaz v databázi War Thunderu pomocí příkazu /sq-info (v případě na nižších pozicích).", + "cantFindSquadron": "Pokud bot nemuze najít váš svaz pomoci /sq-info, prikazy pro nastaveni nebudou fungovat spravne.", + "botNotResponding": "Bot neodpovida", + "checkOnline": "Zkontrolujte, zda je bot online (zeleny stav)", + "verifyPermissions": "Overte, ze bot ma potrebna opravneni", + "tryDifferentChannel": "Zkuste pouzit prikazy v jinem kanalu", + "commandsNotWorking": "Prikazy nefunguji", + "ensureSlash": "Ujistěte se, že používáte lomítko před příkazem (/-text-)", + "checkRolePerms": "Zkontrolujte, zda se svojí rolí máte opravnění používat bota.", + "tryRefreshing": "Zkuste obnovit Discord nebo restartovat aplikaci", + "dataNotSaving": "Data se neukládají", + "verifySendMessages": "Overte, ze bot ma opravneni \"Odesilat zpravy\"", + "checkOutages": "Zkontrolujte, zda nedochází k výpadkům Discordu", + "contactSupport": "Kontaktujte podporu, pokud problém přetrvává", + "needMoreHelp": "Potrebujete dalsi pomoc?", + "needMoreHelpDesc": "Pokud potrebujete dalsi pomoc, neváhejte se na nas obratit prostrednictvim nasich kanalu podpory.", + "example": "Priklad", + "supportedLanguages": "Podporovane jazyky", + "setupDesc": "Postup krok za krokem pro konfiguraci bota pro váš server. Nastaví váš svaz, kanal pro logy a kanal pro body naráz.", + "recommendedForNew": "Doporuceno pro nove servery.", + "setSquadronDesc": "Ulozit vychozi svaz pro vas Discord server. Pouziva se pro logovani a jako vychozi hodnota pro dalsi prikazy.", + "quickLogDesc": "Nastavit alarm pro svaz v aktualnim kanalu. Typ muze byt Logs, Points, Leaderboard, nebo Oboje — Oboje zároveň nastaví Logs a Points v jednom prikazu. Vychozi je Logs.", + "quickLogPremiumNote": "Logs (automaticke herní tabulky vysledku) vyzaduji predplatne Premium. Alarmy pro body a zebricek jsou zdarma.", + "autologDesc": "Spravovat notifikace autologu a diagnostikovat opravneni kanalu. Pouzijte toto pro zmenu nastaveni po pocatecnim nastaveni.", + "autologPremiumNote": "Automaticke herní logy vyzaduji predplatne Premium.", + "diagnosePermsDesc": "Okamzite zkontroluje, zda ma bot opravneni, ktera potrebuje v aktualnim kanalu, zobrazuje vase nakonfigurovane kanaly autolougu a zobrazuje stav predplatneho Premium tohoto serveru. Pouzijte toto, pokud se tabulky vysledku nebo body nezverejnuji.", + "squadronInformation": "Informace o svazu", + "sqInfoDesc": "Zobrazit podrobné informace o jakémkoliv svazu. Používá nastavený svaz pokud není žádná specifikace.", + "sqInfoGraphDesc": "Vizualizovat aktuální složení svazu jako sloupcový graf rozdělený na jádro, aktivní a slabé skupiny podle aktivity a procenta výher (aktuální sezóna).", + "compDesc": "Najít poslední známé sestavy pro bitvy daného svazu. Bezplatné servery získají 25 vyhledávání za časový slot; Premium má neomezeně.", + "trackDesc": "Sledovat svaz a porovnat statistiky s poslednim zkontrolovanym stavem.", + "topDesc": "Zobrazit top 20 svazů a jejich aktualni statistiky.", + "sqStatsDesc": "Zobrazit body svazu v case jako interaktivni graf.", + "lossCalculatorDesc": "Vypocitat, kolik bodu by svaz ztratil, kdyby zvoleni hraci odeslí.", + "recentDesc": "Zobrazit poslednich 5 bojů svazu pro svaz.", + "vsDesc": "Zobrazit vzajemny zapas s jiným svazem.", + "leaderboardLinkDesc": "Ziskat odkaz na globalni zebricek hracu SRE Bot.", + "playerStats": "Statistiky hrace", + "playerStatsDesc": "Zobrazit podrobne statistiky vozidel pro hrace s interaktivnim rozbalenim vozidel. Podporuje automaticke doplnovani.", + "viewPlayerGamesDesc": "Zobrazit poslednich 20 her pro hrace. Zobrazuje celkovy pocet výher/proher a uspesnost, souhrn po hrach (vysledek, oponentský svaz, mapa a odehrana sestava) a seznam vsech jedinecnych sestav, ktere hrac odehral. Podporuje automaticke doplnovani.", + "viewMatchDesc": "Zobrazit plnou tabulku vysledku pro konkretni zapas. Poskytnete ID zapasu primo, nebo hledejte podle jmena hrace a prochazte jejich poslednich 100 her a vyberte jednu. Zahrnuje tlacitka Zobrazit replay, Zobrazit cesty, Zaznam chatu a Zaznam boje.", + "examples2": "Priklady", + "compareDesc": "Porovnat souhrnne statistiky SQB mezi dvema nebo vice hraci (az 7). Zobrazuje porovnani vedle sebe s zvyraznenymi nejlepsimi statistikami. Zahrnuje tlacitko grafu pro zobrazeni historii bodu za 90 dni.", + "metaData": "Meta data", + "metaManagementDesc": "Konfigurovat nastaveni pristupu k meta datum pro vas server.", + "metaDesc": "Hledat meta statistiky vašeho svazu podle názvu vozidla.", + "settingsUtilities": "Nastaveni a nastroje", + "languageDesc": "Zmenit vychozi jazyk bota. Ovlivnuje take jazyk vozidel zobrazeny ve vasich bojových logách.", + "scheduleDesc": "Zobrazit aktualni rozvrh sezony BR. Zobrazuje maximalni bojove hodnoceni kazdeho tydne s rozsahem dat, preskrtnutim minulych tydnu a zvyraznenim aktualne aktivniho obdobi.", + "websiteDesc": "Ziskat odkaz na webove stranky SRE Bot pro vyhledavani hracu, zebricku a dalsi.", + "creditsDesc": "Zobrazit tym, ktery je pripoisan za vytvoreni tohoto bota.", + "unlockDesc": "Odemknout automaticke herní logy SQB a neomezené vyhledávání /comp pro tento server. Predplacenim se pridava plne tabulky vysledku zverejnovane automaticky do vaseho nakonfigurovancho kanalu po kazdem zapasu. 2,99 $ / mesic · na server · zrusit kdykoli. Fakturace je riesena vyhradne pres Discord — neni potreba zadny externi ucet.", + "analyticsDesc": "Pokrocile analyzy SQB: mira vyhry na mapach, timove sestavy, konzistence hracu, vykon v ruznych casech a historie soubojů (nejvíce vítězství a proher proti soupeřům).", + "sqCardDesc": "Vygenerovat sezonní přehledovou kartu (PNG) pro svaz — trend ratingu, úspěšnost, nejlepší hráči a další. Sezónu vyber z nabídky automatického doplňování. Podporuje tmavé i světlé téma.", + "cardDesc": "Vygenerovat sezonní přehledovou kartu (PNG) pro hráče. Sezónu vyber z automatického doplňování a hráče podle uživatelského jména. Podporuje tmavé i světlé téma.", + "queryDesc": "[Pouze administrátor] Spustit předdefinované databázové dotazy — statistiky svazu, počet her, nejaktivnější hráči, top mapy a další. Výsledky jsou efemérní (viditelné pouze vám).", + "donateDesc": "Podporte vyvoj SRE Bot pres Ko-fi.", + "botStatusDesc": "Zobrazí, kdy byla přijata poslední hra, a průměrné TTL napříč posledními hrami. Upozorní na pomalé servery Gaijin.", + "premiumBadge": "Premium", + "newsDesc": "Zobrazit nejnovejsi zpravy a oznameni SRE Bot.", + "stackCreateDesc": "Vytvorit stack hracu pro koordinaci tymu pred zapasem. Do kanalu se zverejni trvaly embed zobrazujici aktualni cleny a cekajici ziadatele. Stack trva az 8 hodin a je automaticky vycisten na konci kazdeho casoveho useku SQB.", + "stackRequestToJoin": "Pozadat o vstup — Jakykoli hrac muze pozadat s vozidlem, ktere planuje letit. Zadosti se radi do fronty az 20 mist.", + "stackLeaveWithdraw": "Odejit / Stornovat — Clenove mohou opustit stack; zadatele mohou stahnout svou zadost. Vedouci stacku je vyzvan k prevedeni vlastnictvi jako prvni.", + "stackManagePanel": "Spravovat stack ⚙️ — Panel pouze pro vedouciho se ctyrmi sekcemi:", + "stackAcceptMembers": "Prijmout cleny — Prijmout nebo odmítnout zadatele jednotlive nebo vsechny najednou. Maximalne 8 clenu celkem.", + "stackRemoveMembers": "Odebrat cleny — Odebrat aktivni cleny nebo cekajici zadatele. Moznosti: Odebrat vsechny, Odebrat aktivni, Odebrat cekajici nebo Odebrat vybrane z rozbaleni.", + "stackPingMembers": "Pingovat cleny — Pingovat s volitelnou vlastni zpravou. Moznosti: Pingovat vsechny (cleny + frontu, mimo vedouciho), Pingovat aktivni (pouze cleny), Pingovat cekajici (pouze zadatele) nebo Pingovat vybrane z rozbaleni.", + "stackRenameStack": "Prejmenovat stack — Nastavit vlastni nazev pro stack. Zobrazuje se jako nadpis embedu a v ping zpravach misto vychoziho \"[Vedouci]s Stack\".", + "stackDisbandStack": "Rozpustit stack — Vedouci muze stack ukoncit predcasne.", + "stackManageDesc": "Znovu zverejni vas aktivni stack embed do aktualniho kanalu. Pouzijte toto, pokud byl puvodni embed smazan nebo ztracen po restartu bota. Vsechna existujici data clenu a fronty jsou zachovana.", + "translation": "Preklad", + "translateContextMenu": "Kliknete pravym tlacitkem na zpravu → Aplikace → Prelozit zpravu", + "translateDesc": "Prelozit jakoukoli zpravu pomoci kontextoveho menu Discord. Kliknete pravym tlacitkem (nebo dlouze stisknete na mobilu) na zpravu a vyberte Aplikace → Prelozit zpravu.", + "viewAllLanguages": "Zobrazit vsechny podporovane jazyky", + "serverSetupSubtitle": "Konfigurujte {botName} pro optimalni vykon na Discord serveru vašeho svazu.", + "requiredPermissions": "Pozadovana opravneni", + "sendMessages": "Odesilat zpravy", + "useSlashCommands": "Pouzivat lomitkove prikazy", + "embedLinks": "Vkladat odkazy", + "readMessageHistory": "Cist historii zprav", + "recommendedChannelSetup": "Doporucene nastaveni kanalu", + "recommendedChannelDesc": "Vytvorte vyhrazeny kanal jako #squadron-battles pro sledovani a statistiky. Udrzuje vase bojova data organizovana a snadno pristupna.", + "roleConfiguration": "Konfigurace roli", + "roleConfigurationDesc": "Priradte vhodne role clenum svazu, kteri mohou zaznamenavat vysledky boju. Doporucujeme omezit toto na dustojniky a vedouci svazu.", + "premiumSectionSubtitle": "Automaticke herní logy SQB jsou funkci Premium, odemcene na server pres nativni system predplatneho Discord.", + "whatsIncluded": "Co je zahrnuto", + "premiumInclude1": "Plna tabulka vysledku zverejnovana automaticky do vaseho nakonfigurovancho kanalu po kazdem zapasu SQB", + "premiumInclude2": "Neomezené vyhledávání /comp (bezplatné servery získají 25 za časový slot)", + "premiumInclude3": "Vsechny existujici bezplatne funkce (alarmy pro body, zebricek, prikazy statistik atd.) zustavaji zdarma", + "pricingBilling": "Ceny a fakturace", + "pricingBillingDesc": "2,99 $ / mesic · na server · zrusit kdykoli. Fakturace je spravovana vyhradne pres Discord — zadny externi ucet ani platebni proces. Predplatne se automaticky obnovi a lze je kdykoli zrusit z vaseho nastaveni Discord.", + "howToSubscribe": "Jak se prihlasit k odberu", + "subscribe1": "Spustte /unlock na vasem serveru (pozadovany spravce serveru)", + "subscribe2": "Kliknete na tlacitko Prihlasit se k odberu v odpovedi bota", + "subscribe3": "Dokoncete platbu uvnitr Discord — bot se aktivuje okamzite", + "cancellation": "Zruseni", + "cancellationDesc": "Kdyz predplatne vyprsí nebo je zruseno, bot automaticky prestane zverejnovat herní logy pro dany server pri dalsim cyklu autolougu. Zadna rucni akce neni potreba.", + "realTimeStatistics": "Statistiky v realnem case", + "realTimeStatisticsDesc": "Sledujte vyhry, prohry a metriky vykonu v realnem case.", + "battleHistory": "Historie boju", + "battleHistoryDesc": "Komplexni historie vsech zaznamenanych bojů svazu.", + "leaderboardsFeature": "Zebricek", + "leaderboardsFeatureDesc": "Porovnejte vykon vasi svazu s ostatnimi pomoci /top.", + "playerTracking": "Sledovani hracu", + "playerTrackingDesc": "Individualni statistiky hracu a integrace ThunderSkill.", + "smartAlerts": "Chytre alarmy", + "smartAlertsDesc": "Automaticke alarmy a notifikace pro aktivity svazu.", + "multiLanguageSupport": "Vicejazykova podpora", + "multiLanguageSupportDesc": "Funkce prekladu a prizpusobitelne jazyky vozidel.", + "timeCoordination": "Casova koordinace", + "timeCoordinationDesc": "Využívá se UTC a místní čas pro globální koordinaci svazů.", + "advancedSearch": "Pokrocile vyhledavani", + "advancedSearchDesc": "Najdete souteze hracu a podrobne informace o svazu.", + "dataSecurity": "Zabezpeceni dat", + "dataSecurityDesc": "Vase data jsou zabezpecena a nikdy nesdilena ani neprodavana.", + "usageExamples": "Priklady pouziti", + "quickSetupRecommended": "Rychle nastaveni (doporuceno)", + "quickSetupDesc": "Spustte pruvodce nastavenim. Provede vas nastavenim svazu, vyberem kanalu pro logy a vyberem kanalu pro body — vše naráz.", + "comparingPlayers": "Porovnani hracu", + "comparingPlayersDesc": "Porovnejte az 7 hracu vedle sebe. Nejlepsi statistika v kazde kategorii je zvyraznena a celkove nejlepsi hrac ziska hvezdou. Kliknete na \"Zobrazit graf\" pro zobrazeni historii bodu.", + "checkingSquadronInfo": "Kontrola informací o svazu", + "verifySquadronDesc": "Ověřte že svaz existuje, a zobrazte si jeho podrobnosti. Použijte toto k utvrzení, že bot může najít váš svaz před nastavením.", + "recentBattlesDesc": "Zobrazte poslednich 5 boju odehraných svazem.", + "headToHeadDesc": "Zobrazte vzajemny zapas s jiným svazem.", + "backToHome": "Zpět na domovní stránku", + "termsAndPrivacy": "Podminky a soukromi", + "seasonRecapCardTitle": "Karta přehledu sezóny", + "seasonRecapCardDesc": "Vygenerujte sdílitelnou PNG rekapitulaci sezóny jakéhokoli svazu — křivka hodnocení, klouzavá procenta výher, K/D, nejhranější vozidlo, MVP a další. Dostupné tlačítkem „Sezónní karta“ na profilu každého svazu.", + "playerRecapCardTitle": "Sezónní rekapitulace hráče", + "playerRecapCardDesc": "Vygenerujte sdílitelný PNG souhrn sezóny libovolného hráče — vývoj ratingu napříč svazy, klouzavá úspěšnost, K/D, frekvence bitev, nejlepší zápas a další. Dostupné přes tlačítko „Season Recap“ na profilu každého hráče.", + "tierOverview": "Přehled tarifů", + "tierOverviewDesc": "Auto-logging je k dispozici ve třech tarifech. Každý tarif limituje, kolik svazů může mít Logs a Points aktivní. Svazy nad limitem zůstávají v nastavení a po upgradu automaticky pokračují.", + "tierStandardLine": "$2.99 — až 10 svazů pro Logs i Points, bez wildcard.", + "tierProLine": "až 25 svazů pro Logs i Points, plus podpora wildcard (`*` / `all` / `everything`).", + "tierMaxLine": "neomezené svazy, wildcards, raný přístup k novým funkcím.", + "voiceChannelTally": "Sledování v hlasovém kanálu", + "tallyIntro": "Sledujte živé skóre SQB přímo ve stavu vašeho hlasového kanálu na Discordu. Jakmile zápasy skončí, bot aktualizuje stav kanálu na průběžný záznam, například 2W-1L: Výhra proti ENEMY. Jde o prémiovou funkci a musíte být připojeni k hlasovému kanálu.", + "tallyClaimDesc": "Začněte sledovat hráče nebo svaz ve vašem hlasovém kanálu. Zadejte uživatelské jméno nebo svaz (ne obojí). Stav začíná na 0W-0L a aktualizuje se po skončení odpovídajících zápasů.", + "tallyTransferDesc": "Přepněte aktivní sledování na jiného hráče se zachováním aktuálního počtu výher a proher.", + "tallyClearDesc": "Vymažte aktivní sledování ve vašem hlasovém kanálu a resetujte jeho stav. Sledování se také automaticky vymaže po 1 hodině nečinnosti nebo jakmile všichni opustí kanál." + }, + "terms": { + "pageTitle": "Podminky sluzby a zasady ochrany soukromi", + "lastUpdated": "Posledni aktualizace: duben 2026", + "termsOfService": "Podminky sluzby", + "byUsing": "Pouzivanjem", + "youAgree": " souhlasíte s nasledujicim:", + "useResponsibly": "Pouzivejte zodpovedne", + "useResponsiblyDesc": "Nepokouste se pretizt, spamovat nebo jinak narusit bota.", + "noFunnyBusiness": "Zadne nezakonne cinnosti", + "noFunnyBusinessDesc": "Nepokouste se o reverzni inzenyrstvi, nebo porusovat podmínky Discord nebo jaka koliv jina pravidla skupiny", + "statsAsIs": "Statistiky jsou tak, jak jsou", + "statsAsIsDesc": "Vsechna data a statistiky jsou poskytovany \"tak, jak jsou\" bez jakychkoliv zaruk, at' uz vyslovenych ci implikovanych. Vynalozime primerene usili k zajisteni presnosti, ale nezarucujeme, ze jsou informace uplne, aktualni nebo bezchybne.", + "uptimeNotGuaranteed": "Dostupnost neni zarucena", + "uptimeNotGuaranteedDesc": "Bot je poskytovan na zaklade \"dostupnosti\". Nezarucujeme nepretrzity nebo bezchybny provoz. Sluzba muze byt docasne nedostupna kvuli udrzbe, aktualizacim nebo technickym problemum.", + "weCanBanYou": "Muzeme vas zabanovat", + "weCanBanYouDesc": "Pokud porusite pravidla, muzeme vas odebrat pristup.", + "privacyPolicy": "Zasady ochrany soukromi", + "infoWeCollect": "1. Informace, ktere shromazd'ujeme", + "collectsFollowing": "shromazd'uje nasledujici informace k poskytovani svych sluzeb:", + "discordUserIds": "Discord uzivatelska ID:", + "discordUserIdsDesc": "Jedinecne identifikatory pro sledovani jednotlivych uzivatelu", + "squadronIds": "ID svazů:", + "squadronIdsDesc": "Identifikatory Discord serveru/gildy pro organizaci dat svazu", + "battleData": "Bojova data:", + "battleDataDesc": "Zaznamy vyhry/prohry, casova razitka boju a souvisejici statistiky", + "commandUsage": "Pouzivani prikazu:", + "commandUsageDesc": "Zakladni logovani pouzitych prikazu bota pro zlepseni sluzby", + "howWeUse": "2. Jak pouzivame vase informace", + "usedExclusively": "Shromazdene informace se pouzivaji vyhradne pro:", + "trackingPerformance": "Sledovani vykonu a statistik boje svazu", + "providingHistorical": "Poskytovani historickych dat a analytiky", + "improvingBot": "Zlepsovani funkcnosti bota a uzivatelske zkusenosti", + "troubleshootingIssues": "Reseni technickych problemu", + "dataStorage": "3. Uloziste dat a bezpecnost", + "dataStoredSecurely": "Vase data jsou bezpecne ulozena s nasledujicimi ochranami:", + "encryptedServers": "Data jsou ulozena na zabezpecen ych serverech se sifrovnaim", + "limitedAccess": "Pristup je omezen pouze na opravneny personal", + "regularBackups": "Pravidelne zalohy zajist'uji integritu dat", + "dataSharing": "4. Sdileni dat", + "weDoNot": "My NESDILÍME:", + "sellData": "Prodavat vase osobni informace tretim stranam", + "shareData": "Sdilet vase data s externimi organizacemi", + "useForAds": "Pouzivat vase data k reklamnim nebo marketingovym ucelum", + "transferData": "Prevest vase data mimo nase zabezpecene systemy", + "dataRetention": "5. Uchovavani dat", + "dataRetentionDesc": "Vase data uchováváme po dobu nezbytnou k poskytovani nasich sluzeb. Bojove statistiky a data svazu jsou uchovavany pro ucely historickych zaznamu a analytiky.", + "discordIntegration": "6. Integrace Discord", + "discordIntegrationDesc": "Tento bot funguje v ekosystemu Discord a podlaha zasadam ochrany soukromi Discord. Pristupujeme pouze k informacim nezbytnym pro funkcnost bota prostrednictvim oficialniho API Discord.", + "ageRestrictions": "7. Vekova omezeni", + "ageRestrictionsDesc": "Bot je urcen pro uzivatele, kteri splnuji minimalni vekove pozadavky Discord (13+ nebo podle mistniho prava).", + "changesToPolicy": "8. Zmeny zasad ochrany soukromi", + "changesToPolicyDesc": "Tyto zasady ochrany soukromi muzeme cas od casu aktualizovat.", + "premiumTitle": "Podminky predplatneho Premium", + "premiumWhatYouGet": "1. Co Premium zahrnuje", + "premiumWhatYouGetDesc": "Predplatne Premium odemyka nasledujici funkce pro prihlaseny Discord server:", + "premiumFeature1": "Automaticke prispevky s vysledky po kazdem SQB zapase", + "premiumFeature2": "Mapy tras / pohybu", + "premiumFeature3": "Chat a bojove zaznamy", + "premiumFeature4": "Vyhledavani replikaci", + "premiumFeature5": "Neomezene vyhledavani /comp (servery zdarma jsou omezeny na 15 za casovy slot)", + "premiumBilling": "2. Fakturace a platby", + "premiumBillingDesc": "Premium se ucuje za $2.99 USD mesicne za Discord server. Platba je zpracovana prostrednictvim nativniho systemu predplatneho Discord nebo pres nase webove stranky prostrednictvim Whop. Jste zodpovedni za zajisteni platnosti platebni metody a dostatecnych prostredku. Predplatne se automaticky obnovuje na konci kazdeho zuctovaci obdobi, pokud neni zruseno.", + "premiumCancellation": "3. Zruseni", + "premiumCancellationDesc": "Predplatne muzete kdykoli zrusit. U predplatneho Discord prejdete do Nastaveni uzivatele → Predplatna v Discordu. U predplatneho pres web spravujte sve vyuctovani na whop.com/billing. Po zruseni zustanou vase Premium funkce aktivni do konce aktualniho zuctovaciho obdobi. Pote se vas server vrati na bezplatnou uroven — zadna data nebudou ztracena.", + "premiumRefunds": "4. Vraceni plateb", + "premiumRefundsDesc": "Poplatky za predplatne jsou nevratne. Castecne vyuziti mesice se neprepocitava pomerne. Pokud zrusite uprostred cyklu, zachovate si pristup do konce daneho zuctovaciho obdobi, ale nemate narok na vraceni platby za zbyvajici cas. Vraceni plateb za chyby ve fakturaci nebo duplicitni platby muze byt provedeno dle naseho uvazeni — kontaktujte podporu s ID vaseho Discord serveru a dokladem o platbe.", + "premiumPriceChanges": "5. Zmeny cen", + "premiumPriceChangesDesc": "Vyhrazujeme si pravo kdykoli zmenit ceny predplatneho. Stavajici predplatitele budou upozorneni alespon 30 dnu pred vstupem zdrazeni v platnost. Pokud se zmenou ceny nesouhlaste, muzete predplatne zrusit pred zacatkem platnosti nove ceny.", + "premiumTermination": "6. Ukonceni pristupu Premium", + "premiumTerminationDesc": "Vyhrazujeme si pravo odebrat pristup Premium bez vraceni platby, pokud server porusi tyto Podminky sluzby, vcetne zneuziti funkci bota, pokusu o obejiti limitu pouziti nebo poruseni Podminek sluzby Discord.", + "serviceAvailabilityTitle": "Dostupnost sluzby a odpovednost", + "serviceNoWarranty": "1. Bez zaruky", + "serviceNoWarrantyDesc": "SLUZBA JE POSKYTOVANA \"TAK, JAK JE\" A \"PODLE DOSTUPNOSTI\" BEZ ZARUK JAKEHOKOLI DRUHU, AT' UZ VYSLOVNYCH, IMPLIKOVANYCH NEBO ZAKONNICH, VCETNE IMPLIKOVANYCH ZARUK PRODEJNOSTI, VHODNOSTI PRO URCITY UCEL A NEPORUSOVANI PRAV. Nezarucujeme, ze sluzba bude nepretrzita, vcasna, bezpecna nebo bezchybna.", + "serviceLiability": "2. Omezeni odpovednosti", + "serviceLiabilityDesc": "V MAXIMALNIM ROZSAHU POVOLENEM PLATNYM PRAVEM V ZADNEM PRIPADE NENESEME ODPOVEDNOST ZA JAKEKOLI NEPRIMA, NAHODNA, SPECIALNI, NASLEDNA NEBO TRESTNI SKODY, ANI ZA JAKOUKOLIV ZTRATU ZISKU NEBO PRIJMU, AT' UZ VZNIKLA PRIMO NEBO NEPRIMO, NEBO ZA JAKOUKOLIV ZTRATU DAT, POUZITI, DOBRE POVESTI NEBO JINYCH NEHMOTNYCH ZTRAT VYPLYVAJICICH Z VASEHO POUZIVANI NEBO NEMOZNOSTI POUZIVAT SLUZBU. Nase celkova odpovednost za jakykoliv narok vyplyvajici z techto podminek nebo sluzby neprevi castku, kterou jste nam zaplatili za tri (3) mesice pred uplatnenim naroku.", + "serviceCredits": "3. Preruseni sluzby a kredity", + "serviceCreditsDesc": "V pripade prodlouzeneho neplanoveho vypadku sluzby postihujiciho funkce Premium po dobu vice nez 72 po sobe jdoucich hodin mohou postizeni predplatitele Premium pozadat o kredit kontaktovanim podpory. Kredity jsou vydavany podle naseho vyhradniho uvazeni a jsou aplikovany jako prodlouzeni aktualniho zuctovaciho obdobi — nikoli jako penezni vraceni. Planovana okna udrzby, vypadky tretich stran (Discord, Gaijin API) a udalosti mimo nasi rozumnou kontrolu jsou vylouceny.", + "serviceForceM": "4. Vyssi moc", + "serviceForceMDesc": "Neneseme odpovednost za jakekoli selhani nebo zdrzeni v plneni vyplyvajici z pricin mimo nasi rozumnou kontrolu, vcetne prirodnich katastrof, valky, terorismu, pandemii, vypadku proudu, preruseni internetu, vypadku platformy Discord, zmen nebo nedostupnosti API Gaijin Entertainment, vladnich opatreni nebo jakekoli jine udalosti vyssi moci.", + "disclaimer": "Prohlaseni o odmitnuti odpovednosti", + "warThunderDisclaimer": "je nezavisly Discord bot a neni spojen s, schvalen ani nema zadnou souvislost se spolecnosti Gaijin Entertainment ani s War Thunder. War Thunder je ochranna znamka spolecnosti Gaijin Entertainment.", + "acknowledgement": "Pouzivanjem", + "acknowledgementEnd": " potvrzujete, ze jste si precetli, pochopili a souhlasíte s temi podmínkami sluzby a zasadami ochrany soukromi." + }, + "premium": { + "upgradeTitle": "Upgradujte svůj svaz", + "heroDesc": "Kazdy vysledek SQB zverejnen do vaseho kanalu ve chvili, kdy skonci — tabulky vysledku, bojove logy, pohybove mapy a replaye, vse bez zasahu.", + "instantScoreboards": "Okamzite tabulky vysledku", + "viewPaths": "Zobrazit cesty", + "chatBattleLogs": "Chat a bojove logy", + "replayLookups": "Vyhledavani replays", + "free": "Zdarma", + "perMonth": "/mes", + "alwaysFree": "Vzdy zdarma", + "noCardNeeded": "karta neni potreba", + "included": "Zahrnuto", + "manualLookups": "Rucni vyhledavani her", + "playerStats": "Statistiky a profily hracu", + "leaderboards": "Zebricek", + "stickWithFree": "Zustat na bezplatnem", + "premiumLabel": "Premium", + "perServer": "na server", + "cancelAnytime": "zrusit kdykoli", + "everythingInFree": "Vse v bezplatnem, plus", + "autoScoreboards": "Automaticke zverejnovani tabulek vysledku", + "pathMaps": "Mapy cest / pohybu", + "chatLogs": "Chat a bojove logy", + "replayLookupsFeature": "Vyhledavani replays", + "unlimitedComp": "Neomezené vyhledávání /comp", + "prioritySupport": "Prioritni podpora", + "subscribeNow": "Prihlasit se k odberu ted", + "comingSoon": "Brzy k dispozici", + "serverIdInfo": "Budete potrebovat sve", + "discordServerId": "Discord ID serveru", + "duringCheckout": "behem placeni.", + "developerMode": "Rezim vyvojare", + "rightClickServer": "Kliknete pravym tlacitkem na server", + "copyId": "Kopirovat ID", + "successTitle": "Premium aktivovano", + "successDesc": "Vase predplatne se nastavuje. Bot bude mit premium pristup pro vas server behem nekolika minut.", + "whatHappensNext": "Co se stane dale", + "autoLogging": "Auto-logovani se aktivuje pro vas server", + "setLogChannel": "Nastavte kanal pro logy pomoci", + "everyResult": "Kazdy vysledek SQB se zverejnuje automaticky", + "readSetupGuide": "Precist pruvodce nastavenim", + "tierStandardName": "Standard", + "tierProName": "Pro", + "tierMaxName": "Max", + "squadCap": "Logujte až {cap} svazů", + "squadCapUnlimited": "Neomezeně svazů", + "everythingInStandard": "Vše ze Standard", + "everythingInPro": "Vše z Pro", + "wildcardSupport": "Wildcard (*, all, everything)", + "noSquadCap": "Bez limitu svazů", + "earlyAccessFeatures": "Raný přístup k novým funkcím" + }, + "player": { + "totalBattles": "Celkem bitev", + "totalWins": "Celkem vyhry", + "vehicleStatistics": "Statistiky vozidel", + "cumulative": "Kumulativni", + "individual": "Individualni", + "filterBy": "Filtrovat podle:", + "allTime": "Vsechny casy", + "dateRange": "Rozsah datumu", + "season": "Sezona", + "week": "Tyden", + "session": "Relace", + "dateType": "Typ datumu:", + "last7Days": "Poslednich 7 dni", + "last30Days": "Poslednich 30 dni", + "last90Days": "Poslednich 90 dni", + "customRange": "Vlastni rozsah", + "specificDate": "Konkretni datum", + "filterType": "Typ filtru:", + "fullSeason": "Cela sezona", + "specificWeek": "Konkretni tyden", + "from": "Od:", + "to": "Do:", + "timeslot": "Čas", + "fullDay": "Celý den", + "selectSeason": "Sezona:", + "selectWeek": "Tyden:", + "selectSeasonFirst": "Nejprve vyberte sezonu", + "pleaseSelect": "Prosim vyberte moznost", + "searchVehicles": "Hledat vozidla...", + "resetFilters": "Resetovat filtry", + "vehiclesShown": "zobrazena vozidla", + "gamesShown": "zobrazene hry", + "noVehicleData": "Zadna data vozidel nejsou k dispozici", + "noVehiclesForRange": "Zadna vozidla nebyla nalezena pro vybrane datove rozmezi, nebo tento hrac jeste nema zadna data.", + "switchToCards": "Prepnout na zobrazeni karet", + "switchToTable": "Prepnout na tabulkove zobrazeni", + "loadingTimeline": "Nacitani casove osy...", + "noTimelineData": "Zatim zadna data casove osy.", + "timelineUnavailable": "Casova osa neni dostupna.", + "loadingGameRecords": "Nacitani herních zaznamu...", + "unableToLoadRecords": "Nelze nacist herní zaznamy", + "failedToFetch": "Nacteni herních dat se nezdarilo. Zkuste to prosim pozdeji.", + "noGameRecords": "Zadne herní zaznamy nenalezeny", + "noGamesYet": "Tento hrac jeste neodehral zadne zaznamenane hry.", + "collapseChart": "Sbalit graf", + "loadingChartData": "Nacitani dat grafu...", + "noHistoricalData": "Zatim zadna historicka data.", + "chartUnavailable": "Graf neni dostupny.", + "relative": "Relativní", + "uidLabel": "UID hráče" + }, + "squadrons": { + "title": "Centrum svazu", + "subtitle": "Objevujte svazy, zobrazujte si jejich statistiky a sledujte jejich výkon", + "findSquadron": "Najít svaz", + "searchPlaceholder": "Hledat svazu podle nazvu...", + "totalSquadrons": "Celkem svazů", + "totalPlayers": "Celkem hracu", + "totalBattles": "Celkem bitev", + "avgWinRate": "Prumerna uspesnost", + "topSquadrons": "Nejlepší svazy", + "viewFullLeaderboard": "Zobrazit plny zebricek", + "loadingSquadrons": "Nacitani dat svazu...", + "noSquadronData": "Zatim zadna data svazu nejsou k dispozici.", + "failedToLoad": "Nacteni dat svazu se nezdarilo. Zkuste to prosim pozdeji.", + "backToSquadronHub": "Zpet do centra svazu", + "squadronPoints": "Body svazu", + "squadronMembers": "Členové svazu", + "performance": "Výkon", + "performanceNoData": "Pro vybraný rozsah nejsou k dispozici žádná data o výkonu.", + "quickDetails": "Rychle detaily", + "noMembersFound": "Zadni clenove nebyli nalezeni", + "noRecordedMembers": "Tento svaz jeste nema zadne zaznamenane cleny.", + "squadronGames": "Hry svazu", + "loadingSquadronGames": "Načítání herních záznamů svazu...", + "noSquadronGames": "Pro tuto svaz nebyly nalezeny žádné herní záznamy.", + "retryLoadGames": "Zkusit znovu", + "searchMapPlaceholder": "Hledat podle mapy..." + }, + "leaderboard": { + "playersTitle": "Zebricek hracu", + "playersSubtitle": "Nejlepsi hraci War Thunder hodnoceni podle vykonu", + "vehiclesTitle": "Zebricek zabiti vozidel", + "vehiclesSubtitle": "Nejlepsi vozidla War Thunder hodnocena podle celkoveho poctu zabiti", + "squadronsTitle": "Žebříček svazů", + "squadronsSubtitle": "Nejlepší svazy War Thunder hodnocene podle vykonu", + "statsTitle": "Globalni statistiky", + "statsSubtitle": "Celkove statistiky bojů svazu a meta informace", + "comparisonTitle": "Nastroj porovnani", + "comparisonSubtitle": "Porovnejte hrace a vozidla vedle sebe", + "comparisonHint": "Porovnejte statistiky k nalezeni nejlepsich hracu a vozidel", + "compareSquadrons": "Porovnat svazy", + "comparePlayers": "Porovnat hrace", + "compareVehicles": "Porovnat vozidla", + "playersAndVehicles": "Hraci + vozidla", + "failedToLoadLeaderboard": "Nacteni dat zebricku se nezdarilo. Zkuste to prosim pozdeji.", + "failedToLoadVehicles": "Nacteni zebricku vozidel se nezdarilo", + "failedToLoadSquadrons": "Nacteni žebříčku svazů se nezdarilo", + "noResultsYet": "Zatim zadne vysledky. Pridejte svazu/hrace pro zahajeni.", + "searchSquadron": "Hledat svaz", + "searchBySquadronName": "Hledat podle názvu svazu...", + "minPlayers": "Min. hracu", + "minPlayersPlaceholder": "Min. hracu", + "resetFilters": "Resetovat filtry", + "squadronsShown": "zobrazené svazy", + "playersShown": "zobrazeni hraci", + "page": "strana", + "of": "z", + "loadingSquadronLeaderboard": "Nacitani žebříčku svazů...", + "loadingPlayerLeaderboard": "Nacitani zebricku hracu...", + "loadingComparisonData": "Nacitani dat porovnani...", + "unableToFetch": "Nelze ziskat data zebricku. Zkuste to prosim znovu.", + "noSquadronsInLeaderboard": "V zebricku nebyly nalezeny žádné svazy.", + "noPlayersInLeaderboard": "V zebricku nebyli nalezeni zadni hraci.", + "loadingGlobalStats": "Nacitani globalnich statistik...", + "failedToLoadStats": "Nacteni statistik se nezdarilo", + "unableToFetchStats": "Nelze ziskat data statistik. Zkuste to prosim znovu.", + "mostPopularVehicles": "Nejoblibenejsi vozidla", + "vehicleKillsLeaderboardTitle": "Zebricek zabiti vozidel", + "avgWinRate": "Prumerna uspesnost", + "avgKillsPerPlayer": "Prumerne zabiti/hrac", + "loadingVehicleKills": "Nacitani dat zabiti vozidel...", + "apiNotLoaded": "Klient API neni spravne nacteny. Prosim obnovte stranku.", + "failedToInitApi": "Inicializace klienta API se nezdarila", + "noStatsData": "Zadna statisticka data nejsou k dispozici", + "totalPlayersCard": "Celkem hracu", + "activePlayers": "Aktivni hraci", + "vehiclesUsed": "Pouzivana vozidla", + "differentVehicles": "Ruzna vozidla", + "squadronBattlesLabel": "Boje svazu", + "noVehicleData": "Zadna data vozidel nejsou k dispozici", + "mostPopular": "Nejoblibenejsi", + "timesUsed": "Pocet pouziti", + "failedToLoadVehicleKills": "Nacteni dat zabiti vozidel se nezdarilo", + "lastUpdated": "Posledni aktualizace", + "searchPlayer": "Hledat hrace", + "searchByPlayerName": "Hledat podle jmena hrace...", + "minimumBattles": "Minimum bitev", + "minBattlesPlaceholder": "Min. bitev", + "searchSquadronsPlaceholder": "Hledat svazu...", + "sortBy": "Seradit podle", + "kdRatio": "Pomer K/D", + "killsPerSpawn": "Zabiti na spawnu", + "caps": "Obsazeni", + "timePeriod": "Casove obdobi", + "allTime": "Vsechny casy", + "dateRange": "Rozsah datumu", + "season": "Sezona", + "week": "Tyden", + "dateType": "Typ datumu", + "last7Days": "Poslednich 7 dni", + "last30Days": "Poslednich 30 dni", + "last90Days": "Poslednich 90 dni", + "customRange": "Vlastni rozsah", + "from": "Od", + "to": "Do", + "timeslot": "Čas", + "fullDay": "Celý den", + "selectSeason": "Vybrat sezonu...", + "selectWeek": "Vybrat tyden...", + "failedToLoadComparison": "Nacteni dat porovnani se nezdarilo", + "pleaseRefresh": "Zkuste prosim obnovit stranku", + "playerComparison": "Porovnani hracu", + "squadronComparison": "Porovnání svazů", + "vehicleComparison": "Porovnani vozidel", + "playersVehiclesComparison": "Porovnani hracu + vozidel", + "addPlayersToCompare": "Pridat hrace k porovnani:", + "addSquadronsToCompare": "Pridat svazu k porovnani:", + "addVehiclesToCompare": "Pridat vozidla k porovnani:", + "addPlayerVehicleCombos": "Pridat kombinace hrac + vozidlo:", + "searchSelectPlayers": "Hledat a vybrat hrace...", + "typeSquadronName": "Zadejte název svazu...", + "searchSelectVehicles": "Hledat a vybrat vozidla...", + "searchForPlayers": "Hledat hrace...", + "selectPlayersToCompare": "Hledejte a vyberte hrace vyse pro porovnani jejich statistik", + "selectSquadronsToCompare": "Hledejte a vyberte svazu vyse pro porovnani jejich statistik", + "selectVehiclesToCompare": "Hledejte a vyberte vozidla vyse pro porovnani jejich statistik", + "selectPlayersVehiclesToCompare": "Hledejte a vyberte hrace vyse, pote vyberte jejich vozidla pro porovnani ruznych kombinaci hrac-vozidlo", + "selectVehicleFor": "Vybrat vozidlo pro", + "selectAVehicle": "-- Vybrat vozidlo --", + "noVehiclesForPlayer": "Pro tohoto hrace nebyla nalezena zadna vozidla", + "noPlayerVehicleSelected": "Zadne kombinace hrac-vozidlo nebyly vybrane", + "noPlayersSelected": "Zadni hraci nebyli vybrani", + "noVehiclesSelected": "Zadna vozidla nebyla vybrana", + "noSquadronsSelected": "Žádné svazy nebyly vybrane", + "statistic": "Statistika", + "totalDeaths": "Celkem umrti", + "totalAssists": "Celkem asistenci", + "totalCaptures": "Celkem obsazeni", + "killsPerSpawnShort": "Zabiti/spawn", + "avgWinRateShort": "Prumerna uspesnost", + "avgKillsPlayerShort": "Prumerne zabiti/hrac", + "avgKillsMember": "Prumerne zabiti/clen", + "avgBattlesMember": "Prumerne bitvy/clen", + "serverError500": "Chyba serveru (500) - API je docasne nedostupne. Zkuste to prosim znovu za chvilku.", + "apiEndpoint404": "Endpoint API nenalezen (404) - Prosim zkontrolujte konfiguraci serveru.", + "networkError": "Sitova chyba - Nelze se pripojit k serveru. Prosim zkontrolujte pripojeni.", + "viewFullLeaderboard": "Zobrazit plny zebricek", + "vehicleName": "Název vozidla", + "searchVehiclePlaceholder": "Hledat konkrétní vozidlo...", + "minKills": "Min. zabití", + "any": "Jakékoliv", + "perPage": "Na stránku", + "clear": "Vymazat", + "vehicleAndPlayer": "Vozidlo a hráč", + "loadingVehicleLeaderboard": "Načítání žebříčku vozidel...", + "vehiclesShown": "vozidel zobrazeno", + "minBattlesPerVehicle": "Vyžadováno minimum 3 bitvy na vozidlo", + "minimumBattlesRequired": "Vyžadováno minimálně 5 bitev", + "allSeasons": "Všechny sezóny", + "allWeeks": "Všechny týdny", + "allBR": "Všechny BR" + }, + "games": { + "title": "Historie zapasu", + "subtitle": "Hledejte a prochazejte zápasy svazu", + "searchPlaceholder": "Hledat podle jmena hrace nebo UID...", + "filterByMap": "Filtrovat podle mapy", + "allMaps": "Vsechny mapy", + "search": "Hledat", + "noResults": "Zadne zapasy nenalezeny", + "matchDetail": "Detail zapasu", + "chatLog": "Zaznam chatu", + "battleLog": "Zaznam boje", + "duration": "Trvani", + "mode": "Rezim", + "winningTeam": "Vitezny tym", + "losingTeam": "Prohravajici tym", + "viewMatch": "Zobrazit zapas", + "loadingMatch": "Nacitani dat zapasu...", + "matchNotFound": "Zapas nenalezen", + "searchingGames": "Hledani her...", + "recentMatches": "Posledni zapasy", + "noChatLog": "Zaznam chatu neni k dispozici", + "noBattleLog": "Zaznam boje neni k dispozici", + "replayVideo": "Video replay", + "generatingVideo": "Generovani videa replay…", + "videoFirstLoad": "Prvni nacteni muze trvat az minutu", + "videoUnavailable": "Video replay neni pro tento zapas k dispozici", + "modeGround": "Pozemni", + "modeAir": "Vzdusny", + "squadronPlaceholder": "Název svazu...", + "loadingReplay": "Načítání záznamu..." + }, + "errors": { + "pageNotFound": "Stranka nenalezena", + "error": "Chyba", + "oopsNotFound": "Oops! Stranka, kterou hledate, neexistuje. Mohla byt presunuta, smazana nebo jste zadali spatnou adresu URL.", + "searchError": "Chyba vyhledavani. Zkuste to prosim znovu." + }, + "js": { + "openingDiscordInvite": "Otevirání pozvánky Discord!", + "errorOpeningInvite": "Chyba pri otevirani odkazu pozvánky. Zkuste to prosim pozdeji.", + "gettingSupportLink": "Ziskavani odkazu na support server...", + "openingSupportServer": "Otevirání support serveru!", + "errorGettingSupport": "Chyba pri ziskavani odkazu podpory. Zkuste to prosim pozdeji.", + "failedToUpdateStats": "Aktualizace statistik se nezdarila", + "konamiActivated": "Odemceno dosazeni: Tajny kod!", + "noPlayersFound": "Zadni hraci nebyli nalezeni", + "searchError": "Chyba vyhledavani. Zkuste to prosim znovu.", + "killsSuffix": "zabiti", + "winRateSuffix": "uspesnost", + "noSquadronsFound": "Žádné svazy nebyly nalezeny" + }, + "index": { + "subtitle1": "Nejlepší nástroj pro letecké bitvy", + "subtitle2": "Boris Stats, ale lepší", + "subtitle3": "Největší datová sada SQB", + "subtitle4": "Veřejné a bezplatné informace pro všechny" + }, + "seasonCard": { + "buttonLabel": "Sezónní karta", + "buttonDisabledTitle": "Vyhledávání svazu neúplné — karta nedostupná", + "modalTitle": "Sezónní karta", + "seasonLabel": "Sezóna", + "themeLabel": "Motiv", + "themeDark": "Tmavý", + "themeLight": "Světlý", + "generate": "Vytvořit", + "loadingSeasons": "Načítání sezón…", + "generating": "Generování…", + "failedSeasons": "Načtení sezón selhalo.", + "failedGenerate": "Vytvoření přehledové karty selhalo.", + "inProgressSuffix": "(probíhá)", + "imgRecapSuffix": "PŘEHLED", + "imgHeroFinalRating": "Konečné hodnocení", + "imgHeroMatches": "Zápasy", + "imgHeroWinRate": "Výhernost", + "imgHeroKD": "K/D", + "imgAxisRating": "Hodnocení", + "imgAxisWinRate": "Výhernost", + "imgStatPeakRating": "Vrcholné hodnocení", + "imgStatRatingChange": "Změna hodnocení", + "imgStatTotalKills": "Zabití celkem", + "imgStatTotalDeaths": "Úmrtí celkem", + "imgStatAssistsCaptures": "Asistence / zajetí", + "imgStatMostPlayedVehicle": "Nejhranější vozidlo", + "imgStatMVP": "MVP", + "imgStatMostActive": "Nejaktivnější", + "imgStatLongestWinStreak": "Nejdelší vítězná série", + "imgStatMostCommonOpponent": "Nejčastější soupeř", + "imgUnitKills": "zabití", + "imgUnitAssists": "asistence", + "imgUnitCaptures": "zajetí", + "imgUnitGames": "her", + "imgUnitMatches": "zápasů", + "imgUnitWins": "V", + "imgUnitLosses": "P", + "imgGroundShort": "G", + "imgAirShort": "A", + "imgFooterGenerated": "vytvořeno", + "imgPlaceholderNoData": "Pro {short} v {season} nejsou data", + "buttonLabelPlayer": "Přehled sezóny", + "buttonDisabledTitlePlayer": "Player lookup incomplete — recap unavailable", + "modalTitlePlayer": "Player Season Recap", + "imgHeroBattles": "Bitvy", + "imgHeroTotalKills": "Zabití celkem", + "imgAxisBattles": "Bitvy (7 d)", + "imgAxisKD": "K/D", + "imgStatBestMatch": "Nejlepší zápas", + "imgStatSquadronsRepresented": "Zastoupené perutě", + "imgStatFrequentTeammate": "Nejčastější spoluhráč", + "imgStatLongestSession": "Nejdelší session", + "imgStatMostActiveDay": "Nejaktivnější den (UTC)", + "imgStatMostCommonOppSquadron": "Nejčastější soupeřící peruť", + "imgStatPeakSquadronRating": "Nejvyšší rating perutě", + "imgUnitSlotNA": "NA", + "imgUnitSlotEU": "EU", + "imgUnitNoSquadron": "bez perutě", + "imgUnitVs": "vs", + "imgUnitTogether": "zápasů společně", + "imgStatKDAC": "Z / S / A / O", + "imgPlaceholderNoDataPlayer": "Žádná data pro {nick} v {season}", + "imgUIDLabel": "UID", + "imgBestMatchLine": "{vehicle} · PZ {gk} / LZ {ak} / A {assists} / O {cap} / S {deaths} · {date}" + }, + "live": { + "air": "VZD", + "gnd": "POZ", + "ast": "ASI", + "dth": "ÚMR", + "cap": "OBS", + "squadronBattle": "Bitva perutí", + "randomBattle": "Náhodná bitva" + }, + "analytics": { + "pageTitle": "SQB Analytika", + "pageSubtitle": "Hluboká analytika pro jakoukoli squadru, hráče nebo vozidlo.", + "modeSquadron": "Squadra", + "modePlayer": "Hráč", + "modeVehicle": "Vozidlo", + "tabMaps": "Úspěšnost map", + "tabSquadmates": "Častí spoluhráči", + "tabComps": "Složení týmu", + "tabConsistency": "Konzistence hráče", + "tabTime": "Denní doba", + "tabMatchups": "Historie zápasů", + "pickSquadron": "Vyhledejte squadru pro zobrazení analýzy", + "pickPlayer": "Vyhledejte hráče pro zobrazení analýzy", + "pickVehicle": "Vyhledejte vozidlo pro zobrazení jeho analýzy", + "noData": "V tomto rozsahu nejsou žádná data.", + "loading": "Načítání…", + "loadError": "Nepodařilo se načíst analytiku.", + "compComingSoon": "Analýza složení týmu brzy.", + "compTopVehiclesTitle": "Nejčastější vozidla", + "compCompositionsTitle": "Opakující se sestavy zápasů", + "compCompositionsMeta": "Sestavy s alespoň {min} vozidly, seřazené podle počtu zápasů", + "compMatchesAnalyzed": "analyzovaných zápasů", + "compNoRepeats": "V tomto rozsahu nebyla nasazena sestava této velikosti.", + "compColVehicle": "Vozidlo", + "compColSpawns": "Nasazení", + "compColMatches": "Zápasy", + "compColShare": "% zápasů", + "compColLineup": "Sestava", + "compColTypes": "Komp", + "compTypeFighters": "Stíhačky", + "compTypeBombers": "Bombardéry", + "compTypeHelicopters": "Vrtulníky", + "compTypeLight": "Lehký tank", + "compTypeTanks": "Tanky", + "compTypeSPAA": "SPAA", + "compTypeSPAATooltip": "Protiletadlové/SPAA", + "compTypeUnknown": "Neznámé", + "compSearchPresetLabel": "Přednastavená komp.", + "compSearchPresetAll": "Všechny komp.", + "compSearchPresetHint": "Vytvořeno z historie komp. tohoto klanu", + "compSearchTypesLabel": "Typy", + "compTypeCapsHint": "Max 8 celkem · max 4 letadla (F + B + H)", + "compSearchRefineLabel": "Upřesnit", + "compRefineHint": "Nastavte počet výše a vyberte konkrétní vozidla pro daný typ.", + "compRefineAny": "Jakékoli {type}", + "compSearchCustomLabel": "Vlastní", + "compSearchAddVehicle": "Konkrétní vozidlo", + "compSearchVehiclesLabel": "Vozidla", + "compSearchApply": "Použít", + "compSearchReset": "Reset", + "compSearchMatches": "Zobrazeno {shown} z {total} komp.", + "compSearchNoMatches": "Žádná komp. neodpovídá filtru.", + "compSearchGamesShort": "her", + "colMap": "Mapa", + "colWins": "V", + "colLosses": "P", + "colWinRate": "%V", + "colBar": "", + "colShared": "Společně", + "colUid": "UID", + "colGames": "Hry", + "colPlayer": "Hráč", + "colAvgKills": "Prům. zabití", + "colAvgDeaths": "Prům. úmrtí", + "colScore": "Skóre", + "colHour": "Hodina (UTC)", + "colSquadron": "Squadra", + "colTotal": "Celkem", + "matchupsWonHeader": "Nejčastěji poraženi", + "matchupsLostHeader": "Nejčastější prohry s", + "uniqueOpponents": "unikátních soupeřů", + "euTimeslot": "EU čas", + "naTimeslot": "NA čas", + "offPeak": "Mimo špičku", + "radarMetaMaps": "top {shown} z {total} map · min {min} her", + "radarMetaSquadmates": "top {shown} z {total} spoluhráčů · min {min} společných her", + "radarTooFewMaps": "Nedostatek dat pro vykreslení grafu — v tomto filtru jsou potřeba alespoň 3 mapy s {min}+ hrami.", + "radarTooFewSquadmates": "Nedostatek dat pro vykreslení grafu — v tomto filtru jsou potřeba alespoň 3 spoluhráči s {min}+ společnými hrami.", + "radarFootnoteMaps": "{count} map s menším počtem her skryto — viz plná tabulka", + "radarFootnoteSquadmates": "{count} spoluhráčů s menším počtem her skryto — viz plná tabulka", + "tabTimeline": "Časová osa K/D", + "tabTopPlayers": "Nejlepší hráči", + "tabTopSquadrons": "Nejlepší squadry" + }, + "playerModal": { + "viewFullProfile": "Zobrazit celý profil →", + "close": "Zavřít", + "overview": "Přehled", + "vehicles": "Vozidla", + "sessions": "Sezení", + "loadingPlayerData": "Načítání dat hráče...", + "kdr": "K/D", + "kps": "K/S", + "winRate": "Úspěšnost výher", + "battles": "Bitvy", + "wins": "Výhry", + "totalBattles": "Bitvy celkem", + "totalKills": "Zničení celkem", + "airKills": "Vzdušná zničení", + "groundKills": "Pozemní zničení", + "assists": "Asistence", + "deaths": "Úmrtí", + "captures": "Obsazení", + "clickToSwitchMetric": "Kliknutím změnit metriku", + "clickToCycle": "kliknutím přepínat", + "noChartData": "Žádná data grafu", + "noVehicleData": "Žádná data vozidel", + "noSessionData": "Žádná data sezení", + "date": "Datum", + "vehicle": "Vozidlo", + "ground": "Země", + "air": "Vzduch", + "result": "Výsledek", + "unknown": "Neznámé", + "failedToLoadPlayerData": "Nepodařilo se načíst data hráče" + }, + "replay": { + "playPause": "Přehrát/Pauza", + "crashed": "havaroval", + "destroyed": "zničil", + "hit": "zasáhl" + }, + "dateFilter": { + "allTime": "Celé období", + "currentSeason": "Aktuální sezóna", + "bySeason": "Podle sezóny", + "cumulative": "Kumulativně", + "customRange": "Vlastní rozsah", + "selectSeason": "Vybrat sezónu", + "selectSeasonDots": "Vyber sezónu...", + "selectWeek": "Vybrat týden", + "selectWeekDots": "Vyber týden...", + "entireSeason": "Celá sezóna", + "applyFilter": "Použít filtr", + "cumulativeHelp": "Zobraz statistiky nasbírané do konkrétního bodu v čase", + "season": "Sezóna", + "upToWeek": "Do týdne", + "applyCumulativeFilter": "Použít kumulativní filtr", + "startDate": "Datum začátku", + "endDate": "Datum konce", + "applyCustomRange": "Použít vlastní rozsah", + "activeFilter": "Aktivní filtr:", + "clear": "Vymazat", + "allTimeStatistics": "Statistiky za celé období", + "currentSeasonValue": "Aktuální sezóna: {season}", + "alertSelectSeason": "Vyber sezónu", + "seasonValue": "Sezóna {season}", + "alertSelectSeasonWeek": "Vyber sezónu i týden", + "cumulativeValue": "Kumulativně do {season} - {week}", + "alertSelectDate": "Vyber alespoň jedno datum", + "alertStartBeforeEnd": "Datum začátku musí být před datem konce", + "customRangePrefix": "Vlastní rozsah:", + "fromDate": "Od {date}", + "upToDate": "Do {date}" + }, + "timeline": { + "pageTitle": "Historie SREBOTu", + "pageDescription": "Historie SREBOTu: od nápadu ke standardu SQB ve War Thunder.", + "eyebrow": "Náš příběh", + "heading": "Časová osa", + "servers": "{count} serverů", + "scroll": "Posunout", + "cards": { + "1": { + "label": "Počátek", + "date": "Červen 2024", + "title": "Zrozen jako SNLK SQB BOT", + "description": "ImApollo zadal SNLK SQB BOT. První verze běžela za týden s ručními daty a brzy se rozšířila." + }, + "2": { + "label": "Tabulky", + "date": "Srpen 2024", + "title": "První logy", + "description": "Bot začal automatizací barevných diff tabulek; součty byly stále ruční. Styl ovlivnili TheH0G (Cade) a progavman (Prog)." + }, + "3": { + "label": "Nový název", + "date": "Říjen 2024", + "title": "Vznik SREBOTu", + "description": "Projekt přerostl původní název a stal se SREBOTem." + }, + "4": { + "label": "Spojenectví", + "date": "Leden 2025", + "title": "Lux_ a vzájemná spolupráce", + "description": "Lux_ a SREBOT sdíleli znalosti o API War Thunderu a správě komunit. Jeho bot se později stal Spectrou." + }, + "5": { + "label": "Parser", + "date": "Únor 2025", + "title": "Frovy otevírá dveře", + "description": "Frovy ukázal první parser a otevřel cestu k automatickým tabulkám." + }, + "6": { + "label": "Logy", + "date": "Březen 2025", + "title": "LivingTheDagor a nový parser", + "description": "Dagor přinesl robustnější parser, který SREBOT používá dodnes, a zlepšil logování." + }, + "7": { + "label": "Růst", + "date": "Červenec 2025", + "title": "Zpráva se šíří", + "description": "Bota si všímalo stále více perutí a komunit." + }, + "8": { + "label": "Web", + "date": "Srpen 2025", + "title": "Clippi staví web", + "description": "Clippi (Sophie) vedla tvorbu webu a přesunula projekt z Replitu na skutečnou infrastrukturu." + }, + "9": { + "label": "Trasy", + "date": "Listopad 2025", + "title": "Heatmapy od Flexcorala", + "description": "Flexcoral a vývojářská skupina vyřešili vykreslování minimap a tras z replayů a zveřejnili základ dnešních metod." + }, + "10": { + "label": "Partnerství", + "date": "Leden 2026", + "title": "Spojení se Spectrou", + "description": "SREBOT začal přijímat hry přímo od Spectry místo vlastního stahování a parsování každého zápasu." + }, + "11": { + "label": "Monetizace", + "date": "Duben 2026", + "title": "Palivo pro budoucnost", + "description": "První skutečné příjmy financovaly lepší servery a rychlejší vývoj." + }, + "12": { + "label": "Klienti", + "date": "Květen 2026", + "title": "Podpora klientských portů", + "description": "Začali jsme podporovat klientské porty. První byl AXBot pro čínskou SQB komunitu." + }, + "13": { + "label": "TSSBOT", + "date": "Květen 2026", + "title": "TSSBOT získává podobu", + "description": "TSSBOT byl navržen a prototypován; první data dorazila začátkem června." + }, + "14": { + "label": "Dnes", + "date": "Nyní", + "title": "Kde jsme dnes", + "description": "Projekt dnes stojí na automatickém parsování přes Spectru, financovaném vývoji a rostoucí komunitě." + } + } + } +} diff --git a/locales/de.json b/locales/de.json new file mode 100644 index 0000000..4e5f0af --- /dev/null +++ b/locales/de.json @@ -0,0 +1,1005 @@ +{ + "nav": { + "home": "Startseite", + "live": "Live", + "leaderboards": "Ranglisten", + "docs": "Dokumentation", + "terms": "Nutzungsbedingungen", + "premium": "Premium", + "support": "Support", + "addToDiscord": "Zu Discord hinzufügen", + "games": "Gefechte", + "squadrons": "Kampfgruppen", + "donate": "Spenden", + "analytics": "Analytik" + }, + "footer": { + "services": "Dienste", + "matchFeed": "Gefechtsfeed", + "vehicleStats": "Fahrzeugstatistiken", + "analytics": "Analysen", + "squadronHub": "Kampfgruppen-Wiki", + "comparison": "Vergleich", + "resources": "Ressourcen", + "documentation": "Dokumentation", + "inviteBot": "Bot einladen", + "legal": "Rechtliches", + "termsOfService": "Nutzungsbedingungen", + "privacyPolicy": "Datenschutzerklärung", + "termsAndPrivacy": "Nutzungsbedingungen & Datenschutz", + "meowing": "Miauen", + "websiteBy": "Website von", + "andToothless": "und Toothless" + }, + "common": { + "loading": "Lädt...", + "retry": "Erneut versuchen", + "backToHome": "Zurück zur Startseite", + "battles": "Gefechte", + "wins": "Siege", + "winRate": "Siegesrate", + "kills": "Abschüsse", + "totalKills": "Abschüsse insgesamt", + "groundKills": "Boden-Abschüsse", + "airKills": "Luft-Abschüsse", + "assists": "Abschusshilfen", + "deaths": "Tode", + "captures": "Eroberungen", + "kdr": "KDR", + "kps": "KPS", + "rank": "Rang", + "player": "Spieler", + "players": "Spieler", + "playersCount": "Spieler", + "vehicle": "Fahrzeug", + "vehicles": "Fahrzeuge", + "squadron": "Kampfgruppe", + "squadrons": "Kampfgruppen", + "statistics": "Statistiken", + "comparison": "Vergleichen", + "date": "Datum", + "result": "Ergebnis", + "totalBattles": "Gefechte insgesamt", + "totalWins": "Siege insgesamt", + "points": "Punkte", + "members": "Mitglieder", + "membersCount": "Mitglieder", + "rating": "Wertung", + "searchPlayerByName": "Spieler suchen...", + "noPlayersFound": "Keine Spieler gefunden", + "noSquadronsFound": "Keine Kampfgruppen gefunden", + "noVehiclesFound": "Keine Fahrzeuge gefunden", + "failedToLoad": "Daten konnten nicht geladen werden. Bitte später erneut versuchen.", + "recordingSince": "Daten werden seit dem 01.01.2026 erfasst", + "vs": "VS", + "map": "Karte" + }, + "home": { + "squadronBattles": "Kampfgruppengefechte", + "madeSimple": "Einfach gemacht", + "addToDiscord": "Zu Discord hinzufügen", + "learnMore": "Mehr erfahren", + "searchBySquadron": "NACH KAMPFGRUPPE SUCHEN", + "typeSquadronName": "Kampfgruppen suchen...", + "orByPlayer": "ODER NACH SPIELER", + "typePlayerName": "Spieler suchen...", + "liveFeed": "Gefechtsfeed", + "realTimeMatches": "Deine Gefechte finden", + "topPlayers": "Top-Spieler", + "vehicleStatsCard": "Fahrzeugstatistiken", + "performanceMetrics": "Leistungskennzahlen", + "analyticsCard": "Analysen", + "globalStatistics": "Globale Statistiken", + "squadronHubCard": "Kampfgruppen-Wiki", + "squadronStats": "Kampfgruppenstatistiken", + "comparisonCard": "Vergleich", + "compareStats": "Statistiken vergleichen", + "joinServers": "Schließe dich den 500+ Servern an, die unseren Bot zur Leistungsverfolgung nutzen", + "noSquadronsFound": "Keine Kampfgruppen gefunden", + "noPlayersFound": "Keine Spieler gefunden", + "searchPlayersIn": "Spieler suchen in", + "ctaElev8": "Bereit, deine Kampfgruppe zu ELEV8en?", + "ctaReign": "Bereit, wieder zu R3IGNen?", + "ctaMeow": "Miauu", + "ctaPurr": "Schnurr", + "ctaRawr": "Rawr" + }, + "docs": { + "title": "Dokumentation", + "subtitle": "Alles, was du wissen musst über", + "quickNavigation": "Schnellnavigation", + "gettingStarted": "Erste Schritte", + "commands": "Befehle", + "serverSetup": "Server-Einrichtung", + "features": "Funktionen", + "examples": "Beispiele", + "troubleshooting": "Fehlerbehebung", + "stackManager": "Stack-Manager", + "welcomeMessage": "Folge diesen Schritten, um loszulegen.", + "inviteTheBot": "Bot einladen", + "inviteBotDesc": "Klicke auf die Schaltfläche 'Zum Server hinzufügen' und wähle den Discord-Server deiner Kampfgruppe. Der Bot sendet eine Willkommensnachricht mit einem Hinweis, /setup auszuführen.", + "runSetupWizard": "Einrichtungsassistenten starten", + "setupWizardDesc": "Der Einrichtungsassistent führt dich durch die Konfiguration deiner Kampfgruppe, des Protokollkanals und des Punktekanals in einem Ablauf:", + "setupEasiest": "Dies ist die einfachste Möglichkeit, loszulegen. Er führt dich Schritt für Schritt durch die Einrichtung deiner Kampfgruppe und die Auswahl der Kanäle.", + "youreDone": "Fertig!", + "doneDesc": "Der Bot beginnt automatisch, Punkte- und Ranglisten-Updates zu posten. Verwende /autolog-management, um die Benachrichtigungseinstellungen später anzupassen.", + "premiumNote": "Automatische Spielprotokolle (vollständige Ergebnisanzeigen nach jedem Gefecht) erfordern ein Premium-Abonnement. Führe /unlock aus – 2,99 $/Monat pro Server, abgerechnet über Discord.", + "manualSetup": "Manuelle Einrichtung (Alternative)", + "manualSetupDesc": "Wenn du Dinge lieber einzeln konfigurierst, kannst du stattdessen diese Befehle verwenden:", + "allCommandsSlash": "Alle Befehle verwenden Discords Slash-Befehlssystem. Tippe /, um verfügbare Befehle anzuzeigen.", + "serverSetupAdmin": "Server-Einrichtung & Verwaltung", + "importantNote": "Wichtiger Hinweis", + "verifyFirst": "Immer zuerst überprüfen! Der Befehl /sq-info bestätigt, dass der Bot deine Kampfgruppe in der War Thunder-Datenbank finden kann, auch wenn du sehr niedrig gerankt bist.", + "cantFindSquadron": "Wenn der Bot deine Kampfgruppe mit /sq-info nicht finden kann, funktionieren die Einrichtungsbefehle nicht korrekt.", + "botNotResponding": "Bot antwortet nicht", + "checkOnline": "Prüfen, ob der Bot online ist (grüner Status)", + "verifyPermissions": "Überprüfen, ob der Bot die erforderlichen Berechtigungen hat", + "tryDifferentChannel": "Befehle in einem anderen Kanal ausprobieren", + "commandsNotWorking": "Befehle funktionieren nicht", + "ensureSlash": "Stelle sicher, dass du Slash-Befehle verwendest (beginnen mit /)", + "checkRolePerms": "Überprüfe, ob deine Rolle Berechtigung zur Nutzung von Bot-Befehlen hat", + "tryRefreshing": "Versuche, Discord zu aktualisieren oder die App neu zu starten", + "dataNotSaving": "Daten werden nicht gespeichert", + "verifySendMessages": "Überprüfe, ob der Bot die Berechtigung 'Nachrichten senden' hat", + "checkOutages": "Prüfe, ob es Discord-Ausfälle gibt", + "contactSupport": "Support kontaktieren, wenn das Problem anhält", + "needMoreHelp": "Weitere Hilfe benötigt?", + "needMoreHelpDesc": "Wenn du zusätzliche Unterstützung benötigst, wende dich gerne über unsere Support-Kanäle an uns.", + "example": "Beispiel", + "supportedLanguages": "Unterstützte Sprachen", + "setupDesc": "Schritt-für-Schritt-Assistent zur Konfiguration des Bots für deinen Server. Richtet deine Kampfgruppe, den Protokollkanal und den Punktekanal in einem Ablauf ein.", + "recommendedForNew": "Empfohlen für neue Server.", + "setSquadronDesc": "Eine Standard-Kampfgruppe für deinen Discord-Server festlegen. Wird für die Protokollierung und als Standard für andere Befehle verwendet.", + "quickLogDesc": "Einen Alarm für eine Kampfgruppe im aktuellen Kanal einrichten. Der Typ kann Logs, Points, Leaderboard oder Both sein – Both setzt Logs und Points zusammen in einem Befehl. Standard ist Logs.", + "quickLogPremiumNote": "Logs (automatische Spielprotokolle) erfordern ein Premium-Abonnement. Punkte- und Ranglisten-Alarme sind kostenlos.", + "autologDesc": "Autolog-Benachrichtigungen verwalten und Kanalberechtigungen diagnostizieren. Hiermit können Einstellungen nach der Ersteinrichtung geändert werden.", + "autologPremiumNote": "Automatische Spielprotokolle erfordern ein Premium-Abonnement.", + "diagnosePermsDesc": "Prüft sofort, ob der Bot die benötigten Berechtigungen im aktuellen Kanal hat, zeigt deine konfigurierten Autolog-Kanäle an und zeigt den Premium-Abonnementstatus dieses Servers an. Verwende dies, wenn Ergebnisanzeigen oder Punkte nicht gepostet werden.", + "squadronInformation": "Kampfgruppeninformationen", + "sqInfoDesc": "Detaillierte Informationen über eine Kampfgruppe anzeigen. Verwendet die Standard-Kampfgruppe deines Servers, wenn keines angegeben ist.", + "sqInfoGraphDesc": "Aktuelle Aufstellung als Säulendiagramm darstellen, aufgeteilt in Kern-, Aktiv- und Schwach-Gruppen nach Aktivität und Siegrate (aktuelle Saison).", + "compDesc": "Die zuletzt bekannten Zusammensetzungen für die Gefechte einer Kampfgruppe finden. Kostenlose Server erhalten 25 Abfragen pro Zeitfenster; Premium erhält unbegrenzt.", + "trackDesc": "Eine Kampfgruppe verfolgen und die Statistiken mit dem zuletzt gespeicherten Stand vergleichen.", + "topDesc": "Die Top-20-Kampfgruppen und ihre aktuellen Statistiken anzeigen.", + "sqStatsDesc": "Die Punkte einer Kampfgruppe über die Zeit als interaktives Diagramm anzeigen.", + "lossCalculatorDesc": "Berechnen, wie viele Punkte eine Kampfgruppe verlieren würde, wenn ausgewählte Spieler sie verlassen.", + "recentDesc": "Die letzten 5 Kampfgruppengefechte einer Kampfgruppe anzeigen.", + "vsDesc": "Den direkten Vergleich gegen eine andere Kampfgruppe anzeigen.", + "leaderboardLinkDesc": "Einen Link zur globalen Spieler-Rangliste von SRE Bot abrufen.", + "playerStats": "Spielerstatistiken", + "playerStatsDesc": "Detaillierte Fahrzeugstatistiken für einen Spieler mit interaktivem Fahrzeug-Dropdown anzeigen. Unterstützt Autovervollständigung.", + "viewPlayerGamesDesc": "Die letzten 20 Spiele eines Spielers anzeigen. Zeigt die insgesamten-Siege/Niederlagen-Anzahl und Siegesrate, eine Zusammenfassung pro Spiel (Ergebnis, gegnerische Kampfgruppe, Karte und gespielte Zusammensetzung) sowie eine deduplizierte Liste aller einzigartigen Zusammensetzungen, die der Spieler gespielt hat. Unterstützt Autovervollständigung.", + "viewMatchDesc": "Das vollständige Ergebnisboard für ein bestimmtes Gefecht anzeigen. Direkt eine Gefechts-ID angeben oder nach Spielernamen suchen, um die letzten 100 Spiele zu durchsuchen und eines auszuwählen. Enthält Schaltflächen für Replay ansehen, Pfade ansehen, Chat-Protokoll und Gefechtsbericht.", + "examples2": "Beispiele", + "compareDesc": "Aggregierte SQB-Statistiken zwischen zwei oder mehr Spielern vergleichen (bis zu 7). Zeigt einen direkten Vergleich, bei dem die besten Statistiken hervorgehoben sind. Enthält eine Diagramm-Schaltfläche, um den Punkteverlauf über 90 Tage anzuzeigen.", + "metaData": "Meta-Daten", + "metaManagementDesc": "Meta-Datenzugriffseinstellungen für deinen Server konfigurieren.", + "metaDesc": "Das Meta-Roster deiner Kampfgruppe nach Fahrzeugnamen durchsuchen.", + "settingsUtilities": "Einstellungen & Hilfsmittel", + "languageDesc": "Die Standardsprache des Bots ändern. Beeinflusst auch die Sprache der Fahrzeuge in deinen Gefechtsprotokolle.", + "scheduleDesc": "Den aktuellen Saisonplan nach Kampfwertung anzeigen. Zeigt den maximalen Kampfwertbereich jeder Woche mit Datumsbereich, Durchstreichung vergangener Wochen und Hervorhebung des aktuellen Zeitraums.", + "websiteDesc": "Einen Link zur SRE Bot-Website für Spielersuche, Ranglisten und mehr abrufen.", + "creditsDesc": "Das Team anzeigen, dem der Bau dieses Bots zu verdanken ist.", + "unlockDesc": "Automatische SQB-Spielprotokolle und unbegrenzte /comp-Abfragen für diesen Server freischalten. Mit einem Abonnement werden vollständige Ergebnisanzeigen nach jedem Gefecht automatisch in deinem konfigurierten Kanal gepostet. 2,99 $ / Monat · pro Server · jederzeit kündbar. Die Abrechnung erfolgt vollständig über Discord – kein externer Account erforderlich.", + "analyticsDesc": "Erweiterte SQB-Analysen: Karten-Siegesraten, Team-Zusammensetzungen, Spielerkonsistenz, Tageszeit-Leistung und Begegnungsverlauf (meiste Siege und Niederlagen gegen Gegner).", + "sqCardDesc": "Eine Saison-Rückblick-Karte (PNG) für eine Kampfgruppe erzeugen — Bewertungsverlauf, Siegesrate, Top-Spieler und mehr. Wähle die Saison aus der Autovervollständigung. Unterstützt helles und dunkles Design.", + "cardDesc": "Eine Saison-Rückblick-Karte (PNG) für einen Spieler erzeugen. Wähle die Saison aus der Autovervollständigung und den Spieler per Benutzername. Unterstützt helles und dunkles Design.", + "queryDesc": "[Nur Admin] Vordefinierte Datenbankabfragen ausführen — Kampfgruppen-Statistiken, Spielzahlen, aktivste Spieler, Top-Karten und mehr. Ergebnisse sind ephemer (nur für dich sichtbar).", + "donateDesc": "Die Entwicklung von SRE Bot über Ko-fi unterstützen.", + "botStatusDesc": "Zeigt, wann das letzte Spiel empfangen wurde, und die durchschn. TTL der letzten Spiele. Markiert langsame Gaijin-Server.", + "premiumBadge": "Premium", + "newsDesc": "Die neuesten SRE Bot-Neuigkeiten und Ankündigungen anzeigen.", + "stackCreateDesc": "Einen Spieler-Stack erstellen, um einen Trupp vor einem Gefecht zu koordinieren. Ein dauerhaftes Embed wird im Kanal gepostet, das aktuelle Mitglieder und ausstehende Bewerber anzeigt. Der Stack dauert bis zu 8 Stunden und wird am Ende jedes SQB-Zeitfensters automatisch bereinigt.", + "stackRequestToJoin": "Beitritt anfragen — Jeder Spieler kann sich mit dem Fahrzeug bewerben, das er fliegen möchte. Bewerbungen füllen bis zu 20 Slots.", + "stackLeaveWithdraw": "Verlassen / Zurückziehen — Mitglieder können den Stack verlassen; Bewerber können ihre Bewerbung zurückziehen. Der Stack-Anführer wird aufgefordert, die Eigentümerschaft zuerst zu übertragen.", + "stackManagePanel": "Stack verwalten ⚙️ — Nur für Anführer zugängliches Panel mit vier Abschnitten:", + "stackAcceptMembers": "Mitglieder annehmen — Bewerber einzeln oder alle auf einmal annehmen oder ablehnen. Bis zu 8 Mitglieder insgesamt.", + "stackRemoveMembers": "Mitglieder entfernen — Aktive Mitglieder oder wartende Bewerber entfernen. Optionen: Alle entfernen, Aktive entfernen, Wartende entfernen oder Ausgewählte aus einem Dropdown entfernen.", + "stackPingMembers": "Mitglieder anpingen — Anpingen mit einer optionalen benutzerdefinierten Nachricht. Optionen: Alle anpingen (Mitglieder + Warteschlange, ohne Anführer), Aktive anpingen (nur Mitglieder), Wartende anpingen (nur Bewerber) oder Ausgewählte aus einem Dropdown anpingen.", + "stackRenameStack": "Stack umbenennen — Einen benutzerdefinierten Namen für den Stack festlegen. Erscheint als Embed-Titel und in Ping-Nachrichten anstelle des Standards \"[Anführer]'s Stack\".", + "stackDisbandStack": "Stack auflösen — Der Anführer kann den Stack vorzeitig beenden.", + "stackManageDesc": "Postet dein aktives Stack-Embed erneut im aktuellen Kanal. Verwende dies, wenn das ursprüngliche Embed gelöscht wurde oder nach einem Bot-Neustart verloren gegangen ist. Alle bestehenden Mitglieder- und Warteschlangendaten bleiben erhalten.", + "translation": "Übersetzung", + "translateContextMenu": "Nachricht rechtsklicken → Apps → Nachricht übersetzen", + "translateDesc": "Jede Nachricht über das Kontextmenü von Discord übersetzen. Rechtsklicke (oder halte auf Mobilgeräten gedrückt) eine Nachricht und wähle Apps → Nachricht übersetzen.", + "viewAllLanguages": "Alle unterstützten Sprachen anzeigen", + "serverSetupSubtitle": "{botName} für optimale Leistung im Discord-Server deiner Kampfgruppe konfigurieren.", + "requiredPermissions": "Erforderliche Berechtigungen", + "sendMessages": "Nachrichten senden", + "useSlashCommands": "Slash-Befehle verwenden", + "embedLinks": "Links einbetten", + "readMessageHistory": "Nachrichtenverlauf lesen", + "recommendedChannelSetup": "Empfohlene Kanaleinrichtung", + "recommendedChannelDesc": "Erstelle einen dedizierten Kanal wie #squadron-battles für Verfolgung und Statistiken. Dies hält deine Gefechtsdaten organisiert und leicht zugänglich.", + "roleConfiguration": "Rollenkonfiguration", + "roleConfigurationDesc": "Weise geeignete Rollen den Kampfgruppenmitgliedern zu, die Gefechtergebnisse aufzeichnen können. Wir empfehlen, dies auf Kampfgruppenoffiziere und -anführer zu beschränken.", + "premiumSectionSubtitle": "Automatische SQB-Spielprotokolle sind eine Premium-Funktion, die pro Server über Discords natives Abonnementsystem freigeschaltet wird.", + "whatsIncluded": "Was ist enthalten", + "premiumInclude1": "Vollständiges Ergebnisboard wird automatisch nach jedem SQB-Gefecht in deinem konfigurierten Kanal gepostet", + "premiumInclude2": "Unbegrenzte /comp-Abfragen (kostenlose Server erhalten 25 pro Zeitfenster)", + "premiumInclude3": "Alle bestehenden kostenlosen Funktionen (Punktalarme, Rangliste, Statistik-Befehle usw.) bleiben kostenlos", + "pricingBilling": "Preise & Abrechnung", + "pricingBillingDesc": "2,99 $ / Monat · pro Server · jederzeit kündbar. Die Abrechnung wird vollständig über Discord abgewickelt – kein externer Account oder Zahlungsanbieter erforderlich. Abonnements verlängern sich automatisch und können jederzeit in deinen Discord-Einstellungen gekündigt werden.", + "howToSubscribe": "So abonnierst du", + "subscribe1": "Führe /unlock auf deinem Server aus (Server-Administrator erforderlich)", + "subscribe2": "Klicke auf die Abonnieren-Schaltfläche in der Antwort des Bots", + "subscribe3": "Checkout innerhalb von Discord abschließen – der Bot aktiviert sich sofort", + "cancellation": "Kündigung", + "cancellationDesc": "Wenn ein Abonnement ausläuft oder gekündigt wird, hört der Bot automatisch auf, Spielprotokolle für diesen Server beim nächsten Autolog-Zyklus zu posten. Es ist keine manuelle Aktion erforderlich.", + "realTimeStatistics": "Echtzeit-Statistiken", + "realTimeStatisticsDesc": "Siege, Niederlagen und Leistungskennzahlen in Echtzeit verfolgen.", + "battleHistory": "Gefechtsverlauf", + "battleHistoryDesc": "Die letzten 5 Kämpfe eines Staffels anzeigen.", + "leaderboardsFeature": "Ranglisten", + "leaderboardsFeatureDesc": "Die Leistung deiner Kampfgruppe mit anderen mit /top vergleichen.", + "playerTracking": "Spielerverfolgung", + "playerTrackingDesc": "Individuelle Spielerstatistiken und ThunderSkill-Integration.", + "smartAlerts": "Intelligente Alarme", + "smartAlertsDesc": "Automatisierte Alarme und Benachrichtigungen für Kampfgruppenaktivitäten.", + "multiLanguageSupport": "Mehrsprachige Unterstützung", + "multiLanguageSupportDesc": "Übersetzungsfunktionen und anpassbare Fahrzeugsprachen.", + "timeCoordination": "Zeitkoordination", + "timeCoordinationDesc": "UTC- und Ortszeit-Tools für globale Kampfgruppenkoordination.", + "advancedSearch": "Erweiterte Suche", + "advancedSearchDesc": "Spielerwettbewerbe und detaillierte Kampfgruppeninformationen finden.", + "dataSecurity": "Datensicherheit", + "dataSecurityDesc": "Deine Daten sind sicher und werden niemals weitergegeben oder verkauft.", + "usageExamples": "Anwendungsbeispiele", + "quickSetupRecommended": "Schnelleinrichtung (Empfohlen)", + "quickSetupDesc": "Den Einrichtungsassistenten starten. Er führt dich durch die Einrichtung deiner Kampfgruppe, die Auswahl eines Protokollkanals und die Auswahl eines Punktekanals – alles in einem Ablauf.", + "comparingPlayers": "Spieler vergleichen", + "comparingPlayersDesc": "Bis zu 7 Spieler direkt vergleichen. Die beste Statistik in jeder Kategorie ist hervorgehoben, und der insgesamt beste Spieler erhält einen Stern. Klicke auf 'Diagramm anzeigen', um den Punkteverlauf zu sehen.", + "checkingSquadronInfo": "Kampfgruppeninfo prüfen", + "verifySquadronDesc": "Überprüfen, ob eine Kampfgruppe existiert und seine Details anzeigt werden. Hiermit kannst du bestätigen, dass der Bot deine Kampfgruppe vor der Einrichtung finden kann.", + "recentBattlesDesc": "Die letzten 5 Gefechte einer Kampfgruppe anzeigen.", + "headToHeadDesc": "Den direkten Vergleich gegen eine andere Kampfgruppe anzeigen.", + "backToHome": "Zurück zur Startseite", + "termsAndPrivacy": "Nutzungsbedingungen & Datenschutz", + "seasonRecapCardTitle": "Saison-Rückblick-Karte", + "seasonRecapCardDesc": "Erstelle eine teilbare PNG-Zusammenfassung der Saison jeder Staffel — Ratingkurve, gleitende Siegesrate, K/D, Top-Fahrzeug, MVP und mehr. Erreichbar über die Schaltfläche „Saison-Karte“ auf jeder Staffel-Profilseite.", + "playerRecapCardTitle": "Spieler-Saisonrückblick", + "playerRecapCardDesc": "Erstelle eine teilbare PNG-Zusammenfassung der Saison eines Spielers — Rating-Verlauf über Squadrons hinweg, gleitende Siegesrate, K/D, Schlachtfrequenz, bestes Match und mehr. Verfügbar über die Schaltfläche „Season Recap“ auf jeder Spielerprofilseite.", + "tierOverview": "Tier-Übersicht", + "tierOverviewDesc": "Auto-Logging ist in drei Tarifen verfügbar. Jeder Tarif begrenzt die Anzahl der Geschwader mit aktivierten Logs und Points. Geschwader über dem Limit bleiben in den Einstellungen erhalten und werden nach einem Upgrade automatisch fortgesetzt.", + "tierStandardLine": "$2.99 — bis zu 10 Geschwader jeweils für Logs und Points, ohne Wildcard-Support.", + "tierProLine": "bis zu 25 Geschwader jeweils für Logs und Points, plus Wildcard-Support (`*` / `all` / `everything`).", + "tierMaxLine": "unbegrenzte Geschwader, Wildcards, früher Zugang zu neuen Funktionen.", + "voiceChannelTally": "Sprachkanal-Verfolgung", + "tallyIntro": "Verfolge einen Live-SQB-Spielstand direkt im Status deines Discord-Sprachkanals. Wenn Spiele enden, aktualisiert der Bot den Kanalstatus zu einem laufenden Ergebnis wie 2W-1L: Sieg gegen ENEMY. Dies ist eine Premium-Funktion, und du musst mit dem Sprachkanal verbunden sein.", + "tallyClaimDesc": "Beginne, einen Spieler oder eine Staffel in deinem aktuellen Sprachkanal zu verfolgen. Gib einen Benutzernamen oder eine Staffel an (nicht beides). Der Status beginnt bei 0W-0L und aktualisiert sich, wenn passende Spiele enden.", + "tallyTransferDesc": "Wechsle die aktive Verfolgung zu einem anderen Spieler und behalte den aktuellen Sieg-Niederlage-Stand bei.", + "tallyClearDesc": "Lösche die aktive Verfolgung in deinem aktuellen Sprachkanal und setze deren Status zurück. Eine Verfolgung wird außerdem automatisch nach 1 Stunde Inaktivität oder sobald alle den Kanal verlassen gelöscht." + }, + "terms": { + "pageTitle": "Nutzungsbedingungen & Datenschutzerklärung", + "lastUpdated": "Zuletzt aktualisiert: April 2026", + "termsOfService": "Nutzungsbedingungen", + "byUsing": "Durch die Nutzung von", + "youAgree": " stimmst du folgendem zu:", + "useResponsibly": "Verantwortungsvoller Umgang", + "useResponsiblyDesc": "Versuche nicht, den Bot zu überlasten, zu spammen oder anderweitig zu beschädigen.", + "noFunnyBusiness": "Kein Missbrauch", + "noFunnyBusinessDesc": "Versuche nicht, Reverse Engineering zu betreiben oder gegen die Discord-Nutzungsbedingungen oder andere Server-Regeln zu verstoßen.", + "statsAsIs": "Statistiken ohne Gewähr", + "statsAsIsDesc": "Alle Daten und Statistiken werden \"wie besehen\" ohne jegliche Gewährleistung bereitgestellt, weder ausdrücklich noch stillschweigend. Wir unternehmen angemessene Anstrengungen, um die Genauigkeit sicherzustellen, garantieren jedoch nicht, dass Informationen vollständig, aktuell oder fehlerfrei sind.", + "uptimeNotGuaranteed": "Betriebszeit nicht garantiert", + "uptimeNotGuaranteedDesc": "Der Bot wird auf einer \"wie verfügbar\"-Basis bereitgestellt. Wir garantieren keinen ununterbrochenen oder fehlerfreien Betrieb. Der Dienst kann aufgrund von Wartung, Updates oder technischen Problemen vorübergehend nicht verfügbar sein.", + "weCanBanYou": "Wir können dich sperren", + "weCanBanYouDesc": "Wenn du die Regeln verletzt, können wir deinen Zugang entziehen.", + "privacyPolicy": "Datenschutzerklärung", + "infoWeCollect": "1. Gesammelte Informationen", + "collectsFollowing": "erfasst folgende Informationen, um seine Dienste bereitzustellen:", + "discordUserIds": "Discord-Benutzer-IDs:", + "discordUserIdsDesc": "Eindeutige Kennungen zur Verfolgung einzelner Benutzer", + "squadronIds": "Kampfgruppen-IDs:", + "squadronIdsDesc": "Discord-Server-/Gilde-Kennungen zur Organisation von Kampfgruppendaten", + "battleData": "Gefechtsdaten:", + "battleDataDesc": "Sieg/Niederlage-Aufzeichnungen, Gefechtszeitstempel und zugehörige Statistiken", + "commandUsage": "Befehlsverwendung:", + "commandUsageDesc": "Grundlegende Protokollierung verwendeter Bot-Befehle zur Serviceverbesserung", + "howWeUse": "2. Verwendung deiner Informationen", + "usedExclusively": "Die gesammelten Informationen werden ausschließlich verwendet für:", + "trackingPerformance": "Verfolgung der Kampfgruppengefecht-Leistung und -Statistiken", + "providingHistorical": "Bereitstellung von historischen Daten und Analysen", + "improvingBot": "Verbesserung der Bot-Funktionalität und Benutzererfahrung", + "troubleshootingIssues": "Behebung technischer Probleme", + "dataStorage": "3. Datenspeicherung und -sicherheit", + "dataStoredSecurely": "Deine Daten werden sicher mit folgenden Schutzmaßnahmen gespeichert:", + "encryptedServers": "Daten werden auf sicheren Servern mit Verschlüsselung gespeichert", + "limitedAccess": "Zugang ist auf autorisiertes Personal beschränkt", + "regularBackups": "Regelmäßige Backups gewährleisten die Datenintegrität", + "dataSharing": "4. Datenweitergabe", + "weDoNot": "Wir tun NICHT:", + "sellData": "Deine persönlichen Informationen an Dritte verkaufen", + "shareData": "Deine Daten mit externen Organisationen teilen", + "useForAds": "Deine Daten für Werbe- oder Marketingzwecke verwenden", + "transferData": "Deine Daten außerhalb unserer sicheren Systeme übertragen", + "dataRetention": "5. Datenspeicherdauer", + "dataRetentionDesc": "Wir bewahren deine Daten so lange auf, wie es für die Bereitstellung unserer Dienste erforderlich ist. Gefechtstatistiken und Kampfgruppendaten werden aufbewahrt, um historische Aufzeichnungen und Analysen zu pflegen.", + "discordIntegration": "6. Discord-Integration", + "discordIntegrationDesc": "Dieser Bot arbeitet innerhalb des Discord-Ökosystems und unterliegt Discords Datenschutzerklärung. Wir greifen nur auf Informationen zu, die für die Bot-Funktionalität über Discords offizielle API notwendig sind.", + "ageRestrictions": "7. Altersbeschränkungen", + "ageRestrictionsDesc": "Der Bot richtet sich an Benutzer, die Discords Mindestalteranforderungen erfüllen (13+ oder gemäß lokalem Recht).", + "changesToPolicy": "8. Änderungen der Datenschutzerklärung", + "changesToPolicyDesc": "Wir können diese Datenschutzerklärung von Zeit zu Zeit aktualisieren.", + "premiumTitle": "Premium-Abonnementbedingungen", + "premiumWhatYouGet": "1. Was Premium beinhaltet", + "premiumWhatYouGetDesc": "Ein Premium-Abonnement schaltet die folgenden Funktionen für den abonnierten Discord-Server frei:", + "premiumFeature1": "Automatische Scoreboard-Beiträge nach jedem SQB-Gefecht", + "premiumFeature2": "Pfad-/Bewegungskarten", + "premiumFeature3": "Chat- und Gefechtsprotokolle", + "premiumFeature4": "Replay-Suche", + "premiumFeature5": "Unbegrenzte /comp-Abfragen (kostenlose Server sind auf 15 pro Zeitfenster beschränkt)", + "premiumBilling": "2. Abrechnung und Zahlung", + "premiumBillingDesc": "Premium wird mit $2,99 USD pro Monat pro Discord-Server abgerechnet. Die Zahlung wird über das native Abonnementsystem von Discord oder über unsere Website via Whop abgewickelt. Sie sind dafür verantwortlich, dass Ihre Zahlungsmethode gültig ist und über ausreichende Mittel verfügt. Abonnements verlängern sich am Ende jedes Abrechnungszeitraums automatisch, sofern sie nicht gekündigt werden.", + "premiumCancellation": "3. Kündigung", + "premiumCancellationDesc": "Sie können Ihr Abonnement jederzeit kündigen. Für Discord-Abonnements gehen Sie zu Benutzereinstellungen → Abonnements in Discord. Für Website-Abonnements verwalten Sie Ihre Abrechnung unter whop.com/billing. Nach der Kündigung bleiben Ihre Premium-Funktionen bis zum Ende des aktuellen Abrechnungszeitraums aktiv. Danach kehrt Ihr Server zur kostenlosen Stufe zurück — keine Daten gehen verloren.", + "premiumRefunds": "4. Erstattungen", + "premiumRefundsDesc": "Abonnementgebühren werden nicht erstattet. Eine anteilige Berechnung für Teilmonate erfolgt nicht. Wenn Sie mitten im Zyklus kündigen, behalten Sie den Zugang bis zum Ende des Abrechnungszeitraums, haben jedoch keinen Anspruch auf Erstattung der verbleibenden Zeit. Erstattungen bei Abrechnungsfehlern oder doppelten Abbuchungen können nach unserem Ermessen erfolgen — kontaktieren Sie den Support mit Ihrer Discord-Server-ID und einem Zahlungsnachweis.", + "premiumPriceChanges": "5. Preisänderungen", + "premiumPriceChangesDesc": "Wir behalten uns das Recht vor, die Abonnementpreise jederzeit zu ändern. Bestehende Abonnenten werden mindestens 30 Tage vor Inkrafttreten einer Preiserhöhung benachrichtigt. Wenn Sie mit einer Preisänderung nicht einverstanden sind, können Sie vor Inkrafttreten des neuen Preises kündigen.", + "premiumTermination": "6. Beendigung des Premium-Zugangs", + "premiumTerminationDesc": "Wir behalten uns das Recht vor, den Premium-Zugang ohne Erstattung zu widerrufen, wenn ein Server gegen diese Nutzungsbedingungen verstößt, einschließlich, aber nicht beschränkt auf den Missbrauch von Bot-Funktionen, Versuche, Nutzungsbeschränkungen zu umgehen, oder Verstöße gegen die Discord-Nutzungsbedingungen.", + "serviceAvailabilityTitle": "Dienstverfügbarkeit und Haftung", + "serviceNoWarranty": "1. Keine Gewährleistung", + "serviceNoWarrantyDesc": "DER DIENST WIRD \"WIE BESEHEN\" UND \"WIE VERFÜGBAR\" OHNE GEWÄHRLEISTUNG JEGLICHER ART BEREITGESTELLT, OB AUSDRÜCKLICH, STILLSCHWEIGEND ODER GESETZLICH, EINSCHLIESSLICH, ABER NICHT BESCHRÄNKT AUF STILLSCHWEIGENDE GEWÄHRLEISTUNGEN DER MARKTGÄNGIGKEIT, EIGNUNG FÜR EINEN BESTIMMTEN ZWECK UND NICHTVERLETZUNG. Wir übernehmen keine Garantie dafür, dass der Dienst ununterbrochen, rechtzeitig, sicher oder fehlerfrei ist.", + "serviceLiability": "2. Haftungsbeschränkung", + "serviceLiabilityDesc": "IM MAXIMAL GESETZLICH ZULÄSSIGEN UMFANG HAFTEN WIR IN KEINEM FALL FÜR INDIREKTE, ZUFÄLLIGE, BESONDERE, FOLGE- ODER STRAFSCHÄDEN ODER FÜR ENTGANGENE GEWINNE ODER EINNAHMEN, OB DIREKT ODER INDIREKT ENTSTANDEN, ODER FÜR JEGLICHEN VERLUST VON DATEN, NUTZUNG, GESCHÄFTSWERT ODER ANDEREN IMMATERIELLEN VERLUSTEN, DIE SICH AUS IHRER NUTZUNG ODER UNMÖGLICHKEIT DER NUTZUNG DES DIENSTES ERGEBEN. Unsere Gesamthaftung für Ansprüche aus diesen Bedingungen oder dem Dienst übersteigt nicht den Betrag, den Sie uns in den drei (3) Monaten vor der Geltendmachung des Anspruchs gezahlt haben.", + "serviceCredits": "3. Dienstunterbrechungen und Gutschriften", + "serviceCreditsDesc": "Im Falle eines längeren, ungeplanten Dienstausfalls, der Premium-Funktionen über mehr als 72 aufeinanderfolgende Stunden betrifft, können betroffene Premium-Abonnenten eine Dienstgutschrift durch Kontaktaufnahme mit dem Support anfordern. Gutschriften werden nach unserem alleinigen Ermessen erteilt und als Verlängerung des aktuellen Abrechnungszeitraums angewendet — nicht als Gelderstattung. Geplante Wartungsfenster, Ausfälle von Drittanbietern (Discord, Gaijin API) und Ereignisse außerhalb unserer angemessenen Kontrolle sind ausgenommen.", + "serviceForceM": "4. Höhere Gewalt", + "serviceForceMDesc": "Wir haften nicht für Versäumnisse oder Verzögerungen bei der Leistungserbringung, die auf Ursachen zurückzuführen sind, die außerhalb unserer angemessenen Kontrolle liegen, einschließlich, aber nicht beschränkt auf: Naturkatastrophen, Krieg, Terrorismus, Pandemien, Stromausfälle, Internetunterbrechungen, Ausfälle der Discord-Plattform, Änderungen oder Nichtverfügbarkeit der Gaijin Entertainment API, behördliche Maßnahmen oder andere Ereignisse höherer Gewalt.", + "disclaimer": "Haftungsausschluss", + "warThunderDisclaimer": "ist ein unabhängiger Discord-Bot und steht in keiner Verbindung zu Gaijin Entertainment oder War Thunder und wird von diesen weder unterstützt noch offiziell empfohlen. War Thunder ist eine Marke von Gaijin Entertainment.", + "acknowledgement": "Durch die Nutzung von", + "acknowledgementEnd": " bestätigst du, dass du diese Nutzungsbedingungen und Datenschutzerklärung gelesen, verstanden hast und dich daran gebunden siehst." + }, + "premium": { + "upgradeTitle": "Deine Kampfgruppe aufrüsten", + "heroDesc": "Jedes SQB-Ergebnis wird sofort nach Ende in deinen Kanal gepostet – Ergebnisanzeigen, Gefechtsprotokolle, Bewegungskarten und Replays, vollautomatisch.", + "instantScoreboards": "Sofortige Ergebnisanzeigen", + "viewPaths": "Pfade anzeigen", + "chatBattleLogs": "Chat- & Gefechtsprotokolle", + "replayLookups": "Replay-Suche", + "free": "Kostenlos", + "perMonth": "/Monat", + "alwaysFree": "Immer kostenlos", + "noCardNeeded": "keine Karte erforderlich", + "included": "Enthalten", + "manualLookups": "Manuelle Spielsuche", + "playerStats": "Spielerstatistiken & -profile", + "leaderboards": "Ranglisten", + "stickWithFree": "Kostenlos bleiben", + "premiumLabel": "Premium", + "perServer": "pro Server", + "cancelAnytime": "jederzeit kündbar", + "everythingInFree": "Alles in Kostenlos, plus", + "autoScoreboards": "Automatische Ergebnisanzeigen", + "pathMaps": "Pfad-/Bewegungskarten", + "chatLogs": "Chat- & Gefechtsprotokolle", + "replayLookupsFeature": "Replay-Suche", + "unlimitedComp": "Unbegrenzte /comp-Abfragen", + "prioritySupport": "Prioritätssupport", + "subscribeNow": "Jetzt abonnieren", + "comingSoon": "Demnächst verfügbar", + "serverIdInfo": "Du benötigst deine", + "discordServerId": "Discord-Server-ID", + "duringCheckout": "beim Checkout.", + "developerMode": "Entwicklermodus", + "rightClickServer": "Server rechtsklicken", + "copyId": "ID kopieren", + "successTitle": "Premium aktiviert", + "successDesc": "Dein Abonnement wird eingerichtet. Der Bot hat innerhalb weniger Minuten Premium-Zugang für deinen Server.", + "whatHappensNext": "Was als nächstes passiert", + "autoLogging": "Auto-Protokollierung wird für deinen Server aktiviert", + "setLogChannel": "Protokollkanal festlegen mit", + "everyResult": "Jedes SQB-Ergebnis wird automatisch gepostet", + "readSetupGuide": "Einrichtungsanleitung lesen", + "tierStandardName": "Standard", + "tierProName": "Pro", + "tierMaxName": "Max", + "squadCap": "Bis zu {cap} Geschwader loggen", + "squadCapUnlimited": "Unbegrenzt viele Geschwader loggen", + "everythingInStandard": "Alles aus Standard", + "everythingInPro": "Alles aus Pro", + "wildcardSupport": "Wildcard-Logging (*, all, everything)", + "noSquadCap": "Kein Geschwader-Limit", + "earlyAccessFeatures": "Früher Zugang zu neuen Funktionen" + }, + "player": { + "totalBattles": "Gefechte insgesamt", + "totalWins": "Siege insgesamt", + "vehicleStatistics": "Fahrzeugstatistiken", + "cumulative": "Kumulativ", + "individual": "Einzeln", + "filterBy": "Filtern nach:", + "allTime": "Gesamtzeit", + "dateRange": "Datumsbereich", + "season": "Saison", + "week": "Woche", + "session": "Sitzung", + "dateType": "Datumstyp:", + "last7Days": "Letzte 7 Tage", + "last30Days": "Letzte 30 Tage", + "last90Days": "Letzte 90 Tage", + "customRange": "Benutzerdefinierter Bereich", + "specificDate": "Bestimmtes Datum", + "filterType": "Filtertyp:", + "fullSeason": "Gesamte Saison", + "specificWeek": "Bestimmte Woche", + "from": "Von:", + "to": "Bis:", + "timeslot": "Zeitfenster", + "fullDay": "Ganzer Tag", + "selectSeason": "Saison:", + "selectWeek": "Woche:", + "selectSeasonFirst": "Zuerst Saison auswählen", + "pleaseSelect": "Bitte eine Option auswählen", + "searchVehicles": "Fahrzeuge suchen...", + "resetFilters": "Filter zurücksetzen", + "vehiclesShown": "Fahrzeuge angezeigt", + "gamesShown": "Spiele angezeigt", + "noVehicleData": "Keine Fahrzeugdaten verfügbar", + "noVehiclesForRange": "Keine Fahrzeuge für den ausgewählten Datumsbereich gefunden, oder dieser Spieler hat noch keine Daten.", + "switchToCards": "Zur Kartenansicht wechseln", + "switchToTable": "Zur Tabellenansicht wechseln", + "loadingTimeline": "Zeitachse wird geladen...", + "noTimelineData": "Noch keine Zeitachsendaten vorhanden.", + "timelineUnavailable": "Zeitachse nicht verfügbar.", + "loadingGameRecords": "Spielaufzeichnungen werden geladen...", + "unableToLoadRecords": "Spielaufzeichnungen konnten nicht geladen werden", + "failedToFetch": "Spieldaten konnten nicht abgerufen werden. Bitte später erneut versuchen.", + "noGameRecords": "Keine Spielaufzeichnungen gefunden", + "noGamesYet": "Dieser Spieler hat noch keine aufgezeichneten Spiele gespielt.", + "collapseChart": "Diagramm einklappen", + "loadingChartData": "Diagrammdaten werden geladen...", + "noHistoricalData": "Noch keine historischen Daten vorhanden.", + "chartUnavailable": "Diagramm nicht verfügbar.", + "relative": "Relativ", + "uidLabel": "Spieler-UID" + }, + "squadrons": { + "title": "Kampfgruppen-Wiki", + "subtitle": "Kampfgruppen entdecken, Statistiken anzeigen und Leistung verfolgen", + "findSquadron": "Eine Kampfgruppe finden", + "searchPlaceholder": "Kampfgruppe suchen ...", + "totalSquadrons": "insgesamte anzahl an Kampfgruppen", + "totalPlayers": "insgesamte anzahl an Spieler", + "totalBattles": "insgesamte anzahl an Gefechten", + "avgWinRate": "Durchschn. Siegesrate", + "topSquadrons": "Top-Kampfgruppen", + "viewFullLeaderboard": "Vollständige Rangliste anzeigen", + "loadingSquadrons": "Kampfgruppendaten werden geladen...", + "noSquadronData": "Noch keine Kampfgruppendaten verfügbar.", + "failedToLoad": "Kampfgruppendaten konnten nicht geladen werden. Bitte später erneut versuchen.", + "backToSquadronHub": "Zurück zum Kampfgruppen-Wiki", + "squadronPoints": "Kampfgruppenpunkte", + "squadronMembers": "Kampfgruppenmitglieder", + "performance": "Leistung", + "performanceNoData": "Für den ausgewählten Bereich sind keine Leistungsdaten verfügbar.", + "quickDetails": "Kurzübersicht", + "noMembersFound": "Keine Mitglieder gefunden", + "noRecordedMembers": "Diese Kampfgruppe hat noch keine aufgezeichneten Mitglieder.", + "squadronGames": "Staffelspiele", + "loadingSquadronGames": "Staffel-Spielaufzeichnungen werden geladen...", + "noSquadronGames": "Keine Spielaufzeichnungen für diese Staffel gefunden.", + "retryLoadGames": "Erneut versuchen", + "searchMapPlaceholder": "Nach Karte suchen..." + }, + "leaderboard": { + "playersTitle": "Spieler-Rangliste", + "playersSubtitle": "Top War Thunder-Spieler nach Leistung bewertet", + "vehiclesTitle": "Fahrzeugabschuss-Rangliste", + "vehiclesSubtitle": "Top War Thunder-Fahrzeuge nach insgesamten anzahl abschüssen bewertet", + "squadronsTitle": "Kampfgruppen-Rangliste", + "squadronsSubtitle": "Top War Thunder-Kampfgruppen nach Leistung bewertet", + "statsTitle": "Globale Statistiken", + "statsSubtitle": "Allgemeine Kampfgruppengefechtstatistiken und Meta-Informationen", + "comparisonTitle": "Vergleichstool", + "comparisonSubtitle": "Spieler und Fahrzeuge direkt vergleichen", + "comparisonHint": "Statistiken vergleichen, um die besten Leistungsträger und Fahrzeuge zu finden", + "compareSquadrons": "Kampfgruppen vergleichen", + "comparePlayers": "Spieler vergleichen", + "compareVehicles": "Fahrzeuge vergleichen", + "playersAndVehicles": "Spieler + Fahrzeuge", + "failedToLoadLeaderboard": "Ranglisten-Daten konnten nicht geladen werden. Bitte später erneut versuchen.", + "failedToLoadVehicles": "Fahrzeug-Rangliste konnte nicht geladen werden", + "failedToLoadSquadrons": "Kampfgruppen-Rangliste konnte nicht geladen werden", + "noResultsYet": "Noch keine Ergebnisse. Kampfgruppen/Spieler hinzufügen, um zu beginnen.", + "searchSquadron": "Kampfgruppe suchen", + "searchBySquadronName": "Nach Kampfgruppenname suchen...", + "minPlayers": "Mindestspieler", + "minPlayersPlaceholder": "Mindestspieler", + "resetFilters": "Filter zurücksetzen", + "squadronsShown": "Kampfgruppen angezeigt", + "playersShown": "Spieler angezeigt", + "page": "Seite", + "of": "von", + "loadingSquadronLeaderboard": "Kampfgruppen-Rangliste wird geladen...", + "loadingPlayerLeaderboard": "Spieler-Rangliste wird geladen...", + "loadingComparisonData": "Vergleichsdaten werden geladen...", + "unableToFetch": "Ranglisten-Daten konnten nicht abgerufen werden. Bitte erneut versuchen.", + "noSquadronsInLeaderboard": "Keine Kampfgruppe in der Rangliste gefunden.", + "noPlayersInLeaderboard": "Keine Spieler in der Rangliste gefunden.", + "loadingGlobalStats": "Globale Statistiken werden geladen...", + "failedToLoadStats": "Statistiken konnten nicht geladen werden", + "unableToFetchStats": "Statistikdaten konnten nicht abgerufen werden. Bitte erneut versuchen.", + "mostPopularVehicles": "Beliebteste Fahrzeuge", + "vehicleKillsLeaderboardTitle": "Fahrzeugabschuss-Rangliste", + "avgWinRate": "Durchschn. Siegesrate", + "avgKillsPerPlayer": "Durchschn. Abschüsse/Spieler", + "loadingVehicleKills": "Fahrzeugabschuss-Daten werden geladen...", + "apiNotLoaded": "API-Client nicht ordnungsgemäß geladen. Bitte Seite aktualisieren.", + "failedToInitApi": "API-Client konnte nicht initialisiert werden", + "noStatsData": "Keine Statistikdaten verfügbar", + "totalPlayersCard": "Spieler insgesamt", + "activePlayers": "Aktive Spieler", + "vehiclesUsed": "Verwendete Fahrzeuge", + "differentVehicles": "Verschiedene Fahrzeuge", + "squadronBattlesLabel": "Kampfgruppengefechte", + "noVehicleData": "Keine Fahrzeugdaten verfügbar", + "mostPopular": "Beliebteste", + "timesUsed": "Mal verwendet", + "failedToLoadVehicleKills": "Fahrzeugabschuss-Daten konnten nicht geladen werden", + "lastUpdated": "Zuletzt aktualisiert", + "searchPlayer": "Spieler suchen", + "searchByPlayerName": "Nach Spielername suchen...", + "minimumBattles": "Mindestgefechte", + "minBattlesPlaceholder": "Mindestgefechte", + "searchSquadronsPlaceholder": "Kampfgruppe suchen...", + "sortBy": "Sortieren nach", + "kdRatio": "KD-Verhältnis", + "killsPerSpawn": "Abschüsse pro Spawn", + "caps": "Eroberungen", + "timePeriod": "Zeitraum", + "allTime": "Gesamtzeit", + "dateRange": "Datumsbereich", + "season": "Saison", + "week": "Woche", + "dateType": "Datumstyp", + "last7Days": "Letzte 7 Tage", + "last30Days": "Letzte 30 Tage", + "last90Days": "Letzte 90 Tage", + "customRange": "Benutzerdefinierter Bereich", + "from": "Von", + "to": "Bis", + "timeslot": "Zeitfenster", + "fullDay": "Ganzer Tag", + "selectSeason": "Saison auswählen...", + "selectWeek": "Woche auswählen...", + "failedToLoadComparison": "Vergleichsdaten konnten nicht geladen werden", + "pleaseRefresh": "Bitte versuche, die Seite zu aktualisieren", + "playerComparison": "Spielervergleich", + "squadronComparison": "Kampfgruppenvergleich", + "vehicleComparison": "Fahrzeugvergleich", + "playersVehiclesComparison": "Spieler + Fahrzeuge-Vergleich", + "addPlayersToCompare": "Spieler zum Vergleich hinzufügen:", + "addSquadronsToCompare": "Kampfgruppe zum Vergleich hinzufügen:", + "addVehiclesToCompare": "Fahrzeuge zum Vergleich hinzufügen:", + "addPlayerVehicleCombos": "Spieler + Fahrzeug-Kombinationen hinzufügen:", + "searchSelectPlayers": "Spieler suchen und auswählen...", + "typeSquadronName": "Kampfgruppennamen eingeben...", + "searchSelectVehicles": "Fahrzeuge suchen und auswählen...", + "searchForPlayers": "Nach Spielern suchen...", + "selectPlayersToCompare": "Oben Spieler suchen und auswählen, um ihre Statistiken zu vergleichen", + "selectSquadronsToCompare": "Oben Kampfgruppe suchen und auswählen, um ihre Statistiken zu vergleichen", + "selectVehiclesToCompare": "Oben Fahrzeuge suchen und auswählen, um ihre Statistiken zu vergleichen", + "selectPlayersVehiclesToCompare": "Oben Spieler suchen und auswählen, dann ihre Fahrzeuge auswählen, um verschiedene Spieler-Fahrzeug-Kombinationen zu vergleichen", + "selectVehicleFor": "Fahrzeug auswählen für", + "selectAVehicle": "-- Fahrzeug auswählen --", + "noVehiclesForPlayer": "Keine Fahrzeuge für diesen Spieler gefunden", + "noPlayerVehicleSelected": "Keine Spieler-Fahrzeug-Kombinationen ausgewählt", + "noPlayersSelected": "Keine Spieler ausgewählt", + "noVehiclesSelected": "Keine Fahrzeuge ausgewählt", + "noSquadronsSelected": "Keine Kampfgruppe ausgewählt", + "statistic": "Statistik", + "totalDeaths": "Tode", + "totalAssists": "Abschusshilfen", + "totalCaptures": "Eroberungen", + "killsPerSpawnShort": "Abschüsse/Spawn", + "avgWinRateShort": "Durchschn. Siegesrate", + "avgKillsPlayerShort": "Durchschn. Abschüsse/Spieler", + "avgKillsMember": "Durchschn. Abschüsse/Mitglied", + "avgBattlesMember": "Durchschn. Gefechte/Mitglied", + "serverError500": "Serverfehler (500) – Die API ist vorübergehend nicht verfügbar. Bitte in einigen Momenten erneut versuchen.", + "apiEndpoint404": "API-Endpunkt nicht gefunden (404) – Bitte Serverkonfiguration prüfen.", + "networkError": "Netzwerkfehler – Verbindung zum Server nicht möglich. Bitte Verbindung prüfen.", + "viewFullLeaderboard": "Vollständige Rangliste anzeigen", + "vehicleName": "Fahrzeugname", + "searchVehiclePlaceholder": "Bestimmtes Fahrzeug suchen...", + "minKills": "Min. Abschüsse", + "any": "Alle", + "perPage": "Pro Seite", + "clear": "Zurücksetzen", + "vehicleAndPlayer": "Fahrzeug & Spieler", + "loadingVehicleLeaderboard": "Fahrzeug-Rangliste wird geladen...", + "vehiclesShown": "Fahrzeuge angezeigt", + "minBattlesPerVehicle": "Mindestens 3 Gefechte pro Fahrzeug erforderlich", + "minimumBattlesRequired": "Mindestens 5 Gefechte erforderlich", + "allSeasons": "Alle Saisons", + "allWeeks": "Alle Wochen", + "allBR": "Alle BR" + }, + "games": { + "title": "Gefechtsverlauf", + "subtitle": "Kampfgruppengefechte suchen und durchsuchen", + "searchPlaceholder": "Nach Spielername oder UID suchen...", + "filterByMap": "Nach Karte filtern", + "allMaps": "Alle Karten", + "search": "Suchen", + "noResults": "Keine Gefechte gefunden", + "matchDetail": "Gefechtsdetails", + "chatLog": "Chat-Protokoll", + "battleLog": "Gefechtsbericht", + "duration": "Dauer", + "mode": "Modus", + "winningTeam": "Siegreiches Team", + "losingTeam": "Unterlegenes Team", + "viewMatch": "Gefecht anzeigen", + "loadingMatch": "Gefechtsdaten werden geladen...", + "matchNotFound": "Gefecht nicht gefunden", + "searchingGames": "Spiele werden gesucht...", + "recentMatches": "Aktuelle Gefechte", + "noChatLog": "Kein Chat-Protokoll verfügbar", + "noBattleLog": "Kein Gefechtsbericht verfügbar", + "replayVideo": "Replay-Video", + "generatingVideo": "Replay-Video wird erstellt…", + "videoFirstLoad": "Der erste Ladevorgang kann bis zu einer Minute dauern", + "videoUnavailable": "Replay-Video für dieses Gefecht nicht verfügbar", + "modeGround": "Boden", + "modeAir": "Luft", + "squadronPlaceholder": "Kampfgruppenname...", + "loadingReplay": "Replay wird geladen..." + }, + "errors": { + "pageNotFound": "Seite nicht gefunden", + "error": "Fehler", + "oopsNotFound": "Hoppla! Die gesuchte Seite existiert nicht. Sie wurde möglicherweise verschoben, gelöscht, oder du hast eine falsche URL eingegeben.", + "searchError": "Suchfehler. Bitte erneut versuchen." + }, + "js": { + "openingDiscordInvite": "Discord-Einladung wird geöffnet!", + "errorOpeningInvite": "Fehler beim Öffnen des Einladungslinks. Bitte später erneut versuchen.", + "gettingSupportLink": "Support-Server-Link wird abgerufen...", + "openingSupportServer": "Support-Server wird geöffnet!", + "errorGettingSupport": "Fehler beim Abrufen des Support-Links. Bitte später erneut versuchen.", + "failedToUpdateStats": "Statistiken konnten nicht aktualisiert werden", + "konamiActivated": "Erfolg freigeschaltet: Geheimer Code!", + "noPlayersFound": "Keine Spieler gefunden", + "searchError": "Suchfehler. Bitte erneut versuchen.", + "killsSuffix": "Abschüsse", + "winRateSuffix": "Siegesrate", + "noSquadronsFound": "Keine Kampfgruppen gefunden" + }, + "index": { + "subtitle1": "Das beste Tool für Staffelgefechte", + "subtitle2": "Boris Stats, aber besser", + "subtitle3": "Der größte SQB-Datensatz", + "subtitle4": "Öffentliche und kostenlose Informationen für alle" + }, + "seasonCard": { + "buttonLabel": "Saison-Karte", + "buttonDisabledTitle": "Staffelsuche unvollständig — Karte nicht verfügbar", + "modalTitle": "Saison-Karte", + "seasonLabel": "Saison", + "themeLabel": "Thema", + "themeDark": "Dunkel", + "themeLight": "Hell", + "generate": "Erstellen", + "loadingSeasons": "Saisons werden geladen…", + "generating": "Wird erstellt…", + "failedSeasons": "Saisons konnten nicht geladen werden.", + "failedGenerate": "Recap-Karte konnte nicht erstellt werden.", + "inProgressSuffix": "(läuft)", + "imgRecapSuffix": "RÜCKBLICK", + "imgHeroFinalRating": "Endrating", + "imgHeroMatches": "Spiele", + "imgHeroWinRate": "Siegesrate", + "imgHeroKD": "K/D", + "imgAxisRating": "Wertung", + "imgAxisWinRate": "Siegesrate", + "imgStatPeakRating": "Höchstrating", + "imgStatRatingChange": "Ratingänderung", + "imgStatTotalKills": "Abschüsse insgesamt", + "imgStatTotalDeaths": "Tode insgesamt", + "imgStatAssistsCaptures": "Assists / Eroberungen", + "imgStatMostPlayedVehicle": "Meistgespieltes Fahrzeug", + "imgStatMVP": "MVP", + "imgStatMostActive": "Aktivster", + "imgStatLongestWinStreak": "Längste Siegesserie", + "imgStatMostCommonOpponent": "Häufigster Gegner", + "imgUnitKills": "Abschüsse", + "imgUnitAssists": "Assists", + "imgUnitCaptures": "Eroberungen", + "imgUnitGames": "Spiele", + "imgUnitMatches": "Spiele", + "imgUnitWins": "S", + "imgUnitLosses": "N", + "imgGroundShort": "B", + "imgAirShort": "L", + "imgFooterGenerated": "erstellt", + "imgPlaceholderNoData": "Keine Daten für {short} in {season}", + "buttonLabelPlayer": "Saison-Rückblick", + "buttonDisabledTitlePlayer": "Player lookup incomplete — recap unavailable", + "modalTitlePlayer": "Player Season Recap", + "imgHeroBattles": "Gefechte", + "imgHeroTotalKills": "Abschüsse insgesamt", + "imgAxisBattles": "Gefechte (7 T)", + "imgAxisKD": "K/D", + "imgStatBestMatch": "Bestes Spiel", + "imgStatSquadronsRepresented": "Vertretene Staffeln", + "imgStatFrequentTeammate": "Häufigster Teamkollege", + "imgStatLongestSession": "Längste Session", + "imgStatMostActiveDay": "Aktivster Tag (UTC)", + "imgStatMostCommonOppSquadron": "Häufigste gegnerische Staffel", + "imgStatPeakSquadronRating": "Höchste Staffel-Wertung", + "imgUnitSlotNA": "NA", + "imgUnitSlotEU": "EU", + "imgUnitNoSquadron": "keine Staffel", + "imgUnitVs": "vs", + "imgUnitTogether": "Spiele zusammen", + "imgStatKDAC": "K / T / A / E", + "imgPlaceholderNoDataPlayer": "Keine Daten für {nick} in {season}", + "imgUIDLabel": "UID", + "imgBestMatchLine": "{vehicle} · BA {gk} / LA {ak} / A {assists} / E {cap} / T {deaths} · {date}" + }, + "live": { + "air": "LUF", + "gnd": "BOD", + "ast": "ASS", + "dth": "TOT", + "cap": "EIN", + "squadronBattle": "Staffelgefecht", + "randomBattle": "Zufallsgefecht" + }, + "analytics": { + "pageTitle": "SQB Analytik", + "pageSubtitle": "Tiefgehende Analytik für jede Squadron, Spieler oder Fahrzeug.", + "modeSquadron": "Squadron", + "modePlayer": "Spieler", + "modeVehicle": "Fahrzeug", + "tabMaps": "Karten-Siegquoten", + "tabSquadmates": "Häufige Mitspieler", + "tabComps": "Team-Zusammensetzungen", + "tabConsistency": "Spielerkonsistenz", + "tabTime": "Tageszeit", + "tabMatchups": "Matchup-Historie", + "pickSquadron": "Suche eine Squadron, um ihre Analyse zu sehen", + "pickPlayer": "Suche einen Spieler, um seine Analyse zu sehen", + "pickVehicle": "Suche ein Fahrzeug, um seine Analyse zu sehen", + "noData": "Keine Daten in diesem Zeitraum.", + "loading": "Lädt…", + "loadError": "Analysen konnten nicht geladen werden.", + "compComingSoon": "Team-Zusammensetzungsanalyse demnächst.", + "compTopVehiclesTitle": "Top-Fahrzeuge", + "compCompositionsTitle": "Wiederkehrende Match-Aufstellungen", + "compCompositionsMeta": "Aufstellungen mit mindestens {min} Fahrzeugen, sortiert nach Matches", + "compMatchesAnalyzed": "analysierte Matches", + "compNoRepeats": "In diesem Zeitraum wurde keine Aufstellung dieser Größe eingesetzt.", + "compColVehicle": "Fahrzeug", + "compColSpawns": "Einsätze", + "compColMatches": "Matches", + "compColShare": "% Matches", + "compColLineup": "Aufstellung", + "compColTypes": "Komp", + "compTypeFighters": "Jäger", + "compTypeBombers": "Bomber", + "compTypeHelicopters": "Helikopter", + "compTypeLight": "Leichter Panzer", + "compTypeTanks": "Panzer", + "compTypeSPAA": "SPAA", + "compTypeSPAATooltip": "Flugabwehr/SPAA", + "compTypeUnknown": "Unbekannt", + "compSearchPresetLabel": "Voreinstellung", + "compSearchPresetAll": "Alle Komps", + "compSearchPresetHint": "Aus der eigenen Komp-Historie dieser Squadron", + "compSearchTypesLabel": "Typen", + "compTypeCapsHint": "Max 8 gesamt · max 4 Luft (F + B + H)", + "compSearchRefineLabel": "Verfeinern", + "compRefineHint": "Zähler oben setzen, um konkrete Fahrzeuge für diesen Typ zu wählen.", + "compRefineAny": "Beliebige {type}", + "compSearchCustomLabel": "Benutzerdefiniert", + "compSearchAddVehicle": "Bestimmtes Fahrzeug", + "compSearchVehiclesLabel": "Fahrzeuge", + "compSearchApply": "Anwenden", + "compSearchReset": "Zurücksetzen", + "compSearchMatches": "Zeige {shown} von {total} Komps", + "compSearchNoMatches": "Keine Komp passt zum Filter.", + "compSearchGamesShort": "Spiele", + "colMap": "Karte", + "colWins": "S", + "colLosses": "N", + "colWinRate": "SR", + "colBar": "", + "colShared": "Gemeinsam", + "colUid": "UID", + "colGames": "Spiele", + "colPlayer": "Spieler", + "colAvgKills": "Ø Kills", + "colAvgDeaths": "Ø Tode", + "colScore": "Punkte", + "colHour": "Stunde (UTC)", + "colSquadron": "Squadron", + "colTotal": "insGesamt", + "matchupsWonHeader": "Meiste Siege gegen", + "matchupsLostHeader": "Meiste Niederlagen gegen", + "uniqueOpponents": "einzigartige Gegner", + "euTimeslot": "EU Zeitfenster", + "naTimeslot": "NA Zeitfenster", + "offPeak": "Nebenzeit", + "radarMetaMaps": "Top {shown} von {total} Karten · min. {min} Spiele", + "radarMetaSquadmates": "Top {shown} von {total} Mitspielern · min. {min} gemeinsame Spiele", + "radarTooFewMaps": "Nicht genug Daten, um das Diagramm zu zeichnen — mindestens 3 Karten mit {min}+ Spielen in diesem Filter sind nötig.", + "radarTooFewSquadmates": "Nicht genug Daten, um das Diagramm zu zeichnen — mindestens 3 Mitspieler mit {min}+ gemeinsamen Spielen in diesem Filter sind nötig.", + "radarFootnoteMaps": "{count} Karten mit weniger Spielen ausgeblendet — siehe vollständige Tabelle", + "radarFootnoteSquadmates": "{count} Mitspieler mit weniger Spielen ausgeblendet — siehe vollständige Tabelle", + "tabTimeline": "K/D-Zeitverlauf", + "tabTopPlayers": "Top Spieler", + "tabTopSquadrons": "Top Squadrons" + }, + "playerModal": { + "viewFullProfile": "Vollständiges Profil anzeigen →", + "close": "Schließen", + "overview": "Übersicht", + "vehicles": "Fahrzeuge", + "sessions": "Sitzungen", + "loadingPlayerData": "Spielerdaten werden geladen...", + "kdr": "K/D", + "kps": "K/S", + "winRate": "Siegrate", + "battles": "Gefechte", + "wins": "Siege", + "totalBattles": "Gefechte gesamt", + "totalKills": "Kills gesamt", + "airKills": "Luftkills", + "groundKills": "Bodenkills", + "assists": "Assists", + "deaths": "Tode", + "captures": "Eroberungen", + "clickToSwitchMetric": "Klicken, um Metrik zu wechseln", + "clickToCycle": "klicken zum Wechseln", + "noChartData": "Keine Diagrammdaten", + "noVehicleData": "Keine Fahrzeugdaten", + "noSessionData": "Keine Sitzungsdaten", + "date": "Datum", + "vehicle": "Fahrzeug", + "ground": "Boden", + "air": "Luft", + "result": "Ergebnis", + "unknown": "Unbekannt", + "failedToLoadPlayerData": "Spielerdaten konnten nicht geladen werden" + }, + "replay": { + "playPause": "Abspielen/Pause", + "crashed": "ist abgestürzt", + "destroyed": "zerstörte", + "hit": "traf" + }, + "dateFilter": { + "allTime": "Gesamt", + "currentSeason": "Aktuelle Saison", + "bySeason": "Nach Saison", + "cumulative": "Kumulativ", + "customRange": "Eigener Zeitraum", + "selectSeason": "Saison wählen", + "selectSeasonDots": "Saison wählen...", + "selectWeek": "Woche wählen", + "selectWeekDots": "Woche wählen...", + "entireSeason": "Ganze Saison", + "applyFilter": "Filter anwenden", + "cumulativeHelp": "Statistiken bis zu einem bestimmten Zeitpunkt anzeigen", + "season": "Saison", + "upToWeek": "Bis Woche", + "applyCumulativeFilter": "Kumulativfilter anwenden", + "startDate": "Startdatum", + "endDate": "Enddatum", + "applyCustomRange": "Eigenen Zeitraum anwenden", + "activeFilter": "Aktiver Filter:", + "clear": "Löschen", + "allTimeStatistics": "Gesamtstatistiken", + "currentSeasonValue": "Aktuelle Saison: {season}", + "alertSelectSeason": "Bitte eine Saison wählen", + "seasonValue": "Saison {season}", + "alertSelectSeasonWeek": "Bitte Saison und Woche wählen", + "cumulativeValue": "Kumulativ bis {season} - {week}", + "alertSelectDate": "Bitte mindestens ein Datum wählen", + "alertStartBeforeEnd": "Startdatum muss vor Enddatum liegen", + "customRangePrefix": "Eigener Zeitraum:", + "fromDate": "Ab {date}", + "upToDate": "Bis {date}" + }, + "timeline": { + "pageTitle": "SREBOT-Geschichte", + "pageDescription": "Die Geschichte von SREBOT: von einer Idee zum Standard für SQB in War Thunder.", + "eyebrow": "Unsere Geschichte", + "heading": "Die Zeitleiste", + "servers": "{count} Server", + "scroll": "Scrollen", + "cards": { + "1": { + "label": "Ursprung", + "date": "Juni 2024", + "title": "Geboren als SNLK SQB BOT", + "description": "Im Auftrag von ImApollo als SNLK SQB BOT gestartet. Die erste Version lief nach einer Woche mit manuell eingegebenen Matchdaten und verbreitete sich bald auf weitere Server." + }, + "2": { + "label": "Scoreboards", + "date": "August 2024", + "title": "Die ersten Logs", + "description": "Der Bot automatisierte zunächst rot-grüne Diff-Scoreboards. Befehle benötigten noch manuelle Summen, ohne Tracking oder Automatisierung. Der Stil wurde stark von TheH0G (Cade) und progavman (Prog) geprägt." + }, + "3": { + "label": "Umbenennung", + "date": "Oktober 2024", + "title": "Aus SNLK wird SREBOT", + "description": "Das Projekt wuchs über seinen ursprünglichen Namen hinaus. SNLK SQB BOT wurde zu SREBOT." + }, + "4": { + "label": "Allianz", + "date": "Januar 2025", + "title": "Lux_ und unser Austausch", + "description": "Lux_ und SREBOT tauschten Wissen über War Thunders APIs und Community-Management aus. Sein Bot wurde später zu Spectra; die Zusammenarbeit blieb bestehen." + }, + "5": { + "label": "Parser", + "date": "Februar 2025", + "title": "Frovy öffnet die Tür", + "description": "Frovy zeigte uns den ersten Parser und schuf den Weg zu automatischen Scoreboards. Außerdem entdeckte er sofortige Punktaktualisierungen im Spiel." + }, + "6": { + "label": "Logs", + "date": "März 2025", + "title": "LivingTheDagor und der neue Parser", + "description": "Dagor brachte einen robusteren zweiten Parser, den SREBOT bis heute nutzt. Die Logging-Pipeline wurde dadurch deutlich informativer." + }, + "7": { + "label": "Aufschwung", + "date": "Juli 2025", + "title": "Es spricht sich herum", + "description": "Staffeln wurden aufmerksam. Immer mehr Communitys nahmen den Bot auf ihre Server." + }, + "8": { + "label": "Website", + "date": "August 2025", + "title": "Clippi baut die Website", + "description": "Clippi (Sophie) übernahm die Website, brachte uns von Replit auf richtige Infrastruktur und half beim Start und Wachstum der Seite." + }, + "9": { + "label": "Pfade", + "date": "November 2025", + "title": "Flexcorals Heatmaps", + "description": "Beim Wiederbeleben von WT Heatmaps entwickelten Flexcoral und eine Entwicklergruppe das Rendering von Minikarten und Spielerpfaden aus Replay-Daten und veröffentlichten die Grundlagen unserer heutigen Methoden." + }, + "10": { + "label": "Partnerschaft", + "date": "Januar 2026", + "title": "Zusammenarbeit mit Spectra", + "description": "Die Menge an Anfragen erforderte einen neuen Ansatz. SREBOT erhielt Spiele nun direkt von Spectra, statt jedes Match selbst herunterzuladen und zu parsen." + }, + "11": { + "label": "Monetarisierung", + "date": "April 2026", + "title": "Treibstoff für die Zukunft", + "description": "Erstmals finanzierte echtes Einkommen bessere Server und eine schnellere Entwicklung." + }, + "12": { + "label": "Clients", + "date": "Mai 2026", + "title": "Unterstützung für Client-Ports", + "description": "Wir unterstützten Client-Ports, damit andere Bots auf unserer Arbeit aufbauen konnten. AXBot machte den Anfang für die chinesische SQB-Community." + }, + "13": { + "label": "TSSBOT", + "date": "Mai 2026", + "title": "TSSBOT nimmt Gestalt an", + "description": "TSSBOT wurde konzipiert und prototypisch umgesetzt; Anfang Juni trafen die ersten Daten ein." + }, + "14": { + "label": "Heute", + "date": "Jetzt", + "title": "Wo wir heute stehen", + "description": "Automatisches Parsing durch Spectra, finanzierte Entwicklung und eine wachsende Staffel-Community prägen das Projekt heute." + } + } + } +} diff --git a/locales/en.json b/locales/en.json new file mode 100644 index 0000000..13bc906 --- /dev/null +++ b/locales/en.json @@ -0,0 +1,1008 @@ +{ + "nav": { + "home": "Home", + "live": "Live", + "leaderboards": "Leaderboards", + "docs": "Docs", + "terms": "Terms", + "premium": "Premium", + "support": "Support", + "addToDiscord": "Add to Discord", + "games": "Games", + "squadrons": "Squadrons", + "donate": "Donate", + "analytics": "Analytics", + "timeline": "Timeline" + }, + "footer": { + "services": "Services", + "matchFeed": "Match Feed", + "vehicleStats": "Vehicle Stats", + "analytics": "Analytics", + "squadronHub": "Squadron Hub", + "comparison": "Comparison", + "resources": "Resources", + "documentation": "Documentation", + "inviteBot": "Invite Bot", + "legal": "Legal", + "termsOfService": "Terms of Service", + "privacyPolicy": "Privacy Policy", + "termsAndPrivacy": "Terms & Privacy", + "meowing": "Meowing", + "websiteBy": "Website by", + "andToothless": "and Toothless" + }, + "common": { + "loading": "Loading...", + "retry": "Retry", + "backToHome": "Back to Home", + "battles": "Battles", + "wins": "Wins", + "winRate": "Win Rate", + "kills": "Kills", + "totalKills": "Total Kills", + "groundKills": "Ground Kills", + "airKills": "Air Kills", + "assists": "Assists", + "deaths": "Deaths", + "captures": "Captures", + "kdr": "KDR", + "kps": "KPS", + "rank": "Rank", + "player": "Player", + "players": "Players", + "playersCount": "players", + "vehicle": "Vehicle", + "vehicles": "Vehicles", + "squadron": "Squadron", + "squadrons": "Squadrons", + "statistics": "Statistics", + "comparison": "Comparison", + "date": "Date", + "result": "Result", + "totalBattles": "Total Battles", + "totalWins": "Total Wins", + "points": "Points", + "members": "Members", + "membersCount": "members", + "rating": "Rating", + "searchPlayerByName": "Search player by name...", + "noPlayersFound": "No players found", + "noSquadronsFound": "No squadrons found", + "noVehiclesFound": "No vehicles found", + "failedToLoad": "Failed to load data. Please try again later.", + "recordingSince": "Recording data since 01/01/2026", + "vs": "VS", + "map": "Map" + }, + "home": { + "squadronBattles": "Squadron Battles", + "madeSimple": "Made Simple", + "addToDiscord": "Add to Discord", + "learnMore": "Learn More", + "searchBySquadron": "SEARCH BY SQUADRON", + "typeSquadronName": "Type a squadron name...", + "orByPlayer": "OR BY PLAYER", + "typePlayerName": "Type a player name...", + "liveFeed": "Match Feed", + "realTimeMatches": "Find Your Matches", + "topPlayers": "Top Players", + "vehicleStatsCard": "Vehicle Stats", + "performanceMetrics": "Performance Metrics", + "analyticsCard": "Analytics", + "globalStatistics": "Global Statistics", + "squadronHubCard": "Squadron Hub", + "squadronStats": "Squadron Stats", + "comparisonCard": "Comparison", + "compareStats": "Compare Stats", + "joinServers": "Join the 500+ servers using our bot to track their performance", + "noSquadronsFound": "No squadrons found", + "noPlayersFound": "No players found", + "searchPlayersIn": "Search players in", + "ctaElev8": "Ready to ELEV8 your squadron?", + "ctaReign": "Ready to R3IGN again?", + "ctaMeow": "Meowww", + "ctaPurr": "Purrr", + "ctaRawr": "Rawr", + "supportedBy": "Supported by" + }, + "docs": { + "title": "Documentation", + "subtitle": "Everything you need to know about", + "quickNavigation": "Quick Navigation", + "gettingStarted": "Getting Started", + "commands": "Commands", + "serverSetup": "Server Setup", + "features": "Features", + "examples": "Examples", + "troubleshooting": "Troubleshooting", + "stackManager": "Stack Manager", + "welcomeMessage": "Follow these steps to get up and running.", + "inviteTheBot": "Invite the Bot", + "inviteBotDesc": "Click the \"Add to Server\" button and select your squadron's Discord server. The bot will send a welcome message with a hint to run /setup.", + "runSetupWizard": "Run the Setup Wizard", + "setupWizardDesc": "The setup wizard walks you through configuring your squadron, logs channel, and points channel in one flow:", + "setupEasiest": "This is the easiest way to get started. It will guide you through setting your squadron and choosing channels step by step.", + "youreDone": "You're Done!", + "doneDesc": "The bot will start posting points and leaderboard updates automatically. Use /autolog-management to adjust notification settings later.", + "premiumNote": "Automatic game logs (full scoreboards after each match) require a Premium subscription. Run /unlock to subscribe — $2.99/mo per server, billed through Discord.", + "manualSetup": "Manual Setup (Alternative)", + "manualSetupDesc": "If you prefer to configure things individually, you can use these commands instead:", + "allCommandsSlash": "All commands use Discord's slash command system. Type / to see available commands.", + "serverSetupAdmin": "Server Setup & Administration", + "importantNote": "Important Note", + "verifyFirst": "Always verify first! The /sq-info command confirms the bot can find your squadron in War Thunder's database, even if you're ranked very low.", + "cantFindSquadron": "If the bot can't find your squadron with /sq-info, the setup commands won't work properly.", + "botNotResponding": "Bot Not Responding", + "checkOnline": "Check if the bot is online (green status)", + "verifyPermissions": "Verify the bot has necessary permissions", + "tryDifferentChannel": "Try using commands in a different channel", + "commandsNotWorking": "Commands Not Working", + "ensureSlash": "Ensure you're using slash commands (start with /)", + "checkRolePerms": "Check if your role has permission to use bot commands", + "tryRefreshing": "Try refreshing Discord or restarting the app", + "dataNotSaving": "Data Not Saving", + "verifySendMessages": "Verify the bot has \"Send Messages\" permission", + "checkOutages": "Check if there are any Discord outages", + "contactSupport": "Contact support if the issue persists", + "needMoreHelp": "Need More Help?", + "needMoreHelpDesc": "If you need additional assistance, feel free to reach out through our support channels.", + "example": "Example", + "supportedLanguages": "Supported Languages", + "setupDesc": "Step-by-step wizard to configure the bot for your server. Sets your squadron, logs channel, and points channel in one flow.", + "recommendedForNew": "Recommended for new servers.", + "setSquadronDesc": "Store a default squadron for your Discord server. Used for logging and as a default for other commands.", + "quickLogDesc": "Set an alarm for a squadron in the current channel. Type can be Logs, Points, Leaderboard, or Both — Both sets Logs and Points together in one command. Defaults to Logs.", + "quickLogPremiumNote": "Logs (automatic game scoreboards) require a Premium subscription. Points and Leaderboard alerts are free.", + "autologDesc": "Manage autolog notifications and diagnose channel permissions. Use this to change settings after initial setup.", + "autologPremiumNote": "Automatic game logs require a Premium subscription.", + "diagnosePermsDesc": "Instantly checks whether the bot has the permissions it needs in the current channel, shows your configured autolog channels, and displays this server's Premium subscription status. Use this if scoreboards or points aren't posting.", + "squadronInformation": "Squadron Information", + "sqInfoDesc": "View detailed information about any squadron. Uses your server's default squadron if none specified.", + "sqInfoGraphDesc": "Visualise the current roster as a stacked bar chart split into core, active, and weak groups by activity and win rate (current season).", + "compDesc": "Find the last known compositions for a given squadron's battles. Free servers get 25 lookups per timeslot; Premium gets unlimited.", + "trackDesc": "Track a squadron and compare stats against the last time you checked.", + "topDesc": "Display the top 20 squadrons and their current stats.", + "sqStatsDesc": "Display a squadron's points over time as an interactive graph.", + "lossCalculatorDesc": "Calculate how many points a squadron would lose if chosen players left.", + "recentDesc": "Show the last 5 squadron battles for a squadron.", + "vsDesc": "View the head-to-head record against another squadron.", + "leaderboardLinkDesc": "Get a link to the SRE Bot global player leaderboard.", + "playerStats": "Player Stats", + "playerStatsDesc": "View detailed vehicle statistics for a player with an interactive vehicle dropdown. Supports autocomplete.", + "viewPlayerGamesDesc": "View the last 20 games for a player. Shows overall win/loss count and winrate, a per-game summary (result, opponent squadron, map, and comp played), and a deduplicated list of every unique comp the player has run. Supports autocomplete.", + "viewMatchDesc": "View the full scoreboard for a specific match. Provide a match ID directly, or search by player name to browse their last 100 games and pick one. Includes View Replay, View Paths, Chat Log, and Battle Log buttons.", + "examples2": "Examples", + "compareDesc": "Compare aggregate SQB stats between two or more players (up to 7). Shows a side-by-side comparison with the best stats highlighted. Includes a graph button to view point history over 90 days.", + "metaData": "Meta Data", + "metaManagementDesc": "Configure meta data access settings for your server.", + "metaDesc": "Search your squadron's meta roster by vehicle name.", + "settingsUtilities": "Settings & Utilities", + "languageDesc": "Change the default language of the bot. Affects the language of vehicles shown in your battle logs as well.", + "scheduleDesc": "View the current season BR schedule. Shows each week's maximum battle rating with its date range, strikethrough on past weeks, and a highlight on the current active period.", + "websiteDesc": "Get a link to the SRE Bot website for player search, leaderboards, and more.", + "creditsDesc": "View the team credited for building this bot.", + "unlockDesc": "Unlock automatic SQB game logs and unlimited /comp lookups for this server. Subscribing adds full scoreboards posted automatically to your configured channel after every match. $2.99 / month · per server · cancel anytime. Billing is handled entirely through Discord — no external account required.", + "analyticsDesc": "Advanced SQB analytics: map win rates, team compositions, player consistency, time-of-day performance, and matchup history (top opponents won against and lost to).", + "sqCardDesc": "Generate a season recap card PNG for a squadron — rating trend, win rate, top players, and more. Pick the season from the autocomplete list. Supports Dark and Light themes.", + "cardDesc": "Generate a season recap card PNG for a player. Pick the season from the autocomplete list and resolve the player by username. Supports Dark and Light themes.", + "queryDesc": "[Admin only] Run predefined database queries — squadron stats, game counts, most active players, top maps, and more. Results are ephemeral (only visible to you).", + "donateDesc": "Support the development of SRE Bot via Ko-fi.", + "botStatusDesc": "Show when the last game was received and the average TTL across recent games. Flags slow Gaijin servers.", + "premiumBadge": "Premium", + "newsDesc": "View the latest SRE Bot news and announcements.", + "stackCreateDesc": "Create a player stack to coordinate a squad before a match. A persistent embed is posted in the channel showing current members and pending applicants. The stack lasts up to 8 hours and is automatically cleaned up at the end of each SQB timeslot.", + "stackRequestToJoin": "Request to Join — Any player can apply with the vehicle they plan to fly. Applications queue up to 20 slots.", + "stackLeaveWithdraw": "Leave / Withdraw — Members can leave the stack; applicants can withdraw their application. The stack leader is prompted to transfer ownership first.", + "stackManagePanel": "Manage Stack ⚙️ — Leader-only panel with four sections:", + "stackAcceptMembers": "Accept Members — Accept or decline applicants individually or all at once. Up to 8 members total.", + "stackRemoveMembers": "Remove Members — Remove active members or queued applicants. Options: Remove All, Remove Active, Remove Queued, or Remove Selected from a dropdown.", + "stackPingMembers": "Ping Members — Ping with an optional custom message. Options: Ping All (members + queue, excluding leader), Ping Active (members only), Ping Queued (applicants only), or Ping Selected from a dropdown.", + "stackRenameStack": "Rename Stack — Set a custom name for the stack. Appears as the embed title and in ping messages instead of the default \"[Leader]'s Stack\".", + "stackDisbandStack": "Disband Stack — Leader can end the stack early.", + "stackManageDesc": "Re-posts your active stack embed to the current channel. Use this if the original embed was deleted or lost after a bot restart. All existing members and queue data are preserved.", + "translation": "Translation", + "translateContextMenu": "Right-click message → Apps → Translate Message", + "translateDesc": "Translate any message using Discord's context menu. Right-click (or long-press on mobile) a message and select Apps → Translate Message.", + "viewAllLanguages": "View All Supported Languages", + "serverSetupSubtitle": "Configure {botName} for optimal performance in your squadron's Discord server.", + "requiredPermissions": "Required Permissions", + "sendMessages": "Send Messages", + "useSlashCommands": "Use Slash Commands", + "embedLinks": "Embed Links", + "readMessageHistory": "Read Message History", + "recommendedChannelSetup": "Recommended Channel Setup", + "recommendedChannelDesc": "Create a dedicated channel like #squadron-battles for tracking and statistics. This keeps your battle data organized and easily accessible.", + "roleConfiguration": "Role Configuration", + "roleConfigurationDesc": "Assign appropriate roles to squadron members who can record battle results. We recommend limiting this to squadron officers and leaders.", + "premiumSectionSubtitle": "Automatic SQB game logs are a Premium feature, unlocked per server via Discord's native subscription system.", + "whatsIncluded": "What's included", + "premiumInclude1": "Full scoreboard posted automatically to your configured channel after every SQB match", + "premiumInclude2": "Unlimited /comp lookups (free servers get 25 per timeslot)", + "premiumInclude3": "All existing free features (points alarms, leaderboard, stats commands, etc.) remain free", + "pricingBilling": "Pricing & billing", + "pricingBillingDesc": "$2.99 / month · per server · cancel anytime. Billing is managed entirely through Discord — no external account or payment processor. Subscriptions auto-renew and can be cancelled at any time from your Discord settings.", + "howToSubscribe": "How to subscribe", + "subscribe1": "Run /unlock in your server (server admin required)", + "subscribe2": "Click the Subscribe button in the bot's reply", + "subscribe3": "Complete checkout inside Discord — the bot activates immediately", + "cancellation": "Cancellation", + "cancellationDesc": "When a subscription lapses or is cancelled, the bot automatically stops posting game logs for that server on the next autolog cycle. No manual action is needed.", + "realTimeStatistics": "Real-time Statistics", + "realTimeStatisticsDesc": "Track wins, losses, and performance metrics in real-time.", + "battleHistory": "Battle History", + "battleHistoryDesc": "Comprehensive history of all recorded Squadron Battles.", + "leaderboardsFeature": "Leaderboards", + "leaderboardsFeatureDesc": "Compare your squadron's performance with others using /top.", + "playerTracking": "Player Tracking", + "playerTrackingDesc": "Individual player statistics and ThunderSkill integration.", + "smartAlerts": "Smart Alerts", + "smartAlertsDesc": "Automated alarms and notifications for squadron activities.", + "multiLanguageSupport": "Multi-language Support", + "multiLanguageSupportDesc": "Translation features and customizable vehicle languages.", + "timeCoordination": "Time Coordination", + "timeCoordinationDesc": "UTC and local time tools for global squadron coordination.", + "advancedSearch": "Advanced Search", + "advancedSearchDesc": "Find player competitions and detailed squadron information.", + "dataSecurity": "Data Security", + "dataSecurityDesc": "Your data is secure and never shared or sold.", + "usageExamples": "Usage Examples", + "quickSetupRecommended": "Quick Setup (Recommended)", + "quickSetupDesc": "Run the setup wizard. It walks you through setting your squadron, choosing a logs channel, and choosing a points channel — all in one flow.", + "comparingPlayers": "Comparing Players", + "comparingPlayersDesc": "Compare up to 7 players side-by-side. The best stat in each category is highlighted, and the overall best player gets a star. Click \"Show Graph\" to see their point history.", + "checkingSquadronInfo": "Checking Squadron Info", + "verifySquadronDesc": "Verify that a squadron exists and view its details. Use this to confirm the bot can find your squadron before setup.", + "recentBattlesDesc": "See the last 5 battles played by a squadron.", + "headToHeadDesc": "View your head-to-head record against another squadron.", + "backToHome": "Back to Home", + "termsAndPrivacy": "Terms & Privacy", + "seasonRecapCardTitle": "Season Recap Card", + "seasonRecapCardDesc": "Generate a shareable PNG summary of any squadron's season — rating curve, rolling win rate, K/D, top vehicle, MVP, and more. Available from the \"Season Card\" button on every squadron's profile page.", + "playerRecapCardTitle": "Player Season Recap", + "playerRecapCardDesc": "Generate a shareable PNG summary of any player's season — rating trail across squadrons, rolling win rate, K/D, battle cadence, best match, and more. Available from the \"Season Recap\" button on every player's profile page.", + "tierOverview": "Tier overview", + "tierOverviewDesc": "Autologging is available on three tiers. Each tier caps how many squadrons can have Logs and Points enabled. Over-cap squadrons remain in your preferences and resume automatically after you upgrade.", + "tierStandardLine": "$2.99 — up to 10 squadrons each for Logs and Points, no wildcard support.", + "tierProLine": "up to 25 squadrons each for Logs and Points, plus wildcard (`*` / `all` / `everything`) support.", + "tierMaxLine": "unlimited squadrons, wildcards, and early access to new features.", + "voiceChannelTally": "Voice Channel Tally", + "tallyIntro": "Track a live SQB scoreline right in your Discord voice channel's status. As games finish, the bot updates the channel status to a running record like 2W-1L: Win against ENEMY. This is a premium feature, and you must be connected to the voice channel.", + "tallyClaimDesc": "Start tracking a player or squadron on your current voice channel. Provide a username or a squadron (not both). The status starts at 0W-0L and updates as matching games finish.", + "tallyTransferDesc": "Switch the active tally to a different player, keeping the current win–loss count.", + "tallyClearDesc": "Clear the active tally on your current voice channel and reset its status. A tally also clears automatically after 1 hour of inactivity or once everyone leaves the channel." + }, + "terms": { + "pageTitle": "Terms of Service & Privacy Policy", + "lastUpdated": "Last updated: April 2026", + "termsOfService": "Terms of Service", + "byUsing": "By using", + "youAgree": ", you agree to the following:", + "useResponsibly": "Use Responsibly", + "useResponsiblyDesc": "Do not attempt to overload, spam or otherwise break the bot.", + "noFunnyBusiness": "No Funny Business", + "noFunnyBusinessDesc": "Do not attempt to reverse engineer, or violate the Discord ToS or any other Guild Rules", + "statsAsIs": "Stats Are As-Is", + "statsAsIsDesc": "All data and statistics are provided \"as is\" without warranty of any kind, express or implied. We make reasonable efforts to ensure accuracy but do not guarantee that any information is complete, current, or error-free.", + "uptimeNotGuaranteed": "Uptime Not Guaranteed", + "uptimeNotGuaranteedDesc": "The bot is provided on an \"as available\" basis. We do not guarantee uninterrupted or error-free operation. The service may be temporarily unavailable due to maintenance, updates, or technical issues.", + "weCanBanYou": "We Can Ban You", + "weCanBanYouDesc": "If you break the rules, we can remove your access.", + "privacyPolicy": "Privacy Policy", + "infoWeCollect": "1. Information We Collect", + "collectsFollowing": "collects the following information to provide its services:", + "discordUserIds": "Discord User IDs:", + "discordUserIdsDesc": "Unique identifiers to track individual users", + "squadronIds": "Squadron IDs:", + "squadronIdsDesc": "Discord server/guild identifiers to organize squadron data", + "battleData": "Battle Data:", + "battleDataDesc": "Win/loss records, battle timestamps, and related statistics", + "commandUsage": "Command Usage:", + "commandUsageDesc": "Basic logging of bot commands used for service improvement", + "howWeUse": "2. How We Use Your Information", + "usedExclusively": "The collected information is used exclusively for:", + "trackingPerformance": "Tracking Squadron Battle performance and statistics", + "providingHistorical": "Providing historical data and analytics", + "improvingBot": "Improving bot functionality and user experience", + "troubleshootingIssues": "Troubleshooting technical issues", + "dataStorage": "3. Data Storage and Security", + "dataStoredSecurely": "Your data is stored securely with the following protections:", + "encryptedServers": "Data is stored on secure servers with encryption", + "limitedAccess": "Access is limited to authorized personnel only", + "regularBackups": "Regular backups ensure data integrity", + "dataSharing": "4. Data Sharing", + "weDoNot": "We do NOT:", + "sellData": "Sell your personal information to third parties", + "shareData": "Share your data with external organizations", + "useForAds": "Use your data for advertising or marketing purposes", + "transferData": "Transfer your data outside our secure systems", + "dataRetention": "5. Data Retention", + "dataRetentionDesc": "We retain your data for as long as necessary to provide our services. Battle statistics and squadron data are kept to maintain historical records and analytics.", + "discordIntegration": "6. Discord Integration", + "discordIntegrationDesc": "This Bot operates within Discord's ecosystem and is subject to Discord's Privacy Policy. We only access information necessary for bot functionality through Discord's official API.", + "ageRestrictions": "7. Age Restrictions", + "ageRestrictionsDesc": "The Bot is intended for users who meet Discord's minimum age requirements (13+ or as required by local law).", + "changesToPolicy": "8. Changes to Privacy Policy", + "changesToPolicyDesc": "We may update this Privacy Policy from time to time.", + "premiumTitle": "Premium Subscription Terms", + "premiumWhatYouGet": "1. What Premium Includes", + "premiumWhatYouGetDesc": "A Premium subscription unlocks the following features for the subscribed Discord server:", + "premiumFeature1": "Automatic scoreboard posts after every SQB match", + "premiumFeature2": "Path / movement maps", + "premiumFeature3": "Chat & battle logs", + "premiumFeature4": "Replay lookups", + "premiumFeature5": "Unlimited /comp lookups (free servers are limited to 15 per timeslot)", + "premiumBilling": "2. Billing & Payment", + "premiumBillingDesc": "Premium is billed at $2.99 USD per month per Discord server. Payment is processed through Discord's native subscription system or through our website via Whop. You are responsible for ensuring your payment method is valid and has sufficient funds. Subscriptions auto-renew at the end of each billing period unless cancelled.", + "premiumCancellation": "3. Cancellation", + "premiumCancellationDesc": "You may cancel your subscription at any time. For Discord subscriptions, go to User Settings → Subscriptions in Discord. For website subscriptions, manage your billing at whop.com/billing. Upon cancellation, your Premium features remain active until the end of your current billing period. After that, your server reverts to the free tier — no data is lost.", + "premiumRefunds": "4. Refunds", + "premiumRefundsDesc": "Subscription fees are non-refundable. Partial-month usage is not prorated. If you cancel mid-cycle, you retain access until the end of that billing period but are not entitled to a refund for the remaining time. Refunds for billing errors or duplicate charges may be issued at our discretion — contact support with your Discord Server ID and proof of payment.", + "premiumPriceChanges": "5. Price Changes", + "premiumPriceChangesDesc": "We reserve the right to change subscription pricing at any time. Existing subscribers will be given at least 30 days' notice before any price increase takes effect. If you do not agree with a price change, you may cancel before the new price applies.", + "premiumTermination": "6. Termination of Premium Access", + "premiumTerminationDesc": "We reserve the right to revoke Premium access without refund if a server violates these Terms of Service, including but not limited to abuse of bot features, attempts to circumvent usage limits, or violation of Discord's Terms of Service.", + "serviceAvailabilityTitle": "Service Availability & Liability", + "serviceNoWarranty": "1. No Warranty", + "serviceNoWarrantyDesc": "THE SERVICE IS PROVIDED \"AS IS\" AND \"AS AVAILABLE\" WITHOUT WARRANTIES OF ANY KIND, WHETHER EXPRESS, IMPLIED, OR STATUTORY, INCLUDING BUT NOT LIMITED TO IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND NON-INFRINGEMENT. We do not warrant that the service will be uninterrupted, timely, secure, or error-free.", + "serviceLiability": "2. Limitation of Liability", + "serviceLiabilityDesc": "TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, IN NO EVENT SHALL WE BE LIABLE FOR ANY INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL, OR PUNITIVE DAMAGES, OR ANY LOSS OF PROFITS OR REVENUE, WHETHER INCURRED DIRECTLY OR INDIRECTLY, OR ANY LOSS OF DATA, USE, GOODWILL, OR OTHER INTANGIBLE LOSSES, RESULTING FROM YOUR USE OF OR INABILITY TO USE THE SERVICE. Our total liability for any claim arising from these terms or the service shall not exceed the amount you paid us in the three (3) months preceding the claim.", + "serviceCredits": "3. Service Interruptions & Credits", + "serviceCreditsDesc": "In the event of an extended, unplanned service outage affecting Premium features for more than 72 consecutive hours, affected Premium subscribers may request a service credit by contacting support. Credits are issued at our sole discretion and are applied as an extension of the current billing period — not as monetary refunds. Scheduled maintenance windows, third-party outages (Discord, Gaijin API), and events beyond our reasonable control are excluded.", + "serviceForceM": "4. Force Majeure", + "serviceForceMDesc": "We shall not be liable for any failure or delay in performance resulting from causes beyond our reasonable control, including but not limited to: natural disasters, war, terrorism, pandemics, power outages, internet disruptions, Discord platform outages, Gaijin Entertainment API changes or unavailability, government actions, or any other force majeure event.", + "disclaimer": "Disclaimer", + "warThunderDisclaimer": "is an independent Discord bot and is not affiliated with, endorsed by, or associated with Gaijin Entertainment or War Thunder. War Thunder is a trademark of Gaijin Entertainment.", + "acknowledgement": "By using", + "acknowledgementEnd": ", you acknowledge that you have read, understood, and agree to be bound by these Terms of Service and Privacy Policy." + }, + "premium": { + "upgradeTitle": "Upgrade Your Squadron", + "heroDesc": "Every SQB result posted to your channel the moment it ends — scoreboards, battle logs, movement maps, and replays, all hands-free.", + "instantScoreboards": "Instant Scoreboards", + "viewPaths": "View Paths", + "chatBattleLogs": "Chat & Battle Logs", + "replayLookups": "Replay Lookups", + "free": "Free", + "perMonth": "/mo", + "alwaysFree": "Always free", + "noCardNeeded": "no card needed", + "included": "Included", + "manualLookups": "Manual Game Lookups", + "playerStats": "Player Stats & Profiles", + "leaderboards": "Leaderboards", + "stickWithFree": "Stick with Free", + "premiumLabel": "Premium", + "perServer": "per server", + "cancelAnytime": "cancel anytime", + "everythingInFree": "Everything in Free, Plus", + "autoScoreboards": "Auto Scoreboard Posts", + "pathMaps": "Path / Movement Maps", + "chatLogs": "Chat & Battle Logs", + "replayLookupsFeature": "Replay Lookups", + "unlimitedComp": "Unlimited /comp Lookups", + "prioritySupport": "Priority Support", + "subscribeNow": "Subscribe Now", + "comingSoon": "Coming Soon", + "serverIdInfo": "You'll need your", + "discordServerId": "Discord Server ID", + "duringCheckout": "during checkout.", + "developerMode": "Developer Mode", + "rightClickServer": "Right-click server", + "copyId": "Copy ID", + "successTitle": "Premium Activated", + "successDesc": "Your subscription is being set up. The bot will have premium access for your server within a few minutes.", + "whatHappensNext": "What happens next", + "autoLogging": "Auto-logging activates for your server", + "setLogChannel": "Set your log channel with", + "everyResult": "Every SQB result posts automatically", + "readSetupGuide": "Read the setup guide", + "tierStandardName": "Standard", + "tierProName": "Pro", + "tierMaxName": "Max", + "squadCap": "Log up to {cap} squadrons", + "squadCapUnlimited": "Log unlimited squadrons", + "everythingInStandard": "Everything in Standard", + "everythingInPro": "Everything in Pro", + "wildcardSupport": "Wildcard logging (*, all, everything)", + "noSquadCap": "No squadron cap", + "earlyAccessFeatures": "Early access to new features" + }, + "player": { + "totalBattles": "Total Battles", + "totalWins": "Total Wins", + "vehicleStatistics": "Vehicle Statistics", + "cumulative": "Cumulative", + "individual": "Individual", + "filterBy": "Filter by:", + "allTime": "All Time", + "dateRange": "Date Range", + "season": "Season", + "week": "Week", + "session": "Session", + "dateType": "Date Type:", + "last7Days": "Last 7 Days", + "last30Days": "Last 30 Days", + "last90Days": "Last 90 Days", + "customRange": "Custom Range", + "specificDate": "Specific Date", + "filterType": "Filter Type:", + "fullSeason": "Full Season", + "specificWeek": "Specific Week", + "from": "From:", + "to": "To:", + "timeslot": "Timeslot", + "fullDay": "Full Day", + "selectSeason": "Season:", + "selectWeek": "Week:", + "selectSeasonFirst": "Select season first", + "pleaseSelect": "Please select an option", + "searchVehicles": "Search vehicles...", + "resetFilters": "Reset Filters", + "vehiclesShown": "vehicles shown", + "gamesShown": "games shown", + "noVehicleData": "No vehicle data available", + "noVehiclesForRange": "No vehicles found for the selected date range, or this player has no data yet.", + "switchToCards": "Switch to Card View", + "switchToTable": "Switch to Table View", + "loadingTimeline": "Loading timeline...", + "noTimelineData": "No timeline data yet.", + "timelineUnavailable": "Timeline unavailable.", + "loadingGameRecords": "Loading game records...", + "unableToLoadRecords": "Unable to load game records", + "failedToFetch": "Failed to fetch game data. Please try again later.", + "noGameRecords": "No game records found", + "noGamesYet": "This player hasn't played any recorded games yet.", + "collapseChart": "Collapse chart", + "loadingChartData": "Loading chart data...", + "noHistoricalData": "No historical data yet.", + "chartUnavailable": "Chart unavailable.", + "relative": "Relative", + "uidLabel": "Player UID" + }, + "squadrons": { + "title": "Squadron Hub", + "subtitle": "Discover squadrons, view statistics, and track performance", + "findSquadron": "Find a Squadron", + "searchPlaceholder": "Search squadrons by name...", + "totalSquadrons": "Total Squadrons", + "totalPlayers": "Total Players", + "totalBattles": "Total Battles", + "avgWinRate": "Avg Win Rate", + "topSquadrons": "Top Squadrons", + "viewFullLeaderboard": "View Full Leaderboard", + "loadingSquadrons": "Loading squadron data...", + "noSquadronData": "No squadron data available yet.", + "failedToLoad": "Failed to load squadron data. Please try again later.", + "backToSquadronHub": "Back to Squadron Hub", + "squadronPoints": "Squadron Points", + "squadronMembers": "Squadron Members", + "performance": "Performance", + "performanceNoData": "No performance data available for the selected range.", + "quickDetails": "Quick Details", + "noMembersFound": "No members found", + "noRecordedMembers": "This squadron has no recorded members yet.", + "squadronGames": "Squadron Games", + "loadingSquadronGames": "Loading squadron game records...", + "noSquadronGames": "No game records found for this squadron.", + "retryLoadGames": "Retry", + "searchMapPlaceholder": "Search by map..." + }, + "leaderboard": { + "playersTitle": "Players Leaderboard", + "playersSubtitle": "Top War Thunder players ranked by performance", + "vehiclesTitle": "Vehicle Kills Leaderboard", + "vehiclesSubtitle": "Top War Thunder vehicles ranked by total kills", + "squadronsTitle": "Squadron Leaderboard", + "squadronsSubtitle": "Top War Thunder squadrons ranked by performance", + "statsTitle": "Global Statistics", + "statsSubtitle": "Overall squadron battle statistics and meta information", + "comparisonTitle": "Comparison Tool", + "comparisonSubtitle": "Compare players and vehicles side-by-side", + "comparisonHint": "Compare stats to find the best performers and vehicles", + "compareSquadrons": "Compare Squadrons", + "comparePlayers": "Compare Players", + "compareVehicles": "Compare Vehicles", + "playersAndVehicles": "Players + Vehicles", + "failedToLoadLeaderboard": "Failed to load leaderboard data. Please try again later.", + "failedToLoadVehicles": "Failed to load vehicle leaderboard", + "failedToLoadSquadrons": "Failed to load squadron leaderboard", + "noResultsYet": "No results yet. Add squadrons/players to begin.", + "searchSquadron": "Search Squadron", + "searchBySquadronName": "Search by squadron name...", + "minPlayers": "Min Players", + "minPlayersPlaceholder": "Min players", + "resetFilters": "Reset Filters", + "squadronsShown": "squadrons shown", + "playersShown": "players shown", + "page": "page", + "of": "of", + "loadingSquadronLeaderboard": "Loading squadron leaderboard...", + "loadingPlayerLeaderboard": "Loading player leaderboard...", + "loadingComparisonData": "Loading comparison data...", + "unableToFetch": "Unable to fetch leaderboard data. Please try again.", + "noSquadronsInLeaderboard": "No squadrons found in leaderboard.", + "noPlayersInLeaderboard": "No players found in leaderboard.", + "loadingGlobalStats": "Loading global statistics...", + "failedToLoadStats": "Failed to load statistics", + "unableToFetchStats": "Unable to fetch statistics data. Please try again.", + "mostPopularVehicles": "Most Popular Vehicles", + "vehicleKillsLeaderboardTitle": "Vehicle Kills Leaderboard", + "avgWinRate": "Average Win Rate", + "avgKillsPerPlayer": "Average Kills/Player", + "loadingVehicleKills": "Loading vehicle kills data...", + "apiNotLoaded": "API client not properly loaded. Please refresh the page.", + "failedToInitApi": "Failed to initialize API client", + "noStatsData": "No statistics data available", + "totalPlayersCard": "Total Players", + "activePlayers": "Active Players", + "vehiclesUsed": "Vehicles Used", + "differentVehicles": "Different Vehicles", + "squadronBattlesLabel": "Squadron Battles", + "noVehicleData": "No vehicle data available", + "mostPopular": "Most Popular", + "timesUsed": "Times Used", + "failedToLoadVehicleKills": "Failed to load vehicle kills data", + "lastUpdated": "Last updated", + "searchPlayer": "Search Player", + "searchByPlayerName": "Search by player name...", + "minimumBattles": "Minimum Battles", + "minBattlesPlaceholder": "Min battles", + "searchSquadronsPlaceholder": "Search squadrons...", + "sortBy": "Sort By", + "kdRatio": "KD Ratio", + "killsPerSpawn": "Kills Per Spawn", + "caps": "Caps", + "timePeriod": "Time Period", + "allTime": "All Time", + "dateRange": "Date Range", + "season": "Season", + "week": "Week", + "dateType": "Date Type", + "last7Days": "Last 7 Days", + "last30Days": "Last 30 Days", + "last90Days": "Last 90 Days", + "customRange": "Custom Range", + "from": "From", + "to": "To", + "timeslot": "Timeslot", + "fullDay": "Full Day", + "selectSeason": "Select season...", + "selectWeek": "Select week...", + "failedToLoadComparison": "Failed to load comparison data", + "pleaseRefresh": "Please try refreshing the page", + "playerComparison": "Player Comparison", + "squadronComparison": "Squadron Comparison", + "vehicleComparison": "Vehicle Comparison", + "playersVehiclesComparison": "Players + Vehicles Comparison", + "addPlayersToCompare": "Add Players to Compare:", + "addSquadronsToCompare": "Add Squadrons to Compare:", + "addVehiclesToCompare": "Add Vehicles to Compare:", + "addPlayerVehicleCombos": "Add Player + Vehicle Combinations:", + "searchSelectPlayers": "Search and select players...", + "typeSquadronName": "Type a squadron name...", + "searchSelectVehicles": "Search and select vehicles...", + "searchForPlayers": "Search for players...", + "selectPlayersToCompare": "Search and select players above to compare their stats", + "selectSquadronsToCompare": "Search and select squadrons above to compare their stats", + "selectVehiclesToCompare": "Search and select vehicles above to compare their stats", + "selectPlayersVehiclesToCompare": "Search and select players above, then choose their vehicles to compare different player-vehicle combinations", + "selectVehicleFor": "Select vehicle for", + "selectAVehicle": "-- Select a vehicle --", + "noVehiclesForPlayer": "No vehicles found for this player", + "noPlayerVehicleSelected": "No player-vehicle combinations selected", + "noPlayersSelected": "No players selected", + "noVehiclesSelected": "No vehicles selected", + "noSquadronsSelected": "No squadrons selected", + "statistic": "Statistic", + "totalDeaths": "Total Deaths", + "totalAssists": "Total Assists", + "totalCaptures": "Total Captures", + "killsPerSpawnShort": "Kills/Spawn", + "avgWinRateShort": "Avg Win Rate", + "avgKillsPlayerShort": "Avg Kills/Player", + "avgKillsMember": "Avg Kills/Member", + "avgBattlesMember": "Avg Battles/Member", + "serverError500": "Server error (500) - The API is temporarily unavailable. Please try again in a few moments.", + "apiEndpoint404": "API endpoint not found (404) - Please check server configuration.", + "networkError": "Network error - Unable to connect to server. Please check your connection.", + "viewFullLeaderboard": "View Full Leaderboard", + "vehicleName": "Vehicle Name", + "searchVehiclePlaceholder": "Search specific vehicle...", + "minKills": "Min Kills", + "any": "Any", + "perPage": "Per Page", + "clear": "Clear", + "vehicleAndPlayer": "Vehicle & Player", + "loadingVehicleLeaderboard": "Loading vehicle leaderboard...", + "vehiclesShown": "vehicles shown", + "minBattlesPerVehicle": "Minimum 3 battles per vehicle required", + "minimumBattlesRequired": "Minimum 5 battles required", + "allSeasons": "All Seasons", + "allWeeks": "All Weeks", + "allBR": "All BR" + }, + "games": { + "title": "Match History", + "subtitle": "Search and browse squadron battle matches", + "searchPlaceholder": "Search by player name or UID...", + "filterByMap": "Filter by Map", + "allMaps": "All Maps", + "search": "Search", + "noResults": "No matches found", + "matchDetail": "Match Detail", + "chatLog": "Chat Log", + "battleLog": "Battle Log", + "duration": "Duration", + "mode": "Mode", + "winningTeam": "Winning Team", + "losingTeam": "Losing Team", + "viewMatch": "View Match", + "loadingMatch": "Loading match data...", + "matchNotFound": "Match not found", + "searchingGames": "Searching games...", + "recentMatches": "Recent Matches", + "noChatLog": "No chat log available", + "noBattleLog": "No battle log available", + "replayVideo": "Replay Video", + "generatingVideo": "Generating replay video…", + "videoFirstLoad": "First load may take up to a minute", + "videoUnavailable": "Replay video unavailable for this match", + "modeGround": "Ground", + "modeAir": "Air", + "squadronPlaceholder": "Squadron name...", + "loadingReplay": "Loading Replay..." + }, + "errors": { + "pageNotFound": "Page Not Found", + "error": "Error", + "oopsNotFound": "Oops! The page you're looking for doesn't exist. It might have been moved, deleted, or you entered the wrong URL.", + "searchError": "Search error. Please try again." + }, + "js": { + "openingDiscordInvite": "Opening Discord invite!", + "errorOpeningInvite": "Error opening invite link. Please try again later.", + "gettingSupportLink": "Getting support server link...", + "openingSupportServer": "Opening support server!", + "errorGettingSupport": "Error getting support link. Please try again later.", + "failedToUpdateStats": "Failed to update stats", + "konamiActivated": "Achievement Unlocked: Secret Code!", + "noPlayersFound": "No players found", + "searchError": "Search error. Please try again.", + "killsSuffix": "kills", + "winRateSuffix": "win rate", + "noSquadronsFound": "No squadrons found" + }, + "index": { + "subtitle1": "The Best Squadron Battles Utility", + "subtitle2": "Boris Stats but Better", + "subtitle3": "The largest SQB dataset", + "subtitle4": "Public and Free information for all" + }, + "seasonCard": { + "buttonLabel": "Season Card", + "buttonDisabledTitle": "Squadron lookup incomplete — card unavailable", + "modalTitle": "Season Card", + "seasonLabel": "Season", + "themeLabel": "Theme", + "themeDark": "Dark", + "themeLight": "Light", + "generate": "Generate", + "loadingSeasons": "Loading seasons…", + "generating": "Generating…", + "failedSeasons": "Failed to load seasons.", + "failedGenerate": "Failed to generate recap card.", + "inProgressSuffix": "(in progress)", + "imgRecapSuffix": "RECAP", + "imgHeroFinalRating": "Final Rating", + "imgHeroMatches": "Matches", + "imgHeroWinRate": "Win Rate", + "imgHeroKD": "K/D", + "imgAxisRating": "Rating", + "imgAxisWinRate": "Win Rate (%)", + "imgStatPeakRating": "Peak rating", + "imgStatRatingChange": "Rating change", + "imgStatPlaceFinished": "Place finished", + "imgStatTotalKills": "Total kills", + "imgStatTotalDeaths": "Total deaths", + "imgStatAssistsCaptures": "Assists / captures", + "imgStatMostPlayedVehicle": "Most-played vehicle", + "imgStatMVP": "MVP", + "imgStatMostActive": "Most active", + "imgStatLongestWinStreak": "Longest win streak", + "imgStatMostCommonOpponent": "Most common opponent", + "imgUnitKills": "kills", + "imgUnitAssists": "assists", + "imgUnitCaptures": "captures", + "imgUnitGames": "games", + "imgUnitMatches": "matches", + "imgUnitWins": "Wins", + "imgUnitLosses": "Losses", + "imgGroundShort": "G", + "imgAirShort": "A", + "imgFooterGenerated": "generated", + "imgPlaceholderNoData": "No data for {short} in {season}", + "buttonLabelPlayer": "Season Recap", + "buttonDisabledTitlePlayer": "Player lookup incomplete — recap unavailable", + "modalTitlePlayer": "Player Season Recap", + "imgHeroBattles": "Battles", + "imgHeroTotalKills": "Total Kills", + "imgAxisBattles": "Battles (7d)", + "imgAxisKD": "K/D", + "imgStatBestMatch": "Best match", + "imgStatSquadronsRepresented": "Squadrons represented", + "imgStatFrequentTeammate": "Most frequent teammate", + "imgStatLongestSession": "Longest session", + "imgStatMostActiveDay": "Most active day (UTC)", + "imgStatMostCommonOppSquadron": "Most common opposing squadron", + "imgStatPeakSquadronRating": "Peak squadron rating", + "imgUnitSlotNA": "NA", + "imgUnitSlotEU": "EU", + "imgUnitNoSquadron": "no sq", + "imgUnitVs": "vs", + "imgUnitTogether": "matches together", + "imgStatKDAC": "K / D / A / C", + "imgPlaceholderNoDataPlayer": "No data for {nick} in {season}", + "imgUIDLabel": "UID", + "imgBestMatchLine": "{vehicle} · GK {gk} / AK {ak} / AS {assists} / CAP {cap} / D {deaths} · {date}" + }, + "live": { + "air": "AIR", + "gnd": "GND", + "ast": "AST", + "dth": "DTH", + "cap": "CAP", + "squadronBattle": "Squadron Battle", + "randomBattle": "Random Battle" + }, + "analytics": { + "pageTitle": "SQB Analytics", + "pageSubtitle": "Deep-dive analytics for any squadron, player, or vehicle.", + "modeSquadron": "Squadron", + "modePlayer": "Player", + "modeVehicle": "Vehicle", + "tabMaps": "Map Win Rates", + "tabSquadmates": "Common Squadmates", + "tabComps": "Team Compositions", + "tabConsistency": "Player Consistency", + "tabTime": "Time of Day", + "tabMatchups": "Matchup History", + "pickSquadron": "Search any squadron to see their analysis", + "pickPlayer": "Search any player to view their analysis", + "pickVehicle": "Search a vehicle to view its analysis", + "noData": "No data in this range.", + "loading": "Loading…", + "loadError": "Failed to load analytics.", + "compComingSoon": "Team composition analysis coming soon.", + "compTopVehiclesTitle": "Top Vehicles", + "compCompositionsTitle": "Recurring Match Compositions", + "compCompositionsMeta": "Lineups with at least {min} vehicles, sorted by matches played", + "compMatchesAnalyzed": "matches analyzed", + "compNoRepeats": "No lineup of that size was fielded in this range.", + "compColVehicle": "Vehicle", + "compColSpawns": "Spawns", + "compColMatches": "Matches", + "compColShare": "Match %", + "compColLineup": "Lineup", + "compColTypes": "Comp", + "compTypeFighters": "Fighters", + "compTypeBombers": "Bombers", + "compTypeHelicopters": "Helicopters", + "compTypeLight": "Light Tank", + "compTypeTanks": "Tanks", + "compTypeSPAA": "SPAA", + "compTypeSPAATooltip": "Anti-Aircraft/SPAA", + "compTypeUnknown": "Unknown", + "compSearchPresetLabel": "Preset comp", + "compSearchPresetAll": "All comps", + "compSearchPresetHint": "Built from this squadron's own comp history", + "compSearchTypesLabel": "Types", + "compTypeCapsHint": "Max 8 total · max 4 aviation (F + B + H)", + "compSearchRefineLabel": "Refine by", + "compRefineHint": "Set a count above to pick specific vehicles for that type.", + "compRefineAny": "Any {type}", + "compSearchCustomLabel": "Custom", + "compSearchAddVehicle": "Specific vehicle", + "compSearchVehiclesLabel": "Vehicles", + "compSearchApply": "Apply", + "compSearchReset": "Reset", + "compSearchMatches": "Showing {shown} of {total} comps", + "compSearchNoMatches": "No comps match the selected filter.", + "compSearchGamesShort": "games", + "colMap": "Map", + "colWins": "W", + "colLosses": "L", + "colWinRate": "WR", + "colBar": "", + "colShared": "Shared", + "colUid": "UID", + "colGames": "Games", + "colPlayer": "Player", + "colAvgKills": "Avg K", + "colAvgDeaths": "Avg D", + "colScore": "Score", + "colHour": "Hour (UTC)", + "colSquadron": "Squadron", + "colTotal": "Total", + "matchupsWonHeader": "Most Won Against", + "matchupsLostHeader": "Most Lost To", + "uniqueOpponents": "unique opponents", + "euTimeslot": "EU Timeslot", + "naTimeslot": "NA Timeslot", + "offPeak": "Off-Peak", + "radarMetaMaps": "top {shown} of {total} maps · min {min} games", + "radarMetaSquadmates": "top {shown} of {total} squadmates · min {min} shared games", + "radarTooFewMaps": "Not enough data to render the graph — need at least 3 maps with {min}+ games in this filter.", + "radarTooFewSquadmates": "Not enough data to render the graph — need at least 3 squadmates with {min}+ shared games in this filter.", + "radarFootnoteMaps": "{count} less-played maps hidden — see full table", + "radarFootnoteSquadmates": "{count} less-played squadmates hidden — see full table", + "tabTimeline": "K/D Timeline", + "tabTopPlayers": "Top Players", + "tabTopSquadrons": "Top Squadrons" + }, + "playerModal": { + "viewFullProfile": "View Full Profile →", + "close": "Close", + "overview": "Overview", + "vehicles": "Vehicles", + "sessions": "Sessions", + "loadingPlayerData": "Loading player data...", + "kdr": "KDR", + "kps": "KPS", + "winRate": "Win Rate", + "battles": "Battles", + "wins": "Wins", + "totalBattles": "Total Battles", + "totalKills": "Total Kills", + "airKills": "Air Kills", + "groundKills": "Ground Kills", + "assists": "Assists", + "deaths": "Deaths", + "captures": "Captures", + "clickToSwitchMetric": "Click to switch metric", + "clickToCycle": "click to cycle", + "noChartData": "No chart data", + "noVehicleData": "No vehicle data", + "noSessionData": "No session data", + "date": "Date", + "vehicle": "Vehicle", + "ground": "Ground", + "air": "Air", + "result": "Result", + "unknown": "Unknown", + "failedToLoadPlayerData": "Failed to load player data" + }, + "replay": { + "playPause": "Play/Pause", + "crashed": "crashed", + "destroyed": "destroyed", + "hit": "hit" + }, + "dateFilter": { + "allTime": "All Time", + "currentSeason": "Current Season", + "bySeason": "By Season", + "cumulative": "Cumulative", + "customRange": "Custom Range", + "selectSeason": "Select Season", + "selectSeasonDots": "Select a season...", + "selectWeek": "Select Week", + "selectWeekDots": "Select a week...", + "entireSeason": "Entire Season", + "applyFilter": "Apply Filter", + "cumulativeHelp": "View statistics accumulated up to a specific point in time", + "season": "Season", + "upToWeek": "Up to Week", + "applyCumulativeFilter": "Apply Cumulative Filter", + "startDate": "Start Date", + "endDate": "End Date", + "applyCustomRange": "Apply Custom Range", + "activeFilter": "Active Filter:", + "clear": "Clear", + "allTimeStatistics": "All Time Statistics", + "currentSeasonValue": "Current Season: {season}", + "alertSelectSeason": "Please select a season", + "seasonValue": "Season {season}", + "alertSelectSeasonWeek": "Please select both season and week", + "cumulativeValue": "Cumulative up to {season} - {week}", + "alertSelectDate": "Please select at least one date", + "alertStartBeforeEnd": "Start date must be before end date", + "customRangePrefix": "Custom Range:", + "fromDate": "From {date}", + "upToDate": "Up to {date}" + }, + "timeline": { + "pageTitle": "SREBOT History", + "pageDescription": "The history of SREBOT, from an idea to the standard for SQB in War Thunder.", + "eyebrow": "Our Story", + "heading": "The Timeline", + "servers": "{count} Servers", + "scroll": "Scroll", + "cards": { + "1": { + "label": "Origin", + "date": "June 2024", + "title": "Born as SNLK SQB BOT", + "description": "Commissioned by ImApollo and first launched as SNLK SQB BOT. The earliest build is running within a week, with match data still entered by hand. Within weeks, the prototype is already being shared with other servers." + }, + "2": { + "label": "Scoreboards", + "date": "August 2024", + "title": "The First Logs", + "description": "The bot began as a manual command for updating red-and-green diff scoreboards, with no tracking or automation. Its style was heavily influenced by TheH0G (Cade) and progavman (Prog), who I met in SNLK." + }, + "3": { + "label": "Rebrand", + "date": "October 2024", + "title": "Becoming SREBOT", + "description": "The project outgrew its original name. SNLK SQB BOT became SREBOT, the identity it still carries today." + }, + "4": { + "label": "Alliance", + "date": "January 2025", + "title": "Lux_ and Our Contributions to Each Other", + "description": "Lux_ was working on his own bot at the time. We traded knowledge on War Thunder's APIs and community management, back when neither of us knew how to read a winner from a replay. His bot later became Spectra, and the cooperation never stopped." + }, + "5": { + "label": "Parser", + "date": "February 2025", + "title": "Frovy Opens the Door", + "description": "Frovy shows us the first parser and gives SREBOT a real path toward automatic scoreboards. He had also figured out how to request data from the game and receive immediate point updates, even if he kept the method from us for months. :)" + }, + "6": { + "label": "Logs", + "date": "March 2025", + "title": "LivingTheDagor and the New Parser", + "description": "Dagor is introduced and the second parser is integrated, a much more robust one that SREBOT still uses today. The logging pipeline matures around the parser work, making scoreboards more informative." + }, + "7": { + "label": "Momentum", + "date": "July 2025", + "title": "Word Gets Around", + "description": "Squadrons start to take notice. The bot picks up momentum and grows in popularity as more communities bring it into their servers." + }, + "8": { + "label": "Website", + "date": "August 2025", + "title": "Clippi Builds the Website", + "description": "Clippi (Sophie) joins, mostly fueled by her hatred of Boris Bot, and takes the lead on the website. She also pushes us off of Replit and onto proper infrastructure, forcing me to actually learn how this stuff works. The site goes live and keeps growing from there." + }, + "9": { + "label": "Paths", + "date": "November 2025", + "title": "Flexcoral's Heatmaps", + "description": "While attempting to revive the WT Heatmaps project, Flexcoral (with help from a developer-operated research group) figured out rendering of the minimaps and player paths from replay data, later publishing his own parsing and rendering implementations that we based our current methods off of." + }, + "10": { + "label": "Partnership", + "date": "January 2026", + "title": "Teaming Up with Spectra", + "description": "The sheer volume of requests to Gaijin forces a change of approach. SREBOT consolidates and partners with Spectra to receive games directly, instead of downloading and parsing every match on its own." + }, + "11": { + "label": "Monetization", + "date": "April 2026", + "title": "Fueling the Future", + "description": "Monetization brings in real income for the first time, funding better servers and helping new features ship faster." + }, + "12": { + "label": "Clients", + "date": "May 2026", + "title": "Supporting Client Ports", + "description": "We start supporting a client port of our project, letting other bots build on top of what we made. First up is AXBot, which serves the Chinese portion of the SQB playerbase." + }, + "13": { + "label": "TSSBOT", + "date": "May 2026", + "title": "TSSBOT Takes Shape", + "description": "TSSBOT was theorized and prototyped, with its first data arriving in early June." + }, + "14": { + "label": "Today", + "date": "Now", + "title": "Where We Are Now", + "description": "Automated parsing through Spectra, funded development, and a growing community of squadrons define the project today." + } + } + } +} diff --git a/locales/es.json b/locales/es.json new file mode 100644 index 0000000..5842a8a --- /dev/null +++ b/locales/es.json @@ -0,0 +1,1005 @@ +{ + "nav": { + "home": "Inicio", + "live": "En vivo", + "leaderboards": "Clasificaciones", + "docs": "Documentación", + "terms": "Términos", + "premium": "Premium", + "support": "Soporte", + "addToDiscord": "Añadir a Discord", + "games": "Partidas", + "squadrons": "Escuadrones", + "donate": "Donar", + "analytics": "Análisis" + }, + "footer": { + "services": "Servicios", + "matchFeed": "Feed de partidas", + "vehicleStats": "Estadísticas de vehículos", + "analytics": "Análisis", + "squadronHub": "Hub de escuadrón", + "comparison": "Comparación", + "resources": "Recursos", + "documentation": "Documentación", + "inviteBot": "Invitar Bot", + "legal": "Legal", + "termsOfService": "Términos de servicio", + "privacyPolicy": "Política de privacidad", + "termsAndPrivacy": "Términos y privacidad", + "meowing": "Maullando", + "websiteBy": "Sitio web por", + "andToothless": "y Toothless" + }, + "common": { + "loading": "Cargando...", + "retry": "Reintentar", + "backToHome": "Volver al inicio", + "battles": "Batallas", + "wins": "Victorias", + "winRate": "Tasa de victoria", + "kills": "Eliminaciones", + "totalKills": "Total de eliminaciones", + "groundKills": "Eliminaciones terrestres", + "airKills": "Eliminaciones aéreas", + "assists": "Asistencias", + "deaths": "Muertes", + "captures": "Capturas", + "kdr": "KDR", + "kps": "KPS", + "rank": "Clasificación", + "player": "Jugador", + "players": "Jugadores", + "playersCount": "jugadores", + "vehicle": "Vehículo", + "vehicles": "Vehículos", + "squadron": "Escuadrón", + "squadrons": "Escuadrones", + "statistics": "Estadísticas", + "comparison": "Comparación", + "date": "Fecha", + "result": "Resultado", + "totalBattles": "Total de batallas", + "totalWins": "Total de victorias", + "points": "Puntos", + "members": "Miembros", + "membersCount": "miembros", + "rating": "Puntuación", + "searchPlayerByName": "Buscar jugador por nombre...", + "noPlayersFound": "No se encontraron jugadores", + "noSquadronsFound": "No se encontraron escuadrones", + "noVehiclesFound": "No se encontraron vehículos", + "failedToLoad": "Error al cargar los datos. Por favor, inténtalo de nuevo más tarde.", + "recordingSince": "Registrando datos desde 01/01/2026", + "vs": "VS", + "map": "Mapa" + }, + "home": { + "squadronBattles": "Batallas de Escuadrón", + "madeSimple": "Sin complicaciones", + "addToDiscord": "Añadir a Discord", + "learnMore": "Saber más", + "searchBySquadron": "BUSCAR POR ESCUADRÓN", + "typeSquadronName": "Escribe el nombre de un escuadrón...", + "orByPlayer": "O POR JUGADOR", + "typePlayerName": "Escribe el nombre de un jugador...", + "liveFeed": "Feed de partidas", + "realTimeMatches": "Encuentra tus partidas", + "topPlayers": "Mejores jugadores", + "vehicleStatsCard": "Estadísticas de vehículos", + "performanceMetrics": "Métricas de rendimiento", + "analyticsCard": "Análisis", + "globalStatistics": "Estadísticas globales", + "squadronHubCard": "Hub de escuadrón", + "squadronStats": "Estadísticas de escuadrón", + "comparisonCard": "Comparación", + "compareStats": "Comparar estadísticas", + "joinServers": "Únete a los 500+ servidores que usan nuestro bot para seguir su rendimiento", + "noSquadronsFound": "No se encontraron escuadrones", + "noPlayersFound": "No se encontraron jugadores", + "searchPlayersIn": "Buscar jugadores en", + "ctaElev8": "¿Listo para ELEV8 tu escuadrón?", + "ctaReign": "¿Listo para R3IGN de nuevo?", + "ctaMeow": "Meowww", + "ctaPurr": "Purrr", + "ctaRawr": "Rawr" + }, + "docs": { + "title": "Documentación", + "subtitle": "Todo lo que necesitas saber sobre", + "quickNavigation": "Navegación rápida", + "gettingStarted": "Primeros pasos", + "commands": "Comandos", + "serverSetup": "Configuración del servidor", + "features": "Características", + "examples": "Ejemplos", + "troubleshooting": "Solución de problemas", + "stackManager": "Gestor de Stack", + "welcomeMessage": "Sigue estos pasos para empezar a funcionar.", + "inviteTheBot": "Invitar al Bot", + "inviteBotDesc": "Haz clic en el botón \"Añadir al Servidor\" y selecciona el servidor de Discord de tu escuadrón. El bot enviará un mensaje de bienvenida con una sugerencia para ejecutar /setup.", + "runSetupWizard": "Ejecutar el asistente de configuración", + "setupWizardDesc": "El asistente de configuración te guía para configurar tu escuadrón, el canal de registros y el canal de puntos en un solo flujo:", + "setupEasiest": "Esta es la forma más fácil de comenzar. Te guiará paso a paso para establecer tu escuadrón y elegir los canales.", + "youreDone": "¡Listo!", + "doneDesc": "El bot comenzará a publicar puntos y actualizaciones de clasificación automáticamente. Usa /autolog-management para ajustar la configuración de notificaciones más adelante.", + "premiumNote": "Los registros automáticos de partidas (marcadores completos después de cada partida) requieren una suscripción Premium. Ejecuta /unlock para suscribirte — $2.99/mes por servidor, facturado a través de Discord.", + "manualSetup": "Configuración manual (alternativa)", + "manualSetupDesc": "Si prefieres configurar las cosas individualmente, puedes usar estos comandos en su lugar:", + "allCommandsSlash": "Todos los comandos usan el sistema de comandos de barra diagonal de Discord. Escribe / para ver los comandos disponibles.", + "serverSetupAdmin": "Configuración y administración del servidor", + "importantNote": "Nota importante", + "verifyFirst": "¡Siempre verifica primero! El comando /sq-info confirma que el bot puede encontrar tu escuadrón en la base de datos de War Thunder, incluso si tienes una clasificación muy baja.", + "cantFindSquadron": "Si el bot no puede encontrar tu escuadrón con /sq-info, los comandos de configuración no funcionarán correctamente.", + "botNotResponding": "El bot no responde", + "checkOnline": "Verifica si el bot está en línea (estado verde)", + "verifyPermissions": "Verifica que el bot tenga los permisos necesarios", + "tryDifferentChannel": "Intenta usar los comandos en un canal diferente", + "commandsNotWorking": "Los comandos no funcionan", + "ensureSlash": "Asegúrate de usar comandos de barra diagonal (comienzan con /)", + "checkRolePerms": "Verifica si tu rol tiene permiso para usar comandos del bot", + "tryRefreshing": "Intenta refrescar Discord o reiniciar la aplicación", + "dataNotSaving": "Los datos no se guardan", + "verifySendMessages": "Verifica que el bot tenga el permiso \"Enviar Mensajes\"", + "checkOutages": "Comprueba si hay interrupciones en Discord", + "contactSupport": "Contacta al soporte si el problema persiste", + "needMoreHelp": "¿Necesitas más ayuda?", + "needMoreHelpDesc": "Si necesitas asistencia adicional, no dudes en contactarnos a través de nuestros canales de soporte.", + "example": "Ejemplo", + "supportedLanguages": "Idiomas compatibles", + "setupDesc": "Asistente paso a paso para configurar el bot en tu servidor. Establece tu escuadrón, el canal de registros y el canal de puntos en un solo flujo.", + "recommendedForNew": "Recomendado para servidores nuevos.", + "setSquadronDesc": "Guarda un escuadrón predeterminado para tu servidor de Discord. Se usa para el registro y como predeterminado para otros comandos.", + "quickLogDesc": "Configura una alarma para un escuadrón en el canal actual. El tipo puede ser Logs, Points, Leaderboard, o Both — Both establece Logs y Points juntos en un solo comando. Por defecto es Logs.", + "quickLogPremiumNote": "Logs (marcadores automáticos de partida) requieren una suscripción Premium. Las alertas de Puntos y Clasificación son gratuitas.", + "autologDesc": "Gestiona las notificaciones de autolog y diagnostica los permisos del canal. Úsalo para cambiar la configuración después de la configuración inicial.", + "autologPremiumNote": "Los registros automáticos de partidas requieren una suscripción Premium.", + "diagnosePermsDesc": "Comprueba instantáneamente si el bot tiene los permisos necesarios en el canal actual, muestra tus canales de autolog configurados y muestra el estado de suscripción Premium de este servidor. Úsalo si los marcadores o los puntos no se publican.", + "squadronInformation": "Información del escuadrón", + "sqInfoDesc": "Ver información detallada sobre cualquier escuadrón. Usa el escuadrón predeterminado del servidor si no se especifica ninguno.", + "sqInfoGraphDesc": "Visualiza la plantilla actual como un gráfico de barras dividido en grupos núcleo, activos y débiles según actividad y tasa de victoria (temporada actual).", + "compDesc": "Encuentra las últimas composiciones conocidas para las batallas de un escuadrón determinado. Los servidores gratuitos obtienen 25 búsquedas por franja horaria; Premium obtiene ilimitadas.", + "trackDesc": "Rastrea un escuadrón y compara estadísticas con la última vez que lo comprobaste.", + "topDesc": "Muestra los 20 mejores escuadrones y sus estadísticas actuales.", + "sqStatsDesc": "Muestra los puntos de un escuadrón a lo largo del tiempo como un gráfico interactivo.", + "lossCalculatorDesc": "Calcula cuántos puntos perdería un escuadrón si ciertos jugadores lo abandonaran.", + "recentDesc": "Muestra las últimas 5 batallas de escuadrón de un equipo.", + "vsDesc": "Ver el historial de enfrentamientos directos contra otro escuadrón.", + "leaderboardLinkDesc": "Obtén un enlace a la clasificación global de jugadores de SRE Bot.", + "playerStats": "Estadísticas de jugador", + "playerStatsDesc": "Ver estadísticas detalladas de vehículos para un jugador con un menú desplegable de vehículos interactivo. Compatible con autocompletado.", + "viewPlayerGamesDesc": "Ver las últimas 20 partidas de un jugador. Muestra el recuento total de victorias/derrotas y el porcentaje de victoria, un resumen por partida (resultado, escuadrón rival, mapa y composición jugada), y una lista deduplicada de cada composición única que el jugador ha usado. Compatible con autocompletado.", + "viewMatchDesc": "Ver el marcador completo de una partida específica. Proporciona un ID de partida directamente o busca por nombre de jugador para explorar sus últimas 100 partidas y elegir una. Incluye botones de Ver Repetición, Ver Rutas, Registro de Chat y Registro de Batalla.", + "examples2": "Ejemplos", + "compareDesc": "Compara estadísticas de SQB agregadas entre dos o más jugadores (hasta 7). Muestra una comparación lado a lado con las mejores estadísticas resaltadas. Incluye un botón de gráfico para ver el historial de puntos durante 90 días.", + "metaData": "Datos meta", + "metaManagementDesc": "Configura los ajustes de acceso a datos meta para tu servidor.", + "metaDesc": "Busca en el roster meta de tu escuadrón por nombre de vehículo.", + "settingsUtilities": "Ajustes y utilidades", + "languageDesc": "Cambia el idioma predeterminado del bot. También afecta al idioma de los vehículos mostrados en tus registros de batalla.", + "scheduleDesc": "Ver el calendario de BR de la temporada actual. Muestra el nivel de batalla máximo de cada semana con su rango de fechas, tachado en semanas pasadas y resaltado en el período activo actual.", + "websiteDesc": "Obtén un enlace al sitio web de SRE Bot para búsqueda de jugadores, clasificaciones y más.", + "creditsDesc": "Ver el equipo acreditado por construir este bot.", + "unlockDesc": "Desbloquea los registros automáticos de partidas SQB y búsquedas /comp ilimitadas para este servidor. Al suscribirte se añaden marcadores completos publicados automáticamente en tu canal configurado después de cada partida. $2.99 / mes · por servidor · cancela cuando quieras. La facturación se gestiona íntegramente a través de Discord — no se requiere cuenta externa.", + "analyticsDesc": "Análisis avanzados de SQB: tasas de victoria por mapa, composiciones de equipo, consistencia de jugadores, rendimiento por hora del día e historial de enfrentamientos (más victorias y derrotas contra rivales).", + "sqCardDesc": "Genera una tarjeta PNG de resumen de temporada para un escuadrón — tendencia de rating, porcentaje de victorias, mejores jugadores y más. Elige la temporada desde el autocompletado. Admite temas oscuro y claro.", + "cardDesc": "Genera una tarjeta PNG de resumen de temporada para un jugador. Elige la temporada desde el autocompletado y resuelve al jugador por nombre de usuario. Admite temas oscuro y claro.", + "queryDesc": "[Solo administrador] Ejecuta consultas predefinidas a la base de datos — estadísticas de escuadrón, recuento de partidas, jugadores más activos, mapas principales y más. Los resultados son efímeros (solo visibles para ti).", + "donateDesc": "Apoya el desarrollo de SRE Bot a través de Ko-fi.", + "botStatusDesc": "Muestra cuándo se recibió la última partida y el TTL promedio de las partidas recientes. Indica servidores Gaijin lentos.", + "premiumBadge": "Premium", + "newsDesc": "Ver las últimas noticias y anuncios de SRE Bot.", + "stackCreateDesc": "Crea un stack de jugadores para coordinar un equipo antes de una partida. Se publica un embed persistente en el canal mostrando los miembros actuales y los solicitantes pendientes. El stack dura hasta 8 horas y se limpia automáticamente al final de cada franja horaria de SQB.", + "stackRequestToJoin": "Solicitar unirse — Cualquier jugador puede aplicar con el vehículo que planea usar. Las solicitudes se acumulan hasta 20 espacios.", + "stackLeaveWithdraw": "Salir / Retirar — Los miembros pueden abandonar el stack; los solicitantes pueden retirar su solicitud. Se le pide al líder del stack que transfiera la propiedad primero.", + "stackManagePanel": "Gestionar stack ⚙️ — Panel exclusivo del líder con cuatro secciones:", + "stackAcceptMembers": "Aceptar miembros — Acepta o rechaza solicitantes individualmente o todos a la vez. Hasta 8 miembros en total.", + "stackRemoveMembers": "Eliminar miembros — Elimina miembros activos o solicitantes en cola. Opciones: Eliminar todos, Eliminar activos, Eliminar en cola, o Eliminar seleccionados de un menú desplegable.", + "stackPingMembers": "Mencionar miembros — Menciona con un mensaje personalizado opcional. Opciones: Mencionar todos (miembros + cola, excluyendo al líder), Mencionar activos (solo miembros), Mencionar en cola (solo solicitantes), o Mencionar seleccionados de un menú desplegable.", + "stackRenameStack": "Renombrar stack — Establece un nombre personalizado para el stack. Aparece como título del embed y en los mensajes de mención en lugar del predeterminado \"Stack de [Líder]\".", + "stackDisbandStack": "Disolver stack — El líder puede terminar el stack antes de tiempo.", + "stackManageDesc": "Vuelve a publicar tu embed de stack activo en el canal actual. Úsalo si el embed original fue eliminado o se perdió tras un reinicio del bot. Todos los datos de miembros y cola existentes se conservan.", + "translation": "Traducción", + "translateContextMenu": "Clic derecho en mensaje → Aplicaciones → Traducir Mensaje", + "translateDesc": "Traduce cualquier mensaje usando el menú contextual de Discord. Haz clic derecho (o mantén presionado en móvil) en un mensaje y selecciona Aplicaciones → Traducir Mensaje.", + "viewAllLanguages": "Ver todos los idiomas compatibles", + "serverSetupSubtitle": "Configura {botName} para un rendimiento óptimo en el servidor de Discord de tu escuadrón.", + "requiredPermissions": "Permisos requeridos", + "sendMessages": "Enviar mensajes", + "useSlashCommands": "Usar comandos de barra diagonal", + "embedLinks": "Insertar enlaces", + "readMessageHistory": "Leer historial de mensajes", + "recommendedChannelSetup": "Configuración de canal recomendada", + "recommendedChannelDesc": "Crea un canal dedicado como #batallas-de-escuadron para el seguimiento y las estadísticas. Esto mantiene tus datos de batalla organizados y de fácil acceso.", + "roleConfiguration": "Configuración de roles", + "roleConfigurationDesc": "Asigna roles apropiados a los miembros del escuadrón que puedan registrar resultados de batalla. Recomendamos limitar esto a los oficiales y líderes del escuadrón.", + "premiumSectionSubtitle": "Los registros automáticos de partidas SQB son una función Premium, desbloqueada por servidor a través del sistema de suscripción nativo de Discord.", + "whatsIncluded": "Qué incluye", + "premiumInclude1": "Marcador completo publicado automáticamente en tu canal configurado después de cada partida SQB", + "premiumInclude2": "Búsquedas /comp ilimitadas (los servidores gratuitos obtienen 25 por franja horaria)", + "premiumInclude3": "Todas las funciones gratuitas existentes (alarmas de puntos, clasificación, comandos de estadísticas, etc.) permanecen gratuitas", + "pricingBilling": "Precios y facturación", + "pricingBillingDesc": "$2.99 / mes · por servidor · cancela cuando quieras. La facturación se gestiona íntegramente a través de Discord — no se requiere cuenta externa ni procesador de pagos. Las suscripciones se renuevan automáticamente y se pueden cancelar en cualquier momento desde tu configuración de Discord.", + "howToSubscribe": "Cómo suscribirse", + "subscribe1": "Ejecuta /unlock en tu servidor (se requiere administrador del servidor)", + "subscribe2": "Haz clic en el botón Suscribirse en la respuesta del bot", + "subscribe3": "Completa el pago dentro de Discord — el bot se activa inmediatamente", + "cancellation": "Cancelación", + "cancellationDesc": "Cuando una suscripción vence o se cancela, el bot deja automáticamente de publicar registros de partidas para ese servidor en el siguiente ciclo de autolog. No se requiere ninguna acción manual.", + "realTimeStatistics": "Estadísticas en tiempo real", + "realTimeStatisticsDesc": "Rastrea victorias, derrotas y métricas de rendimiento en tiempo real.", + "battleHistory": "Historial de batallas", + "battleHistoryDesc": "Historial completo de todas las batallas de escuadrón registradas.", + "leaderboardsFeature": "Clasificaciones", + "leaderboardsFeatureDesc": "Compara el rendimiento de tu escuadrón con otros usando /top.", + "playerTracking": "Seguimiento de jugadores", + "playerTrackingDesc": "Estadísticas individuales de jugadores e integración con ThunderSkill.", + "smartAlerts": "Alertas inteligentes", + "smartAlertsDesc": "Alarmas y notificaciones automatizadas para las actividades del escuadrón.", + "multiLanguageSupport": "Soporte multilingüe", + "multiLanguageSupportDesc": "Funciones de traducción e idiomas de vehículos personalizables.", + "timeCoordination": "Coordinación horaria", + "timeCoordinationDesc": "Herramientas de hora UTC y local para la coordinación global del escuadrón.", + "advancedSearch": "Búsqueda avanzada", + "advancedSearchDesc": "Encuentra composiciones de jugadores e información detallada del escuadrón.", + "dataSecurity": "Seguridad de datos", + "dataSecurityDesc": "Tus datos están seguros y nunca se comparten ni se venden.", + "usageExamples": "Ejemplos de uso", + "quickSetupRecommended": "Configuración rápida (recomendada)", + "quickSetupDesc": "Ejecuta el asistente de configuración. Te guía para establecer tu escuadrón, elegir un canal de registros y un canal de puntos — todo en un solo flujo.", + "comparingPlayers": "Comparar jugadores", + "comparingPlayersDesc": "Compara hasta 7 jugadores lado a lado. La mejor estadística en cada categoría se resalta y el mejor jugador en general recibe una estrella. Haz clic en \"Mostrar Gráfico\" para ver su historial de puntos.", + "checkingSquadronInfo": "Comprobar información del escuadrón", + "verifySquadronDesc": "Verifica que un escuadrón existe y ve sus detalles. Úsalo para confirmar que el bot puede encontrar tu escuadrón antes de la configuración.", + "recentBattlesDesc": "Ve las últimas 5 batallas jugadas por un escuadrón.", + "headToHeadDesc": "Ve tu historial de enfrentamientos directos contra otro escuadrón.", + "backToHome": "Volver al inicio", + "termsAndPrivacy": "Términos y privacidad", + "seasonRecapCardTitle": "Tarjeta de resumen de temporada", + "seasonRecapCardDesc": "Genera un resumen PNG compartible de la temporada de cualquier escuadrón — curva de rating, tasa de victorias móvil, K/D, vehículo principal, MVP y más. Disponible desde el botón «Tarjeta de temporada» en la página de perfil de cada escuadrón.", + "playerRecapCardTitle": "Resumen de temporada del jugador", + "playerRecapCardDesc": "Genera un resumen PNG compartible de la temporada de cualquier jugador — evolución del rating entre escuadrones, ratio de victorias móvil, K/D, ritmo de batallas, mejor partida y más. Disponible desde el botón «Season Recap» en cada perfil de jugador.", + "tierOverview": "Resumen de niveles", + "tierOverviewDesc": "El auto-logging está disponible en tres niveles. Cada nivel limita cuántos escuadrones pueden tener Logs y Points activos. Los escuadrones sobre el límite permanecen en tus preferencias y se reanudan automáticamente tras la mejora.", + "tierStandardLine": "$2.99 — hasta 10 escuadrones cada uno para Logs y Points, sin wildcard.", + "tierProLine": "hasta 25 escuadrones cada uno para Logs y Points, más soporte wildcard (`*` / `all` / `everything`).", + "tierMaxLine": "escuadrones ilimitados, wildcards, acceso anticipado a nuevas funciones.", + "voiceChannelTally": "Seguimiento en canal de voz", + "tallyIntro": "Sigue un marcador de SQB en directo en el estado de tu canal de voz de Discord. A medida que terminan las partidas, el bot actualiza el estado del canal con un registro como 2W-1L: Victoria contra ENEMY. Es una función premium y debes estar conectado al canal de voz.", + "tallyClaimDesc": "Empieza a seguir a un jugador o escuadrón en tu canal de voz actual. Indica un nombre de usuario o un escuadrón (no ambos). El estado comienza en 0W-0L y se actualiza cuando terminan las partidas correspondientes.", + "tallyTransferDesc": "Cambia el seguimiento activo a otro jugador, conservando el recuento actual de victorias y derrotas.", + "tallyClearDesc": "Borra el seguimiento activo en tu canal de voz actual y restablece su estado. Un seguimiento también se borra automáticamente tras 1 hora de inactividad o cuando todos abandonan el canal." + }, + "terms": { + "pageTitle": "Términos de Servicio y Política de Privacidad", + "lastUpdated": "Última actualización: Abril 2026", + "termsOfService": "Términos de Servicio", + "byUsing": "Al usar", + "youAgree": ", aceptas lo siguiente:", + "useResponsibly": "Uso responsable", + "useResponsiblyDesc": "No intentes sobrecargar, hacer spam ni romper el bot de ninguna otra forma.", + "noFunnyBusiness": "Sin malas prácticas", + "noFunnyBusinessDesc": "No intentes realizar ingeniería inversa, violar los ToS de Discord ni ninguna otra Regla del Servidor.", + "statsAsIs": "Estadísticas tal como son", + "statsAsIsDesc": "Todos los datos y estadísticas se proporcionan \"tal cual\" sin garantía de ningún tipo, expresa o implícita. Hacemos esfuerzos razonables para garantizar la precisión, pero no garantizamos que la información sea completa, actual o esté libre de errores.", + "uptimeNotGuaranteed": "Disponibilidad no garantizada", + "uptimeNotGuaranteedDesc": "El bot se proporciona \"según disponibilidad\". No garantizamos un funcionamiento ininterrumpido ni libre de errores. El servicio puede no estar disponible temporalmente debido a mantenimiento, actualizaciones o problemas técnicos.", + "weCanBanYou": "Podemos banearte", + "weCanBanYouDesc": "Si incumples las reglas, podemos eliminar tu acceso.", + "privacyPolicy": "Política de Privacidad", + "infoWeCollect": "1. Información que recopilamos", + "collectsFollowing": "recopila la siguiente información para proporcionar sus servicios:", + "discordUserIds": "IDs de usuario de Discord:", + "discordUserIdsDesc": "Identificadores únicos para rastrear usuarios individuales", + "squadronIds": "IDs de escuadrón:", + "squadronIdsDesc": "Identificadores de servidor/guild de Discord para organizar los datos del escuadrón", + "battleData": "Datos de batalla:", + "battleDataDesc": "Registros de victorias/derrotas, marcas de tiempo de batallas y estadísticas relacionadas", + "commandUsage": "Uso de comandos:", + "commandUsageDesc": "Registro básico de los comandos del bot utilizados para la mejora del servicio", + "howWeUse": "2. Cómo usamos tu información", + "usedExclusively": "La información recopilada se usa exclusivamente para:", + "trackingPerformance": "Rastrear el rendimiento y las estadísticas de las Batallas de Escuadrón", + "providingHistorical": "Proporcionar datos históricos y análisis", + "improvingBot": "Mejorar la funcionalidad del bot y la experiencia del usuario", + "troubleshootingIssues": "Solucionar problemas técnicos", + "dataStorage": "3. Almacenamiento y seguridad de datos", + "dataStoredSecurely": "Tus datos se almacenan de forma segura con las siguientes protecciones:", + "encryptedServers": "Los datos se almacenan en servidores seguros con cifrado", + "limitedAccess": "El acceso está limitado únicamente al personal autorizado", + "regularBackups": "Las copias de seguridad regulares garantizan la integridad de los datos", + "dataSharing": "4. Compartición de datos", + "weDoNot": "NO:", + "sellData": "No vendemos tu información personal a terceros", + "shareData": "No compartimos tus datos con organizaciones externas", + "useForAds": "No usamos tus datos con fines publicitarios o de marketing", + "transferData": "No transferimos tus datos fuera de nuestros sistemas seguros", + "dataRetention": "5. Retención de datos", + "dataRetentionDesc": "Conservamos tus datos durante el tiempo necesario para proporcionar nuestros servicios. Las estadísticas de batalla y los datos del escuadrón se mantienen para preservar registros históricos y análisis.", + "discordIntegration": "6. Integración con Discord", + "discordIntegrationDesc": "Este Bot opera dentro del ecosistema de Discord y está sujeto a la Política de Privacidad de Discord. Solo accedemos a la información necesaria para la funcionalidad del bot a través de la API oficial de Discord.", + "ageRestrictions": "7. Restricciones de edad", + "ageRestrictionsDesc": "El Bot está destinado a usuarios que cumplan los requisitos de edad mínima de Discord (13+ o según lo exija la ley local).", + "changesToPolicy": "8. Cambios en la política de privacidad", + "changesToPolicyDesc": "Podemos actualizar esta Política de Privacidad de vez en cuando.", + "premiumTitle": "Términos de Suscripción Premium", + "premiumWhatYouGet": "1. Qué incluye Premium", + "premiumWhatYouGetDesc": "Una suscripción Premium desbloquea las siguientes funciones para el servidor de Discord suscrito:", + "premiumFeature1": "Publicaciones automáticas de marcadores después de cada partida SQB", + "premiumFeature2": "Mapas de rutas / movimiento", + "premiumFeature3": "Registros de chat y batalla", + "premiumFeature4": "Búsqueda de repeticiones", + "premiumFeature5": "Búsquedas /comp ilimitadas (los servidores gratuitos están limitados a 15 por franja horaria)", + "premiumBilling": "2. Facturación y pago", + "premiumBillingDesc": "Premium se factura a $2.99 USD por mes por servidor de Discord. El pago se procesa a través del sistema de suscripción nativo de Discord o a través de nuestro sitio web vía Whop. Usted es responsable de asegurarse de que su método de pago sea válido y tenga fondos suficientes. Las suscripciones se renuevan automáticamente al final de cada período de facturación, a menos que se cancelen.", + "premiumCancellation": "3. Cancelación", + "premiumCancellationDesc": "Puede cancelar su suscripción en cualquier momento. Para suscripciones de Discord, vaya a Configuración de usuario → Suscripciones en Discord. Para suscripciones del sitio web, administre su facturación en whop.com/billing. Al cancelar, sus funciones Premium permanecen activas hasta el final de su período de facturación actual. Después de eso, su servidor vuelve al nivel gratuito — no se pierden datos.", + "premiumRefunds": "4. Reembolsos", + "premiumRefundsDesc": "Las tarifas de suscripción no son reembolsables. El uso parcial del mes no se prorratea. Si cancela a mitad del ciclo, conserva el acceso hasta el final de ese período de facturación, pero no tiene derecho a un reembolso por el tiempo restante. Los reembolsos por errores de facturación o cargos duplicados pueden emitirse a nuestra discreción — contacte con soporte con su ID de servidor de Discord y comprobante de pago.", + "premiumPriceChanges": "5. Cambios de precio", + "premiumPriceChangesDesc": "Nos reservamos el derecho de cambiar los precios de suscripción en cualquier momento. Los suscriptores existentes serán notificados con al menos 30 días de anticipación antes de que cualquier aumento de precio entre en vigor. Si no está de acuerdo con un cambio de precio, puede cancelar antes de que se aplique el nuevo precio.", + "premiumTermination": "6. Terminación del acceso Premium", + "premiumTerminationDesc": "Nos reservamos el derecho de revocar el acceso Premium sin reembolso si un servidor viola estos Términos de Servicio, incluyendo, entre otros, el abuso de funciones del bot, intentos de eludir los límites de uso o la violación de los Términos de Servicio de Discord.", + "serviceAvailabilityTitle": "Disponibilidad del servicio y responsabilidad", + "serviceNoWarranty": "1. Sin garantía", + "serviceNoWarrantyDesc": "EL SERVICIO SE PROPORCIONA \"TAL CUAL\" Y \"SEGÚN DISPONIBILIDAD\" SIN GARANTÍAS DE NINGÚN TIPO, YA SEAN EXPRESAS, IMPLÍCITAS O LEGALES, INCLUYENDO, ENTRE OTRAS, LAS GARANTÍAS IMPLÍCITAS DE COMERCIABILIDAD, IDONEIDAD PARA UN PROPÓSITO PARTICULAR Y NO INFRACCIÓN. No garantizamos que el servicio sea ininterrumpido, oportuno, seguro o libre de errores.", + "serviceLiability": "2. Limitación de responsabilidad", + "serviceLiabilityDesc": "EN LA MÁXIMA MEDIDA PERMITIDA POR LA LEY APLICABLE, EN NINGÚN CASO SEREMOS RESPONSABLES POR DAÑOS INDIRECTOS, INCIDENTALES, ESPECIALES, CONSECUENTES O PUNITIVOS, NI POR PÉRDIDA DE BENEFICIOS O INGRESOS, YA SEA INCURRIDA DIRECTA O INDIRECTAMENTE, NI POR PÉRDIDA DE DATOS, USO, FONDO DE COMERCIO U OTRAS PÉRDIDAS INTANGIBLES, DERIVADAS DE SU USO O INCAPACIDAD DE USAR EL SERVICIO. Nuestra responsabilidad total por cualquier reclamación derivada de estos términos o del servicio no excederá la cantidad que nos haya pagado en los tres (3) meses anteriores a la reclamación.", + "serviceCredits": "3. Interrupciones del servicio y créditos", + "serviceCreditsDesc": "En caso de una interrupción prolongada y no planificada del servicio que afecte las funciones Premium durante más de 72 horas consecutivas, los suscriptores Premium afectados pueden solicitar un crédito de servicio contactando con soporte. Los créditos se emiten a nuestra entera discreción y se aplican como una extensión del período de facturación actual — no como reembolsos monetarios. Las ventanas de mantenimiento programado, las interrupciones de terceros (Discord, Gaijin API) y los eventos fuera de nuestro control razonable están excluidos.", + "serviceForceM": "4. Fuerza mayor", + "serviceForceMDesc": "No seremos responsables de ningún incumplimiento o retraso en el cumplimiento que resulte de causas fuera de nuestro control razonable, incluyendo, entre otras: desastres naturales, guerra, terrorismo, pandemias, cortes de energía, interrupciones de internet, interrupciones de la plataforma Discord, cambios o indisponibilidad de la API de Gaijin Entertainment, acciones gubernamentales o cualquier otro evento de fuerza mayor.", + "disclaimer": "Descargo de Responsabilidad", + "warThunderDisclaimer": "es un bot de Discord independiente y no está afiliado, respaldado ni asociado con Gaijin Entertainment o War Thunder. War Thunder es una marca registrada de Gaijin Entertainment.", + "acknowledgement": "Al usar", + "acknowledgementEnd": ", reconoces que has leído, comprendido y aceptas quedar vinculado por estos Términos de Servicio y Política de Privacidad." + }, + "premium": { + "upgradeTitle": "Mejora tu escuadrón", + "heroDesc": "Cada resultado SQB publicado en tu canal en el momento en que termina — marcadores, registros de batalla, mapas de movimiento y repeticiones, todo de forma automática.", + "instantScoreboards": "Marcadores instantáneos", + "viewPaths": "Ver rutas", + "chatBattleLogs": "Registros de chat y batalla", + "replayLookups": "Búsqueda de repeticiones", + "free": "Gratis", + "perMonth": "/mes", + "alwaysFree": "Siempre gratuito", + "noCardNeeded": "sin tarjeta necesaria", + "included": "Incluido", + "manualLookups": "Búsquedas manuales de partidas", + "playerStats": "Estadísticas y perfiles de jugadores", + "leaderboards": "Clasificaciones", + "stickWithFree": "Quedarse con la versión gratuita", + "premiumLabel": "Premium", + "perServer": "por servidor", + "cancelAnytime": "cancela cuando quieras", + "everythingInFree": "Todo lo del plan gratuito, más", + "autoScoreboards": "Publicación automática de marcadores", + "pathMaps": "Mapas de rutas / movimiento", + "chatLogs": "Registros de chat y batalla", + "replayLookupsFeature": "Búsqueda de repeticiones", + "unlimitedComp": "Búsquedas /comp ilimitadas", + "prioritySupport": "Soporte prioritario", + "subscribeNow": "Suscribirse ahora", + "comingSoon": "Próximamente", + "serverIdInfo": "Necesitarás tu", + "discordServerId": "ID del servidor de Discord", + "duringCheckout": "durante el pago.", + "developerMode": "Modo desarrollador", + "rightClickServer": "Clic derecho en el servidor", + "copyId": "Copiar ID", + "successTitle": "Premium activado", + "successDesc": "Tu suscripción está siendo configurada. El bot tendrá acceso premium para tu servidor en unos minutos.", + "whatHappensNext": "Qué sucede a continuación", + "autoLogging": "El registro automático se activa para tu servidor", + "setLogChannel": "Establece tu canal de registros con", + "everyResult": "Cada resultado SQB se publica automáticamente", + "readSetupGuide": "Leer la guía de configuración", + "tierStandardName": "Estándar", + "tierProName": "Pro", + "tierMaxName": "Máx", + "squadCap": "Registrar hasta {cap} escuadrones", + "squadCapUnlimited": "Escuadrones ilimitados", + "everythingInStandard": "Todo lo de Estándar", + "everythingInPro": "Todo lo de Pro", + "wildcardSupport": "Logging wildcard (*, all, everything)", + "noSquadCap": "Sin límite de escuadrones", + "earlyAccessFeatures": "Acceso anticipado a nuevas funciones" + }, + "player": { + "totalBattles": "Total de batallas", + "totalWins": "Total de victorias", + "vehicleStatistics": "Estadísticas de vehículos", + "cumulative": "Acumulado", + "individual": "Individual", + "filterBy": "Filtrar por:", + "allTime": "Histórico", + "dateRange": "Rango de fechas", + "season": "Temporada", + "week": "Semana", + "session": "Sesión", + "dateType": "Tipo de fecha:", + "last7Days": "Últimos 7 días", + "last30Days": "Últimos 30 días", + "last90Days": "Últimos 90 días", + "customRange": "Rango personalizado", + "specificDate": "Fecha específica", + "filterType": "Tipo de filtro:", + "fullSeason": "Temporada completa", + "specificWeek": "Semana específica", + "from": "Desde:", + "to": "Hasta:", + "timeslot": "Horario", + "fullDay": "Día completo", + "selectSeason": "Temporada:", + "selectWeek": "Semana:", + "selectSeasonFirst": "Selecciona la temporada primero", + "pleaseSelect": "Por favor selecciona una opción", + "searchVehicles": "Buscar vehículos...", + "resetFilters": "Restablecer filtros", + "vehiclesShown": "vehículos mostrados", + "gamesShown": "partidas mostradas", + "noVehicleData": "No hay datos de vehículos disponibles", + "noVehiclesForRange": "No se encontraron vehículos para el rango de fechas seleccionado, o este jugador aún no tiene datos.", + "switchToCards": "Cambiar a vista de tarjetas", + "switchToTable": "Cambiar a vista de tabla", + "loadingTimeline": "Cargando línea de tiempo...", + "noTimelineData": "Aún no hay datos de línea de tiempo.", + "timelineUnavailable": "Línea de tiempo no disponible.", + "loadingGameRecords": "Cargando registros de partidas...", + "unableToLoadRecords": "No se pueden cargar los registros de partidas", + "failedToFetch": "Error al obtener datos de partidas. Por favor, inténtalo de nuevo más tarde.", + "noGameRecords": "No se encontraron registros de partidas", + "noGamesYet": "Este jugador aún no ha jugado ninguna partida registrada.", + "collapseChart": "Contraer gráfico", + "loadingChartData": "Cargando datos del gráfico...", + "noHistoricalData": "Aún no hay datos históricos.", + "chartUnavailable": "Gráfico no disponible.", + "relative": "Relativo", + "uidLabel": "UID del jugador" + }, + "squadrons": { + "title": "Hub de Escuadrón", + "subtitle": "Descubre escuadrones, ve estadísticas y sigue el rendimiento", + "findSquadron": "Encontrar un escuadrón", + "searchPlaceholder": "Buscar escuadrones por nombre...", + "totalSquadrons": "Total de escuadrones", + "totalPlayers": "Total de jugadores", + "totalBattles": "Total de batallas", + "avgWinRate": "Porcentaje de victoria promedio", + "topSquadrons": "Mejores escuadrones", + "viewFullLeaderboard": "Ver clasificación completa", + "loadingSquadrons": "Cargando datos de escuadrones...", + "noSquadronData": "Aún no hay datos de escuadrones disponibles.", + "failedToLoad": "Error al cargar los datos del escuadrón. Por favor, inténtalo de nuevo más tarde.", + "backToSquadronHub": "Volver al hub de escuadrón", + "squadronPoints": "Puntos del escuadrón", + "squadronMembers": "Miembros del escuadrón", + "performance": "Rendimiento", + "performanceNoData": "No hay datos de rendimiento disponibles para el rango seleccionado.", + "quickDetails": "Detalles rápidos", + "noMembersFound": "No se encontraron miembros", + "noRecordedMembers": "Este escuadrón aún no tiene miembros registrados.", + "squadronGames": "Partidas del escuadrón", + "loadingSquadronGames": "Cargando registros de partidas del escuadrón...", + "noSquadronGames": "No se encontraron registros de partidas para este escuadrón.", + "retryLoadGames": "Reintentar", + "searchMapPlaceholder": "Buscar por mapa..." + }, + "leaderboard": { + "playersTitle": "Clasificación de Jugadores", + "playersSubtitle": "Mejores jugadores de War Thunder clasificados por rendimiento", + "vehiclesTitle": "Clasificación de eliminaciones por vehículo", + "vehiclesSubtitle": "Mejores vehículos de War Thunder clasificados por total de eliminaciones", + "squadronsTitle": "Clasificación de escuadrones", + "squadronsSubtitle": "Mejores escuadrones de War Thunder clasificados por rendimiento", + "statsTitle": "Estadísticas globales", + "statsSubtitle": "Estadísticas generales de batallas de escuadrón e información meta", + "comparisonTitle": "Herramienta de comparación", + "comparisonSubtitle": "Compara jugadores y vehículos lado a lado", + "comparisonHint": "Compara estadísticas para encontrar los mejores jugadores y vehículos", + "compareSquadrons": "Comparar escuadrones", + "comparePlayers": "Comparar jugadores", + "compareVehicles": "Comparar vehículos", + "playersAndVehicles": "Jugadores + Vehículos", + "failedToLoadLeaderboard": "Error al cargar los datos de clasificación. Por favor, inténtalo de nuevo más tarde.", + "failedToLoadVehicles": "Error al cargar la clasificación de vehículos", + "failedToLoadSquadrons": "Error al cargar la clasificación de escuadrones", + "noResultsYet": "Aún no hay resultados. Añade escuadrones/jugadores para comenzar.", + "searchSquadron": "Buscar escuadrón", + "searchBySquadronName": "Buscar por nombre de escuadrón...", + "minPlayers": "Mín. jugadores", + "minPlayersPlaceholder": "Mín. jugadores", + "resetFilters": "Restablecer filtros", + "squadronsShown": "escuadrones mostrados", + "playersShown": "jugadores mostrados", + "page": "página", + "of": "de", + "loadingSquadronLeaderboard": "Cargando clasificación de escuadrones...", + "loadingPlayerLeaderboard": "Cargando clasificación de jugadores...", + "loadingComparisonData": "Cargando datos de comparación...", + "unableToFetch": "No se pueden obtener los datos de clasificación. Por favor, inténtalo de nuevo.", + "noSquadronsInLeaderboard": "No se encontraron escuadrones en la clasificación.", + "noPlayersInLeaderboard": "No se encontraron jugadores en la clasificación.", + "loadingGlobalStats": "Cargando estadísticas globales...", + "failedToLoadStats": "Error al cargar las estadísticas", + "unableToFetchStats": "No se pueden obtener los datos de estadísticas. Por favor, inténtalo de nuevo.", + "mostPopularVehicles": "Vehículos más populares", + "vehicleKillsLeaderboardTitle": "Clasificación de eliminaciones por vehículo", + "avgWinRate": "Porcentaje de victoria promedio", + "avgKillsPerPlayer": "Eliminaciones promedio/jugador", + "loadingVehicleKills": "Cargando datos de eliminaciones por vehículo...", + "apiNotLoaded": "El cliente de API no está cargado correctamente. Por favor, recarga la página.", + "failedToInitApi": "Error al inicializar el cliente de API", + "noStatsData": "No hay datos de estadísticas disponibles", + "totalPlayersCard": "Total de jugadores", + "activePlayers": "Jugadores activos", + "vehiclesUsed": "Vehículos usados", + "differentVehicles": "Vehículos diferentes", + "squadronBattlesLabel": "Batallas de escuadrón", + "noVehicleData": "No hay datos de vehículos disponibles", + "mostPopular": "Más popular", + "timesUsed": "Veces usado", + "failedToLoadVehicleKills": "Error al cargar los datos de eliminaciones por vehículo", + "lastUpdated": "Última actualización", + "searchPlayer": "Buscar jugador", + "searchByPlayerName": "Buscar por nombre de jugador...", + "minimumBattles": "Batallas mínimas", + "minBattlesPlaceholder": "Mín. batallas", + "searchSquadronsPlaceholder": "Buscar escuadrones...", + "sortBy": "Ordenar por", + "kdRatio": "Ratio KD", + "killsPerSpawn": "Eliminaciones por spawn", + "caps": "Capturas", + "timePeriod": "Período de tiempo", + "allTime": "Histórico", + "dateRange": "Rango de fechas", + "season": "Temporada", + "week": "Semana", + "dateType": "Tipo de fecha", + "last7Days": "Últimos 7 días", + "last30Days": "Últimos 30 días", + "last90Days": "Últimos 90 días", + "customRange": "Rango personalizado", + "from": "Desde", + "to": "Hasta", + "timeslot": "Horario", + "fullDay": "Día completo", + "selectSeason": "Seleccionar temporada...", + "selectWeek": "Seleccionar semana...", + "failedToLoadComparison": "Error al cargar los datos de comparación", + "pleaseRefresh": "Por favor, intenta recargar la página", + "playerComparison": "Comparación de jugadores", + "squadronComparison": "Comparación de escuadrones", + "vehicleComparison": "Comparación de vehículos", + "playersVehiclesComparison": "Comparación de jugadores + vehículos", + "addPlayersToCompare": "Añadir jugadores a comparar:", + "addSquadronsToCompare": "Añadir escuadrones a comparar:", + "addVehiclesToCompare": "Añadir vehículos a comparar:", + "addPlayerVehicleCombos": "Añadir combinaciones jugador + vehículo:", + "searchSelectPlayers": "Buscar y seleccionar jugadores...", + "typeSquadronName": "Escribe el nombre de un escuadrón...", + "searchSelectVehicles": "Buscar y seleccionar vehículos...", + "searchForPlayers": "Buscar jugadores...", + "selectPlayersToCompare": "Busca y selecciona jugadores arriba para comparar sus estadísticas", + "selectSquadronsToCompare": "Busca y selecciona escuadrones arriba para comparar sus estadísticas", + "selectVehiclesToCompare": "Busca y selecciona vehículos arriba para comparar sus estadísticas", + "selectPlayersVehiclesToCompare": "Busca y selecciona jugadores arriba, luego elige sus vehículos para comparar diferentes combinaciones jugador-vehículo", + "selectVehicleFor": "Seleccionar vehículo para", + "selectAVehicle": "-- Seleccionar un vehículo --", + "noVehiclesForPlayer": "No se encontraron vehículos para este jugador", + "noPlayerVehicleSelected": "No hay combinaciones jugador-vehículo seleccionadas", + "noPlayersSelected": "No hay jugadores seleccionados", + "noVehiclesSelected": "No hay vehículos seleccionados", + "noSquadronsSelected": "No hay escuadrones seleccionados", + "statistic": "Estadística", + "totalDeaths": "Total de muertes", + "totalAssists": "Total de asistencias", + "totalCaptures": "Total de capturas", + "killsPerSpawnShort": "Elim./Spawn", + "avgWinRateShort": "% Victoria Prom.", + "avgKillsPlayerShort": "Elim. Prom./Jugador", + "avgKillsMember": "Elim. Prom./Miembro", + "avgBattlesMember": "Batallas Prom./Miembro", + "serverError500": "Error del servidor (500) - La API no está disponible temporalmente. Por favor, inténtalo de nuevo en unos momentos.", + "apiEndpoint404": "Endpoint de API no encontrado (404) - Por favor, verifica la configuración del servidor.", + "networkError": "Error de red - No se puede conectar al servidor. Por favor, verifica tu conexión.", + "viewFullLeaderboard": "Ver clasificación completa", + "vehicleName": "Nombre del vehículo", + "searchVehiclePlaceholder": "Buscar vehículo específico...", + "minKills": "Mín. eliminaciones", + "any": "Cualquiera", + "perPage": "Por página", + "clear": "Limpiar", + "vehicleAndPlayer": "Vehículo y jugador", + "loadingVehicleLeaderboard": "Cargando clasificación de vehículos...", + "vehiclesShown": "vehículos mostrados", + "minBattlesPerVehicle": "Mínimo 3 batallas por vehículo requeridas", + "minimumBattlesRequired": "Mínimo 5 batallas requeridas", + "allSeasons": "Todas las temporadas", + "allWeeks": "Todas las semanas", + "allBR": "Todos los BR" + }, + "games": { + "title": "Historial de Partidas", + "subtitle": "Busca y explora partidas de batallas de escuadrón", + "searchPlaceholder": "Buscar por nombre de jugador o UID...", + "filterByMap": "Filtrar por mapa", + "allMaps": "Todos los mapas", + "search": "Buscar", + "noResults": "No se encontraron partidas", + "matchDetail": "Detalle de partida", + "chatLog": "Registro de chat", + "battleLog": "Registro de batalla", + "duration": "Duración", + "mode": "Modo", + "winningTeam": "Equipo ganador", + "losingTeam": "Equipo perdedor", + "viewMatch": "Ver partida", + "loadingMatch": "Cargando datos de la partida...", + "matchNotFound": "Partida no encontrada", + "searchingGames": "Buscando partidas...", + "recentMatches": "Partidas recientes", + "noChatLog": "No hay registro de chat disponible", + "noBattleLog": "No hay registro de batalla disponible", + "replayVideo": "Video de repetición", + "generatingVideo": "Generando video de repetición…", + "videoFirstLoad": "La primera carga puede tardar hasta un minuto", + "videoUnavailable": "Video de repetición no disponible para esta partida", + "modeGround": "Terrestre", + "modeAir": "Aéreo", + "squadronPlaceholder": "Nombre del escuadrón...", + "loadingReplay": "Cargando repetición..." + }, + "errors": { + "pageNotFound": "Página no encontrada", + "error": "Error", + "oopsNotFound": "¡Ups! La página que buscas no existe. Es posible que haya sido movida, eliminada, o que hayas ingresado una URL incorrecta.", + "searchError": "Error de búsqueda. Por favor, inténtalo de nuevo." + }, + "js": { + "openingDiscordInvite": "¡Abriendo invitación de Discord!", + "errorOpeningInvite": "Error al abrir el enlace de invitación. Por favor, inténtalo de nuevo más tarde.", + "gettingSupportLink": "Obteniendo enlace del servidor de soporte...", + "openingSupportServer": "¡Abriendo servidor de soporte!", + "errorGettingSupport": "Error al obtener el enlace de soporte. Por favor, inténtalo de nuevo más tarde.", + "failedToUpdateStats": "Error al actualizar las estadísticas", + "konamiActivated": "Logro desbloqueado: ¡Código secreto!", + "noPlayersFound": "No se encontraron jugadores", + "searchError": "Error de búsqueda. Por favor, inténtalo de nuevo.", + "killsSuffix": "eliminaciones", + "winRateSuffix": "porcentaje de victoria", + "noSquadronsFound": "No se encontraron escuadrones" + }, + "index": { + "subtitle1": "La mejor herramienta para batallas de escuadrón", + "subtitle2": "Boris Stats pero mejor", + "subtitle3": "El mayor conjunto de datos SQB", + "subtitle4": "Información pública y gratuita para todos" + }, + "seasonCard": { + "buttonLabel": "Tarjeta de temporada", + "buttonDisabledTitle": "Búsqueda de escuadrón incompleta — tarjeta no disponible", + "modalTitle": "Tarjeta de temporada", + "seasonLabel": "Temporada", + "themeLabel": "Tema", + "themeDark": "Oscuro", + "themeLight": "Claro", + "generate": "Generar", + "loadingSeasons": "Cargando temporadas…", + "generating": "Generando…", + "failedSeasons": "No se pudieron cargar las temporadas.", + "failedGenerate": "No se pudo generar la tarjeta de resumen.", + "inProgressSuffix": "(en curso)", + "imgRecapSuffix": "RESUMEN", + "imgHeroFinalRating": "Rating final", + "imgHeroMatches": "Partidas", + "imgHeroWinRate": "Victorias", + "imgHeroKD": "K/D", + "imgAxisRating": "Puntuación", + "imgAxisWinRate": "% Victorias", + "imgStatPeakRating": "Rating máximo", + "imgStatRatingChange": "Cambio de rating", + "imgStatTotalKills": "Bajas totales", + "imgStatTotalDeaths": "Muertes totales", + "imgStatAssistsCaptures": "Asistencias / capturas", + "imgStatMostPlayedVehicle": "Vehículo más usado", + "imgStatMVP": "MVP", + "imgStatMostActive": "Más activo", + "imgStatLongestWinStreak": "Mayor racha", + "imgStatMostCommonOpponent": "Rival más frecuente", + "imgUnitKills": "bajas", + "imgUnitAssists": "asistencias", + "imgUnitCaptures": "capturas", + "imgUnitGames": "partidas", + "imgUnitMatches": "partidas", + "imgUnitWins": "V", + "imgUnitLosses": "D", + "imgGroundShort": "T", + "imgAirShort": "A", + "imgFooterGenerated": "generado", + "imgPlaceholderNoData": "Sin datos para {short} en {season}", + "buttonLabelPlayer": "Resumen de temporada", + "buttonDisabledTitlePlayer": "Player lookup incomplete — recap unavailable", + "modalTitlePlayer": "Player Season Recap", + "imgHeroBattles": "Batallas", + "imgHeroTotalKills": "Muertes totales", + "imgAxisBattles": "Batallas (7 d)", + "imgAxisKD": "K/D", + "imgStatBestMatch": "Mejor partida", + "imgStatSquadronsRepresented": "Escuadrones representados", + "imgStatFrequentTeammate": "Compañero más frecuente", + "imgStatLongestSession": "Sesión más larga", + "imgStatMostActiveDay": "Día más activo (UTC)", + "imgStatMostCommonOppSquadron": "Escuadrón rival más frecuente", + "imgStatPeakSquadronRating": "Puntuación máx. del escuadrón", + "imgUnitSlotNA": "NA", + "imgUnitSlotEU": "EU", + "imgUnitNoSquadron": "sin escuadrón", + "imgUnitVs": "vs", + "imgUnitTogether": "partidas juntos", + "imgStatKDAC": "M / Mt / A / C", + "imgPlaceholderNoDataPlayer": "Sin datos para {nick} en {season}", + "imgUIDLabel": "UID", + "imgBestMatchLine": "{vehicle} · MT {gk} / MA {ak} / A {assists} / C {cap} / Mt {deaths} · {date}" + }, + "live": { + "air": "AIR", + "gnd": "TER", + "ast": "ASI", + "dth": "MUE", + "cap": "CAP", + "squadronBattle": "Batalla de escuadrones", + "randomBattle": "Batalla aleatoria" + }, + "analytics": { + "pageTitle": "Análisis SQB", + "pageSubtitle": "Análisis detallado para cualquier escuadrón, jugador o vehículo.", + "modeSquadron": "Escuadrón", + "modePlayer": "Jugador", + "modeVehicle": "Vehículo", + "tabMaps": "Victorias por mapa", + "tabSquadmates": "Compañeros habituales", + "tabComps": "Composiciones de equipo", + "tabConsistency": "Consistencia del jugador", + "tabTime": "Hora del día", + "tabMatchups": "Historial de enfrentamientos", + "pickSquadron": "Busca cualquier escuadrón para ver su análisis", + "pickPlayer": "Busca cualquier jugador para ver su análisis", + "pickVehicle": "Busca un vehículo para ver su análisis", + "noData": "No hay datos en este rango.", + "loading": "Cargando…", + "loadError": "Error al cargar análisis.", + "compComingSoon": "Análisis de composición de equipo próximamente.", + "compTopVehiclesTitle": "Vehículos más usados", + "compCompositionsTitle": "Composiciones de partida recurrentes", + "compCompositionsMeta": "Alineaciones con al menos {min} vehículos, ordenadas por partidas", + "compMatchesAnalyzed": "partidas analizadas", + "compNoRepeats": "No se desplegó ninguna alineación de ese tamaño en este rango.", + "compColVehicle": "Vehículo", + "compColSpawns": "Apariciones", + "compColMatches": "Partidas", + "compColShare": "% Partidas", + "compColLineup": "Alineación", + "compColTypes": "Comp", + "compTypeFighters": "Cazas", + "compTypeBombers": "Bombarderos", + "compTypeHelicopters": "Helicópteros", + "compTypeLight": "Tanque ligero", + "compTypeTanks": "Tanques", + "compTypeSPAA": "SPAA", + "compTypeSPAATooltip": "Antiaéreo/SPAA", + "compTypeUnknown": "Desconocido", + "compSearchPresetLabel": "Comp predefinida", + "compSearchPresetAll": "Todas las comps", + "compSearchPresetHint": "Construido desde el historial propio del escuadrón", + "compSearchTypesLabel": "Tipos", + "compTypeCapsHint": "Máx 8 en total · máx 4 aéreos (F + B + H)", + "compSearchRefineLabel": "Refinar por", + "compRefineHint": "Pon un número arriba para elegir vehículos específicos de ese tipo.", + "compRefineAny": "Cualquier {type}", + "compSearchCustomLabel": "Personalizada", + "compSearchAddVehicle": "Vehículo específico", + "compSearchVehiclesLabel": "Vehículos", + "compSearchApply": "Aplicar", + "compSearchReset": "Reiniciar", + "compSearchMatches": "Mostrando {shown} de {total} comps", + "compSearchNoMatches": "Ninguna comp coincide con el filtro.", + "compSearchGamesShort": "partidas", + "colMap": "Mapa", + "colWins": "V", + "colLosses": "D", + "colWinRate": "%V", + "colBar": "", + "colShared": "Compartidas", + "colUid": "UID", + "colGames": "Partidas", + "colPlayer": "Jugador", + "colAvgKills": "Bajas prom.", + "colAvgDeaths": "Muertes prom.", + "colScore": "Puntuación", + "colHour": "Hora (UTC)", + "colSquadron": "Escuadrón", + "colTotal": "Total", + "matchupsWonHeader": "Más victorias contra", + "matchupsLostHeader": "Más derrotas contra", + "uniqueOpponents": "oponentes únicos", + "euTimeslot": "Horario EU", + "naTimeslot": "Horario NA", + "offPeak": "Fuera de pico", + "radarMetaMaps": "top {shown} de {total} mapas · mín. {min} partidas", + "radarMetaSquadmates": "top {shown} de {total} compañeros · mín. {min} partidas compartidas", + "radarTooFewMaps": "No hay suficientes datos para mostrar el gráfico: se necesitan al menos 3 mapas con {min}+ partidas en este filtro.", + "radarTooFewSquadmates": "No hay suficientes datos para mostrar el gráfico: se necesitan al menos 3 compañeros con {min}+ partidas compartidas en este filtro.", + "radarFootnoteMaps": "Se ocultaron {count} mapas con menos partidas — mira la tabla completa", + "radarFootnoteSquadmates": "Se ocultaron {count} compañeros con menos partidas — mira la tabla completa", + "tabTimeline": "Línea de tiempo K/D", + "tabTopPlayers": "Mejores jugadores", + "tabTopSquadrons": "Mejores escuadrones" + }, + "playerModal": { + "viewFullProfile": "Ver perfil completo →", + "close": "Cerrar", + "overview": "Resumen", + "vehicles": "Vehículos", + "sessions": "Sesiones", + "loadingPlayerData": "Cargando datos del jugador...", + "kdr": "K/D", + "kps": "K/S", + "winRate": "Tasa de victoria", + "battles": "Batallas", + "wins": "Victorias", + "totalBattles": "Batallas totales", + "totalKills": "Bajas totales", + "airKills": "Bajas aéreas", + "groundKills": "Bajas terrestres", + "assists": "Asistencias", + "deaths": "Muertes", + "captures": "Capturas", + "clickToSwitchMetric": "Clic para cambiar métrica", + "clickToCycle": "clic para alternar", + "noChartData": "Sin datos de gráfico", + "noVehicleData": "Sin datos de vehículos", + "noSessionData": "Sin datos de sesión", + "date": "Fecha", + "vehicle": "Vehículo", + "ground": "Tierra", + "air": "Aire", + "result": "Resultado", + "unknown": "Desconocido", + "failedToLoadPlayerData": "No se pudieron cargar los datos del jugador" + }, + "replay": { + "playPause": "Reproducir/Pausar", + "crashed": "se estrelló", + "destroyed": "destruyó", + "hit": "impactó" + }, + "dateFilter": { + "allTime": "Todo", + "currentSeason": "Temporada actual", + "bySeason": "Por temporada", + "cumulative": "Acumulado", + "customRange": "Rango personalizado", + "selectSeason": "Seleccionar temporada", + "selectSeasonDots": "Selecciona una temporada...", + "selectWeek": "Seleccionar semana", + "selectWeekDots": "Selecciona una semana...", + "entireSeason": "Temporada completa", + "applyFilter": "Aplicar filtro", + "cumulativeHelp": "Ver estadísticas acumuladas hasta un punto específico", + "season": "Temporada", + "upToWeek": "Hasta semana", + "applyCumulativeFilter": "Aplicar filtro acumulado", + "startDate": "Fecha inicial", + "endDate": "Fecha final", + "applyCustomRange": "Aplicar rango personalizado", + "activeFilter": "Filtro activo:", + "clear": "Limpiar", + "allTimeStatistics": "Estadísticas totales", + "currentSeasonValue": "Temporada actual: {season}", + "alertSelectSeason": "Selecciona una temporada", + "seasonValue": "Temporada {season}", + "alertSelectSeasonWeek": "Selecciona temporada y semana", + "cumulativeValue": "Acumulado hasta {season} - {week}", + "alertSelectDate": "Selecciona al menos una fecha", + "alertStartBeforeEnd": "La fecha inicial debe ser anterior a la final", + "customRangePrefix": "Rango personalizado:", + "fromDate": "Desde {date}", + "upToDate": "Hasta {date}" + }, + "timeline": { + "pageTitle": "Historia de SREBOT", + "pageDescription": "La historia de SREBOT, desde una idea hasta convertirse en el estándar de SQB en War Thunder.", + "eyebrow": "Nuestra historia", + "heading": "La cronología", + "servers": "{count} servidores", + "scroll": "Desplázate", + "cards": { + "1": { + "label": "Origen", + "date": "Junio de 2024", + "title": "Nace como SNLK SQB BOT", + "description": "Encargado por ImApollo y lanzado como SNLK SQB BOT. La primera versión funcionó en una semana con datos manuales y pronto llegó a otros servidores." + }, + "2": { + "label": "Marcadores", + "date": "Agosto de 2024", + "title": "Los primeros registros", + "description": "El bot empezó automatizando marcadores diff rojos y verdes. Los totales seguían siendo manuales, sin seguimiento ni automatización. TheH0G (Cade) y progavman (Prog) influyeron mucho en el estilo." + }, + "3": { + "label": "Cambio de nombre", + "date": "Octubre de 2024", + "title": "Se convierte en SREBOT", + "description": "El proyecto superó su nombre original. SNLK SQB BOT se convirtió en SREBOT." + }, + "4": { + "label": "Alianza", + "date": "Enero de 2025", + "title": "Lux_ y nuestras contribuciones mutuas", + "description": "Lux_ y SREBOT compartieron conocimientos sobre las API de War Thunder y la gestión de comunidades. Su bot se convirtió después en Spectra y la cooperación continuó." + }, + "5": { + "label": "Analizador", + "date": "Febrero de 2025", + "title": "Frovy abre la puerta", + "description": "Frovy nos mostró el primer analizador y abrió el camino hacia marcadores automáticos. También descubrió actualizaciones inmediatas de puntos del juego." + }, + "6": { + "label": "Registros", + "date": "Marzo de 2025", + "title": "LivingTheDagor y el nuevo analizador", + "description": "Dagor llegó con un segundo analizador más sólido que SREBOT aún utiliza. El sistema de registros maduró y mejoró los marcadores." + }, + "7": { + "label": "Impulso", + "date": "Julio de 2025", + "title": "La voz se corre", + "description": "Los escuadrones empezaron a fijarse. El bot ganó popularidad al llegar a más comunidades." + }, + "8": { + "label": "Sitio web", + "date": "Agosto de 2025", + "title": "Clippi crea el sitio web", + "description": "Clippi (Sophie) dirigió el sitio web, nos trasladó de Replit a infraestructura real y ayudó a lanzarlo y hacerlo crecer." + }, + "9": { + "label": "Rutas", + "date": "Noviembre de 2025", + "title": "Los mapas de calor de Flexcoral", + "description": "Al revivir WT Heatmaps, Flexcoral y un grupo de desarrolladores resolvieron cómo renderizar minimapas y rutas desde repeticiones, y publicaron la base de nuestros métodos actuales." + }, + "10": { + "label": "Colaboración", + "date": "Enero de 2026", + "title": "Unión con Spectra", + "description": "El volumen de solicitudes exigió otro enfoque. SREBOT se asoció con Spectra para recibir partidas directamente." + }, + "11": { + "label": "Monetización", + "date": "Abril de 2026", + "title": "Impulsando el futuro", + "description": "Los primeros ingresos reales financiaron mejores servidores y un desarrollo más rápido." + }, + "12": { + "label": "Clientes", + "date": "Mayo de 2026", + "title": "Compatibilidad con clientes", + "description": "Empezamos a admitir clientes para que otros bots construyeran sobre nuestro trabajo. AXBot fue el primero para la comunidad SQB china." + }, + "13": { + "label": "TSSBOT", + "date": "Mayo de 2026", + "title": "TSSBOT toma forma", + "description": "TSSBOT fue ideado y prototipado; los primeros datos llegaron a principios de junio." + }, + "14": { + "label": "Hoy", + "date": "Ahora", + "title": "Dónde estamos ahora", + "description": "El análisis automático mediante Spectra, el desarrollo financiado y una comunidad creciente definen hoy el proyecto." + } + } + } +} diff --git a/locales/fr.json b/locales/fr.json new file mode 100644 index 0000000..523b964 --- /dev/null +++ b/locales/fr.json @@ -0,0 +1,1005 @@ +{ + "nav": { + "home": "Accueil", + "live": "En direct", + "leaderboards": "Classements", + "docs": "Docs", + "terms": "Conditions", + "premium": "Premium", + "support": "Support", + "addToDiscord": "Ajouter à Discord", + "games": "Matchs", + "squadrons": "Escadrons", + "donate": "Faire un don", + "analytics": "Analytique" + }, + "footer": { + "services": "Services", + "matchFeed": "Flux de matchs", + "vehicleStats": "Stats de véhicules", + "analytics": "Analytiques", + "squadronHub": "Hub d'escadron", + "comparison": "Comparaison", + "resources": "Ressources", + "documentation": "Documentation", + "inviteBot": "Inviter le bot", + "legal": "Mentions légales", + "termsOfService": "Conditions d'utilisation", + "privacyPolicy": "Politique de confidentialité", + "termsAndPrivacy": "Conditions & Confidentialité", + "meowing": "Ronron", + "websiteBy": "Site web par", + "andToothless": "et Toothless" + }, + "common": { + "loading": "Chargement...", + "retry": "Réessayer", + "backToHome": "Retour à l'accueil", + "battles": "Batailles", + "wins": "Victoires", + "winRate": "Taux de victoire", + "kills": "Éliminations", + "totalKills": "Total d'éliminations", + "groundKills": "Éliminations sol", + "airKills": "Éliminations air", + "assists": "Assistances", + "deaths": "Morts", + "captures": "Captures", + "kdr": "KDR", + "kps": "KPS", + "rank": "Rang", + "player": "Joueur", + "players": "Joueurs", + "playersCount": "joueurs", + "vehicle": "Véhicule", + "vehicles": "Véhicules", + "squadron": "Escadron", + "squadrons": "Escadrons", + "statistics": "Statistiques", + "comparison": "Comparaison", + "date": "Date", + "result": "Résultat", + "totalBattles": "Total de batailles", + "totalWins": "Total de victoires", + "points": "Points", + "members": "Membres", + "membersCount": "membres", + "rating": "Évaluation", + "searchPlayerByName": "Rechercher un joueur par nom...", + "noPlayersFound": "Aucun joueur trouvé", + "noSquadronsFound": "Aucun escadron trouvé", + "noVehiclesFound": "Aucun véhicule trouvé", + "failedToLoad": "Impossible de charger les données. Veuillez réessayer plus tard.", + "recordingSince": "Enregistrement des données depuis le 01/01/2026", + "vs": "VS", + "map": "Carte" + }, + "home": { + "squadronBattles": "Batailles d'escadron", + "madeSimple": "Simplifiées", + "addToDiscord": "Ajouter à Discord", + "learnMore": "En savoir plus", + "searchBySquadron": "RECHERCHER PAR ESCADRON", + "typeSquadronName": "Nom d'un escadron...", + "orByPlayer": "OU PAR JOUEUR", + "typePlayerName": "Nom d'un joueur...", + "liveFeed": "Flux de matchs", + "realTimeMatches": "Retrouvez vos matchs", + "topPlayers": "Meilleurs joueurs", + "vehicleStatsCard": "Stats de véhicules", + "performanceMetrics": "Métriques de performance", + "analyticsCard": "Analytiques", + "globalStatistics": "Statistiques globales", + "squadronHubCard": "Hub d'escadron", + "squadronStats": "Stats d'escadron", + "comparisonCard": "Comparaison", + "compareStats": "Comparer les stats", + "joinServers": "Rejoignez les 500+ serveurs qui utilisent notre bot pour suivre leurs performances", + "noSquadronsFound": "Aucun escadron trouvé", + "noPlayersFound": "Aucun joueur trouvé", + "searchPlayersIn": "Rechercher des joueurs dans", + "ctaElev8": "Prêt à ELEV8 votre escadron ?", + "ctaReign": "Prêt à R3IGN à nouveau ?", + "ctaMeow": "Meowww", + "ctaPurr": "Purrr", + "ctaRawr": "Rawr" + }, + "docs": { + "title": "Documentation", + "subtitle": "Tout ce que vous devez savoir sur", + "quickNavigation": "Navigation rapide", + "gettingStarted": "Démarrage", + "commands": "Commandes", + "serverSetup": "Configuration du serveur", + "features": "Fonctionnalités", + "examples": "Exemples", + "troubleshooting": "Dépannage", + "stackManager": "Gestionnaire de stack", + "welcomeMessage": "Suivez ces étapes pour démarrer.", + "inviteTheBot": "Inviter le bot", + "inviteBotDesc": "Cliquez sur le bouton \"Ajouter au serveur\" et sélectionnez le serveur Discord de votre escadron. Le bot enverra un message de bienvenue avec une indication pour exécuter /setup.", + "runSetupWizard": "Lancer l'assistant de configuration", + "setupWizardDesc": "L'assistant de configuration vous guide pour configurer votre escadron, le canal de logs et le canal de points en une seule fois :", + "setupEasiest": "C'est la méthode la plus simple pour démarrer. Il vous guide étape par étape pour définir votre escadron et choisir vos canaux.", + "youreDone": "C'est terminé !", + "doneDesc": "Le bot commencera à publier automatiquement les points et les mises à jour du classement. Utilisez /autolog-management pour ajuster les paramètres de notification ultérieurement.", + "premiumNote": "Les logs de jeu automatiques (tableaux des scores complets après chaque match) nécessitent un abonnement Premium. Exécutez /unlock pour vous abonner — 2,99 $/mois par serveur, facturé via Discord.", + "manualSetup": "Configuration manuelle (alternative)", + "manualSetupDesc": "Si vous préférez configurer les choses individuellement, vous pouvez utiliser ces commandes à la place :", + "allCommandsSlash": "Toutes les commandes utilisent le système de commandes slash de Discord. Tapez / pour voir les commandes disponibles.", + "serverSetupAdmin": "Configuration du serveur & administration", + "importantNote": "Remarque importante", + "verifyFirst": "Vérifiez toujours en premier ! La commande /sq-info confirme que le bot peut trouver votre escadron dans la base de données de War Thunder, même si votre classement est très bas.", + "cantFindSquadron": "Si le bot ne peut pas trouver votre escadron avec /sq-info, les commandes de configuration ne fonctionneront pas correctement.", + "botNotResponding": "Le bot ne répond pas", + "checkOnline": "Vérifiez si le bot est en ligne (statut vert)", + "verifyPermissions": "Vérifiez que le bot dispose des permissions nécessaires", + "tryDifferentChannel": "Essayez d'utiliser les commandes dans un autre canal", + "commandsNotWorking": "Les commandes ne fonctionnent pas", + "ensureSlash": "Assurez-vous d'utiliser les commandes slash (commençant par /)", + "checkRolePerms": "Vérifiez si votre rôle a la permission d'utiliser les commandes du bot", + "tryRefreshing": "Essayez de rafraîchir Discord ou de redémarrer l'application", + "dataNotSaving": "Les données ne s'enregistrent pas", + "verifySendMessages": "Vérifiez que le bot a la permission \"Envoyer des messages\"", + "checkOutages": "Vérifiez s'il y a des pannes Discord", + "contactSupport": "Contactez le support si le problème persiste", + "needMoreHelp": "Besoin d'aide supplémentaire ?", + "needMoreHelpDesc": "Si vous avez besoin d'assistance supplémentaire, n'hésitez pas à nous contacter via nos canaux de support.", + "example": "Exemple", + "supportedLanguages": "Langues prises en charge", + "setupDesc": "Assistant étape par étape pour configurer le bot sur votre serveur. Définit votre escadron, le canal de logs et le canal de points en une seule procédure.", + "recommendedForNew": "Recommandé pour les nouveaux serveurs.", + "setSquadronDesc": "Enregistre un escadron par défaut pour votre serveur Discord. Utilisé pour les logs et comme valeur par défaut pour les autres commandes.", + "quickLogDesc": "Définit une alarme pour un escadron dans le canal actuel. Le type peut être Logs, Points, Leaderboard, ou Both — Both configure Logs et Points ensemble en une seule commande. Par défaut : Logs.", + "quickLogPremiumNote": "Logs (tableaux des scores automatiques) nécessitent un abonnement Premium. Les alertes Points et Classement sont gratuites.", + "autologDesc": "Gérez les notifications autolog et diagnostiquez les permissions des canaux. Utilisez cette commande pour modifier les paramètres après la configuration initiale.", + "autologPremiumNote": "Les logs de jeu automatiques nécessitent un abonnement Premium.", + "diagnosePermsDesc": "Vérifie instantanément si le bot dispose des permissions nécessaires dans le canal actuel, affiche vos canaux autolog configurés et indique le statut d'abonnement Premium de ce serveur. Utilisez cette commande si les tableaux des scores ou les points ne sont pas publiés.", + "squadronInformation": "Informations sur l'escadron", + "sqInfoDesc": "Affiche des informations détaillées sur n'importe quel escadron. Utilise l'escadron par défaut du serveur si aucun n'est spécifié.", + "sqInfoGraphDesc": "Visualisez l'effectif actuel sous forme de graphique en barres réparti entre les groupes noyau, actifs et faibles selon l'activité et le taux de victoire (saison actuelle).", + "compDesc": "Trouve les dernières compositions connues pour les batailles d'un escadron donné. Les serveurs gratuits obtiennent 25 recherches par créneau horaire ; Premium obtient illimité.", + "trackDesc": "Suit un escadron et compare ses stats par rapport à la dernière fois que vous avez vérifié.", + "topDesc": "Affiche le top 20 des escadrons et leurs statistiques actuelles.", + "sqStatsDesc": "Affiche les points d'un escadron au fil du temps sous forme de graphique interactif.", + "lossCalculatorDesc": "Calcule combien de points un escadron perdrait si les joueurs sélectionnés le quittaient.", + "recentDesc": "Affiche les 5 dernières batailles d'escadron pour un escadron.", + "vsDesc": "Consulte le bilan des confrontations directes contre un autre escadron.", + "leaderboardLinkDesc": "Obtient un lien vers le classement mondial des joueurs SRE Bot.", + "playerStats": "Stats du joueur", + "playerStatsDesc": "Affiche des statistiques détaillées de véhicules pour un joueur avec un menu déroulant interactif. Prend en charge la saisie automatique.", + "viewPlayerGamesDesc": "Affiche les 20 dernières parties d'un joueur. Montre le nombre total de victoires/défaites et le taux de victoire, un résumé par partie (résultat, escadron adversaire, carte et composition jouée), et une liste dédoublonnée de toutes les compositions uniques du joueur. Prend en charge la saisie automatique.", + "viewMatchDesc": "Affiche le tableau des scores complet d'un match spécifique. Fournissez un ID de match directement, ou recherchez par nom de joueur pour parcourir ses 100 dernières parties et en choisir une. Inclut les boutons Voir le replay, Voir les déplacements, Journal de chat et Journal de bataille.", + "examples2": "Exemples", + "compareDesc": "Compare les statistiques SQB agrégées entre deux joueurs ou plus (jusqu'à 7). Affiche une comparaison côte à côte avec les meilleures stats en surbrillance. Inclut un bouton graphique pour voir l'historique des points sur 90 jours.", + "metaData": "Données meta", + "metaManagementDesc": "Configure les paramètres d'accès aux données meta pour votre serveur.", + "metaDesc": "Recherche dans le roster meta de votre escadron par nom de véhicule.", + "settingsUtilities": "Paramètres & utilitaires", + "languageDesc": "Change la langue par défaut du bot. Affecte également la langue des véhicules affichés dans vos logs de bataille.", + "scheduleDesc": "Affiche le calendrier de BR de la saison en cours. Montre le BR maximum de chaque semaine avec sa plage de dates, les semaines passées barrées et la période active actuelle mise en évidence.", + "websiteDesc": "Obtient un lien vers le site web SRE Bot pour la recherche de joueurs, les classements et plus encore.", + "creditsDesc": "Affiche l'équipe créditée pour la création de ce bot.", + "unlockDesc": "Déverrouillez les logs automatiques de parties SQB et les recherches /comp illimitées pour ce serveur. L'abonnement ajoute des tableaux des scores complets publiés automatiquement sur votre canal configuré après chaque match. 2,99 $ / mois · par serveur · résiliable à tout moment. La facturation est entièrement gérée via Discord — aucun compte externe requis.", + "analyticsDesc": "Analytiques SQB avancées : taux de victoire par carte, compositions d'équipe, régularité des joueurs, performance selon l'heure et historique des affrontements (plus de victoires et défaites contre les adversaires).", + "sqCardDesc": "Génère une carte récapitulative de saison (PNG) pour un escadron — tendance du rating, taux de victoire, meilleurs joueurs, etc. Choisis la saison dans l'autocomplétion. Thèmes sombre et clair disponibles.", + "cardDesc": "Génère une carte récapitulative de saison (PNG) pour un joueur. Choisis la saison dans l'autocomplétion et le joueur par nom d'utilisateur. Thèmes sombre et clair disponibles.", + "queryDesc": "[Admin uniquement] Exécute des requêtes de base de données prédéfinies — statistiques d'escadron, nombre de parties, joueurs les plus actifs, cartes les plus jouées, et plus. Les résultats sont éphémères (visibles uniquement par vous).", + "donateDesc": "Soutenez le développement de SRE Bot via Ko-fi.", + "botStatusDesc": "Affiche quand la dernière partie a été reçue et le TTL moyen des parties récentes. Signale les serveurs Gaijin lents.", + "premiumBadge": "Premium", + "newsDesc": "Consultez les dernières actualités et annonces de SRE Bot.", + "stackCreateDesc": "Crée une stack de joueurs pour coordonner une équipe avant un match. Un embed persistant est publié dans le canal indiquant les membres actuels et les candidats en attente. La stack dure jusqu'à 8 heures et est automatiquement supprimée à la fin de chaque créneau SQB.", + "stackRequestToJoin": "Demander à rejoindre — N'importe quel joueur peut postuler avec le véhicule qu'il prévoit de piloter. Les candidatures occupent jusqu'à 20 emplacements.", + "stackLeaveWithdraw": "Quitter / Retirer — Les membres peuvent quitter la stack ; les candidats peuvent retirer leur candidature. Le chef de stack est invité à transférer la direction en premier.", + "stackManagePanel": "Gérer la stack ⚙️ — Panneau réservé au chef avec quatre sections :", + "stackAcceptMembers": "Accepter les membres — Acceptez ou refusez les candidats individuellement ou tous à la fois. Jusqu'à 8 membres au total.", + "stackRemoveMembers": "Retirer des membres — Retirez des membres actifs ou des candidats en attente. Options : Retirer tous, Retirer les actifs, Retirer les en attente, ou Retirer les sélectionnés dans une liste déroulante.", + "stackPingMembers": "Mentionner les membres — Mentionnez avec un message personnalisé optionnel. Options : Mentionner tous (membres + file d'attente, sauf le chef), Mentionner les actifs (membres uniquement), Mentionner les en attente (candidats uniquement), ou Mentionner les sélectionnés dans une liste déroulante.", + "stackRenameStack": "Renommer la stack — Définissez un nom personnalisé pour la stack. Apparaît comme titre de l'embed et dans les messages de mention au lieu du nom par défaut \"Stack de [Chef]\".", + "stackDisbandStack": "Dissoudre la stack — Le chef peut mettre fin à la stack prématurément.", + "stackManageDesc": "Republier l'embed de votre stack active dans le canal actuel. Utilisez cette commande si l'embed original a été supprimé ou perdu après un redémarrage du bot. Tous les membres existants et les données de file d'attente sont conservés.", + "translation": "Traduction", + "translateContextMenu": "Clic droit sur le message → Applications → Traduire le message", + "translateDesc": "Traduisez n'importe quel message via le menu contextuel de Discord. Faites un clic droit (ou appuyez longuement sur mobile) sur un message et sélectionnez Applications → Traduire le message.", + "viewAllLanguages": "Voir toutes les langues prises en charge", + "serverSetupSubtitle": "Configurez {botName} pour des performances optimales sur le serveur Discord de votre escadron.", + "requiredPermissions": "Permissions requises", + "sendMessages": "Envoyer des messages", + "useSlashCommands": "Utiliser les commandes slash", + "embedLinks": "Intégrer des liens", + "readMessageHistory": "Lire l'historique des messages", + "recommendedChannelSetup": "Configuration de canal recommandée", + "recommendedChannelDesc": "Créez un canal dédié comme #squadron-battles pour le suivi et les statistiques. Cela permet de garder vos données de bataille organisées et facilement accessibles.", + "roleConfiguration": "Configuration des rôles", + "roleConfigurationDesc": "Attribuez des rôles appropriés aux membres de l'escadron qui peuvent enregistrer les résultats de bataille. Nous recommandons de limiter cela aux officiers et chefs d'escadron.", + "premiumSectionSubtitle": "Les logs automatiques de parties SQB sont une fonctionnalité Premium, déverrouillée par serveur via le système d'abonnement natif de Discord.", + "whatsIncluded": "Ce qui est inclus", + "premiumInclude1": "Tableau des scores complet publié automatiquement sur votre canal configuré après chaque match SQB", + "premiumInclude2": "Recherches /comp illimitées (les serveurs gratuits obtiennent 25 par créneau horaire)", + "premiumInclude3": "Toutes les fonctionnalités gratuites existantes (alarmes de points, classement, commandes de stats, etc.) restent gratuites", + "pricingBilling": "Tarification & facturation", + "pricingBillingDesc": "2,99 $ / mois · par serveur · résiliable à tout moment. La facturation est entièrement gérée via Discord — aucun compte externe ni processeur de paiement requis. Les abonnements se renouvellent automatiquement et peuvent être résiliés à tout moment depuis vos paramètres Discord.", + "howToSubscribe": "Comment s'abonner", + "subscribe1": "Exécutez /unlock sur votre serveur (administrateur du serveur requis)", + "subscribe2": "Cliquez sur le bouton S'abonner dans la réponse du bot", + "subscribe3": "Finalisez le paiement directement dans Discord — le bot s'active immédiatement", + "cancellation": "Résiliation", + "cancellationDesc": "Lorsqu'un abonnement expire ou est résilié, le bot cesse automatiquement de publier les logs de jeu pour ce serveur lors du prochain cycle autolog. Aucune action manuelle n'est nécessaire.", + "realTimeStatistics": "Statistiques en temps réel", + "realTimeStatisticsDesc": "Suivez les victoires, défaites et métriques de performance en temps réel.", + "battleHistory": "Historique des batailles", + "battleHistoryDesc": "Historique complet de toutes les batailles d'escadron enregistrées.", + "leaderboardsFeature": "Classements", + "leaderboardsFeatureDesc": "Comparez les performances de votre escadron avec d'autres grâce à /top.", + "playerTracking": "Suivi des joueurs", + "playerTrackingDesc": "Statistiques individuelles des joueurs et intégration ThunderSkill.", + "smartAlerts": "Alertes intelligentes", + "smartAlertsDesc": "Alarmes automatisées et notifications pour les activités de l'escadron.", + "multiLanguageSupport": "Support multilingue", + "multiLanguageSupportDesc": "Fonctionnalités de traduction et langues de véhicules personnalisables.", + "timeCoordination": "Coordination temporelle", + "timeCoordinationDesc": "Outils UTC et heure locale pour la coordination mondiale de l'escadron.", + "advancedSearch": "Recherche avancée", + "advancedSearchDesc": "Trouvez des compositions de joueurs et des informations détaillées sur les escadrons.", + "dataSecurity": "Sécurité des données", + "dataSecurityDesc": "Vos données sont sécurisées et ne sont jamais partagées ni vendues.", + "usageExamples": "Exemples d'utilisation", + "quickSetupRecommended": "Configuration rapide (recommandée)", + "quickSetupDesc": "Lancez l'assistant de configuration. Il vous guide pour définir votre escadron, choisir un canal de logs et un canal de points — le tout en une seule procédure.", + "comparingPlayers": "Comparer des joueurs", + "comparingPlayersDesc": "Comparez jusqu'à 7 joueurs côte à côte. La meilleure stat dans chaque catégorie est mise en évidence, et le meilleur joueur global reçoit une étoile. Cliquez sur \"Afficher le graphique\" pour voir leur historique de points.", + "checkingSquadronInfo": "Vérifier les infos d'un escadron", + "verifySquadronDesc": "Vérifiez qu'un escadron existe et consultez ses détails. Utilisez cette commande pour confirmer que le bot peut trouver votre escadron avant la configuration.", + "recentBattlesDesc": "Consultez les 5 dernières batailles jouées par un escadron.", + "headToHeadDesc": "Consultez votre bilan en confrontations directes contre un autre escadron.", + "backToHome": "Retour à l'accueil", + "termsAndPrivacy": "Conditions & Confidentialité", + "seasonRecapCardTitle": "Carte récapitulative de saison", + "seasonRecapCardDesc": "Génère un résumé PNG partageable de la saison de n’importe quel escadron — courbe de classement, taux de victoires glissant, K/D, véhicule principal, MVP et plus. Disponible via le bouton « Carte de saison » sur la page de profil de chaque escadron.", + "playerRecapCardTitle": "Récap de saison du joueur", + "playerRecapCardDesc": "Générez un résumé PNG partageable de la saison de n'importe quel joueur — évolution du classement entre escadrons, taux de victoire glissant, K/D, cadence des batailles, meilleur match et plus. Disponible depuis le bouton « Season Recap » sur la page de profil de chaque joueur.", + "tierOverview": "Aperçu des tiers", + "tierOverviewDesc": "L'auto-logging est disponible sur trois tiers. Chaque tier limite le nombre d'escadrons avec Logs et Points activés. Les escadrons au-delà de la limite restent dans vos préférences et reprennent automatiquement après une mise à niveau.", + "tierStandardLine": "2,99 $ — jusqu'à 10 escadrons chacun pour Logs et Points, sans wildcard.", + "tierProLine": "jusqu'à 25 escadrons chacun pour Logs et Points, plus wildcard (`*` / `all` / `everything`).", + "tierMaxLine": "escadrons illimités, wildcards, accès anticipé aux nouvelles fonctionnalités.", + "voiceChannelTally": "Suivi en salon vocal", + "tallyIntro": "Suivez un score SQB en direct dans le statut de votre salon vocal Discord. À la fin des parties, le bot met à jour le statut du salon avec un récapitulatif comme 2W-1L : Victoire contre ENEMY. C'est une fonctionnalité premium et vous devez être connecté au salon vocal.", + "tallyClaimDesc": "Commencez à suivre un joueur ou un escadron dans votre salon vocal actuel. Indiquez un nom d'utilisateur ou un escadron (pas les deux). Le statut démarre à 0W-0L et se met à jour à la fin des parties correspondantes.", + "tallyTransferDesc": "Basculez le suivi actif vers un autre joueur en conservant le décompte actuel de victoires et de défaites.", + "tallyClearDesc": "Effacez le suivi actif dans votre salon vocal actuel et réinitialisez son statut. Un suivi s'efface aussi automatiquement après 1 heure d'inactivité ou dès que tout le monde quitte le salon." + }, + "terms": { + "pageTitle": "Conditions d'utilisation & Politique de confidentialité", + "lastUpdated": "Dernière mise à jour : avril 2026", + "termsOfService": "Conditions d'utilisation", + "byUsing": "En utilisant", + "youAgree": ", vous acceptez les conditions suivantes :", + "useResponsibly": "Utilisation responsable", + "useResponsiblyDesc": "Ne tentez pas de surcharger, spammer ou autrement perturber le bot.", + "noFunnyBusiness": "Pas de comportement abusif", + "noFunnyBusinessDesc": "Ne tentez pas de procéder à de la rétro-ingénierie, ou de violer les CGU de Discord ou toute autre règle de serveur.", + "statsAsIs": "Les stats sont fournies telles quelles", + "statsAsIsDesc": "Toutes les données et statistiques sont fournies \"en l'état\" sans garantie d'aucune sorte, expresse ou implicite. Nous faisons des efforts raisonnables pour assurer l'exactitude mais ne garantissons pas que les informations soient complètes, à jour ou exemptes d'erreurs.", + "uptimeNotGuaranteed": "La disponibilité n'est pas garantie", + "uptimeNotGuaranteedDesc": "Le bot est fourni \"selon disponibilité\". Nous ne garantissons pas un fonctionnement ininterrompu ou sans erreur. Le service peut être temporairement indisponible en raison de maintenance, de mises à jour ou de problèmes techniques.", + "weCanBanYou": "Nous pouvons vous bannir", + "weCanBanYouDesc": "Si vous enfreignez les règles, nous pouvons vous retirer l'accès.", + "privacyPolicy": "Politique de confidentialité", + "infoWeCollect": "1. Informations que nous collectons", + "collectsFollowing": "collecte les informations suivantes pour fournir ses services :", + "discordUserIds": "Identifiants Discord :", + "discordUserIdsDesc": "Identifiants uniques pour suivre les utilisateurs individuels", + "squadronIds": "Identifiants d'escadron :", + "squadronIdsDesc": "Identifiants de serveur/guilde Discord pour organiser les données d'escadron", + "battleData": "Données de bataille :", + "battleDataDesc": "Historiques de victoires/défaites, horodatages des batailles et statistiques associées", + "commandUsage": "Utilisation des commandes :", + "commandUsageDesc": "Journalisation de base des commandes du bot utilisées pour améliorer le service", + "howWeUse": "2. Comment nous utilisons vos informations", + "usedExclusively": "Les informations collectées sont utilisées exclusivement pour :", + "trackingPerformance": "Suivre les performances et statistiques des batailles d'escadron", + "providingHistorical": "Fournir des données historiques et des analyses", + "improvingBot": "Améliorer les fonctionnalités du bot et l'expérience utilisateur", + "troubleshootingIssues": "Résoudre les problèmes techniques", + "dataStorage": "3. Stockage et sécurité des données", + "dataStoredSecurely": "Vos données sont stockées de manière sécurisée avec les protections suivantes :", + "encryptedServers": "Les données sont stockées sur des serveurs sécurisés avec chiffrement", + "limitedAccess": "L'accès est limité au personnel autorisé uniquement", + "regularBackups": "Des sauvegardes régulières garantissent l'intégrité des données", + "dataSharing": "4. Partage des données", + "weDoNot": "Nous ne :", + "sellData": "Ne vendons pas vos informations personnelles à des tiers", + "shareData": "Ne partageons pas vos données avec des organisations externes", + "useForAds": "N'utilisons pas vos données à des fins publicitaires ou marketing", + "transferData": "Ne transférons pas vos données hors de nos systèmes sécurisés", + "dataRetention": "5. Conservation des données", + "dataRetentionDesc": "Nous conservons vos données aussi longtemps que nécessaire pour fournir nos services. Les statistiques de bataille et les données d'escadron sont conservées pour maintenir les archives historiques et les analyses.", + "discordIntegration": "6. Intégration Discord", + "discordIntegrationDesc": "Ce bot fonctionne dans l'écosystème Discord et est soumis à la politique de confidentialité de Discord. Nous n'accédons qu'aux informations nécessaires au fonctionnement du bot via l'API officielle de Discord.", + "ageRestrictions": "7. Restrictions d'âge", + "ageRestrictionsDesc": "Le bot est destiné aux utilisateurs qui respectent les conditions d'âge minimum de Discord (13 ans ou plus selon la législation locale).", + "changesToPolicy": "8. Modifications de la politique de confidentialité", + "changesToPolicyDesc": "Nous pouvons mettre à jour cette politique de confidentialité de temps en temps.", + "premiumTitle": "Conditions d'abonnement Premium", + "premiumWhatYouGet": "1. Ce que Premium inclut", + "premiumWhatYouGetDesc": "Un abonnement Premium débloque les fonctionnalités suivantes pour le serveur Discord abonné :", + "premiumFeature1": "Publication automatique des tableaux de scores après chaque match SQB", + "premiumFeature2": "Cartes de trajectoires / mouvements", + "premiumFeature3": "Journaux de chat et de bataille", + "premiumFeature4": "Recherche de replays", + "premiumFeature5": "Recherches /comp illimitées (les serveurs gratuits sont limités à 15 par créneau horaire)", + "premiumBilling": "2. Facturation et paiement", + "premiumBillingDesc": "Premium est facturé à 2,99 $ USD par mois par serveur Discord. Le paiement est traité via le système d'abonnement natif de Discord ou via notre site web par Whop. Vous êtes responsable de vous assurer que votre moyen de paiement est valide et dispose de fonds suffisants. Les abonnements se renouvellent automatiquement à la fin de chaque période de facturation, sauf annulation.", + "premiumCancellation": "3. Annulation", + "premiumCancellationDesc": "Vous pouvez annuler votre abonnement à tout moment. Pour les abonnements Discord, rendez-vous dans Paramètres utilisateur → Abonnements dans Discord. Pour les abonnements via le site web, gérez votre facturation sur whop.com/billing. Après l'annulation, vos fonctionnalités Premium restent actives jusqu'à la fin de votre période de facturation en cours. Ensuite, votre serveur revient au niveau gratuit — aucune donnée n'est perdue.", + "premiumRefunds": "4. Remboursements", + "premiumRefundsDesc": "Les frais d'abonnement ne sont pas remboursables. L'utilisation partielle du mois n'est pas proratisée. Si vous annulez en cours de cycle, vous conservez l'accès jusqu'à la fin de cette période de facturation, mais vous n'avez pas droit à un remboursement pour le temps restant. Les remboursements pour des erreurs de facturation ou des frais en double peuvent être accordés à notre discrétion — contactez le support avec votre ID de serveur Discord et une preuve de paiement.", + "premiumPriceChanges": "5. Modifications de prix", + "premiumPriceChangesDesc": "Nous nous réservons le droit de modifier les tarifs d'abonnement à tout moment. Les abonnés existants seront prévenus au moins 30 jours avant l'entrée en vigueur de toute augmentation de prix. Si vous n'êtes pas d'accord avec une modification de prix, vous pouvez annuler avant l'application du nouveau tarif.", + "premiumTermination": "6. Résiliation de l'accès Premium", + "premiumTerminationDesc": "Nous nous réservons le droit de révoquer l'accès Premium sans remboursement si un serveur viole ces Conditions d'utilisation, y compris, mais sans s'y limiter, l'abus des fonctionnalités du bot, les tentatives de contournement des limites d'utilisation ou la violation des Conditions d'utilisation de Discord.", + "serviceAvailabilityTitle": "Disponibilité du service et responsabilité", + "serviceNoWarranty": "1. Absence de garantie", + "serviceNoWarrantyDesc": "LE SERVICE EST FOURNI « EN L'ÉTAT » ET « SELON DISPONIBILITÉ » SANS GARANTIE D'AUCUNE SORTE, QU'ELLE SOIT EXPRESSE, IMPLICITE OU LÉGALE, Y COMPRIS, MAIS SANS S'Y LIMITER, LES GARANTIES IMPLICITES DE QUALITÉ MARCHANDE, D'ADÉQUATION À UN USAGE PARTICULIER ET DE NON-CONTREFAÇON. Nous ne garantissons pas que le service sera ininterrompu, ponctuel, sécurisé ou exempt d'erreurs.", + "serviceLiability": "2. Limitation de responsabilité", + "serviceLiabilityDesc": "DANS TOUTE LA MESURE PERMISE PAR LA LOI APPLICABLE, EN AUCUN CAS NOUS NE SERONS RESPONSABLES DE DOMMAGES INDIRECTS, ACCESSOIRES, SPÉCIAUX, CONSÉCUTIFS OU PUNITIFS, NI DE TOUTE PERTE DE BÉNÉFICES OU DE REVENUS, QU'ELLE SOIT SUBIE DIRECTEMENT OU INDIRECTEMENT, NI DE TOUTE PERTE DE DONNÉES, D'UTILISATION, DE CLIENTÈLE OU D'AUTRES PERTES IMMATÉRIELLES, RÉSULTANT DE VOTRE UTILISATION OU DE VOTRE INCAPACITÉ À UTILISER LE SERVICE. Notre responsabilité totale pour toute réclamation découlant de ces conditions ou du service ne dépassera pas le montant que vous nous avez versé au cours des trois (3) mois précédant la réclamation.", + "serviceCredits": "3. Interruptions de service et crédits", + "serviceCreditsDesc": "En cas de panne de service prolongée et imprévue affectant les fonctionnalités Premium pendant plus de 72 heures consécutives, les abonnés Premium concernés peuvent demander un crédit de service en contactant le support. Les crédits sont accordés à notre seule discrétion et sont appliqués comme une extension de la période de facturation en cours — et non comme des remboursements monétaires. Les fenêtres de maintenance planifiée, les pannes de tiers (Discord, Gaijin API) et les événements hors de notre contrôle raisonnable sont exclus.", + "serviceForceM": "4. Force majeure", + "serviceForceMDesc": "Nous ne serons pas responsables de tout manquement ou retard dans l'exécution résultant de causes indépendantes de notre volonté raisonnable, y compris, mais sans s'y limiter : catastrophes naturelles, guerre, terrorisme, pandémies, coupures de courant, interruptions d'internet, pannes de la plateforme Discord, modifications ou indisponibilité de l'API Gaijin Entertainment, actions gouvernementales ou tout autre cas de force majeure.", + "disclaimer": "Avertissement", + "warThunderDisclaimer": "est un bot Discord indépendant et n'est pas affilié à, approuvé par, ou associé à Gaijin Entertainment ou War Thunder. War Thunder est une marque déposée de Gaijin Entertainment.", + "acknowledgement": "En utilisant", + "acknowledgementEnd": ", vous reconnaissez avoir lu, compris et accepté d'être lié par ces Conditions d'utilisation et cette Politique de confidentialité." + }, + "premium": { + "upgradeTitle": "Améliorez votre escadron", + "heroDesc": "Chaque résultat SQB publié sur votre canal dès la fin du match — tableaux des scores, logs de bataille, cartes de déplacement et replays, entièrement automatiques.", + "instantScoreboards": "Tableaux des scores instantanés", + "viewPaths": "Voir les déplacements", + "chatBattleLogs": "Logs de chat & bataille", + "replayLookups": "Accès aux replays", + "free": "Gratuit", + "perMonth": "/mois", + "alwaysFree": "Toujours gratuit", + "noCardNeeded": "sans carte bancaire", + "included": "Inclus", + "manualLookups": "Recherches manuelles de parties", + "playerStats": "Stats & profils des joueurs", + "leaderboards": "Classements", + "stickWithFree": "Rester sur le gratuit", + "premiumLabel": "Premium", + "perServer": "par serveur", + "cancelAnytime": "résiliable à tout moment", + "everythingInFree": "Tout ce qui est dans Gratuit, plus", + "autoScoreboards": "Publication automatique des tableaux des scores", + "pathMaps": "Cartes de déplacement", + "chatLogs": "Logs de chat & bataille", + "replayLookupsFeature": "Accès aux replays", + "unlimitedComp": "Recherches /comp illimitées", + "prioritySupport": "Support prioritaire", + "subscribeNow": "S'abonner maintenant", + "comingSoon": "Bientôt disponible", + "serverIdInfo": "Vous aurez besoin de votre", + "discordServerId": "ID de serveur Discord", + "duringCheckout": "lors du paiement.", + "developerMode": "Mode développeur", + "rightClickServer": "Clic droit sur le serveur", + "copyId": "Copier l'identifiant", + "successTitle": "Premium activé", + "successDesc": "Votre abonnement est en cours de configuration. Le bot aura accès au Premium pour votre serveur dans quelques minutes.", + "whatHappensNext": "Que se passe-t-il ensuite", + "autoLogging": "La journalisation automatique s'active pour votre serveur", + "setLogChannel": "Définissez votre canal de logs avec", + "everyResult": "Chaque résultat SQB est publié automatiquement", + "readSetupGuide": "Lire le guide de configuration", + "tierStandardName": "Standard", + "tierProName": "Pro", + "tierMaxName": "Max", + "squadCap": "Jusqu'à {cap} escadrons enregistrés", + "squadCapUnlimited": "Escadrons illimités", + "everythingInStandard": "Tout ce qui est dans Standard", + "everythingInPro": "Tout ce qui est dans Pro", + "wildcardSupport": "Logging wildcard (*, all, everything)", + "noSquadCap": "Pas de limite d'escadrons", + "earlyAccessFeatures": "Accès anticipé aux nouvelles fonctionnalités" + }, + "player": { + "totalBattles": "Total de batailles", + "totalWins": "Total de victoires", + "vehicleStatistics": "Statistiques de véhicules", + "cumulative": "Cumulatif", + "individual": "Individuel", + "filterBy": "Filtrer par :", + "allTime": "Toute période", + "dateRange": "Plage de dates", + "season": "Saison", + "week": "Semaine", + "session": "Session", + "dateType": "Type de date :", + "last7Days": "7 derniers jours", + "last30Days": "30 derniers jours", + "last90Days": "90 derniers jours", + "customRange": "Plage personnalisée", + "specificDate": "Date précise", + "filterType": "Type de filtre :", + "fullSeason": "Saison complète", + "specificWeek": "Semaine précise", + "from": "Du :", + "to": "Au :", + "timeslot": "Créneau", + "fullDay": "Journée complète", + "selectSeason": "Saison :", + "selectWeek": "Semaine :", + "selectSeasonFirst": "Sélectionnez d'abord une saison", + "pleaseSelect": "Veuillez sélectionner une option", + "searchVehicles": "Rechercher des véhicules...", + "resetFilters": "Réinitialiser les filtres", + "vehiclesShown": "véhicules affichés", + "gamesShown": "parties affichées", + "noVehicleData": "Aucune donnée de véhicule disponible", + "noVehiclesForRange": "Aucun véhicule trouvé pour la plage de dates sélectionnée, ou ce joueur n'a pas encore de données.", + "switchToCards": "Basculer en vue cartes", + "switchToTable": "Basculer en vue tableau", + "loadingTimeline": "Chargement de la chronologie...", + "noTimelineData": "Aucune donnée de chronologie disponible.", + "timelineUnavailable": "Chronologie indisponible.", + "loadingGameRecords": "Chargement des enregistrements de parties...", + "unableToLoadRecords": "Impossible de charger les enregistrements de parties", + "failedToFetch": "Impossible de récupérer les données de jeu. Veuillez réessayer plus tard.", + "noGameRecords": "Aucun enregistrement de partie trouvé", + "noGamesYet": "Ce joueur n'a pas encore joué de parties enregistrées.", + "collapseChart": "Réduire le graphique", + "loadingChartData": "Chargement des données du graphique...", + "noHistoricalData": "Aucune donnée historique disponible.", + "chartUnavailable": "Graphique indisponible.", + "relative": "Relatif", + "uidLabel": "UID du joueur" + }, + "squadrons": { + "title": "Hub d'escadron", + "subtitle": "Découvrez des escadrons, consultez des statistiques et suivez les performances", + "findSquadron": "Trouver un escadron", + "searchPlaceholder": "Rechercher des escadrons par nom...", + "totalSquadrons": "Total d'escadrons", + "totalPlayers": "Total de joueurs", + "totalBattles": "Total de batailles", + "avgWinRate": "Taux de victoire moyen", + "topSquadrons": "Meilleurs escadrons", + "viewFullLeaderboard": "Voir le classement complet", + "loadingSquadrons": "Chargement des données d'escadron...", + "noSquadronData": "Aucune donnée d'escadron disponible pour l'instant.", + "failedToLoad": "Impossible de charger les données d'escadron. Veuillez réessayer plus tard.", + "backToSquadronHub": "Retour au hub d'escadron", + "squadronPoints": "Points de l'escadron", + "squadronMembers": "Membres de l'escadron", + "performance": "Performance", + "performanceNoData": "Aucune donnée de performance disponible pour la plage sélectionnée.", + "quickDetails": "Détails rapides", + "noMembersFound": "Aucun membre trouvé", + "noRecordedMembers": "Cet escadron n'a pas encore de membres enregistrés.", + "squadronGames": "Parties de l'escadron", + "loadingSquadronGames": "Chargement des parties de l'escadron...", + "noSquadronGames": "Aucune partie trouvée pour cet escadron.", + "retryLoadGames": "Réessayer", + "searchMapPlaceholder": "Rechercher par carte..." + }, + "leaderboard": { + "playersTitle": "Classement des joueurs", + "playersSubtitle": "Meilleurs joueurs de War Thunder classés par performance", + "vehiclesTitle": "Classement des éliminations par véhicule", + "vehiclesSubtitle": "Meilleurs véhicules de War Thunder classés par total d'éliminations", + "squadronsTitle": "Classement des escadrons", + "squadronsSubtitle": "Meilleurs escadrons de War Thunder classés par performance", + "statsTitle": "Statistiques globales", + "statsSubtitle": "Statistiques globales des batailles d'escadron et informations meta", + "comparisonTitle": "Outil de comparaison", + "comparisonSubtitle": "Comparez joueurs et véhicules côte à côte", + "comparisonHint": "Comparez les stats pour trouver les meilleurs joueurs et véhicules", + "compareSquadrons": "Comparer des escadrons", + "comparePlayers": "Comparer des joueurs", + "compareVehicles": "Comparer des véhicules", + "playersAndVehicles": "Joueurs + Véhicules", + "failedToLoadLeaderboard": "Impossible de charger les données du classement. Veuillez réessayer plus tard.", + "failedToLoadVehicles": "Impossible de charger le classement des véhicules", + "failedToLoadSquadrons": "Impossible de charger le classement des escadrons", + "noResultsYet": "Aucun résultat pour l'instant. Ajoutez des escadrons/joueurs pour commencer.", + "searchSquadron": "Rechercher un escadron", + "searchBySquadronName": "Rechercher par nom d'escadron...", + "minPlayers": "Joueurs min.", + "minPlayersPlaceholder": "Joueurs min.", + "resetFilters": "Réinitialiser les filtres", + "squadronsShown": "escadrons affichés", + "playersShown": "joueurs affichés", + "page": "page", + "of": "sur", + "loadingSquadronLeaderboard": "Chargement du classement des escadrons...", + "loadingPlayerLeaderboard": "Chargement du classement des joueurs...", + "loadingComparisonData": "Chargement des données de comparaison...", + "unableToFetch": "Impossible de récupérer les données du classement. Veuillez réessayer.", + "noSquadronsInLeaderboard": "Aucun escadron trouvé dans le classement.", + "noPlayersInLeaderboard": "Aucun joueur trouvé dans le classement.", + "loadingGlobalStats": "Chargement des statistiques globales...", + "failedToLoadStats": "Impossible de charger les statistiques", + "unableToFetchStats": "Impossible de récupérer les données statistiques. Veuillez réessayer.", + "mostPopularVehicles": "Véhicules les plus populaires", + "vehicleKillsLeaderboardTitle": "Classement des éliminations par véhicule", + "avgWinRate": "Taux de victoire moyen", + "avgKillsPerPlayer": "Éliminations moyennes/Joueur", + "loadingVehicleKills": "Chargement des données d'éliminations par véhicule...", + "apiNotLoaded": "Le client API n'est pas correctement chargé. Veuillez rafraîchir la page.", + "failedToInitApi": "Impossible d'initialiser le client API", + "noStatsData": "Aucune donnée statistique disponible", + "totalPlayersCard": "Total de joueurs", + "activePlayers": "Joueurs actifs", + "vehiclesUsed": "Véhicules utilisés", + "differentVehicles": "Véhicules différents", + "squadronBattlesLabel": "Batailles d'escadron", + "noVehicleData": "Aucune donnée de véhicule disponible", + "mostPopular": "Le plus populaire", + "timesUsed": "Fois utilisé", + "failedToLoadVehicleKills": "Impossible de charger les données d'éliminations par véhicule", + "lastUpdated": "Dernière mise à jour", + "searchPlayer": "Rechercher un joueur", + "searchByPlayerName": "Rechercher par nom de joueur...", + "minimumBattles": "Batailles minimum", + "minBattlesPlaceholder": "Batailles min.", + "searchSquadronsPlaceholder": "Rechercher des escadrons...", + "sortBy": "Trier par", + "kdRatio": "Ratio KD", + "killsPerSpawn": "Éliminations par spawn", + "caps": "Captures", + "timePeriod": "Période", + "allTime": "Toute période", + "dateRange": "Plage de dates", + "season": "Saison", + "week": "Semaine", + "dateType": "Type de date", + "last7Days": "7 derniers jours", + "last30Days": "30 derniers jours", + "last90Days": "90 derniers jours", + "customRange": "Plage personnalisée", + "from": "Du", + "to": "Au", + "timeslot": "Créneau", + "fullDay": "Journée complète", + "selectSeason": "Sélectionner la saison...", + "selectWeek": "Sélectionner la semaine...", + "failedToLoadComparison": "Impossible de charger les données de comparaison", + "pleaseRefresh": "Veuillez essayer de rafraîchir la page", + "playerComparison": "Comparaison de joueurs", + "squadronComparison": "Comparaison d'escadrons", + "vehicleComparison": "Comparaison de véhicules", + "playersVehiclesComparison": "Comparaison joueurs + véhicules", + "addPlayersToCompare": "Ajouter des joueurs à comparer :", + "addSquadronsToCompare": "Ajouter des escadrons à comparer :", + "addVehiclesToCompare": "Ajouter des véhicules à comparer :", + "addPlayerVehicleCombos": "Ajouter des combinaisons joueur + véhicule :", + "searchSelectPlayers": "Rechercher et sélectionner des joueurs...", + "typeSquadronName": "Nom d'un escadron...", + "searchSelectVehicles": "Rechercher et sélectionner des véhicules...", + "searchForPlayers": "Rechercher des joueurs...", + "selectPlayersToCompare": "Recherchez et sélectionnez des joueurs ci-dessus pour comparer leurs stats", + "selectSquadronsToCompare": "Recherchez et sélectionnez des escadrons ci-dessus pour comparer leurs stats", + "selectVehiclesToCompare": "Recherchez et sélectionnez des véhicules ci-dessus pour comparer leurs stats", + "selectPlayersVehiclesToCompare": "Recherchez et sélectionnez des joueurs ci-dessus, puis choisissez leurs véhicules pour comparer différentes combinaisons joueur-véhicule", + "selectVehicleFor": "Sélectionner le véhicule pour", + "selectAVehicle": "-- Sélectionner un véhicule --", + "noVehiclesForPlayer": "Aucun véhicule trouvé pour ce joueur", + "noPlayerVehicleSelected": "Aucune combinaison joueur-véhicule sélectionnée", + "noPlayersSelected": "Aucun joueur sélectionné", + "noVehiclesSelected": "Aucun véhicule sélectionné", + "noSquadronsSelected": "Aucun escadron sélectionné", + "statistic": "Statistique", + "totalDeaths": "Total de morts", + "totalAssists": "Total d'assistances", + "totalCaptures": "Total de captures", + "killsPerSpawnShort": "Élim./Spawn", + "avgWinRateShort": "Taux victoire moy.", + "avgKillsPlayerShort": "Élim. moy./Joueur", + "avgKillsMember": "Élim. moy./Membre", + "avgBattlesMember": "Batailles moy./Membre", + "serverError500": "Erreur serveur (500) - L'API est temporairement indisponible. Veuillez réessayer dans quelques instants.", + "apiEndpoint404": "Point de terminaison API introuvable (404) - Veuillez vérifier la configuration du serveur.", + "networkError": "Erreur réseau - Impossible de se connecter au serveur. Veuillez vérifier votre connexion.", + "viewFullLeaderboard": "Voir le classement complet", + "vehicleName": "Nom du véhicule", + "searchVehiclePlaceholder": "Rechercher un véhicule...", + "minKills": "Élim. min.", + "any": "Tous", + "perPage": "Par page", + "clear": "Effacer", + "vehicleAndPlayer": "Véhicule et joueur", + "loadingVehicleLeaderboard": "Chargement du classement des véhicules...", + "vehiclesShown": "véhicules affichés", + "minBattlesPerVehicle": "Minimum 3 batailles par véhicule requis", + "minimumBattlesRequired": "Minimum 5 batailles requises", + "allSeasons": "Toutes les saisons", + "allWeeks": "Toutes les semaines", + "allBR": "Tous les BR" + }, + "games": { + "title": "Historique des matchs", + "subtitle": "Recherchez et parcourez les matchs de batailles d'escadron", + "searchPlaceholder": "Rechercher par nom de joueur ou UID...", + "filterByMap": "Filtrer par carte", + "allMaps": "Toutes les cartes", + "search": "Rechercher", + "noResults": "Aucun match trouvé", + "matchDetail": "Détail du match", + "chatLog": "Journal de chat", + "battleLog": "Journal de bataille", + "duration": "Durée", + "mode": "Mode", + "winningTeam": "Équipe gagnante", + "losingTeam": "Équipe perdante", + "viewMatch": "Voir le match", + "loadingMatch": "Chargement des données du match...", + "matchNotFound": "Match introuvable", + "searchingGames": "Recherche de parties...", + "recentMatches": "Matchs récents", + "noChatLog": "Aucun journal de chat disponible", + "noBattleLog": "Aucun journal de bataille disponible", + "replayVideo": "Vidéo de replay", + "generatingVideo": "Génération du replay en cours…", + "videoFirstLoad": "Le premier chargement peut prendre jusqu'à une minute", + "videoUnavailable": "Vidéo de replay indisponible pour ce match", + "modeGround": "Sol", + "modeAir": "Air", + "squadronPlaceholder": "Nom de l'escadron...", + "loadingReplay": "Chargement du replay..." + }, + "errors": { + "pageNotFound": "Page introuvable", + "error": "Erreur", + "oopsNotFound": "Oups ! La page que vous recherchez n'existe pas. Elle a peut-être été déplacée, supprimée, ou vous avez saisi une URL incorrecte.", + "searchError": "Erreur de recherche. Veuillez réessayer." + }, + "js": { + "openingDiscordInvite": "Ouverture de l'invitation Discord !", + "errorOpeningInvite": "Erreur lors de l'ouverture du lien d'invitation. Veuillez réessayer plus tard.", + "gettingSupportLink": "Récupération du lien du serveur de support...", + "openingSupportServer": "Ouverture du serveur de support !", + "errorGettingSupport": "Erreur lors de la récupération du lien de support. Veuillez réessayer plus tard.", + "failedToUpdateStats": "Impossible de mettre à jour les statistiques", + "konamiActivated": "Succès débloqué : Code secret !", + "noPlayersFound": "Aucun joueur trouvé", + "searchError": "Erreur de recherche. Veuillez réessayer.", + "killsSuffix": "éliminations", + "winRateSuffix": "taux de victoire", + "noSquadronsFound": "Aucun escadron trouvé" + }, + "index": { + "subtitle1": "Le meilleur outil pour les batailles d'escadron", + "subtitle2": "Boris Stats en mieux", + "subtitle3": "Le plus grand jeu de données SQB", + "subtitle4": "Informations publiques et gratuites pour tous" + }, + "seasonCard": { + "buttonLabel": "Carte de saison", + "buttonDisabledTitle": "Recherche d’escadron incomplète — carte indisponible", + "modalTitle": "Carte de saison", + "seasonLabel": "Saison", + "themeLabel": "Thème", + "themeDark": "Sombre", + "themeLight": "Clair", + "generate": "Générer", + "loadingSeasons": "Chargement des saisons…", + "generating": "Génération…", + "failedSeasons": "Impossible de charger les saisons.", + "failedGenerate": "Impossible de générer la carte récapitulative.", + "inProgressSuffix": "(en cours)", + "imgRecapSuffix": "RÉCAP", + "imgHeroFinalRating": "Classement final", + "imgHeroMatches": "Parties", + "imgHeroWinRate": "Taux de victoire", + "imgHeroKD": "K/D", + "imgAxisRating": "Classement", + "imgAxisWinRate": "Taux de victoire", + "imgStatPeakRating": "Pic de classement", + "imgStatRatingChange": "Évolution du classement", + "imgStatTotalKills": "Éliminations totales", + "imgStatTotalDeaths": "Morts totales", + "imgStatAssistsCaptures": "Assistances / captures", + "imgStatMostPlayedVehicle": "Véhicule le plus joué", + "imgStatMVP": "MVP", + "imgStatMostActive": "Plus actif", + "imgStatLongestWinStreak": "Plus longue série", + "imgStatMostCommonOpponent": "Adversaire fréquent", + "imgUnitKills": "éliminations", + "imgUnitAssists": "assistances", + "imgUnitCaptures": "captures", + "imgUnitGames": "parties", + "imgUnitMatches": "parties", + "imgUnitWins": "V", + "imgUnitLosses": "D", + "imgGroundShort": "T", + "imgAirShort": "A", + "imgFooterGenerated": "généré", + "imgPlaceholderNoData": "Pas de données pour {short} en {season}", + "buttonLabelPlayer": "Récapitulatif de saison", + "buttonDisabledTitlePlayer": "Player lookup incomplete — recap unavailable", + "modalTitlePlayer": "Player Season Recap", + "imgHeroBattles": "Batailles", + "imgHeroTotalKills": "Total des kills", + "imgAxisBattles": "Batailles (7 j)", + "imgAxisKD": "K/D", + "imgStatBestMatch": "Meilleur match", + "imgStatSquadronsRepresented": "Escadrons représentés", + "imgStatFrequentTeammate": "Coéquipier le plus fréquent", + "imgStatLongestSession": "Plus longue session", + "imgStatMostActiveDay": "Jour le plus actif (UTC)", + "imgStatMostCommonOppSquadron": "Escadron adverse le plus fréquent", + "imgStatPeakSquadronRating": "Rating max de l'escadron", + "imgUnitSlotNA": "NA", + "imgUnitSlotEU": "EU", + "imgUnitNoSquadron": "sans escadron", + "imgUnitVs": "vs", + "imgUnitTogether": "matchs ensemble", + "imgStatKDAC": "K / D / A / C", + "imgPlaceholderNoDataPlayer": "Aucune donnée pour {nick} en {season}", + "imgUIDLabel": "UID", + "imgBestMatchLine": "{vehicle} · KS {gk} / KA {ak} / A {assists} / C {cap} / M {deaths} · {date}" + }, + "live": { + "air": "AIR", + "gnd": "SOL", + "ast": "ASS", + "dth": "MRT", + "cap": "CAP", + "squadronBattle": "Bataille d'escadron", + "randomBattle": "Bataille aléatoire" + }, + "analytics": { + "pageTitle": "Analytique SQB", + "pageSubtitle": "Analyses détaillées pour tout escadron, joueur ou véhicule.", + "modeSquadron": "Escadron", + "modePlayer": "Joueur", + "modeVehicle": "Véhicule", + "tabMaps": "Taux de victoire par carte", + "tabSquadmates": "Coéquipiers fréquents", + "tabComps": "Compositions d'équipe", + "tabConsistency": "Constance du joueur", + "tabTime": "Heure de la journée", + "tabMatchups": "Historique des affrontements", + "pickSquadron": "Recherchez un escadron pour voir son analyse", + "pickPlayer": "Recherchez un joueur pour voir son analyse", + "pickVehicle": "Recherchez un véhicule pour voir son analyse", + "noData": "Aucune donnée sur cette période.", + "loading": "Chargement…", + "loadError": "Impossible de charger les analyses.", + "compComingSoon": "Analyse de composition d'équipe bientôt disponible.", + "compTopVehiclesTitle": "Véhicules les plus utilisés", + "compCompositionsTitle": "Compositions de match récurrentes", + "compCompositionsMeta": "Formations avec au moins {min} véhicules, triées par matchs", + "compMatchesAnalyzed": "matchs analysés", + "compNoRepeats": "Aucune formation de cette taille n'a été déployée sur cette période.", + "compColVehicle": "Véhicule", + "compColSpawns": "Apparitions", + "compColMatches": "Matchs", + "compColShare": "% Matchs", + "compColLineup": "Formation", + "compColTypes": "Comp", + "compTypeFighters": "Chasseurs", + "compTypeBombers": "Bombardiers", + "compTypeHelicopters": "Hélicoptères", + "compTypeLight": "Char léger", + "compTypeTanks": "Chars", + "compTypeSPAA": "SPAA", + "compTypeSPAATooltip": "Anti-aérien/SPAA", + "compTypeUnknown": "Inconnu", + "compSearchPresetLabel": "Comp préréglée", + "compSearchPresetAll": "Toutes les comps", + "compSearchPresetHint": "Construit depuis l'historique de comp de cette escadre", + "compSearchTypesLabel": "Types", + "compTypeCapsHint": "Max 8 total · max 4 aérien (F + B + H)", + "compSearchRefineLabel": "Affiner", + "compRefineHint": "Indiquez un nombre ci-dessus pour choisir des véhicules précis pour ce type.", + "compRefineAny": "N'importe quel {type}", + "compSearchCustomLabel": "Personnalisée", + "compSearchAddVehicle": "Véhicule spécifique", + "compSearchVehiclesLabel": "Véhicules", + "compSearchApply": "Appliquer", + "compSearchReset": "Réinitialiser", + "compSearchMatches": "Affichage de {shown} sur {total} comps", + "compSearchNoMatches": "Aucune comp ne correspond au filtre.", + "compSearchGamesShort": "matchs", + "colMap": "Carte", + "colWins": "V", + "colLosses": "D", + "colWinRate": "%V", + "colBar": "", + "colShared": "En commun", + "colUid": "UID", + "colGames": "Parties", + "colPlayer": "Joueur", + "colAvgKills": "Kills moy.", + "colAvgDeaths": "Morts moy.", + "colScore": "Score", + "colHour": "Heure (UTC)", + "colSquadron": "Escadron", + "colTotal": "Total", + "matchupsWonHeader": "Plus de victoires contre", + "matchupsLostHeader": "Plus de défaites contre", + "uniqueOpponents": "adversaires uniques", + "euTimeslot": "Créneau EU", + "naTimeslot": "Créneau NA", + "offPeak": "Heures creuses", + "radarMetaMaps": "top {shown} sur {total} cartes · min {min} parties", + "radarMetaSquadmates": "top {shown} sur {total} coéquipiers · min {min} parties partagées", + "radarTooFewMaps": "Pas assez de données pour afficher le graphique — il faut au moins 3 cartes avec {min}+ parties dans ce filtre.", + "radarTooFewSquadmates": "Pas assez de données pour afficher le graphique — il faut au moins 3 coéquipiers avec {min}+ parties partagées dans ce filtre.", + "radarFootnoteMaps": "{count} cartes avec moins de parties masquées — voir le tableau complet", + "radarFootnoteSquadmates": "{count} coéquipiers avec moins de parties masqués — voir le tableau complet", + "tabTimeline": "Chronologie K/D", + "tabTopPlayers": "Meilleurs joueurs", + "tabTopSquadrons": "Meilleurs escadrons" + }, + "playerModal": { + "viewFullProfile": "Voir le profil complet →", + "close": "Fermer", + "overview": "Vue d'ensemble", + "vehicles": "Véhicules", + "sessions": "Sessions", + "loadingPlayerData": "Chargement des données joueur...", + "kdr": "K/D", + "kps": "K/S", + "winRate": "Taux de victoire", + "battles": "Batailles", + "wins": "Victoires", + "totalBattles": "Batailles totales", + "totalKills": "Kills totaux", + "airKills": "Kills air", + "groundKills": "Kills sol", + "assists": "Assistances", + "deaths": "Morts", + "captures": "Captures", + "clickToSwitchMetric": "Cliquer pour changer de métrique", + "clickToCycle": "cliquer pour faire défiler", + "noChartData": "Aucune donnée de graphique", + "noVehicleData": "Aucune donnée véhicule", + "noSessionData": "Aucune donnée de session", + "date": "Date", + "vehicle": "Véhicule", + "ground": "Sol", + "air": "Air", + "result": "Résultat", + "unknown": "Inconnu", + "failedToLoadPlayerData": "Échec du chargement des données joueur" + }, + "replay": { + "playPause": "Lecture/Pause", + "crashed": "s'est écrasé", + "destroyed": "a détruit", + "hit": "a touché" + }, + "dateFilter": { + "allTime": "Tout", + "currentSeason": "Saison actuelle", + "bySeason": "Par saison", + "cumulative": "Cumulatif", + "customRange": "Plage personnalisée", + "selectSeason": "Sélectionner la saison", + "selectSeasonDots": "Sélectionner une saison...", + "selectWeek": "Sélectionner la semaine", + "selectWeekDots": "Sélectionner une semaine...", + "entireSeason": "Saison entière", + "applyFilter": "Appliquer le filtre", + "cumulativeHelp": "Voir les statistiques cumulées jusqu'à un point précis", + "season": "Saison", + "upToWeek": "Jusqu'à la semaine", + "applyCumulativeFilter": "Appliquer le filtre cumulatif", + "startDate": "Date de début", + "endDate": "Date de fin", + "applyCustomRange": "Appliquer la plage personnalisée", + "activeFilter": "Filtre actif :", + "clear": "Effacer", + "allTimeStatistics": "Statistiques globales", + "currentSeasonValue": "Saison actuelle : {season}", + "alertSelectSeason": "Sélectionne une saison", + "seasonValue": "Saison {season}", + "alertSelectSeasonWeek": "Sélectionne une saison et une semaine", + "cumulativeValue": "Cumul jusqu'à {season} - {week}", + "alertSelectDate": "Sélectionne au moins une date", + "alertStartBeforeEnd": "La date de début doit précéder la date de fin", + "customRangePrefix": "Plage personnalisée :", + "fromDate": "Depuis {date}", + "upToDate": "Jusqu'à {date}" + }, + "timeline": { + "pageTitle": "L'histoire de SREBOT", + "pageDescription": "L'histoire de SREBOT, d'une idée au standard du SQB dans War Thunder.", + "eyebrow": "Notre histoire", + "heading": "La chronologie", + "servers": "{count} serveurs", + "scroll": "Défiler", + "cards": { + "1": { + "label": "Origine", + "date": "Juin 2024", + "title": "Né sous le nom SNLK SQB BOT", + "description": "Commandé par ImApollo et lancé comme SNLK SQB BOT. La première version fonctionnait en une semaine avec des données saisies à la main, puis s'est vite répandue." + }, + "2": { + "label": "Tableaux", + "date": "Août 2024", + "title": "Les premiers journaux", + "description": "Le bot automatisait au départ des tableaux diff rouges et verts. Les totaux restaient manuels, sans suivi ni automatisation. TheH0G (Cade) et progavman (Prog) ont fortement influencé le style." + }, + "3": { + "label": "Nouveau nom", + "date": "Octobre 2024", + "title": "SNLK devient SREBOT", + "description": "Le projet a dépassé son nom d'origine. SNLK SQB BOT est devenu SREBOT." + }, + "4": { + "label": "Alliance", + "date": "Janvier 2025", + "title": "Lux_ et nos contributions mutuelles", + "description": "Lux_ et SREBOT ont partagé leurs connaissances sur les API de War Thunder et la gestion de communauté. Son bot est ensuite devenu Spectra et la coopération n'a jamais cessé." + }, + "5": { + "label": "Analyseur", + "date": "Février 2025", + "title": "Frovy ouvre la voie", + "description": "Frovy nous a montré le premier analyseur et ouvert la voie aux tableaux automatiques. Il avait aussi découvert les mises à jour immédiates des points du jeu." + }, + "6": { + "label": "Journaux", + "date": "Mars 2025", + "title": "LivingTheDagor et le nouvel analyseur", + "description": "Dagor a apporté un second analyseur plus robuste, toujours utilisé aujourd'hui. Le système de journaux a mûri et enrichi les tableaux." + }, + "7": { + "label": "Élan", + "date": "Juillet 2025", + "title": "Le bouche-à-oreille", + "description": "Les escadrons ont commencé à remarquer le bot, qui a gagné en popularité dans toujours plus de communautés." + }, + "8": { + "label": "Site web", + "date": "Août 2025", + "title": "Clippi construit le site", + "description": "Clippi (Sophie) a pris la tête du site, nous a fait quitter Replit pour une vraie infrastructure et a aidé au lancement puis à sa croissance." + }, + "9": { + "label": "Trajets", + "date": "Novembre 2025", + "title": "Les cartes thermiques de Flexcoral", + "description": "En relançant WT Heatmaps, Flexcoral et un groupe de développeurs ont résolu le rendu des mini-cartes et trajets depuis les replays, puis publié la base de nos méthodes actuelles." + }, + "10": { + "label": "Partenariat", + "date": "Janvier 2026", + "title": "Alliance avec Spectra", + "description": "Le volume de requêtes imposait une nouvelle approche. SREBOT a rejoint Spectra pour recevoir directement les parties." + }, + "11": { + "label": "Monétisation", + "date": "Avril 2026", + "title": "Financer l'avenir", + "description": "Les premiers revenus réels ont financé de meilleurs serveurs et un développement plus rapide." + }, + "12": { + "label": "Clients", + "date": "Mai 2026", + "title": "Prise en charge des clients", + "description": "Nous avons commencé à prendre en charge des clients pour permettre à d'autres bots de bâtir sur notre travail. AXBot a ouvert la voie pour la communauté SQB chinoise." + }, + "13": { + "label": "TSSBOT", + "date": "Mai 2026", + "title": "TSSBOT prend forme", + "description": "TSSBOT a été imaginé et prototypé, puis a reçu ses premières données début juin." + }, + "14": { + "label": "Aujourd'hui", + "date": "Maintenant", + "title": "Où nous en sommes", + "description": "L'analyse automatique via Spectra, le développement financé et une communauté croissante définissent aujourd'hui le projet." + } + } + } +} diff --git a/locales/it.json b/locales/it.json new file mode 100644 index 0000000..df55d0f --- /dev/null +++ b/locales/it.json @@ -0,0 +1,1005 @@ +{ + "nav": { + "home": "Home", + "live": "Live", + "leaderboards": "Classifiche", + "docs": "Documentazione", + "terms": "Termini", + "premium": "Premium", + "support": "Supporto", + "addToDiscord": "Aggiungi a Discord", + "games": "Partite", + "squadrons": "Squadroni", + "donate": "Dona", + "analytics": "Analisi" + }, + "footer": { + "services": "Servizi", + "matchFeed": "Feed partite", + "vehicleStats": "Statistiche veicoli", + "analytics": "Analytics", + "squadronHub": "Hub squadriglia", + "comparison": "Confronto", + "resources": "Risorse", + "documentation": "Documentazione", + "inviteBot": "Invita il Bot", + "legal": "Legale", + "termsOfService": "Termini di Servizio", + "privacyPolicy": "Informativa sulla Privacy", + "termsAndPrivacy": "Termini e Privacy", + "meowing": "Meowing", + "websiteBy": "Sito web di", + "andToothless": "e Toothless" + }, + "common": { + "loading": "Caricamento...", + "retry": "Riprova", + "backToHome": "Torna alla Home", + "battles": "Battaglie", + "wins": "Vittorie", + "winRate": "Percentuale vittorie", + "kills": "Eliminazioni", + "totalKills": "Eliminazioni totali", + "groundKills": "Eliminazioni terrestri", + "airKills": "Eliminazioni aeree", + "assists": "Assistenze", + "deaths": "Morti", + "captures": "Catture", + "kdr": "KDR", + "kps": "KPS", + "rank": "Posizione", + "player": "Giocatore", + "players": "Giocatori", + "playersCount": "giocatori", + "vehicle": "Veicolo", + "vehicles": "Veicoli", + "squadron": "Squadriglia", + "squadrons": "Squadriglie", + "statistics": "Statistiche", + "comparison": "Confronto", + "date": "Data", + "result": "Risultato", + "totalBattles": "Battaglie totali", + "totalWins": "Vittorie totali", + "points": "Punti", + "members": "Membri", + "membersCount": "membri", + "rating": "Valutazione", + "searchPlayerByName": "Cerca giocatore per nome...", + "noPlayersFound": "Nessun giocatore trovato", + "noSquadronsFound": "Nessuna squadriglia trovata", + "noVehiclesFound": "Nessun veicolo trovato", + "failedToLoad": "Impossibile caricare i dati. Riprova più tardi.", + "recordingSince": "Registrazione dati dal 01/01/2026", + "vs": "VS", + "map": "Mappa" + }, + "home": { + "squadronBattles": "Battaglie di squadriglia", + "madeSimple": "Rese semplici", + "addToDiscord": "Aggiungi a Discord", + "learnMore": "Scopri di più", + "searchBySquadron": "CERCA PER SQUADRIGLIA", + "typeSquadronName": "Inserisci il nome della squadriglia...", + "orByPlayer": "OPPURE PER GIOCATORE", + "typePlayerName": "Inserisci il nome del giocatore...", + "liveFeed": "Feed partite", + "realTimeMatches": "Trova le tue partite", + "topPlayers": "Migliori giocatori", + "vehicleStatsCard": "Statistiche veicoli", + "performanceMetrics": "Metriche di prestazione", + "analyticsCard": "Analytics", + "globalStatistics": "Statistiche globali", + "squadronHubCard": "Hub squadriglia", + "squadronStats": "Statistiche squadriglia", + "comparisonCard": "Confronto", + "compareStats": "Confronta statistiche", + "joinServers": "Unisciti ai 500+ server che usano il nostro bot per tracciare le proprie prestazioni", + "noSquadronsFound": "Nessuna squadriglia trovata", + "noPlayersFound": "Nessun giocatore trovato", + "searchPlayersIn": "Cerca giocatori in", + "ctaElev8": "Pronto a ELEV8 la tua squadriglia?", + "ctaReign": "Pronto a R3IGN di nuovo?", + "ctaMeow": "Meowww", + "ctaPurr": "Purrr", + "ctaRawr": "Rawr" + }, + "docs": { + "title": "Documentazione", + "subtitle": "Tutto quello che devi sapere su", + "quickNavigation": "Navigazione rapida", + "gettingStarted": "Per iniziare", + "commands": "Comandi", + "serverSetup": "Configurazione server", + "features": "Funzionalità", + "examples": "Esempi", + "troubleshooting": "Risoluzione problemi", + "stackManager": "Stack Manager", + "welcomeMessage": "Segui questi passaggi per iniziare.", + "inviteTheBot": "Invita il bot", + "inviteBotDesc": "Clicca sul pulsante \"Aggiungi al server\" e seleziona il server Discord della tua squadriglia. Il bot invierà un messaggio di benvenuto con un suggerimento per eseguire /setup.", + "runSetupWizard": "Esegui la procedura guidata", + "setupWizardDesc": "La procedura guidata ti accompagna nella configurazione della tua squadriglia, del canale dei log e del canale dei punti in un unico flusso:", + "setupEasiest": "Questo è il modo più semplice per iniziare. Ti guiderà passo dopo passo nella configurazione della tua squadriglia e nella scelta dei canali.", + "youreDone": "Hai finito!", + "doneDesc": "Il bot inizierà automaticamente a pubblicare aggiornamenti di punti e classifiche. Usa /autolog-management per modificare le impostazioni di notifica in seguito.", + "premiumNote": "I log di gioco automatici (classifiche complete dopo ogni partita) richiedono un abbonamento Premium. Esegui /unlock per abbonarti — $2.99/mese per server, fatturato tramite Discord.", + "manualSetup": "Configurazione manuale (alternativa)", + "manualSetupDesc": "Se preferisci configurare le cose individualmente, puoi usare questi comandi:", + "allCommandsSlash": "Tutti i comandi usano il sistema di comandi slash di Discord. Digita / per visualizzare i comandi disponibili.", + "serverSetupAdmin": "Configurazione server e amministrazione", + "importantNote": "Nota importante", + "verifyFirst": "Verifica sempre prima! Il comando /sq-info conferma che il bot riesce a trovare la tua squadriglia nel database di War Thunder, anche se sei classificato molto in basso.", + "cantFindSquadron": "Se il bot non riesce a trovare la tua squadriglia con /sq-info, i comandi di configurazione non funzioneranno correttamente.", + "botNotResponding": "Il bot non risponde", + "checkOnline": "Controlla se il bot è online (stato verde)", + "verifyPermissions": "Verifica che il bot abbia le autorizzazioni necessarie", + "tryDifferentChannel": "Prova a usare i comandi in un canale diverso", + "commandsNotWorking": "I comandi non funzionano", + "ensureSlash": "Assicurati di usare i comandi slash (iniziano con /)", + "checkRolePerms": "Controlla se il tuo ruolo ha il permesso di usare i comandi del bot", + "tryRefreshing": "Prova ad aggiornare Discord o a riavviare l'app", + "dataNotSaving": "I dati non vengono salvati", + "verifySendMessages": "Verifica che il bot abbia il permesso \"Invia messaggi\"", + "checkOutages": "Controlla se ci sono interruzioni di Discord", + "contactSupport": "Contatta il supporto se il problema persiste", + "needMoreHelp": "Hai bisogno di ulteriore aiuto?", + "needMoreHelpDesc": "Se hai bisogno di assistenza aggiuntiva, contattaci tramite i nostri canali di supporto.", + "example": "Esempio", + "supportedLanguages": "Lingue supportate", + "setupDesc": "Procedura guidata passo-passo per configurare il bot sul tuo server. Imposta la tua squadriglia, il canale dei log e il canale dei punti in un unico flusso.", + "recommendedForNew": "Consigliato per i nuovi server.", + "setSquadronDesc": "Imposta una squadriglia predefinita per il tuo server Discord. Usata per il logging e come predefinita per altri comandi.", + "quickLogDesc": "Imposta un allarme per una squadriglia nel canale corrente. Il tipo può essere Logs, Points, Leaderboard o Both — Both imposta Logs e Points insieme in un unico comando. Predefinito: Logs.", + "quickLogPremiumNote": "Logs (classifiche automatiche di gioco) richiedono un abbonamento Premium. Gli avvisi di punti e classifica sono gratuiti.", + "autologDesc": "Gestisci le notifiche di autolog e diagnostica i permessi del canale. Usalo per modificare le impostazioni dopo la configurazione iniziale.", + "autologPremiumNote": "I log di gioco automatici richiedono un abbonamento Premium.", + "diagnosePermsDesc": "Verifica immediatamente se il bot ha i permessi necessari nel canale corrente, mostra i tuoi canali autolog configurati e visualizza lo stato dell'abbonamento Premium di questo server. Usalo se le classifiche o i punti non vengono pubblicati.", + "squadronInformation": "Informazioni sulla squadriglia", + "sqInfoDesc": "Visualizza informazioni dettagliate su qualsiasi squadriglia. Usa la squadriglia predefinita del server se non ne viene specificata una.", + "sqInfoGraphDesc": "Visualizza il roster attuale come grafico a barre suddiviso in gruppi nucleo, attivi e deboli per attività e tasso di vittoria (stagione corrente).", + "compDesc": "Trova le ultime composizioni note per le battaglie di una determinata squadriglia. I server gratuiti ottengono 25 ricerche per fascia oraria; Premium è illimitato.", + "trackDesc": "Monitora una squadriglia e confronta le statistiche con l'ultima volta che hai controllato.", + "topDesc": "Mostra le prime 20 squadriglie con le loro statistiche attuali.", + "sqStatsDesc": "Mostra i punti di una squadriglia nel tempo come grafico interattivo.", + "lossCalculatorDesc": "Calcola quanti punti perderebbe una squadriglia se determinati giocatori la lasciassero.", + "recentDesc": "Mostra le ultime 5 battaglie di squadriglia per una squadriglia.", + "vsDesc": "Visualizza il bilancio degli scontri diretti contro un'altra squadriglia.", + "leaderboardLinkDesc": "Ottieni un link alla classifica globale dei giocatori di SRE Bot.", + "playerStats": "Statistiche giocatore", + "playerStatsDesc": "Visualizza statistiche dettagliate sui veicoli per un giocatore con un menu a tendina interattivo. Supporta il completamento automatico.", + "viewPlayerGamesDesc": "Visualizza le ultime 20 partite di un giocatore. Mostra il conteggio generale di vittorie/sconfitte e la percentuale di vittorie, un riepilogo per partita (risultato, squadriglia avversaria, mappa e composizione usata) e un elenco deduplicato di ogni composizione unica eseguita dal giocatore. Supporta il completamento automatico.", + "viewMatchDesc": "Visualizza il tabellone completo per una partita specifica. Fornisci un ID partita direttamente, oppure cerca per nome del giocatore per sfogliare le sue ultime 100 partite e sceglierne una. Include i pulsanti Visualizza Replay, Visualizza Percorsi, Log Chat e Log Battaglia.", + "examples2": "Esempi", + "compareDesc": "Confronta le statistiche SQB aggregate tra due o più giocatori (fino a 7). Mostra un confronto fianco a fianco con le migliori statistiche evidenziate. Include un pulsante per visualizzare il grafico dello storico dei punti negli ultimi 90 giorni.", + "metaData": "Dati meta", + "metaManagementDesc": "Configura le impostazioni di accesso ai dati meta per il tuo server.", + "metaDesc": "Cerca nel roster meta della tua squadriglia per nome del veicolo.", + "settingsUtilities": "Impostazioni e utilità", + "languageDesc": "Cambia la lingua predefinita del bot. Influisce anche sulla lingua dei veicoli mostrati nei log di battaglia.", + "scheduleDesc": "Visualizza il programma BR della stagione corrente. Mostra l'intervallo di valutazione massimo di ciascuna settimana con il relativo intervallo di date, le settimane passate con testo barrato e un'evidenziazione del periodo attivo corrente.", + "websiteDesc": "Ottieni un link al sito web di SRE Bot per la ricerca di giocatori, classifiche e altro ancora.", + "creditsDesc": "Visualizza il team accreditato per la creazione di questo bot.", + "unlockDesc": "Sblocca i log di gioco SQB automatici e le ricerche /comp illimitate per questo server. L'abbonamento aggiunge classifiche complete pubblicate automaticamente nel tuo canale configurato dopo ogni partita. $2.99 / mese · per server · cancella in qualsiasi momento. La fatturazione è gestita interamente tramite Discord — non è richiesto alcun account esterno.", + "analyticsDesc": "Analytics SQB avanzate: percentuali di vittoria per mappa, composizioni di squadra, coerenza dei giocatori, prestazioni per fascia oraria e storico scontri (più vittorie e sconfitte contro gli avversari).", + "sqCardDesc": "Genera una card di riepilogo stagionale (PNG) per una squadriglia — andamento del rating, percentuale vittorie, migliori giocatori e altro. Scegli la stagione dall'elenco di autocompletamento. Supporta tema scuro e chiaro.", + "cardDesc": "Genera una card di riepilogo stagionale (PNG) per un giocatore. Scegli la stagione dall'autocompletamento e il giocatore per nome utente. Supporta tema scuro e chiaro.", + "queryDesc": "[Solo admin] Esegui query predefinite sul database — statistiche squadriglia, conteggio partite, giocatori più attivi, mappe principali e altro. I risultati sono effimeri (visibili solo a te).", + "donateDesc": "Supporta lo sviluppo di SRE Bot tramite Ko-fi.", + "botStatusDesc": "Mostra quando è stata ricevuta l'ultima partita e il TTL medio delle partite recenti. Segnala server Gaijin lenti.", + "premiumBadge": "Premium", + "newsDesc": "Visualizza le ultime notizie e annunci di SRE Bot.", + "stackCreateDesc": "Crea uno stack di giocatori per coordinare una squadra prima di una partita. Un embed persistente viene pubblicato nel canale mostrando i membri attuali e i richiedenti in attesa. Lo stack dura fino a 8 ore e viene automaticamente eliminato al termine di ogni fascia oraria SQB.", + "stackRequestToJoin": "Richiedi di unirti — Qualsiasi giocatore può candidarsi con il veicolo che intende usare. Le candidature accodano fino a 20 slot.", + "stackLeaveWithdraw": "Lascia / Ritira — I membri possono lasciare lo stack; i richiedenti possono ritirare la propria candidatura. Al leader dello stack viene chiesto di trasferire prima la proprietà.", + "stackManagePanel": "Gestisci Stack ⚙️ — Pannello solo per il leader con quattro sezioni:", + "stackAcceptMembers": "Accetta membri — Accetta o rifiuta i richiedenti individualmente o tutti insieme. Fino a 8 membri totali.", + "stackRemoveMembers": "Rimuovi membri — Rimuovi membri attivi o richiedenti in coda. Opzioni: Rimuovi tutti, Rimuovi attivi, Rimuovi in coda o Rimuovi selezionati da un menu a tendina.", + "stackPingMembers": "Notifica membri — Notifica con un messaggio personalizzato opzionale. Opzioni: Notifica tutti (membri + coda, escluso il leader), Notifica attivi (solo membri), Notifica in coda (solo richiedenti) o Notifica selezionati da un menu a tendina.", + "stackRenameStack": "Rinomina stack — Imposta un nome personalizzato per lo stack. Appare come titolo dell'embed e nei messaggi di notifica al posto del predefinito \"Stack di [Leader]\".", + "stackDisbandStack": "Sciogli lo stack — Il leader può terminare lo stack in anticipo.", + "stackManageDesc": "Ripubblica l'embed dello stack attivo nel canale corrente. Usalo se l'embed originale è stato eliminato o perso dopo un riavvio del bot. Tutti i dati esistenti di membri e coda vengono preservati.", + "translation": "Traduzione", + "translateContextMenu": "Tasto destro sul messaggio → App → Traduci messaggio", + "translateDesc": "Traduci qualsiasi messaggio usando il menu contestuale di Discord. Fai clic destro (o tieni premuto su mobile) su un messaggio e seleziona App → Traduci messaggio.", + "viewAllLanguages": "Visualizza tutte le lingue supportate", + "serverSetupSubtitle": "Configura {botName} per prestazioni ottimali nel server Discord della tua squadriglia.", + "requiredPermissions": "Permessi richiesti", + "sendMessages": "Invia messaggi", + "useSlashCommands": "Usa comandi slash", + "embedLinks": "Incorpora link", + "readMessageHistory": "Leggi cronologia messaggi", + "recommendedChannelSetup": "Configurazione canale consigliata", + "recommendedChannelDesc": "Crea un canale dedicato come #squadron-battles per il monitoraggio e le statistiche. Questo mantiene i dati delle tue battaglie organizzati e facilmente accessibili.", + "roleConfiguration": "Configurazione ruoli", + "roleConfigurationDesc": "Assegna ruoli appropriati ai membri della squadriglia che possono registrare i risultati delle battaglie. Consigliamo di limitare questo agli ufficiali e ai leader della squadriglia.", + "premiumSectionSubtitle": "I log di gioco SQB automatici sono una funzionalità Premium, sbloccata per server tramite il sistema di abbonamento nativo di Discord.", + "whatsIncluded": "Cosa è incluso", + "premiumInclude1": "Classifica completa pubblicata automaticamente nel tuo canale configurato dopo ogni partita SQB", + "premiumInclude2": "Ricerche /comp illimitate (i server gratuiti ne ottengono 25 per fascia oraria)", + "premiumInclude3": "Tutte le funzionalità gratuite esistenti (allarmi punti, classifica, comandi statistiche, ecc.) rimangono gratuite", + "pricingBilling": "Prezzi e fatturazione", + "pricingBillingDesc": "$2.99 / mese · per server · cancella in qualsiasi momento. La fatturazione è gestita interamente tramite Discord — nessun account esterno o processore di pagamento. Gli abbonamenti si rinnovano automaticamente e possono essere annullati in qualsiasi momento dalle impostazioni di Discord.", + "howToSubscribe": "Come abbonarsi", + "subscribe1": "Esegui /unlock nel tuo server (richiede admin del server)", + "subscribe2": "Clicca sul pulsante Abbonati nella risposta del bot", + "subscribe3": "Completa il pagamento all'interno di Discord — il bot si attiva immediatamente", + "cancellation": "Cancellazione", + "cancellationDesc": "Quando un abbonamento scade o viene annullato, il bot smette automaticamente di pubblicare i log di gioco per quel server al prossimo ciclo di autolog. Non è richiesta alcuna azione manuale.", + "realTimeStatistics": "Statistiche in tempo reale", + "realTimeStatisticsDesc": "Monitora vittorie, sconfitte e metriche di prestazione in tempo reale.", + "battleHistory": "Storico battaglie", + "battleHistoryDesc": "Storico completo di tutte le battaglie di squadriglia registrate.", + "leaderboardsFeature": "Classifiche", + "leaderboardsFeatureDesc": "Confronta le prestazioni della tua squadriglia con le altre usando /top.", + "playerTracking": "Monitoraggio giocatori", + "playerTrackingDesc": "Statistiche individuali dei giocatori e integrazione con ThunderSkill.", + "smartAlerts": "Avvisi intelligenti", + "smartAlertsDesc": "Allarmi e notifiche automatizzati per le attività della squadriglia.", + "multiLanguageSupport": "Supporto multilingue", + "multiLanguageSupportDesc": "Funzionalità di traduzione e lingue dei veicoli personalizzabili.", + "timeCoordination": "Coordinamento temporale", + "timeCoordinationDesc": "Strumenti UTC e orario locale per il coordinamento globale della squadriglia.", + "advancedSearch": "Ricerca avanzata", + "advancedSearchDesc": "Trova composizioni dei giocatori e informazioni dettagliate sulla squadriglia.", + "dataSecurity": "Sicurezza dei dati", + "dataSecurityDesc": "I tuoi dati sono al sicuro e non vengono mai condivisi o venduti.", + "usageExamples": "Esempi d'uso", + "quickSetupRecommended": "Configurazione rapida (consigliata)", + "quickSetupDesc": "Esegui la procedura guidata. Ti accompagna nella configurazione della tua squadriglia, nella scelta di un canale log e di un canale punti — tutto in un unico flusso.", + "comparingPlayers": "Confronto giocatori", + "comparingPlayersDesc": "Confronta fino a 7 giocatori fianco a fianco. La migliore statistica in ogni categoria viene evidenziata e il giocatore complessivamente migliore riceve una stella. Clicca su \"Mostra grafico\" per vedere lo storico dei loro punti.", + "checkingSquadronInfo": "Verifica informazioni squadriglia", + "verifySquadronDesc": "Verifica che una squadriglia esista e visualizzane i dettagli. Usalo per confermare che il bot riesca a trovare la tua squadriglia prima della configurazione.", + "recentBattlesDesc": "Visualizza le ultime 5 battaglie giocate da una squadriglia.", + "headToHeadDesc": "Visualizza il tuo bilancio di scontri diretti contro un'altra squadriglia.", + "backToHome": "Torna alla Home", + "termsAndPrivacy": "Termini e Privacy", + "seasonRecapCardTitle": "Scheda riepilogativa della stagione", + "seasonRecapCardDesc": "Genera un riepilogo PNG condivisibile della stagione di qualsiasi squadrone — curva del rating, percentuale di vittorie mobile, K/D, veicolo preferito, MVP e altro. Disponibile dal pulsante «Scheda stagione» sulla pagina del profilo di ogni squadrone.", + "playerRecapCardTitle": "Riepilogo stagionale del giocatore", + "playerRecapCardDesc": "Genera un riepilogo PNG condivisibile della stagione di qualsiasi giocatore — andamento del rating tra gli squadroni, win rate mobile, K/D, ritmo delle battaglie, miglior partita e altro. Disponibile dal pulsante «Season Recap» sulla pagina profilo di ogni giocatore.", + "tierOverview": "Panoramica piani", + "tierOverviewDesc": "L'auto-logging è disponibile su tre piani. Ogni piano limita quanti squadroni possono avere Logs e Points attivi. Gli squadroni oltre il limite restano nelle preferenze e riprendono automaticamente dopo l'upgrade.", + "tierStandardLine": "$2,99 — fino a 10 squadroni per Logs e Points, senza wildcard.", + "tierProLine": "fino a 25 squadroni per Logs e Points, più supporto wildcard (`*` / `all` / `everything`).", + "tierMaxLine": "squadroni illimitati, wildcards, accesso anticipato alle novità.", + "voiceChannelTally": "Monitoraggio del canale vocale", + "tallyIntro": "Tieni traccia di un punteggio SQB in tempo reale direttamente nello stato del tuo canale vocale Discord. Al termine delle partite, il bot aggiorna lo stato del canale con un riepilogo come 2W-1L: Vittoria contro ENEMY. È una funzione premium e devi essere connesso al canale vocale.", + "tallyClaimDesc": "Inizia a seguire un giocatore o uno squadrone nel tuo canale vocale attuale. Indica un nome utente o uno squadrone (non entrambi). Lo stato parte da 0W-0L e si aggiorna al termine delle partite corrispondenti.", + "tallyTransferDesc": "Passa il monitoraggio attivo a un altro giocatore, mantenendo il conteggio attuale di vittorie e sconfitte.", + "tallyClearDesc": "Cancella il monitoraggio attivo nel tuo canale vocale attuale e reimposta il suo stato. Un monitoraggio si cancella anche automaticamente dopo 1 ora di inattività o quando tutti lasciano il canale." + }, + "terms": { + "pageTitle": "Termini di Servizio e Informativa sulla Privacy", + "lastUpdated": "Ultimo aggiornamento: aprile 2026", + "termsOfService": "Termini di Servizio", + "byUsing": "Usando", + "youAgree": ", accetti quanto segue:", + "useResponsibly": "Uso responsabile", + "useResponsiblyDesc": "Non tentare di sovraccaricare, fare spam o danneggiare in altro modo il bot.", + "noFunnyBusiness": "Niente scorrettezze", + "noFunnyBusinessDesc": "Non tentare di fare reverse engineering, violare i Termini di Servizio di Discord o qualsiasi altra regola della gilda.", + "statsAsIs": "Le statistiche sono fornite così come sono", + "statsAsIsDesc": "Tutti i dati e le statistiche sono forniti \"così come sono\" senza garanzie di alcun tipo, esplicite o implicite. Compiamo sforzi ragionevoli per garantire l'accuratezza ma non garantiamo che le informazioni siano complete, aggiornate o prive di errori.", + "uptimeNotGuaranteed": "Uptime non garantito", + "uptimeNotGuaranteedDesc": "Il bot è fornito su base \"secondo disponibilità\". Non garantiamo un funzionamento ininterrotto o privo di errori. Il servizio potrebbe essere temporaneamente non disponibile a causa di manutenzione, aggiornamenti o problemi tecnici.", + "weCanBanYou": "Possiamo bannarti", + "weCanBanYouDesc": "Se violi le regole, possiamo revocare il tuo accesso.", + "privacyPolicy": "Informativa sulla Privacy", + "infoWeCollect": "1. Informazioni che raccogliamo", + "collectsFollowing": "raccoglie le seguenti informazioni per fornire i suoi servizi:", + "discordUserIds": "ID utente Discord:", + "discordUserIdsDesc": "Identificatori univoci per tracciare i singoli utenti", + "squadronIds": "ID squadriglia:", + "squadronIdsDesc": "Identificatori del server/guild Discord per organizzare i dati della squadriglia", + "battleData": "Dati battaglia:", + "battleDataDesc": "Registri vittorie/sconfitte, timestamp delle battaglie e statistiche correlate", + "commandUsage": "Utilizzo dei comandi:", + "commandUsageDesc": "Logging di base dei comandi bot utilizzati per migliorare il servizio", + "howWeUse": "2. Come utilizziamo le tue informazioni", + "usedExclusively": "Le informazioni raccolte sono utilizzate esclusivamente per:", + "trackingPerformance": "Monitorare le prestazioni e le statistiche delle battaglie di squadriglia", + "providingHistorical": "Fornire dati storici e analytics", + "improvingBot": "Migliorare le funzionalità del bot e l'esperienza utente", + "troubleshootingIssues": "Risolvere problemi tecnici", + "dataStorage": "3. Archiviazione e sicurezza dei dati", + "dataStoredSecurely": "I tuoi dati sono archiviati in modo sicuro con le seguenti protezioni:", + "encryptedServers": "I dati sono archiviati su server sicuri con crittografia", + "limitedAccess": "L'accesso è limitato al solo personale autorizzato", + "regularBackups": "Backup regolari garantiscono l'integrità dei dati", + "dataSharing": "4. Condivisione dei dati", + "weDoNot": "NON:", + "sellData": "Vendiamo le tue informazioni personali a terze parti", + "shareData": "Condividiamo i tuoi dati con organizzazioni esterne", + "useForAds": "Utilizziamo i tuoi dati per pubblicità o marketing", + "transferData": "Trasferiamo i tuoi dati al di fuori dei nostri sistemi sicuri", + "dataRetention": "5. Conservazione dei dati", + "dataRetentionDesc": "Conserviamo i tuoi dati per il tempo necessario a fornire i nostri servizi. Le statistiche delle battaglie e i dati della squadriglia vengono mantenuti per conservare i record storici e le analytics.", + "discordIntegration": "6. Integrazione Discord", + "discordIntegrationDesc": "Questo Bot opera all'interno dell'ecosistema di Discord ed è soggetto all'Informativa sulla Privacy di Discord. Accediamo solo alle informazioni necessarie per le funzionalità del bot tramite l'API ufficiale di Discord.", + "ageRestrictions": "7. Restrizioni di età", + "ageRestrictionsDesc": "Il Bot è destinato agli utenti che soddisfano i requisiti minimi di età di Discord (13+ o come richiesto dalla legge locale).", + "changesToPolicy": "8. Modifiche all'Informativa sulla Privacy", + "changesToPolicyDesc": "Potremmo aggiornare questa Informativa sulla Privacy di tanto in tanto.", + "premiumTitle": "Termini di Abbonamento Premium", + "premiumWhatYouGet": "1. Cosa include Premium", + "premiumWhatYouGetDesc": "Un abbonamento Premium sblocca le seguenti funzionalità per il server Discord abbonato:", + "premiumFeature1": "Pubblicazione automatica della classifica dopo ogni partita SQB", + "premiumFeature2": "Mappe dei percorsi / movimenti", + "premiumFeature3": "Log di chat e battaglia", + "premiumFeature4": "Ricerca replay", + "premiumFeature5": "Ricerche /comp illimitate (i server gratuiti sono limitati a 15 per fascia oraria)", + "premiumBilling": "2. Fatturazione e pagamento", + "premiumBillingDesc": "Premium viene fatturato a $2,99 USD al mese per server Discord. Il pagamento viene elaborato tramite il sistema di abbonamento nativo di Discord o tramite il nostro sito web via Whop. Sei responsabile di assicurarti che il tuo metodo di pagamento sia valido e disponga di fondi sufficienti. Gli abbonamenti si rinnovano automaticamente alla fine di ogni periodo di fatturazione, salvo cancellazione.", + "premiumCancellation": "3. Cancellazione", + "premiumCancellationDesc": "Puoi cancellare il tuo abbonamento in qualsiasi momento. Per gli abbonamenti Discord, vai su Impostazioni utente → Abbonamenti in Discord. Per gli abbonamenti tramite il sito web, gestisci la fatturazione su whop.com/billing. Dopo la cancellazione, le funzionalità Premium restano attive fino alla fine del periodo di fatturazione corrente. Dopodiché, il tuo server torna al livello gratuito — nessun dato viene perso.", + "premiumRefunds": "4. Rimborsi", + "premiumRefundsDesc": "Le tariffe di abbonamento non sono rimborsabili. L'utilizzo parziale del mese non viene proporzionato. Se cancelli a metà ciclo, mantieni l'accesso fino alla fine del periodo di fatturazione, ma non hai diritto a un rimborso per il tempo rimanente. I rimborsi per errori di fatturazione o addebiti duplicati possono essere emessi a nostra discrezione — contatta il supporto con l'ID del tuo server Discord e la prova di pagamento.", + "premiumPriceChanges": "5. Variazioni di prezzo", + "premiumPriceChangesDesc": "Ci riserviamo il diritto di modificare i prezzi degli abbonamenti in qualsiasi momento. Gli abbonati esistenti riceveranno un preavviso di almeno 30 giorni prima dell'entrata in vigore di qualsiasi aumento di prezzo. Se non sei d'accordo con una variazione di prezzo, puoi cancellare prima che il nuovo prezzo venga applicato.", + "premiumTermination": "6. Cessazione dell'accesso Premium", + "premiumTerminationDesc": "Ci riserviamo il diritto di revocare l'accesso Premium senza rimborso se un server viola questi Termini di Servizio, inclusi, a titolo esemplificativo, l'abuso delle funzionalità del bot, i tentativi di aggirare i limiti di utilizzo o la violazione dei Termini di Servizio di Discord.", + "serviceAvailabilityTitle": "Disponibilità del servizio e responsabilità", + "serviceNoWarranty": "1. Nessuna garanzia", + "serviceNoWarrantyDesc": "IL SERVIZIO È FORNITO \"COSÌ COM'È\" E \"SECONDO DISPONIBILITÀ\" SENZA GARANZIE DI ALCUN TIPO, ESPLICITE, IMPLICITE O PREVISTE DALLA LEGGE, INCLUSE, A TITOLO ESEMPLIFICATIVO, LE GARANZIE IMPLICITE DI COMMERCIABILITÀ, IDONEITÀ PER UN PARTICOLARE SCOPO E NON VIOLAZIONE. Non garantiamo che il servizio sarà ininterrotto, tempestivo, sicuro o privo di errori.", + "serviceLiability": "2. Limitazione di responsabilità", + "serviceLiabilityDesc": "NELLA MISURA MASSIMA CONSENTITA DALLA LEGGE APPLICABILE, IN NESSUN CASO SAREMO RESPONSABILI PER DANNI INDIRETTI, INCIDENTALI, SPECIALI, CONSEQUENZIALI O PUNITIVI, O PER QUALSIASI PERDITA DI PROFITTI O RICAVI, SOSTENUTA DIRETTAMENTE O INDIRETTAMENTE, O PER QUALSIASI PERDITA DI DATI, UTILIZZO, AVVIAMENTO O ALTRE PERDITE IMMATERIALI, DERIVANTI DALL'USO O DALL'IMPOSSIBILITÀ DI UTILIZZARE IL SERVIZIO. La nostra responsabilità totale per qualsiasi reclamo derivante da questi termini o dal servizio non supererà l'importo che ci hai pagato nei tre (3) mesi precedenti il reclamo.", + "serviceCredits": "3. Interruzioni del servizio e crediti", + "serviceCreditsDesc": "In caso di un'interruzione di servizio prolungata e non pianificata che influisca sulle funzionalità Premium per più di 72 ore consecutive, gli abbonati Premium interessati possono richiedere un credito di servizio contattando il supporto. I crediti vengono emessi a nostra esclusiva discrezione e applicati come estensione del periodo di fatturazione corrente — non come rimborsi monetari. Le finestre di manutenzione programmate, le interruzioni di terze parti (Discord, Gaijin API) e gli eventi al di fuori del nostro ragionevole controllo sono esclusi.", + "serviceForceM": "4. Forza maggiore", + "serviceForceMDesc": "Non saremo responsabili per qualsiasi inadempimento o ritardo nell'esecuzione derivante da cause al di fuori del nostro ragionevole controllo, inclusi, a titolo esemplificativo: disastri naturali, guerra, terrorismo, pandemie, interruzioni di corrente, interruzioni di internet, interruzioni della piattaforma Discord, modifiche o indisponibilità dell'API di Gaijin Entertainment, azioni governative o qualsiasi altro evento di forza maggiore.", + "disclaimer": "Disclaimer", + "warThunderDisclaimer": "è un bot Discord indipendente e non è affiliato, approvato o associato a Gaijin Entertainment o War Thunder. War Thunder è un marchio di Gaijin Entertainment.", + "acknowledgement": "Usando", + "acknowledgementEnd": ", riconosci di aver letto, compreso e di accettare di essere vincolato da questi Termini di Servizio e Informativa sulla Privacy." + }, + "premium": { + "upgradeTitle": "Potenzia la tua squadriglia", + "heroDesc": "Ogni risultato SQB pubblicato nel tuo canale nel momento in cui termina — classifiche, log battaglia, mappe di movimento e replay, tutto in automatico.", + "instantScoreboards": "Classifiche istantanee", + "viewPaths": "Visualizza percorsi", + "chatBattleLogs": "Log chat e battaglia", + "replayLookups": "Ricerca replay", + "free": "Gratuito", + "perMonth": "/mese", + "alwaysFree": "Sempre gratuito", + "noCardNeeded": "nessuna carta necessaria", + "included": "Incluso", + "manualLookups": "Ricerche manuali di partite", + "playerStats": "Statistiche e profili giocatori", + "leaderboards": "Classifiche", + "stickWithFree": "Rimani con il piano gratuito", + "premiumLabel": "Premium", + "perServer": "per server", + "cancelAnytime": "cancella in qualsiasi momento", + "everythingInFree": "Tutto del piano gratuito, più", + "autoScoreboards": "Pubblicazione automatica delle classifiche", + "pathMaps": "Mappe percorsi/movimenti", + "chatLogs": "Log chat e battaglia", + "replayLookupsFeature": "Ricerca replay", + "unlimitedComp": "Ricerche /comp illimitate", + "prioritySupport": "Supporto prioritario", + "subscribeNow": "Abbonati ora", + "comingSoon": "In arrivo", + "serverIdInfo": "Avrai bisogno del tuo", + "discordServerId": "ID server Discord", + "duringCheckout": "durante il pagamento.", + "developerMode": "Modalità sviluppatore", + "rightClickServer": "Clic destro sul server", + "copyId": "Copia ID", + "successTitle": "Premium attivato", + "successDesc": "Il tuo abbonamento è in fase di configurazione. Il bot avrà accesso premium per il tuo server entro pochi minuti.", + "whatHappensNext": "Cosa succede dopo", + "autoLogging": "Il logging automatico si attiva per il tuo server", + "setLogChannel": "Imposta il tuo canale log con", + "everyResult": "Ogni risultato SQB viene pubblicato automaticamente", + "readSetupGuide": "Leggi la guida alla configurazione", + "tierStandardName": "Standard", + "tierProName": "Pro", + "tierMaxName": "Max", + "squadCap": "Registra fino a {cap} squadroni", + "squadCapUnlimited": "Squadroni illimitati", + "everythingInStandard": "Tutto in Standard", + "everythingInPro": "Tutto in Pro", + "wildcardSupport": "Wildcard (*, all, everything)", + "noSquadCap": "Nessun limite di squadroni", + "earlyAccessFeatures": "Accesso anticipato alle novità" + }, + "player": { + "totalBattles": "Battaglie totali", + "totalWins": "Vittorie totali", + "vehicleStatistics": "Statistiche veicoli", + "cumulative": "Cumulativo", + "individual": "Individuale", + "filterBy": "Filtra per:", + "allTime": "Tutto il periodo", + "dateRange": "Intervallo di date", + "season": "Stagione", + "week": "Settimana", + "session": "Sessione", + "dateType": "Tipo di data:", + "last7Days": "Ultimi 7 giorni", + "last30Days": "Ultimi 30 giorni", + "last90Days": "Ultimi 90 giorni", + "customRange": "Intervallo personalizzato", + "specificDate": "Data specifica", + "filterType": "Tipo di filtro:", + "fullSeason": "Stagione completa", + "specificWeek": "Settimana specifica", + "from": "Da:", + "to": "A:", + "timeslot": "Fascia", + "fullDay": "Giornata intera", + "selectSeason": "Stagione:", + "selectWeek": "Settimana:", + "selectSeasonFirst": "Seleziona prima la stagione", + "pleaseSelect": "Seleziona un'opzione", + "searchVehicles": "Cerca veicoli...", + "resetFilters": "Reimposta filtri", + "vehiclesShown": "veicoli mostrati", + "gamesShown": "partite mostrate", + "noVehicleData": "Nessun dato sui veicoli disponibile", + "noVehiclesForRange": "Nessun veicolo trovato per l'intervallo di date selezionato, oppure questo giocatore non ha ancora dati.", + "switchToCards": "Passa alla vista schede", + "switchToTable": "Passa alla vista tabella", + "loadingTimeline": "Caricamento timeline...", + "noTimelineData": "Nessun dato sulla timeline ancora.", + "timelineUnavailable": "Timeline non disponibile.", + "loadingGameRecords": "Caricamento record partite...", + "unableToLoadRecords": "Impossibile caricare i record delle partite", + "failedToFetch": "Impossibile recuperare i dati della partita. Riprova più tardi.", + "noGameRecords": "Nessun record di partita trovato", + "noGamesYet": "Questo giocatore non ha ancora giocato partite registrate.", + "collapseChart": "Comprimi grafico", + "loadingChartData": "Caricamento dati grafico...", + "noHistoricalData": "Nessun dato storico ancora.", + "chartUnavailable": "Grafico non disponibile.", + "relative": "Relativo", + "uidLabel": "UID giocatore" + }, + "squadrons": { + "title": "Hub squadriglia", + "subtitle": "Scopri le squadriglie, visualizza le statistiche e monitora le prestazioni", + "findSquadron": "Trova una squadriglia", + "searchPlaceholder": "Cerca squadriglie per nome...", + "totalSquadrons": "Squadriglie totali", + "totalPlayers": "Giocatori totali", + "totalBattles": "Battaglie totali", + "avgWinRate": "Percentuale vittorie media", + "topSquadrons": "Migliori squadriglie", + "viewFullLeaderboard": "Visualizza classifica completa", + "loadingSquadrons": "Caricamento dati squadriglia...", + "noSquadronData": "Nessun dato squadriglia disponibile ancora.", + "failedToLoad": "Impossibile caricare i dati della squadriglia. Riprova più tardi.", + "backToSquadronHub": "Torna all'hub squadriglia", + "squadronPoints": "Punti squadriglia", + "squadronMembers": "Membri squadriglia", + "performance": "Prestazioni", + "performanceNoData": "Nessun dato sulle prestazioni disponibile per l'intervallo selezionato.", + "quickDetails": "Dettagli rapidi", + "noMembersFound": "Nessun membro trovato", + "noRecordedMembers": "Questa squadriglia non ha ancora membri registrati.", + "squadronGames": "Partite dello squadrone", + "loadingSquadronGames": "Caricamento delle partite dello squadrone...", + "noSquadronGames": "Nessuna partita trovata per questo squadrone.", + "retryLoadGames": "Riprova", + "searchMapPlaceholder": "Cerca per mappa..." + }, + "leaderboard": { + "playersTitle": "Classifica giocatori", + "playersSubtitle": "Migliori giocatori di War Thunder classificati per prestazioni", + "vehiclesTitle": "Classifica eliminazioni veicoli", + "vehiclesSubtitle": "Migliori veicoli di War Thunder classificati per eliminazioni totali", + "squadronsTitle": "Classifica squadriglie", + "squadronsSubtitle": "Migliori squadriglie di War Thunder classificate per prestazioni", + "statsTitle": "Statistiche globali", + "statsSubtitle": "Statistiche generali delle battaglie di squadriglia e informazioni meta", + "comparisonTitle": "Strumento di confronto", + "comparisonSubtitle": "Confronta giocatori e veicoli fianco a fianco", + "comparisonHint": "Confronta le statistiche per trovare i migliori giocatori e veicoli", + "compareSquadrons": "Confronta squadriglie", + "comparePlayers": "Confronta giocatori", + "compareVehicles": "Confronta veicoli", + "playersAndVehicles": "Giocatori + Veicoli", + "failedToLoadLeaderboard": "Impossibile caricare i dati della classifica. Riprova più tardi.", + "failedToLoadVehicles": "Impossibile caricare la classifica dei veicoli", + "failedToLoadSquadrons": "Impossibile caricare la classifica delle squadriglie", + "noResultsYet": "Nessun risultato ancora. Aggiungi squadriglie/giocatori per iniziare.", + "searchSquadron": "Cerca squadriglia", + "searchBySquadronName": "Cerca per nome squadriglia...", + "minPlayers": "Giocatori minimi", + "minPlayersPlaceholder": "Giocatori minimi", + "resetFilters": "Reimposta filtri", + "squadronsShown": "squadriglie mostrate", + "playersShown": "giocatori mostrati", + "page": "pagina", + "of": "di", + "loadingSquadronLeaderboard": "Caricamento classifica squadriglie...", + "loadingPlayerLeaderboard": "Caricamento classifica giocatori...", + "loadingComparisonData": "Caricamento dati di confronto...", + "unableToFetch": "Impossibile recuperare i dati della classifica. Riprova.", + "noSquadronsInLeaderboard": "Nessuna squadriglia trovata in classifica.", + "noPlayersInLeaderboard": "Nessun giocatore trovato in classifica.", + "loadingGlobalStats": "Caricamento statistiche globali...", + "failedToLoadStats": "Impossibile caricare le statistiche", + "unableToFetchStats": "Impossibile recuperare i dati delle statistiche. Riprova.", + "mostPopularVehicles": "Veicoli più popolari", + "vehicleKillsLeaderboardTitle": "Classifica eliminazioni veicoli", + "avgWinRate": "Percentuale vittorie media", + "avgKillsPerPlayer": "Media eliminazioni/giocatore", + "loadingVehicleKills": "Caricamento dati eliminazioni veicoli...", + "apiNotLoaded": "Client API non caricato correttamente. Aggiorna la pagina.", + "failedToInitApi": "Impossibile inizializzare il client API", + "noStatsData": "Nessun dato statistico disponibile", + "totalPlayersCard": "Giocatori totali", + "activePlayers": "Giocatori attivi", + "vehiclesUsed": "Veicoli utilizzati", + "differentVehicles": "Veicoli diversi", + "squadronBattlesLabel": "Battaglie di squadriglia", + "noVehicleData": "Nessun dato sui veicoli disponibile", + "mostPopular": "Più popolare", + "timesUsed": "Volte utilizzato", + "failedToLoadVehicleKills": "Impossibile caricare i dati delle eliminazioni dei veicoli", + "lastUpdated": "Ultimo aggiornamento", + "searchPlayer": "Cerca giocatore", + "searchByPlayerName": "Cerca per nome del giocatore...", + "minimumBattles": "Battaglie minime", + "minBattlesPlaceholder": "Battaglie minime", + "searchSquadronsPlaceholder": "Cerca squadriglie...", + "sortBy": "Ordina per", + "kdRatio": "Rapporto KD", + "killsPerSpawn": "Eliminazioni per spawn", + "caps": "Catture", + "timePeriod": "Periodo di tempo", + "allTime": "Tutto il periodo", + "dateRange": "Intervallo di date", + "season": "Stagione", + "week": "Settimana", + "dateType": "Tipo di data", + "last7Days": "Ultimi 7 giorni", + "last30Days": "Ultimi 30 giorni", + "last90Days": "Ultimi 90 giorni", + "customRange": "Intervallo personalizzato", + "from": "Da", + "to": "A", + "timeslot": "Fascia", + "fullDay": "Giornata intera", + "selectSeason": "Seleziona stagione...", + "selectWeek": "Seleziona settimana...", + "failedToLoadComparison": "Impossibile caricare i dati di confronto", + "pleaseRefresh": "Prova ad aggiornare la pagina", + "playerComparison": "Confronto giocatori", + "squadronComparison": "Confronto squadriglie", + "vehicleComparison": "Confronto veicoli", + "playersVehiclesComparison": "Confronto giocatori + veicoli", + "addPlayersToCompare": "Aggiungi giocatori da confrontare:", + "addSquadronsToCompare": "Aggiungi squadriglie da confrontare:", + "addVehiclesToCompare": "Aggiungi veicoli da confrontare:", + "addPlayerVehicleCombos": "Aggiungi combinazioni giocatore + veicolo:", + "searchSelectPlayers": "Cerca e seleziona giocatori...", + "typeSquadronName": "Inserisci il nome della squadriglia...", + "searchSelectVehicles": "Cerca e seleziona veicoli...", + "searchForPlayers": "Cerca giocatori...", + "selectPlayersToCompare": "Cerca e seleziona giocatori qui sopra per confrontare le loro statistiche", + "selectSquadronsToCompare": "Cerca e seleziona squadriglie qui sopra per confrontare le loro statistiche", + "selectVehiclesToCompare": "Cerca e seleziona veicoli qui sopra per confrontare le loro statistiche", + "selectPlayersVehiclesToCompare": "Cerca e seleziona giocatori qui sopra, poi scegli i loro veicoli per confrontare diverse combinazioni giocatore-veicolo", + "selectVehicleFor": "Seleziona veicolo per", + "selectAVehicle": "-- Seleziona un veicolo --", + "noVehiclesForPlayer": "Nessun veicolo trovato per questo giocatore", + "noPlayerVehicleSelected": "Nessuna combinazione giocatore-veicolo selezionata", + "noPlayersSelected": "Nessun giocatore selezionato", + "noVehiclesSelected": "Nessun veicolo selezionato", + "noSquadronsSelected": "Nessuna squadriglia selezionata", + "statistic": "Statistica", + "totalDeaths": "Morti totali", + "totalAssists": "Assistenze totali", + "totalCaptures": "Catture totali", + "killsPerSpawnShort": "Elim/Spawn", + "avgWinRateShort": "% vitt. media", + "avgKillsPlayerShort": "Media elim/gioc.", + "avgKillsMember": "Media elim/membro", + "avgBattlesMember": "Media batt/membro", + "serverError500": "Errore del server (500) - L'API è temporaneamente non disponibile. Riprova tra qualche istante.", + "apiEndpoint404": "Endpoint API non trovato (404) - Controlla la configurazione del server.", + "networkError": "Errore di rete - Impossibile connettersi al server. Controlla la tua connessione.", + "viewFullLeaderboard": "Visualizza classifica completa", + "vehicleName": "Nome veicolo", + "searchVehiclePlaceholder": "Cerca un veicolo specifico...", + "minKills": "Elim. min.", + "any": "Qualsiasi", + "perPage": "Per pagina", + "clear": "Cancella", + "vehicleAndPlayer": "Veicolo e giocatore", + "loadingVehicleLeaderboard": "Caricamento classifica veicoli...", + "vehiclesShown": "veicoli mostrati", + "minBattlesPerVehicle": "Minimo 3 battaglie per veicolo richieste", + "minimumBattlesRequired": "Minimo 5 battaglie richieste", + "allSeasons": "Tutte le stagioni", + "allWeeks": "Tutte le settimane", + "allBR": "Tutti i BR" + }, + "games": { + "title": "Storico partite", + "subtitle": "Cerca e sfoglia le partite delle battaglie di squadriglia", + "searchPlaceholder": "Cerca per nome giocatore o UID...", + "filterByMap": "Filtra per mappa", + "allMaps": "Tutte le mappe", + "search": "Cerca", + "noResults": "Nessuna partita trovata", + "matchDetail": "Dettaglio partita", + "chatLog": "Log chat", + "battleLog": "Log battaglia", + "duration": "Durata", + "mode": "Modalità", + "winningTeam": "Squadra vincente", + "losingTeam": "Squadra perdente", + "viewMatch": "Visualizza partita", + "loadingMatch": "Caricamento dati partita...", + "matchNotFound": "Partita non trovata", + "searchingGames": "Ricerca partite...", + "recentMatches": "Partite recenti", + "noChatLog": "Nessun log chat disponibile", + "noBattleLog": "Nessun log battaglia disponibile", + "replayVideo": "Video replay", + "generatingVideo": "Generazione video replay…", + "videoFirstLoad": "Il primo caricamento può richiedere fino a un minuto", + "videoUnavailable": "Video replay non disponibile per questa partita", + "modeGround": "Terrestre", + "modeAir": "Aereo", + "squadronPlaceholder": "Nome squadriglia...", + "loadingReplay": "Caricamento replay..." + }, + "errors": { + "pageNotFound": "Pagina non trovata", + "error": "Errore", + "oopsNotFound": "Oops! La pagina che stai cercando non esiste. Potrebbe essere stata spostata, eliminata, oppure hai inserito un URL errato.", + "searchError": "Errore di ricerca. Riprova." + }, + "js": { + "openingDiscordInvite": "Apertura invito Discord!", + "errorOpeningInvite": "Errore nell'apertura del link di invito. Riprova più tardi.", + "gettingSupportLink": "Recupero link server di supporto...", + "openingSupportServer": "Apertura server di supporto!", + "errorGettingSupport": "Errore nel recupero del link di supporto. Riprova più tardi.", + "failedToUpdateStats": "Impossibile aggiornare le statistiche", + "konamiActivated": "Obiettivo sbloccato: Codice segreto!", + "noPlayersFound": "Nessun giocatore trovato", + "searchError": "Errore di ricerca. Riprova.", + "killsSuffix": "eliminazioni", + "winRateSuffix": "percentuale vittorie", + "noSquadronsFound": "Nessuna squadriglia trovata" + }, + "index": { + "subtitle1": "Il miglior strumento per le battaglie di squadriglia", + "subtitle2": "Boris Stats ma migliore", + "subtitle3": "Il più grande dataset SQB", + "subtitle4": "Informazioni pubbliche e gratuite per tutti" + }, + "seasonCard": { + "buttonLabel": "Scheda stagione", + "buttonDisabledTitle": "Ricerca squadrone incompleta — scheda non disponibile", + "modalTitle": "Scheda stagione", + "seasonLabel": "Stagione", + "themeLabel": "Tema", + "themeDark": "Scuro", + "themeLight": "Chiaro", + "generate": "Genera", + "loadingSeasons": "Caricamento stagioni…", + "generating": "Generazione…", + "failedSeasons": "Impossibile caricare le stagioni.", + "failedGenerate": "Impossibile generare la scheda riepilogativa.", + "inProgressSuffix": "(in corso)", + "imgRecapSuffix": "RESOCONTO", + "imgHeroFinalRating": "Rating finale", + "imgHeroMatches": "Partite", + "imgHeroWinRate": "Tasso vittorie", + "imgHeroKD": "K/D", + "imgAxisRating": "Punteggio", + "imgAxisWinRate": "Tasso vittorie", + "imgStatPeakRating": "Rating massimo", + "imgStatRatingChange": "Variazione rating", + "imgStatTotalKills": "Uccisioni totali", + "imgStatTotalDeaths": "Morti totali", + "imgStatAssistsCaptures": "Assist / catture", + "imgStatMostPlayedVehicle": "Veicolo più usato", + "imgStatMVP": "MVP", + "imgStatMostActive": "Più attivo", + "imgStatLongestWinStreak": "Striscia più lunga", + "imgStatMostCommonOpponent": "Avversario più frequente", + "imgUnitKills": "uccisioni", + "imgUnitAssists": "assist", + "imgUnitCaptures": "catture", + "imgUnitGames": "partite", + "imgUnitMatches": "partite", + "imgUnitWins": "V", + "imgUnitLosses": "S", + "imgGroundShort": "T", + "imgAirShort": "A", + "imgFooterGenerated": "generato", + "imgPlaceholderNoData": "Nessun dato per {short} in {season}", + "buttonLabelPlayer": "Riepilogo stagione", + "buttonDisabledTitlePlayer": "Player lookup incomplete — recap unavailable", + "modalTitlePlayer": "Player Season Recap", + "imgHeroBattles": "Battaglie", + "imgHeroTotalKills": "Uccisioni totali", + "imgAxisBattles": "Battaglie (7 g)", + "imgAxisKD": "K/D", + "imgStatBestMatch": "Miglior partita", + "imgStatSquadronsRepresented": "Squadriglie rappresentate", + "imgStatFrequentTeammate": "Compagno più frequente", + "imgStatLongestSession": "Sessione più lunga", + "imgStatMostActiveDay": "Giorno più attivo (UTC)", + "imgStatMostCommonOppSquadron": "Squadriglia avversaria più frequente", + "imgStatPeakSquadronRating": "Punteggio max squadriglia", + "imgUnitSlotNA": "NA", + "imgUnitSlotEU": "EU", + "imgUnitNoSquadron": "senza squadriglia", + "imgUnitVs": "vs", + "imgUnitTogether": "partite insieme", + "imgStatKDAC": "U / M / A / C", + "imgPlaceholderNoDataPlayer": "Nessun dato per {nick} in {season}", + "imgUIDLabel": "UID", + "imgBestMatchLine": "{vehicle} · UT {gk} / UA {ak} / A {assists} / C {cap} / M {deaths} · {date}" + }, + "live": { + "air": "AER", + "gnd": "TER", + "ast": "ASS", + "dth": "MOR", + "cap": "CAT", + "squadronBattle": "Battaglia di squadriglia", + "randomBattle": "Battaglia casuale" + }, + "analytics": { + "pageTitle": "Analisi SQB", + "pageSubtitle": "Analisi approfondite per qualsiasi squadrone, giocatore o veicolo.", + "modeSquadron": "Squadrone", + "modePlayer": "Giocatore", + "modeVehicle": "Veicolo", + "tabMaps": "Tassi di vittoria mappa", + "tabSquadmates": "Compagni abituali", + "tabComps": "Composizioni squadra", + "tabConsistency": "Costanza del giocatore", + "tabTime": "Ora del giorno", + "tabMatchups": "Storico scontri", + "pickSquadron": "Cerca uno squadrone per vedere la sua analisi", + "pickPlayer": "Cerca un giocatore per vedere la sua analisi", + "pickVehicle": "Cerca un veicolo per vedere la sua analisi", + "noData": "Nessun dato in questo intervallo.", + "loading": "Caricamento…", + "loadError": "Impossibile caricare le analisi.", + "compComingSoon": "Analisi composizione squadra in arrivo.", + "compTopVehiclesTitle": "Veicoli più usati", + "compCompositionsTitle": "Composizioni di partita ricorrenti", + "compCompositionsMeta": "Formazioni con almeno {min} veicoli, ordinate per partite", + "compMatchesAnalyzed": "partite analizzate", + "compNoRepeats": "Nessuna formazione di questa dimensione è stata schierata in questo intervallo.", + "compColVehicle": "Veicolo", + "compColSpawns": "Comparse", + "compColMatches": "Partite", + "compColShare": "% Partite", + "compColLineup": "Formazione", + "compColTypes": "Comp", + "compTypeFighters": "Caccia", + "compTypeBombers": "Bombardieri", + "compTypeHelicopters": "Elicotteri", + "compTypeLight": "Carro leggero", + "compTypeTanks": "Carri", + "compTypeSPAA": "SPAA", + "compTypeSPAATooltip": "Antiaerea/SPAA", + "compTypeUnknown": "Sconosciuto", + "compSearchPresetLabel": "Comp preimpostata", + "compSearchPresetAll": "Tutte le comp", + "compSearchPresetHint": "Costruito dalla cronologia di comp di questa squadra", + "compSearchTypesLabel": "Tipi", + "compTypeCapsHint": "Max 8 totali · max 4 aerei (F + B + H)", + "compSearchRefineLabel": "Affina", + "compRefineHint": "Imposta un numero sopra per scegliere veicoli specifici di quel tipo.", + "compRefineAny": "Qualsiasi {type}", + "compSearchCustomLabel": "Personalizzata", + "compSearchAddVehicle": "Veicolo specifico", + "compSearchVehiclesLabel": "Veicoli", + "compSearchApply": "Applica", + "compSearchReset": "Reimposta", + "compSearchMatches": "Mostrate {shown} di {total} comp", + "compSearchNoMatches": "Nessuna comp corrisponde al filtro.", + "compSearchGamesShort": "partite", + "colMap": "Mappa", + "colWins": "V", + "colLosses": "S", + "colWinRate": "%V", + "colBar": "", + "colShared": "In comune", + "colUid": "UID", + "colGames": "Partite", + "colPlayer": "Giocatore", + "colAvgKills": "Kill medi", + "colAvgDeaths": "Morti medie", + "colScore": "Punteggio", + "colHour": "Ora (UTC)", + "colSquadron": "Squadrone", + "colTotal": "Totale", + "matchupsWonHeader": "Più vittorie contro", + "matchupsLostHeader": "Più sconfitte contro", + "uniqueOpponents": "avversari unici", + "euTimeslot": "Fascia EU", + "naTimeslot": "Fascia NA", + "offPeak": "Fuori picco", + "radarMetaMaps": "top {shown} di {total} mappe · min {min} partite", + "radarMetaSquadmates": "top {shown} di {total} compagni · min {min} partite condivise", + "radarTooFewMaps": "Dati insufficienti per mostrare il grafico: servono almeno 3 mappe con {min}+ partite in questo filtro.", + "radarTooFewSquadmates": "Dati insufficienti per mostrare il grafico: servono almeno 3 compagni con {min}+ partite condivise in questo filtro.", + "radarFootnoteMaps": "{count} mappe con meno partite nascoste — vedi la tabella completa", + "radarFootnoteSquadmates": "{count} compagni con meno partite nascosti — vedi la tabella completa", + "tabTimeline": "Timeline K/D", + "tabTopPlayers": "Migliori giocatori", + "tabTopSquadrons": "Migliori squadroni" + }, + "playerModal": { + "viewFullProfile": "Vedi profilo completo →", + "close": "Chiudi", + "overview": "Panoramica", + "vehicles": "Veicoli", + "sessions": "Sessioni", + "loadingPlayerData": "Caricamento dati giocatore...", + "kdr": "K/D", + "kps": "K/S", + "winRate": "Tasso vittorie", + "battles": "Battaglie", + "wins": "Vittorie", + "totalBattles": "Battaglie totali", + "totalKills": "Uccisioni totali", + "airKills": "Uccisioni aeree", + "groundKills": "Uccisioni terrestri", + "assists": "Assist", + "deaths": "Morti", + "captures": "Catture", + "clickToSwitchMetric": "Clicca per cambiare metrica", + "clickToCycle": "clicca per scorrere", + "noChartData": "Nessun dato grafico", + "noVehicleData": "Nessun dato veicolo", + "noSessionData": "Nessun dato sessione", + "date": "Data", + "vehicle": "Veicolo", + "ground": "Terra", + "air": "Aria", + "result": "Risultato", + "unknown": "Sconosciuto", + "failedToLoadPlayerData": "Impossibile caricare i dati giocatore" + }, + "replay": { + "playPause": "Riproduci/Pausa", + "crashed": "si è schiantato", + "destroyed": "ha distrutto", + "hit": "ha colpito" + }, + "dateFilter": { + "allTime": "Sempre", + "currentSeason": "Stagione attuale", + "bySeason": "Per stagione", + "cumulative": "Cumulativo", + "customRange": "Intervallo personalizzato", + "selectSeason": "Seleziona stagione", + "selectSeasonDots": "Seleziona una stagione...", + "selectWeek": "Seleziona settimana", + "selectWeekDots": "Seleziona una settimana...", + "entireSeason": "Intera stagione", + "applyFilter": "Applica filtro", + "cumulativeHelp": "Vedi statistiche accumulate fino a un punto specifico", + "season": "Stagione", + "upToWeek": "Fino alla settimana", + "applyCumulativeFilter": "Applica filtro cumulativo", + "startDate": "Data inizio", + "endDate": "Data fine", + "applyCustomRange": "Applica intervallo personalizzato", + "activeFilter": "Filtro attivo:", + "clear": "Cancella", + "allTimeStatistics": "Statistiche totali", + "currentSeasonValue": "Stagione attuale: {season}", + "alertSelectSeason": "Seleziona una stagione", + "seasonValue": "Stagione {season}", + "alertSelectSeasonWeek": "Seleziona stagione e settimana", + "cumulativeValue": "Cumulativo fino a {season} - {week}", + "alertSelectDate": "Seleziona almeno una data", + "alertStartBeforeEnd": "La data iniziale deve precedere quella finale", + "customRangePrefix": "Intervallo personalizzato:", + "fromDate": "Da {date}", + "upToDate": "Fino a {date}" + }, + "timeline": { + "pageTitle": "Storia di SREBOT", + "pageDescription": "La storia di SREBOT, da idea a standard per le SQB di War Thunder.", + "eyebrow": "La nostra storia", + "heading": "La cronologia", + "servers": "{count} server", + "scroll": "Scorri", + "cards": { + "1": { + "label": "Origine", + "date": "Giugno 2024", + "title": "Nasce come SNLK SQB BOT", + "description": "Commissionato da ImApollo e lanciato come SNLK SQB BOT. La prima versione funzionava in una settimana con dati inseriti a mano e presto raggiunse altri server." + }, + "2": { + "label": "Tabelloni", + "date": "Agosto 2024", + "title": "I primi log", + "description": "Il bot iniziò automatizzando tabelloni diff rossi e verdi. I totali erano ancora manuali, senza tracciamento o automazione. TheH0G (Cade) e progavman (Prog) influenzarono molto lo stile." + }, + "3": { + "label": "Rebranding", + "date": "Ottobre 2024", + "title": "Diventa SREBOT", + "description": "Il progetto superò il nome originale. SNLK SQB BOT diventò SREBOT." + }, + "4": { + "label": "Alleanza", + "date": "Gennaio 2025", + "title": "Lux_ e i nostri contributi reciproci", + "description": "Lux_ e SREBOT condivisero conoscenze sulle API di War Thunder e sulla gestione delle community. Il suo bot divenne poi Spectra e la collaborazione continuò." + }, + "5": { + "label": "Parser", + "date": "Febbraio 2025", + "title": "Frovy apre la strada", + "description": "Frovy ci mostrò il primo parser e aprì la strada ai tabelloni automatici. Scoprì anche gli aggiornamenti immediati dei punti di gioco." + }, + "6": { + "label": "Log", + "date": "Marzo 2025", + "title": "LivingTheDagor e il nuovo parser", + "description": "Dagor portò un secondo parser più robusto, ancora usato oggi. La pipeline dei log maturò e rese i tabelloni più informativi." + }, + "7": { + "label": "Slancio", + "date": "Luglio 2025", + "title": "La voce si sparge", + "description": "Gli squadroni iniziarono a notare il bot, che crebbe con ogni nuova community." + }, + "8": { + "label": "Sito web", + "date": "Agosto 2025", + "title": "Clippi costruisce il sito", + "description": "Clippi (Sophie) guidò il sito, ci spostò da Replit a una vera infrastruttura e contribuì al lancio e alla crescita." + }, + "9": { + "label": "Percorsi", + "date": "Novembre 2025", + "title": "Le mappe di calore di Flexcoral", + "description": "Nel rilanciare WT Heatmaps, Flexcoral e un gruppo di sviluppatori risolsero il rendering di minimappe e percorsi dai replay, pubblicando la base dei metodi attuali." + }, + "10": { + "label": "Partnership", + "date": "Gennaio 2026", + "title": "Insieme a Spectra", + "description": "Il volume di richieste impose un nuovo approccio. SREBOT collaborò con Spectra per ricevere direttamente le partite." + }, + "11": { + "label": "Monetizzazione", + "date": "Aprile 2026", + "title": "Alimentare il futuro", + "description": "Le prime entrate reali finanziarono server migliori e uno sviluppo più rapido." + }, + "12": { + "label": "Client", + "date": "Maggio 2026", + "title": "Supporto ai client", + "description": "Iniziammo a supportare client affinché altri bot potessero basarsi sul nostro lavoro. AXBot fu il primo per la community SQB cinese." + }, + "13": { + "label": "TSSBOT", + "date": "Maggio 2026", + "title": "TSSBOT prende forma", + "description": "TSSBOT fu ideato e prototipato; i primi dati arrivarono a inizio giugno." + }, + "14": { + "label": "Oggi", + "date": "Ora", + "title": "Dove siamo oggi", + "description": "Il parsing automatico tramite Spectra, lo sviluppo finanziato e una community in crescita definiscono oggi il progetto." + } + } + } +} diff --git a/locales/pl.json b/locales/pl.json new file mode 100644 index 0000000..aa9f29d --- /dev/null +++ b/locales/pl.json @@ -0,0 +1,1005 @@ +{ + "nav": { + "home": "Strona główna", + "live": "Na żywo", + "leaderboards": "Rankingi", + "docs": "Dokumentacja", + "terms": "Regulamin", + "premium": "Premium", + "support": "Wsparcie", + "addToDiscord": "Dodaj do Discord", + "games": "Mecze", + "squadrons": "Dywizjony", + "donate": "Wesprzyj", + "analytics": "Analityka" + }, + "footer": { + "services": "Usługi", + "matchFeed": "Wyniki meczów", + "vehicleStats": "Statystyki pojazdów", + "analytics": "Analityka", + "squadronHub": "Centrum Dywizjonów", + "comparison": "Porównanie", + "resources": "Zasoby", + "documentation": "Dokumentacja", + "inviteBot": "Zaproś bota", + "legal": "Prawne", + "termsOfService": "Warunki usługi", + "privacyPolicy": "Polityka prywatności", + "termsAndPrivacy": "Regulamin i prywatność", + "meowing": "Miauczenie", + "websiteBy": "Strona stworzona przez", + "andToothless": "i Toothless" + }, + "common": { + "loading": "Ładowanie...", + "retry": "Ponów", + "backToHome": "Powrót do strony głównej", + "battles": "Bitwy", + "wins": "Zwycięstwa", + "winRate": "Wskaźnik zwycięstw", + "kills": "Zabójstwa", + "totalKills": "Łączne zabójstwa", + "groundKills": "Zniszczenia naziemne", + "airKills": "Zniszczenia powietrzne", + "assists": "Asysty", + "deaths": "Śmierci", + "captures": "Przejęcia", + "kdr": "KDR", + "kps": "KPS", + "rank": "Ranking", + "player": "Gracz", + "players": "Gracze", + "playersCount": "graczy", + "vehicle": "Pojazd", + "vehicles": "Pojazdy", + "squadron": "Dywizjon", + "squadrons": "Dywizjony", + "statistics": "Statystyki", + "comparison": "Porównanie", + "date": "Data", + "result": "Wynik", + "totalBattles": "Łączne bitwy", + "totalWins": "Łączne zwycięstwa", + "points": "Punkty", + "members": "Członkowie", + "membersCount": "członków", + "rating": "Ocena", + "searchPlayerByName": "Szukaj gracza po nazwie...", + "noPlayersFound": "Nie znaleziono graczy", + "noSquadronsFound": "Nie znaleziono dywizjonów", + "noVehiclesFound": "Nie znaleziono pojazdów", + "failedToLoad": "Nie udało się załadować danych. Spróbuj ponownie później.", + "recordingSince": "Zbieranie danych od 01.01.2026", + "vs": "VS", + "map": "Mapa" + }, + "home": { + "squadronBattles": "Bitwy Dywizjonów", + "madeSimple": "Prosto i przejrzyście", + "addToDiscord": "Dodaj do Discord", + "learnMore": "Dowiedz się więcej", + "searchBySquadron": "SZUKAJ PO DYWIZJONIE", + "typeSquadronName": "Wpisz nazwę dywizjonu...", + "orByPlayer": "LUB PO GRACZU", + "typePlayerName": "Wpisz nazwę gracza...", + "liveFeed": "Wyniki meczów", + "realTimeMatches": "Znajdź swoje mecze", + "topPlayers": "Najlepsi gracze", + "vehicleStatsCard": "Statystyki pojazdów", + "performanceMetrics": "Wskaźniki wydajności", + "analyticsCard": "Analityka", + "globalStatistics": "Globalne statystyki", + "squadronHubCard": "Centrum Dywizjonów", + "squadronStats": "Statystyki dywizjonu", + "comparisonCard": "Porównanie", + "compareStats": "Porównaj statystyki", + "joinServers": "Dołącz do 500+ serwerów korzystających z naszego bota do śledzenia wyników", + "noSquadronsFound": "Nie znaleziono dywizjonów", + "noPlayersFound": "Nie znaleziono graczy", + "searchPlayersIn": "Szukaj graczy w", + "ctaElev8": "Gotowy, aby ELEV8 swój dywizjon?", + "ctaReign": "Gotowy, aby znów R3IGN?", + "ctaMeow": "Miauuuu", + "ctaPurr": "Mrrr", + "ctaRawr": "Rawr" + }, + "docs": { + "title": "Dokumentacja", + "subtitle": "Wszystko, co musisz wiedzieć o", + "quickNavigation": "Szybka nawigacja", + "gettingStarted": "Pierwsze kroki", + "commands": "Komendy", + "serverSetup": "Konfiguracja serwera", + "features": "Funkcje", + "examples": "Przykłady", + "troubleshooting": "Rozwiązywanie problemów", + "stackManager": "Menedżer Stack", + "welcomeMessage": "Wykonaj poniższe kroki, aby rozpocząć.", + "inviteTheBot": "Zaproś bota", + "inviteBotDesc": "Kliknij przycisk \"Dodaj do serwera\" i wybierz serwer Discord swojego dywizjonu. Bot wyśle wiadomość powitalną z podpowiedzią, aby uruchomić /setup.", + "runSetupWizard": "Uruchom kreator konfiguracji", + "setupWizardDesc": "Kreator konfiguracji przeprowadzi Cię przez konfigurację dywizjonu, kanału logów i kanału punktów w jednym przepływie:", + "setupEasiest": "To najłatwiejszy sposób na start. Krok po kroku przeprowadzi Cię przez ustawienie dywizjonu i wybór kanałów.", + "youreDone": "Gotowe!", + "doneDesc": "Bot automatycznie zacznie publikować punkty i aktualizacje rankingów. Użyj /autolog-management, aby później dostosować ustawienia powiadomień.", + "premiumNote": "Automatyczne logi gier (pełne tablice wyników po każdym meczu) wymagają subskrypcji Premium. Uruchom /unlock, aby subskrybować — $2,99/miesiąc za serwer, rozliczane przez Discord.", + "manualSetup": "Ręczna konfiguracja (alternatywa)", + "manualSetupDesc": "Jeśli wolisz konfigurować elementy osobno, możesz użyć tych komend:", + "allCommandsSlash": "Wszystkie komendy korzystają z systemu komend slash Discord. Wpisz /, aby zobaczyć dostępne komendy.", + "serverSetupAdmin": "Konfiguracja serwera i administracja", + "importantNote": "Ważna uwaga", + "verifyFirst": "Zawsze najpierw weryfikuj! Komenda /sq-info potwierdza, że bot może znaleźć Twój dywizjon w bazie danych War Thunder, nawet jeśli masz bardzo niski ranking.", + "cantFindSquadron": "Jeśli bot nie może znaleźć Twojego dywizjonu za pomocą /sq-info, komendy konfiguracyjne nie będą działać poprawnie.", + "botNotResponding": "Bot nie odpowiada", + "checkOnline": "Sprawdź, czy bot jest online (zielony status)", + "verifyPermissions": "Sprawdź, czy bot ma niezbędne uprawnienia", + "tryDifferentChannel": "Spróbuj użyć komend na innym kanale", + "commandsNotWorking": "Komendy nie działają", + "ensureSlash": "Upewnij się, że używasz komend slash (zaczynające się od /)", + "checkRolePerms": "Sprawdź, czy Twoja rola ma uprawnienia do używania komend bota", + "tryRefreshing": "Spróbuj odświeżyć Discord lub uruchomić aplikację ponownie", + "dataNotSaving": "Dane nie są zapisywane", + "verifySendMessages": "Sprawdź, czy bot ma uprawnienie \"Wysyłaj wiadomości\"", + "checkOutages": "Sprawdź, czy nie ma awarii Discord", + "contactSupport": "Skontaktuj się z pomocą techniczną, jeśli problem nadal występuje", + "needMoreHelp": "Potrzebujesz więcej pomocy?", + "needMoreHelpDesc": "Jeśli potrzebujesz dodatkowej pomocy, skontaktuj się przez nasze kanały wsparcia.", + "example": "Przykład", + "supportedLanguages": "Obsługiwane języki", + "setupDesc": "Kreator krok po kroku do konfiguracji bota dla Twojego serwera. Ustawia dywizjon, kanał logów i kanał punktów w jednym przepływie.", + "recommendedForNew": "Zalecane dla nowych serwerów.", + "setSquadronDesc": "Ustaw domyślny dywizjon dla swojego serwera Discord. Używany do logowania i jako domyślny dla innych komend.", + "quickLogDesc": "Ustaw alarm dla dywizjonu na bieżącym kanale. Typ może być Logs, Points, Leaderboard lub Both — Both ustawia Logs i Points razem w jednej komendzie. Domyślnie Logs.", + "quickLogPremiumNote": "Logs (automatyczne tablice wyników gier) wymagają subskrypcji Premium. Alarmy punktów i rankingów są bezpłatne.", + "autologDesc": "Zarządzaj powiadomieniami autologu i diagnozuj uprawnienia kanału. Użyj tego, aby zmienić ustawienia po wstępnej konfiguracji.", + "autologPremiumNote": "Automatyczne logi gier wymagają subskrypcji Premium.", + "diagnosePermsDesc": "Natychmiastowo sprawdza, czy bot ma wymagane uprawnienia na bieżącym kanale, pokazuje skonfigurowane kanały autologu i wyświetla status subskrypcji Premium tego serwera. Użyj tego, jeśli tablice wyników lub punkty nie są publikowane.", + "squadronInformation": "Informacje o dywizjonie", + "sqInfoDesc": "Wyświetl szczegółowe informacje o dowolnym dywizjonie. Używa domyślnego dywizjonu serwera, jeśli nie podano żadnego.", + "sqInfoGraphDesc": "Wizualizuj aktualny skład dywizjonu jako wykres słupkowy podzielony na grupy trzon, aktywni i słabi według aktywności i współczynnika wygranych (bieżący sezon).", + "compDesc": "Znajdź ostatnio znane składy dla bitew danego dywizjonu. Darmowe serwery otrzymują 25 wyszukiwań na timeslot; Premium ma nieograniczone.", + "trackDesc": "Śledź dywizjon i porównuj statystyki z ostatnim razem, gdy sprawdzałeś.", + "topDesc": "Wyświetl top 20 dywizjonów i ich aktualne statystyki.", + "sqStatsDesc": "Wyświetl punkty dywizjonu w czasie jako interaktywny wykres.", + "lossCalculatorDesc": "Oblicz, ile punktów dywizjon straci, jeśli wybrani gracze odejdą.", + "recentDesc": "Pokaż ostatnie 5 bitew dywizjonu.", + "vsDesc": "Wyświetl rekord bezpośrednich starć z innym dywizjonem.", + "leaderboardLinkDesc": "Uzyskaj link do globalnego rankingu graczy SRE Bot.", + "playerStats": "Statystyki gracza", + "playerStatsDesc": "Wyświetl szczegółowe statystyki pojazdów gracza z interaktywnym menu wyboru pojazdów. Obsługuje autouzupełnianie.", + "viewPlayerGamesDesc": "Wyświetl ostatnie 20 gier gracza. Pokazuje ogólną liczbę wygranych/przegranych i skuteczność, podsumowanie każdej gry (wynik, dywizjon przeciwnika, mapa i skład) oraz deduplikowaną listę każdego unikalnego składu, z którym gracz grał. Obsługuje autouzupełnianie.", + "viewMatchDesc": "Wyświetl pełną tablicę wyników dla konkretnego meczu. Podaj ID meczu bezpośrednio lub wyszukaj gracza, aby przeglądać jego ostatnie 100 gier i wybrać jedną. Zawiera przyciski Obejrzyj Replay, Pokaż Trasy, Log Czatu i Log Bitwy.", + "examples2": "Przykłady", + "compareDesc": "Porównaj łączne statystyki SQB między dwoma lub więcej graczami (do 7). Pokazuje porównanie obok siebie z wyróżnionymi najlepszymi statystykami. Zawiera przycisk wykresu do wyświetlenia historii punktów z ostatnich 90 dni.", + "metaData": "Dane meta", + "metaManagementDesc": "Skonfiguruj ustawienia dostępu do danych meta dla swojego serwera.", + "metaDesc": "Przeszukaj listę meta dywizjonu według nazwy pojazdu.", + "settingsUtilities": "Ustawienia i narzędzia", + "languageDesc": "Zmień domyślny język bota. Wpływa również na język pojazdów wyświetlanych w logach bitew.", + "scheduleDesc": "Wyświetl aktualny harmonogram sezonu BR. Pokazuje maksymalny rating bitew dla każdego tygodnia z zakresem dat, przekreśleniem minionych tygodni i wyróżnieniem bieżącego aktywnego okresu.", + "websiteDesc": "Uzyskaj link do strony SRE Bot do wyszukiwania graczy, rankingów i nie tylko.", + "creditsDesc": "Wyświetl zespół zasłużony za stworzenie tego bota.", + "unlockDesc": "Odblokuj automatyczne logi gier SQB i nieograniczone wyszukiwania /comp dla tego serwera. Subskrypcja dodaje pełne tablice wyników publikowane automatycznie na skonfigurowanym kanale po każdym meczu. $2,99 / miesiąc · za serwer · anuluj w dowolnym momencie. Rozliczenia są obsługiwane całkowicie przez Discord — nie jest wymagane zewnętrzne konto.", + "analyticsDesc": "Zaawansowana analityka SQB: współczynniki wygranych na mapach, składy drużyn, konsekwencja graczy, wydajność w zależności od pory dnia i historia starć (najwięcej wygranych i przegranych przeciwko przeciwnikom).", + "sqCardDesc": "Wygeneruj kartę PNG podsumowania sezonu dla dywizjonu — trend ratingu, skuteczność, najlepsi gracze i więcej. Sezon wybierz z listy autouzupełniania. Obsługuje motyw ciemny i jasny.", + "cardDesc": "Wygeneruj kartę PNG podsumowania sezonu dla gracza. Sezon wybierz z autouzupełniania, gracza — po nazwie użytkownika. Obsługuje motyw ciemny i jasny.", + "queryDesc": "[Tylko admin] Uruchom predefiniowane zapytania do bazy danych — statystyki dywizjonu, liczba gier, najaktywniejsi gracze, najczęstsze mapy i więcej. Wyniki są efemeryczne (widoczne tylko dla ciebie).", + "donateDesc": "Wesprzyj rozwój SRE Bot przez Ko-fi.", + "botStatusDesc": "Pokazuje, kiedy odebrano ostatnią grę i średni TTL z ostatnich gier. Sygnalizuje wolne serwery Gaijin.", + "premiumBadge": "Premium", + "newsDesc": "Wyświetl najnowsze wiadomości i ogłoszenia SRE Bot.", + "stackCreateDesc": "Utwórz stack graczy, aby skoordynować drużynę przed meczem. Na kanale zostaje opublikowany trwały embed pokazujący aktualnych członków i oczekujących kandydatów. Stack trwa do 8 godzin i jest automatycznie usuwany na końcu każdego slotu SQB.", + "stackRequestToJoin": "Prośba o dołączenie — Każdy gracz może aplikować z pojazdem, którym planuje grać. Aplikacje zajmują do 20 miejsc.", + "stackLeaveWithdraw": "Opuść / Wycofaj — Członkowie mogą opuścić stack; kandydaci mogą wycofać swoją aplikację. Lider stacka jest proszony o wcześniejsze przekazanie własności.", + "stackManagePanel": "Zarządzaj stackiem ⚙️ — Panel tylko dla lidera z czterema sekcjami:", + "stackAcceptMembers": "Akceptuj członków — Akceptuj lub odrzucaj kandydatów indywidualnie lub wszystkich na raz. Łącznie do 8 członków.", + "stackRemoveMembers": "Usuń członków — Usuń aktywnych członków lub oczekujących kandydatów. Opcje: Usuń wszystkich, Usuń aktywnych, Usuń oczekujących lub Usuń wybranych z listy.", + "stackPingMembers": "Pinguj członków — Pinguj z opcjonalną niestandardową wiadomością. Opcje: Pinguj wszystkich (członkowie + kolejka, z wyłączeniem lidera), Pinguj aktywnych (tylko członkowie), Pinguj oczekujących (tylko kandydaci) lub Pinguj wybranych z listy.", + "stackRenameStack": "Zmień nazwę stacka — Ustaw niestandardową nazwę stacka. Pojawia się jako tytuł embeda i w wiadomościach pingów zamiast domyślnego \"Stack [Lidera]\".", + "stackDisbandStack": "Rozwiąż stack — Lider może zakończyć stack wcześniej.", + "stackManageDesc": "Ponownie publikuje embed aktywnego stacka na bieżącym kanale. Użyj tego, jeśli oryginalny embed został usunięty lub zagubiony po restarcie bota. Wszyscy istniejący członkowie i dane kolejki są zachowane.", + "translation": "Tłumaczenie", + "translateContextMenu": "Kliknij prawym przyciskiem wiadomość → Aplikacje → Translate Message", + "translateDesc": "Przetłumacz dowolną wiadomość za pomocą menu kontekstowego Discord. Kliknij prawym przyciskiem (lub przytrzymaj na telefonie) wiadomość i wybierz Aplikacje → Translate Message.", + "viewAllLanguages": "Wyświetl wszystkie obsługiwane języki", + "serverSetupSubtitle": "Skonfiguruj {botName} dla optymalnej wydajności na serwerze Discord swojego dywizjonu.", + "requiredPermissions": "Wymagane uprawnienia", + "sendMessages": "Wysyłaj wiadomości", + "useSlashCommands": "Używaj komend slash", + "embedLinks": "Osadzaj linki", + "readMessageHistory": "Czytaj historię wiadomości", + "recommendedChannelSetup": "Zalecana konfiguracja kanału", + "recommendedChannelDesc": "Utwórz dedykowany kanał, np. #squadron-battles, do śledzenia statystyk. Dzięki temu dane bitew będą uporządkowane i łatwo dostępne.", + "roleConfiguration": "Konfiguracja ról", + "roleConfigurationDesc": "Przypisz odpowiednie role członkom dywizjonu, którzy mogą rejestrować wyniki bitew. Zalecamy ograniczenie tego do oficerów i liderów dywizjonu.", + "premiumSectionSubtitle": "Automatyczne logi gier SQB są funkcją Premium, odblokowywaną per serwer przez natywny system subskrypcji Discord.", + "whatsIncluded": "Co jest wliczone", + "premiumInclude1": "Pełna tablica wyników publikowana automatycznie na skonfigurowanym kanale po każdym meczu SQB", + "premiumInclude2": "Nieograniczone wyszukiwania /comp (darmowe serwery otrzymują 25 na timeslot)", + "premiumInclude3": "Wszystkie istniejące bezpłatne funkcje (alarmy punktów, rankingi, komendy statystyk itp.) pozostają bezpłatne", + "pricingBilling": "Ceny i rozliczenia", + "pricingBillingDesc": "$2,99 / miesiąc · za serwer · anuluj w dowolnym momencie. Rozliczenia są zarządzane całkowicie przez Discord — nie jest wymagane zewnętrzne konto ani procesor płatności. Subskrypcje odnawiają się automatycznie i można je anulować w dowolnym momencie w ustawieniach Discord.", + "howToSubscribe": "Jak subskrybować", + "subscribe1": "Uruchom /unlock na swoim serwerze (wymagane uprawnienia administratora)", + "subscribe2": "Kliknij przycisk Subskrybuj w odpowiedzi bota", + "subscribe3": "Dokończ płatność w Discord — bot aktywuje się natychmiast", + "cancellation": "Anulowanie", + "cancellationDesc": "Gdy subskrypcja wygaśnie lub zostanie anulowana, bot automatycznie przestanie publikować logi gier dla tego serwera przy następnym cyklu autologu. Nie jest wymagana ręczna interwencja.", + "realTimeStatistics": "Statystyki w czasie rzeczywistym", + "realTimeStatisticsDesc": "Śledź zwycięstwa, porażki i wskaźniki wydajności w czasie rzeczywistym.", + "battleHistory": "Historia bitew", + "battleHistoryDesc": "Kompleksowa historia wszystkich zarejestrowanych Bitew Dywizjonów.", + "leaderboardsFeature": "Rankingi", + "leaderboardsFeatureDesc": "Porównuj wyniki swojego dywizjonu z innymi za pomocą /top.", + "playerTracking": "Śledzenie graczy", + "playerTrackingDesc": "Indywidualne statystyki graczy i integracja z ThunderSkill.", + "smartAlerts": "Inteligentne alarmy", + "smartAlertsDesc": "Automatyczne alarmy i powiadomienia o aktywności dywizjonu.", + "multiLanguageSupport": "Obsługa wielu języków", + "multiLanguageSupportDesc": "Funkcje tłumaczenia i konfigurowalne języki pojazdów.", + "timeCoordination": "Koordynacja czasu", + "timeCoordinationDesc": "Narzędzia UTC i czasu lokalnego do globalnej koordynacji dywizjonu.", + "advancedSearch": "Zaawansowane wyszukiwanie", + "advancedSearchDesc": "Znajdź składy graczy i szczegółowe informacje o dywizjonach.", + "dataSecurity": "Bezpieczeństwo danych", + "dataSecurityDesc": "Twoje dane są bezpieczne i nigdy nie są udostępniane ani sprzedawane.", + "usageExamples": "Przykłady użycia", + "quickSetupRecommended": "Szybka konfiguracja (zalecana)", + "quickSetupDesc": "Uruchom kreator konfiguracji. Przeprowadzi Cię przez ustawienie dywizjonu, wybór kanału logów i kanału punktów — wszystko w jednym przepływie.", + "comparingPlayers": "Porównywanie graczy", + "comparingPlayersDesc": "Porównaj do 7 graczy obok siebie. Najlepsze statystyki w każdej kategorii są wyróżnione, a ogólnie najlepszy gracz otrzymuje gwiazdkę. Kliknij \"Pokaż wykres\", aby zobaczyć historię punktów.", + "checkingSquadronInfo": "Sprawdzanie informacji o dywizjonie", + "verifySquadronDesc": "Zweryfikuj, że dywizjon istnieje i wyświetl jego szczegóły. Użyj tego, aby potwierdzić, że bot może znaleźć Twój dywizjon przed konfiguracją.", + "recentBattlesDesc": "Zobacz ostatnie 5 bitew rozegranych przez dywizjon.", + "headToHeadDesc": "Wyświetl rekord bezpośrednich starć z innym dywizjonem.", + "backToHome": "Powrót do strony głównej", + "termsAndPrivacy": "Regulamin i prywatność", + "seasonRecapCardTitle": "Karta podsumowania sezonu", + "seasonRecapCardDesc": "Wygeneruj udostępnialne podsumowanie PNG sezonu dowolnego dywizjonu — krzywa rankingu, kroczący wskaźnik zwycięstw, K/D, ulubiony pojazd, MVP i więcej. Dostępne pod przyciskiem „Karta sezonu” na stronie profilu każdego dywizjonu.", + "playerRecapCardTitle": "Podsumowanie sezonu gracza", + "playerRecapCardDesc": "Wygeneruj udostępnialne podsumowanie PNG sezonu dowolnego gracza — przebieg ratingu między klanami, ruchomy współczynnik wygranych, K/D, częstotliwość bitew, najlepszy mecz i więcej. Dostępne z przycisku „Season Recap” na profilu każdego gracza.", + "tierOverview": "Przegląd planów", + "tierOverviewDesc": "Auto-logging dostępny jest w trzech planach. Każdy plan ogranicza liczbę klanów, które mogą mieć Logs i Points. Klany powyżej limitu pozostają w preferencjach i automatycznie wznawiają się po zmianie planu.", + "tierStandardLine": "$2.99 — do 10 klanów na Logs i Points, bez wildcard.", + "tierProLine": "do 25 klanów na Logs i Points, plus obsługa wildcard (`*` / `all` / `everything`).", + "tierMaxLine": "bez limitu klanów, wildcards, wczesny dostęp do nowych funkcji.", + "voiceChannelTally": "Śledzenie na kanale głosowym", + "tallyIntro": "Śledź wynik SQB na żywo bezpośrednio w statusie swojego kanału głosowego na Discordzie. Gdy mecze się kończą, bot aktualizuje status kanału do bieżącego zapisu, np. 2W-1L: Wygrana przeciwko ENEMY. To funkcja premium i musisz być połączony z kanałem głosowym.", + "tallyClaimDesc": "Zacznij śledzić gracza lub dywizjon na swoim kanale głosowym. Podaj nazwę użytkownika lub dywizjon (nie oba naraz). Status zaczyna się od 0W-0L i aktualizuje się po zakończeniu pasujących meczów.", + "tallyTransferDesc": "Przełącz aktywne śledzenie na innego gracza, zachowując bieżący bilans zwycięstw i porażek.", + "tallyClearDesc": "Wyczyść aktywne śledzenie na swoim kanale głosowym i zresetuj jego status. Śledzenie czyści się też automatycznie po 1 godzinie bezczynności lub gdy wszyscy opuszczą kanał." + }, + "terms": { + "pageTitle": "Warunki usługi i polityka prywatności", + "lastUpdated": "Ostatnia aktualizacja: kwiecień 2026", + "termsOfService": "Warunki usługi", + "byUsing": "Korzystając z", + "youAgree": ", zgadzasz się na następujące warunki:", + "useResponsibly": "Używaj odpowiedzialnie", + "useResponsiblyDesc": "Nie próbuj przeciążać, spamować ani w inny sposób psuć bota.", + "noFunnyBusiness": "Bez podejrzanych działań", + "noFunnyBusinessDesc": "Nie próbuj przeprowadzać inżynierii wstecznej, naruszać Warunków usługi Discord ani żadnych innych Zasad serwera.", + "statsAsIs": "Statystyki bez gwarancji", + "statsAsIsDesc": "Wszystkie dane i statystyki są udostępniane \"w stanie, w jakim się znajdują\" bez jakiejkolwiek gwarancji, wyraźnej lub dorozumianej. Dokładamy rozsądnych starań, aby zapewnić dokładność, ale nie gwarantujemy, że informacje są kompletne, aktualne lub wolne od błędów.", + "uptimeNotGuaranteed": "Dostępność bez gwarancji", + "uptimeNotGuaranteedDesc": "Bot jest udostępniany na zasadzie \"według dostępności\". Nie gwarantujemy nieprzerwanego ani bezbłędnego działania. Usługa może być tymczasowo niedostępna z powodu konserwacji, aktualizacji lub problemów technicznych.", + "weCanBanYou": "Możemy Cię zablokować", + "weCanBanYouDesc": "Jeśli łamiesz zasady, możemy usunąć Twój dostęp.", + "privacyPolicy": "Polityka prywatności", + "infoWeCollect": "1. Informacje, które zbieramy", + "collectsFollowing": "zbiera następujące informacje w celu świadczenia swoich usług:", + "discordUserIds": "Identyfikatory użytkowników Discord:", + "discordUserIdsDesc": "Unikalne identyfikatory do śledzenia poszczególnych użytkowników", + "squadronIds": "Identyfikatory dywizjonów:", + "squadronIdsDesc": "Identyfikatory serwerów/gildii Discord do organizowania danych dywizjonów", + "battleData": "Dane bitew:", + "battleDataDesc": "Zapisy wygranych/przegranych, znaczniki czasu bitew i powiązane statystyki", + "commandUsage": "Użycie komend:", + "commandUsageDesc": "Podstawowe logowanie używanych komend bota w celu ulepszania usługi", + "howWeUse": "2. Jak używamy Twoich informacji", + "usedExclusively": "Zebrane informacje są używane wyłącznie do:", + "trackingPerformance": "Śledzenia wyników i statystyk Bitew Dywizjonów", + "providingHistorical": "Zapewniania danych historycznych i analityki", + "improvingBot": "Ulepszania funkcjonalności bota i doświadczenia użytkownika", + "troubleshootingIssues": "Rozwiązywania problemów technicznych", + "dataStorage": "3. Przechowywanie i bezpieczeństwo danych", + "dataStoredSecurely": "Twoje dane są przechowywane bezpiecznie z następującymi zabezpieczeniami:", + "encryptedServers": "Dane są przechowywane na bezpiecznych serwerach z szyfrowaniem", + "limitedAccess": "Dostęp jest ograniczony wyłącznie do upoważnionych pracowników", + "regularBackups": "Regularne kopie zapasowe zapewniają integralność danych", + "dataSharing": "4. Udostępnianie danych", + "weDoNot": "NIE:", + "sellData": "Sprzedawać Twoje dane osobowe osobom trzecim", + "shareData": "Udostępniać Twoje dane zewnętrznym organizacjom", + "useForAds": "Używać Twoich danych do celów reklamowych lub marketingowych", + "transferData": "Przenosić Twoje dane poza nasze bezpieczne systemy", + "dataRetention": "5. Przechowywanie danych", + "dataRetentionDesc": "Przechowujemy Twoje dane tak długo, jak jest to konieczne do świadczenia naszych usług. Statystyki bitew i dane dywizjonów są przechowywane w celu utrzymania historycznych zapisów i analityki.", + "discordIntegration": "6. Integracja z Discord", + "discordIntegrationDesc": "Ten bot działa w ekosystemie Discord i podlega Polityce prywatności Discord. Uzyskujemy dostęp tylko do informacji niezbędnych do funkcjonowania bota za pośrednictwem oficjalnego API Discord.", + "ageRestrictions": "7. Ograniczenia wiekowe", + "ageRestrictionsDesc": "Bot jest przeznaczony dla użytkowników spełniających minimalne wymagania wiekowe Discord (13+ lub zgodnie z wymogami prawa lokalnego).", + "changesToPolicy": "8. Zmiany w polityce prywatności", + "changesToPolicyDesc": "Możemy od czasu do czasu aktualizować tę Politykę prywatności.", + "premiumTitle": "Warunki subskrypcji Premium", + "premiumWhatYouGet": "1. Co obejmuje Premium", + "premiumWhatYouGetDesc": "Subskrypcja Premium odblokowuje następujące funkcje dla subskrybowanego serwera Discord:", + "premiumFeature1": "Automatyczne posty z wynikami po każdym meczu SQB", + "premiumFeature2": "Mapy tras / ruchu", + "premiumFeature3": "Logi czatu i bitwy", + "premiumFeature4": "Wyszukiwanie powtórek", + "premiumFeature5": "Nieograniczone wyszukiwania /comp (darmowe serwery są ograniczone do 15 na przedział czasowy)", + "premiumBilling": "2. Fakturowanie i płatności", + "premiumBillingDesc": "Premium jest rozliczane w wysokości $2,99 USD miesięcznie za serwer Discord. Płatność jest przetwarzana przez natywny system subskrypcji Discord lub przez naszą stronę internetową za pośrednictwem Whop. Jesteś odpowiedzialny za upewnienie się, że Twoja metoda płatności jest ważna i posiada wystarczające środki. Subskrypcje odnawiają się automatycznie na koniec każdego okresu rozliczeniowego, chyba że zostaną anulowane.", + "premiumCancellation": "3. Anulowanie", + "premiumCancellationDesc": "Możesz anulować subskrypcję w dowolnym momencie. W przypadku subskrypcji Discord przejdź do Ustawienia użytkownika → Subskrypcje w Discord. W przypadku subskrypcji przez stronę internetową zarządzaj rozliczeniami na whop.com/billing. Po anulowaniu funkcje Premium pozostają aktywne do końca bieżącego okresu rozliczeniowego. Po tym czasie serwer wraca do poziomu darmowego — żadne dane nie są tracone.", + "premiumRefunds": "4. Zwroty", + "premiumRefundsDesc": "Opłaty subskrypcyjne nie podlegają zwrotowi. Częściowe wykorzystanie miesiąca nie jest proporcjonalnie rozliczane. Jeśli anulujesz w trakcie cyklu, zachowujesz dostęp do końca tego okresu rozliczeniowego, ale nie masz prawa do zwrotu za pozostały czas. Zwroty za błędy w fakturowaniu lub podwójne obciążenia mogą być wydane według naszego uznania — skontaktuj się z pomocą techniczną z ID serwera Discord i dowodem płatności.", + "premiumPriceChanges": "5. Zmiany cen", + "premiumPriceChangesDesc": "Zastrzegamy sobie prawo do zmiany cen subskrypcji w dowolnym momencie. Obecni subskrybenci zostaną powiadomieni z co najmniej 30-dniowym wyprzedzeniem przed wejściem w życie podwyżki cen. Jeśli nie zgadzasz się ze zmianą ceny, możesz anulować przed zastosowaniem nowej ceny.", + "premiumTermination": "6. Zakończenie dostępu Premium", + "premiumTerminationDesc": "Zastrzegamy sobie prawo do cofnięcia dostępu Premium bez zwrotu kosztów, jeśli serwer narusza niniejsze Warunki usługi, w tym między innymi nadużywanie funkcji bota, próby obejścia limitów użytkowania lub naruszenie Warunków usługi Discord.", + "serviceAvailabilityTitle": "Dostępność usługi i odpowiedzialność", + "serviceNoWarranty": "1. Brak gwarancji", + "serviceNoWarrantyDesc": "USŁUGA JEST UDOSTĘPNIANA \"W STANIE, W JAKIM SIĘ ZNAJDUJE\" I \"WEDŁUG DOSTĘPNOŚCI\" BEZ JAKICHKOLWIEK GWARANCJI, WYRAŹNYCH, DOROZUMIANYCH LUB USTAWOWYCH, W TYM MIĘDZY INNYMI DOROZUMIANYCH GWARANCJI PRZYDATNOŚCI HANDLOWEJ, PRZYDATNOŚCI DO OKREŚLONEGO CELU I NIENARUSZANIA PRAW. Nie gwarantujemy, że usługa będzie nieprzerwana, terminowa, bezpieczna lub bezbłędna.", + "serviceLiability": "2. Ograniczenie odpowiedzialności", + "serviceLiabilityDesc": "W MAKSYMALNYM ZAKRESIE DOZWOLONYM PRZEZ OBOWIĄZUJĄCE PRAWO W ŻADNYM WYPADKU NIE PONOSIMY ODPOWIEDZIALNOŚCI ZA JAKIEKOLWIEK POŚREDNIE, PRZYPADKOWE, SPECJALNE, WTÓRNE LUB KARNE SZKODY, ANI ZA UTRATĘ ZYSKÓW LUB PRZYCHODÓW, PONIESIONĄ BEZPOŚREDNIO LUB POŚREDNIO, ANI ZA UTRATĘ DANYCH, MOŻLIWOŚCI UŻYTKOWANIA, WARTOŚCI FIRMY LUB INNYCH STRAT NIEMATERIALNYCH WYNIKAJĄCYCH Z KORZYSTANIA LUB NIEMOŻNOŚCI KORZYSTANIA Z USŁUGI. Nasza całkowita odpowiedzialność za wszelkie roszczenia wynikające z niniejszych warunków lub usługi nie przekroczy kwoty, którą zapłaciłeś nam w ciągu trzech (3) miesięcy poprzedzających roszczenie.", + "serviceCredits": "3. Przerwy w usłudze i kredyty", + "serviceCreditsDesc": "W przypadku przedłużającej się, nieplanowanej przerwy w usłudze wpływającej na funkcje Premium przez ponad 72 kolejne godziny, dotknięci subskrybenci Premium mogą poprosić o kredyt usługowy, kontaktując się z pomocą techniczną. Kredyty są wydawane według naszego wyłącznego uznania i stosowane jako przedłużenie bieżącego okresu rozliczeniowego — nie jako zwroty pieniężne. Planowane okna konserwacyjne, awarie stron trzecich (Discord, Gaijin API) oraz zdarzenia poza naszą rozsądną kontrolą są wyłączone.", + "serviceForceM": "4. Siła wyższa", + "serviceForceMDesc": "Nie ponosimy odpowiedzialności za jakiekolwiek niepowodzenia lub opóźnienia w realizacji wynikające z przyczyn pozostających poza naszą rozsądną kontrolą, w tym między innymi: klęski żywiołowe, wojny, terroryzm, pandemie, przerwy w dostawie prądu, zakłócenia internetu, awarie platformy Discord, zmiany lub niedostępność API Gaijin Entertainment, działania rządowe lub inne zdarzenia siły wyższej.", + "disclaimer": "Zastrzeżenie", + "warThunderDisclaimer": "jest niezależnym botem Discord i nie jest powiązany z, zatwierdzony przez ani stowarzyszony z Gaijin Entertainment lub War Thunder. War Thunder jest znakiem towarowym Gaijin Entertainment.", + "acknowledgement": "Korzystając z", + "acknowledgementEnd": ", potwierdzasz, że przeczytałeś, zrozumiałeś i zgadzasz się być związany tymi Warunkami usługi i Polityką prywatności." + }, + "premium": { + "upgradeTitle": "Ulepsz swój dywizjon", + "heroDesc": "Każdy wynik SQB publikowany na Twoim kanale w chwili zakończenia — tablice wyników, logi bitew, mapy ruchu i powtórki, wszystko automatycznie.", + "instantScoreboards": "Natychmiastowe tablice wyników", + "viewPaths": "Pokaż trasy", + "chatBattleLogs": "Logi czatu i bitwy", + "replayLookups": "Wyszukiwanie replayów", + "free": "Bezpłatnie", + "perMonth": "/mies.", + "alwaysFree": "Zawsze bezpłatnie", + "noCardNeeded": "karta nie jest potrzebna", + "included": "Wliczone", + "manualLookups": "Ręczne wyszukiwanie gier", + "playerStats": "Statystyki i profile graczy", + "leaderboards": "Rankingi", + "stickWithFree": "Zostań przy bezpłatnym", + "premiumLabel": "Premium", + "perServer": "za serwer", + "cancelAnytime": "anuluj w dowolnym momencie", + "everythingInFree": "Wszystko z bezpłatnego, plus", + "autoScoreboards": "Automatyczne publikowanie tablic wyników", + "pathMaps": "Mapy tras i ruchu", + "chatLogs": "Logi czatu i bitwy", + "replayLookupsFeature": "Wyszukiwanie replayów", + "unlimitedComp": "Nieograniczone wyszukiwania /comp", + "prioritySupport": "Priorytetowe wsparcie", + "subscribeNow": "Subskrybuj teraz", + "comingSoon": "Wkrótce", + "serverIdInfo": "Będziesz potrzebować swojego", + "discordServerId": "ID serwera Discord", + "duringCheckout": "podczas finalizacji zakupu.", + "developerMode": "Tryb dewelopera", + "rightClickServer": "Kliknij prawym przyciskiem serwer", + "copyId": "Kopiuj ID", + "successTitle": "Premium aktywowane", + "successDesc": "Twoja subskrypcja jest konfigurowana. Bot będzie miał dostęp Premium dla Twojego serwera w ciągu kilku minut.", + "whatHappensNext": "Co będzie dalej", + "autoLogging": "Automatyczne logowanie aktywuje się dla Twojego serwera", + "setLogChannel": "Ustaw swój kanał logów za pomocą", + "everyResult": "Każdy wynik SQB jest publikowany automatycznie", + "readSetupGuide": "Przeczytaj przewodnik konfiguracji", + "tierStandardName": "Standard", + "tierProName": "Pro", + "tierMaxName": "Max", + "squadCap": "Loguj do {cap} klanów", + "squadCapUnlimited": "Bez limitu klanów", + "everythingInStandard": "Wszystko ze Standard", + "everythingInPro": "Wszystko z Pro", + "wildcardSupport": "Wildcard (*, all, everything)", + "noSquadCap": "Brak limitu klanów", + "earlyAccessFeatures": "Wczesny dostęp do nowych funkcji" + }, + "player": { + "totalBattles": "Łączne bitwy", + "totalWins": "Łączne zwycięstwa", + "vehicleStatistics": "Statystyki pojazdów", + "cumulative": "Skumulowane", + "individual": "Indywidualne", + "filterBy": "Filtruj według:", + "allTime": "Cały czas", + "dateRange": "Zakres dat", + "season": "Sezon", + "week": "Tydzień", + "session": "Sesja", + "dateType": "Typ daty:", + "last7Days": "Ostatnie 7 dni", + "last30Days": "Ostatnie 30 dni", + "last90Days": "Ostatnie 90 dni", + "customRange": "Własny zakres", + "specificDate": "Konkretna data", + "filterType": "Typ filtra:", + "fullSeason": "Pełny sezon", + "specificWeek": "Konkretny tydzień", + "from": "Od:", + "to": "Do:", + "timeslot": "Pora", + "fullDay": "Cały dzień", + "selectSeason": "Sezon:", + "selectWeek": "Tydzień:", + "selectSeasonFirst": "Najpierw wybierz sezon", + "pleaseSelect": "Wybierz opcję", + "searchVehicles": "Szukaj pojazdów...", + "resetFilters": "Zresetuj filtry", + "vehiclesShown": "pojazdów wyświetlonych", + "gamesShown": "gier wyświetlonych", + "noVehicleData": "Brak danych pojazdu", + "noVehiclesForRange": "Nie znaleziono pojazdów dla wybranego zakresu dat lub ten gracz nie ma jeszcze danych.", + "switchToCards": "Przełącz na widok kart", + "switchToTable": "Przełącz na widok tabeli", + "loadingTimeline": "Ładowanie osi czasu...", + "noTimelineData": "Brak danych osi czasu.", + "timelineUnavailable": "Oś czasu niedostępna.", + "loadingGameRecords": "Ładowanie rekordów gier...", + "unableToLoadRecords": "Nie można załadować rekordów gier", + "failedToFetch": "Nie udało się pobrać danych gry. Spróbuj ponownie później.", + "noGameRecords": "Nie znaleziono rekordów gier", + "noGamesYet": "Ten gracz nie rozegrał jeszcze żadnych zarejestrowanych gier.", + "collapseChart": "Zwiń wykres", + "loadingChartData": "Ładowanie danych wykresu...", + "noHistoricalData": "Brak danych historycznych.", + "chartUnavailable": "Wykres niedostępny.", + "relative": "Względne", + "uidLabel": "UID gracza" + }, + "squadrons": { + "title": "Centrum Dywizjonów", + "subtitle": "Odkrywaj dywizjony, przeglądaj statystyki i śledź wyniki", + "findSquadron": "Znajdź dywizjon", + "searchPlaceholder": "Szukaj dywizjonów po nazwie...", + "totalSquadrons": "Łączna liczba dywizjonów", + "totalPlayers": "Łączna liczba graczy", + "totalBattles": "Łączne bitwy", + "avgWinRate": "Śr. skuteczność", + "topSquadrons": "Najlepsze dywizjony", + "viewFullLeaderboard": "Wyświetl pełny ranking", + "loadingSquadrons": "Ładowanie danych dywizjonów...", + "noSquadronData": "Brak danych dywizjonów.", + "failedToLoad": "Nie udało się załadować danych dywizjonów. Spróbuj ponownie później.", + "backToSquadronHub": "Powrót do Centrum Dywizjonów", + "squadronPoints": "Punkty dywizjonu", + "squadronMembers": "Członkowie dywizjonu", + "performance": "Wydajność", + "performanceNoData": "Brak danych o wydajności dla wybranego zakresu.", + "quickDetails": "Szybkie szczegóły", + "noMembersFound": "Nie znaleziono członków", + "noRecordedMembers": "Ten dywizjon nie ma jeszcze zarejestrowanych członków.", + "squadronGames": "Gry dywizjonu", + "loadingSquadronGames": "Ładowanie rekordów gier dywizjonu...", + "noSquadronGames": "Nie znaleziono rekordów gier dla tego dywizjonu.", + "retryLoadGames": "Ponów", + "searchMapPlaceholder": "Szukaj po mapie..." + }, + "leaderboard": { + "playersTitle": "Ranking graczy", + "playersSubtitle": "Najlepsi gracze War Thunder według wyników", + "vehiclesTitle": "Ranking zabójstw pojazdów", + "vehiclesSubtitle": "Najlepsze pojazdy War Thunder według łącznych zabójstw", + "squadronsTitle": "Ranking dywizjonów", + "squadronsSubtitle": "Najlepsze dywizjony War Thunder według wyników", + "statsTitle": "Globalne statystyki", + "statsSubtitle": "Ogólne statystyki bitew dywizjonów i informacje meta", + "comparisonTitle": "Narzędzie porównania", + "comparisonSubtitle": "Porównaj graczy i pojazdy obok siebie", + "comparisonHint": "Porównaj statystyki, aby znaleźć najlepszych graczy i pojazdy", + "compareSquadrons": "Porównaj dywizjony", + "comparePlayers": "Porównaj graczy", + "compareVehicles": "Porównaj pojazdy", + "playersAndVehicles": "Gracze + Pojazdy", + "failedToLoadLeaderboard": "Nie udało się załadować danych rankingu. Spróbuj ponownie później.", + "failedToLoadVehicles": "Nie udało się załadować rankingu pojazdów", + "failedToLoadSquadrons": "Nie udało się załadować rankingu dywizjonów", + "noResultsYet": "Brak wyników. Dodaj dywizjony/graczy, aby rozpocząć.", + "searchSquadron": "Szukaj dywizjonu", + "searchBySquadronName": "Szukaj po nazwie dywizjonu...", + "minPlayers": "Min. graczy", + "minPlayersPlaceholder": "Min. graczy", + "resetFilters": "Zresetuj filtry", + "squadronsShown": "dywizjonów wyświetlonych", + "playersShown": "graczy wyświetlonych", + "page": "strona", + "of": "z", + "loadingSquadronLeaderboard": "Ładowanie rankingu dywizjonów...", + "loadingPlayerLeaderboard": "Ładowanie rankingu graczy...", + "loadingComparisonData": "Ładowanie danych porównania...", + "unableToFetch": "Nie można pobrać danych rankingu. Spróbuj ponownie.", + "noSquadronsInLeaderboard": "Nie znaleziono dywizjonów w rankingu.", + "noPlayersInLeaderboard": "Nie znaleziono graczy w rankingu.", + "loadingGlobalStats": "Ładowanie globalnych statystyk...", + "failedToLoadStats": "Nie udało się załadować statystyk", + "unableToFetchStats": "Nie można pobrać danych statystyk. Spróbuj ponownie.", + "mostPopularVehicles": "Najpopularniejsze pojazdy", + "vehicleKillsLeaderboardTitle": "Ranking zabójstw pojazdów", + "avgWinRate": "Średnia skuteczność", + "avgKillsPerPlayer": "Średnie zabójstwa/gracz", + "loadingVehicleKills": "Ładowanie danych zabójstw pojazdów...", + "apiNotLoaded": "Klient API nie załadował się poprawnie. Odśwież stronę.", + "failedToInitApi": "Nie udało się zainicjować klienta API", + "noStatsData": "Brak dostępnych danych statystyk", + "totalPlayersCard": "Łącznie graczy", + "activePlayers": "Aktywni gracze", + "vehiclesUsed": "Użyte pojazdy", + "differentVehicles": "Różne pojazdy", + "squadronBattlesLabel": "Bitwy Dywizjonów", + "noVehicleData": "Brak danych pojazdu", + "mostPopular": "Najpopularniejszy", + "timesUsed": "Razy użyty", + "failedToLoadVehicleKills": "Nie udało się załadować danych zabójstw pojazdów", + "lastUpdated": "Ostatnia aktualizacja", + "searchPlayer": "Szukaj gracza", + "searchByPlayerName": "Szukaj po nazwie gracza...", + "minimumBattles": "Minimalne bitwy", + "minBattlesPlaceholder": "Min. bitwy", + "searchSquadronsPlaceholder": "Szukaj dywizjonów...", + "sortBy": "Sortuj według", + "kdRatio": "Stosunek K/D", + "killsPerSpawn": "Zabójstwa na spawn", + "caps": "Przejęcia", + "timePeriod": "Okres czasu", + "allTime": "Cały czas", + "dateRange": "Zakres dat", + "season": "Sezon", + "week": "Tydzień", + "dateType": "Typ daty", + "last7Days": "Ostatnie 7 dni", + "last30Days": "Ostatnie 30 dni", + "last90Days": "Ostatnie 90 dni", + "customRange": "Własny zakres", + "from": "Od", + "to": "Do", + "timeslot": "Pora", + "fullDay": "Cały dzień", + "selectSeason": "Wybierz sezon...", + "selectWeek": "Wybierz tydzień...", + "failedToLoadComparison": "Nie udało się załadować danych porównania", + "pleaseRefresh": "Spróbuj odświeżyć stronę", + "playerComparison": "Porównanie graczy", + "squadronComparison": "Porównanie dywizjonów", + "vehicleComparison": "Porównanie pojazdów", + "playersVehiclesComparison": "Porównanie graczy + pojazdów", + "addPlayersToCompare": "Dodaj graczy do porównania:", + "addSquadronsToCompare": "Dodaj dywizjony do porównania:", + "addVehiclesToCompare": "Dodaj pojazdy do porównania:", + "addPlayerVehicleCombos": "Dodaj kombinacje gracz + pojazd:", + "searchSelectPlayers": "Szukaj i wybierz graczy...", + "typeSquadronName": "Wpisz nazwę dywizjonu...", + "searchSelectVehicles": "Szukaj i wybierz pojazdy...", + "searchForPlayers": "Szukaj graczy...", + "selectPlayersToCompare": "Wyszukaj i wybierz graczy powyżej, aby porównać ich statystyki", + "selectSquadronsToCompare": "Wyszukaj i wybierz dywizjony powyżej, aby porównać ich statystyki", + "selectVehiclesToCompare": "Wyszukaj i wybierz pojazdy powyżej, aby porównać ich statystyki", + "selectPlayersVehiclesToCompare": "Wyszukaj i wybierz graczy powyżej, a następnie wybierz ich pojazdy, aby porównać różne kombinacje gracz-pojazd", + "selectVehicleFor": "Wybierz pojazd dla", + "selectAVehicle": "-- Wybierz pojazd --", + "noVehiclesForPlayer": "Nie znaleziono pojazdów dla tego gracza", + "noPlayerVehicleSelected": "Nie wybrano kombinacji gracz-pojazd", + "noPlayersSelected": "Nie wybrano graczy", + "noVehiclesSelected": "Nie wybrano pojazdów", + "noSquadronsSelected": "Nie wybrano dywizjonów", + "statistic": "Statystyka", + "totalDeaths": "Łączne śmierci", + "totalAssists": "Łączne asysty", + "totalCaptures": "Łączne przejęcia", + "killsPerSpawnShort": "Zab./Spawn", + "avgWinRateShort": "Śr. skuteczność", + "avgKillsPlayerShort": "Śr. zab./gracz", + "avgKillsMember": "Śr. zab./członek", + "avgBattlesMember": "Śr. bitwy/członek", + "serverError500": "Błąd serwera (500) — API jest tymczasowo niedostępne. Spróbuj ponownie za chwilę.", + "apiEndpoint404": "Nie znaleziono punktu końcowego API (404) — sprawdź konfigurację serwera.", + "networkError": "Błąd sieci — nie można połączyć się z serwerem. Sprawdź swoje połączenie.", + "viewFullLeaderboard": "Wyświetl pełny ranking", + "vehicleName": "Nazwa pojazdu", + "searchVehiclePlaceholder": "Szukaj konkretnego pojazdu...", + "minKills": "Min. zabójstw", + "any": "Dowolne", + "perPage": "Na stronę", + "clear": "Wyczyść", + "vehicleAndPlayer": "Pojazd i gracz", + "loadingVehicleLeaderboard": "Ładowanie rankingu pojazdów...", + "vehiclesShown": "pojazdów wyświetlonych", + "minBattlesPerVehicle": "Wymagane minimum 3 bitwy na pojazd", + "minimumBattlesRequired": "Minimum 5 bitew wymagane", + "allSeasons": "Wszystkie sezony", + "allWeeks": "Wszystkie tygodnie", + "allBR": "Wszystkie BR" + }, + "games": { + "title": "Historia meczów", + "subtitle": "Przeglądaj mecze bitew dywizjonów", + "searchPlaceholder": "Szukaj po nazwie gracza lub UID...", + "filterByMap": "Filtruj według mapy", + "allMaps": "Wszystkie mapy", + "search": "Szukaj", + "noResults": "Nie znaleziono meczów", + "matchDetail": "Szczegóły meczu", + "chatLog": "Log czatu", + "battleLog": "Log bitwy", + "duration": "Czas trwania", + "mode": "Tryb", + "winningTeam": "Zwycięska drużyna", + "losingTeam": "Przegrana drużyna", + "viewMatch": "Wyświetl mecz", + "loadingMatch": "Ładowanie danych meczu...", + "matchNotFound": "Nie znaleziono meczu", + "searchingGames": "Wyszukiwanie gier...", + "recentMatches": "Ostatnie mecze", + "noChatLog": "Brak dostępnego logu czatu", + "noBattleLog": "Brak dostępnego logu bitwy", + "replayVideo": "Wideo replay", + "generatingVideo": "Generowanie wideo replay…", + "videoFirstLoad": "Pierwsze ładowanie może potrwać do minuty", + "videoUnavailable": "Wideo replay niedostępne dla tego meczu", + "modeGround": "Naziemny", + "modeAir": "Powietrzny", + "squadronPlaceholder": "Nazwa dywizjonu...", + "loadingReplay": "Ładowanie powtórki..." + }, + "errors": { + "pageNotFound": "Nie znaleziono strony", + "error": "Błąd", + "oopsNotFound": "Ups! Strona, której szukasz, nie istnieje. Mogła zostać przeniesiona, usunięta lub wpisałeś nieprawidłowy adres URL.", + "searchError": "Błąd wyszukiwania. Spróbuj ponownie." + }, + "js": { + "openingDiscordInvite": "Otwieranie zaproszenia Discord!", + "errorOpeningInvite": "Błąd podczas otwierania linku zaproszenia. Spróbuj ponownie później.", + "gettingSupportLink": "Pobieranie linku do serwera wsparcia...", + "openingSupportServer": "Otwieranie serwera wsparcia!", + "errorGettingSupport": "Błąd podczas pobierania linku wsparcia. Spróbuj ponownie później.", + "failedToUpdateStats": "Nie udało się zaktualizować statystyk", + "konamiActivated": "Odblokowano osiągnięcie: Tajny kod!", + "noPlayersFound": "Nie znaleziono graczy", + "searchError": "Błąd wyszukiwania. Spróbuj ponownie.", + "killsSuffix": "zabójstw", + "winRateSuffix": "skuteczność", + "noSquadronsFound": "Nie znaleziono dywizjonów" + }, + "index": { + "subtitle1": "Najlepsze narzędzie do bitew dywizjonów", + "subtitle2": "Boris Stats, ale lepszy", + "subtitle3": "Największy zbiór danych SQB", + "subtitle4": "Publiczne i darmowe informacje dla wszystkich" + }, + "seasonCard": { + "buttonLabel": "Karta sezonu", + "buttonDisabledTitle": "Wyszukiwanie dywizjonu niekompletne — karta niedostępna", + "modalTitle": "Karta sezonu", + "seasonLabel": "Sezon", + "themeLabel": "Motyw", + "themeDark": "Ciemny", + "themeLight": "Jasny", + "generate": "Generuj", + "loadingSeasons": "Ładowanie sezonów…", + "generating": "Generowanie…", + "failedSeasons": "Nie udało się załadować sezonów.", + "failedGenerate": "Nie udało się wygenerować karty podsumowania.", + "inProgressSuffix": "(w trakcie)", + "imgRecapSuffix": "PODSUMOWANIE", + "imgHeroFinalRating": "Końcowy ranking", + "imgHeroMatches": "Mecze", + "imgHeroWinRate": "Wygrywalność", + "imgHeroKD": "K/D", + "imgAxisRating": "Ranking", + "imgAxisWinRate": "Wygrywalność", + "imgStatPeakRating": "Szczytowy ranking", + "imgStatRatingChange": "Zmiana rankingu", + "imgStatTotalKills": "Zabicia łącznie", + "imgStatTotalDeaths": "Śmierci łącznie", + "imgStatAssistsCaptures": "Asysty / przejęcia", + "imgStatMostPlayedVehicle": "Ulubiony pojazd", + "imgStatMVP": "MVP", + "imgStatMostActive": "Najaktywniejszy", + "imgStatLongestWinStreak": "Najdłuższa seria", + "imgStatMostCommonOpponent": "Najczęstszy przeciwnik", + "imgUnitKills": "zabić", + "imgUnitAssists": "asyst", + "imgUnitCaptures": "przejęć", + "imgUnitGames": "gier", + "imgUnitMatches": "meczów", + "imgUnitWins": "Z", + "imgUnitLosses": "P", + "imgGroundShort": "L", + "imgAirShort": "P", + "imgFooterGenerated": "utworzono", + "imgPlaceholderNoData": "Brak danych dla {short} w {season}", + "buttonLabelPlayer": "Podsumowanie sezonu", + "buttonDisabledTitlePlayer": "Player lookup incomplete — recap unavailable", + "modalTitlePlayer": "Player Season Recap", + "imgHeroBattles": "Bitwy", + "imgHeroTotalKills": "Łącznie zabójstw", + "imgAxisBattles": "Bitwy (7 d)", + "imgAxisKD": "K/D", + "imgStatBestMatch": "Najlepszy mecz", + "imgStatSquadronsRepresented": "Reprezentowane klany", + "imgStatFrequentTeammate": "Najczęstszy sojusznik", + "imgStatLongestSession": "Najdłuższa sesja", + "imgStatMostActiveDay": "Najaktywniejszy dzień (UTC)", + "imgStatMostCommonOppSquadron": "Najczęstszy klan przeciwny", + "imgStatPeakSquadronRating": "Szczytowy rating klanu", + "imgUnitSlotNA": "NA", + "imgUnitSlotEU": "EU", + "imgUnitNoSquadron": "bez klanu", + "imgUnitVs": "vs", + "imgUnitTogether": "meczów razem", + "imgStatKDAC": "Z / Ś / A / P", + "imgPlaceholderNoDataPlayer": "Brak danych dla {nick} w {season}", + "imgUIDLabel": "UID", + "imgBestMatchLine": "{vehicle} · ZN {gk} / ZP {ak} / A {assists} / P {cap} / Ś {deaths} · {date}" + }, + "live": { + "air": "POW", + "gnd": "ZIE", + "ast": "ASY", + "dth": "ŚMI", + "cap": "PRZ", + "squadronBattle": "Bitwa klanów", + "randomBattle": "Bitwa losowa" + }, + "analytics": { + "pageTitle": "Analityka SQB", + "pageSubtitle": "Szczegółowa analityka dla każdego klanu, gracza lub pojazdu.", + "modeSquadron": "Klan", + "modePlayer": "Gracz", + "modeVehicle": "Pojazd", + "tabMaps": "Wygrane na mapach", + "tabSquadmates": "Częstsi współgracze", + "tabComps": "Składy drużyn", + "tabConsistency": "Konsekwencja gracza", + "tabTime": "Pora dnia", + "tabMatchups": "Historia starć", + "pickSquadron": "Wyszukaj dowolny klan, aby zobaczyć analizę", + "pickPlayer": "Wyszukaj dowolnego gracza, aby zobaczyć analizę", + "pickVehicle": "Wyszukaj pojazd, aby zobaczyć jego analizę", + "noData": "Brak danych w tym zakresie.", + "loading": "Ładowanie…", + "loadError": "Nie udało się załadować analityki.", + "compComingSoon": "Analiza składu drużyny wkrótce.", + "compTopVehiclesTitle": "Najczęściej używane pojazdy", + "compCompositionsTitle": "Powtarzające się składy meczów", + "compCompositionsMeta": "Składy z co najmniej {min} pojazdami, posortowane wg meczów", + "compMatchesAnalyzed": "przeanalizowanych meczów", + "compNoRepeats": "W tym zakresie nie wystawiono składu tej wielkości.", + "compColVehicle": "Pojazd", + "compColSpawns": "Wystawienia", + "compColMatches": "Mecze", + "compColShare": "% Meczów", + "compColLineup": "Skład", + "compColTypes": "Komp", + "compTypeFighters": "Myśliwce", + "compTypeBombers": "Bombowce", + "compTypeHelicopters": "Śmigłowce", + "compTypeLight": "Lekki czołg", + "compTypeTanks": "Czołgi", + "compTypeSPAA": "SPAA", + "compTypeSPAATooltip": "Przeciwlotniczy/SPAA", + "compTypeUnknown": "Nieznane", + "compSearchPresetLabel": "Predefiniowany skład", + "compSearchPresetAll": "Wszystkie składy", + "compSearchPresetHint": "Zbudowane z historii składów tego klanu", + "compSearchTypesLabel": "Typy", + "compTypeCapsHint": "Maks 8 łącznie · maks 4 lotnicze (F + B + H)", + "compSearchRefineLabel": "Doprecyzuj", + "compRefineHint": "Ustaw liczbę powyżej, aby wybrać konkretne pojazdy tego typu.", + "compRefineAny": "Dowolny {type}", + "compSearchCustomLabel": "Własny", + "compSearchAddVehicle": "Konkretny pojazd", + "compSearchVehiclesLabel": "Pojazdy", + "compSearchApply": "Zastosuj", + "compSearchReset": "Reset", + "compSearchMatches": "Pokazano {shown} z {total} składów", + "compSearchNoMatches": "Żaden skład nie pasuje do filtra.", + "compSearchGamesShort": "gier", + "colMap": "Mapa", + "colWins": "W", + "colLosses": "P", + "colWinRate": "%W", + "colBar": "", + "colShared": "Wspólnie", + "colUid": "UID", + "colGames": "Gry", + "colPlayer": "Gracz", + "colAvgKills": "Śr. zabicia", + "colAvgDeaths": "Śr. śmierci", + "colScore": "Wynik", + "colHour": "Godzina (UTC)", + "colSquadron": "Klan", + "colTotal": "Razem", + "matchupsWonHeader": "Najwięcej wygranych z", + "matchupsLostHeader": "Najwięcej przegranych z", + "uniqueOpponents": "unikalnych przeciwników", + "euTimeslot": "Pora EU", + "naTimeslot": "Pora NA", + "offPeak": "Poza szczytem", + "radarMetaMaps": "top {shown} z {total} map · min {min} gier", + "radarMetaSquadmates": "top {shown} z {total} współgraczy · min {min} wspólnych gier", + "radarTooFewMaps": "Za mało danych, aby wyświetlić wykres — potrzeba co najmniej 3 map z {min}+ grami w tym filtrze.", + "radarTooFewSquadmates": "Za mało danych, aby wyświetlić wykres — potrzeba co najmniej 3 współgraczy z {min}+ wspólnymi grami w tym filtrze.", + "radarFootnoteMaps": "Ukryto {count} map z mniejszą liczbą gier — zobacz pełną tabelę", + "radarFootnoteSquadmates": "Ukryto {count} współgraczy z mniejszą liczbą gier — zobacz pełną tabelę", + "tabTimeline": "Oś czasu K/D", + "tabTopPlayers": "Najlepsi gracze", + "tabTopSquadrons": "Najlepsze klany" + }, + "playerModal": { + "viewFullProfile": "Zobacz pełny profil →", + "close": "Zamknij", + "overview": "Przegląd", + "vehicles": "Pojazdy", + "sessions": "Sesje", + "loadingPlayerData": "Ładowanie danych gracza...", + "kdr": "K/D", + "kps": "K/S", + "winRate": "Procent zwycięstw", + "battles": "Bitwy", + "wins": "Zwycięstwa", + "totalBattles": "Łącznie bitew", + "totalKills": "Łącznie zniszczeń", + "airKills": "Zniszczenia powietrzne", + "groundKills": "Zniszczenia naziemne", + "assists": "Asysty", + "deaths": "Śmierci", + "captures": "Przejęcia", + "clickToSwitchMetric": "Kliknij, aby zmienić metrykę", + "clickToCycle": "kliknij, aby przełączać", + "noChartData": "Brak danych wykresu", + "noVehicleData": "Brak danych pojazdów", + "noSessionData": "Brak danych sesji", + "date": "Data", + "vehicle": "Pojazd", + "ground": "Ziemia", + "air": "Powietrze", + "result": "Wynik", + "unknown": "Nieznane", + "failedToLoadPlayerData": "Nie udało się załadować danych gracza" + }, + "replay": { + "playPause": "Odtwórz/Pauza", + "crashed": "rozbił się", + "destroyed": "zniszczył", + "hit": "trafił" + }, + "dateFilter": { + "allTime": "Całość", + "currentSeason": "Obecny sezon", + "bySeason": "Według sezonu", + "cumulative": "Narastająco", + "customRange": "Własny zakres", + "selectSeason": "Wybierz sezon", + "selectSeasonDots": "Wybierz sezon...", + "selectWeek": "Wybierz tydzień", + "selectWeekDots": "Wybierz tydzień...", + "entireSeason": "Cały sezon", + "applyFilter": "Zastosuj filtr", + "cumulativeHelp": "Pokaż statystyki skumulowane do wybranego momentu", + "season": "Sezon", + "upToWeek": "Do tygodnia", + "applyCumulativeFilter": "Zastosuj filtr narastający", + "startDate": "Data początkowa", + "endDate": "Data końcowa", + "applyCustomRange": "Zastosuj własny zakres", + "activeFilter": "Aktywny filtr:", + "clear": "Wyczyść", + "allTimeStatistics": "Statystyki całościowe", + "currentSeasonValue": "Obecny sezon: {season}", + "alertSelectSeason": "Wybierz sezon", + "seasonValue": "Sezon {season}", + "alertSelectSeasonWeek": "Wybierz sezon i tydzień", + "cumulativeValue": "Narastająco do {season} - {week}", + "alertSelectDate": "Wybierz co najmniej jedną datę", + "alertStartBeforeEnd": "Data początkowa musi być przed końcową", + "customRangePrefix": "Własny zakres:", + "fromDate": "Od {date}", + "upToDate": "Do {date}" + }, + "timeline": { + "pageTitle": "Historia SREBOT", + "pageDescription": "Historia SREBOT: od pomysłu do standardu SQB w War Thunder.", + "eyebrow": "Nasza historia", + "heading": "Oś czasu", + "servers": "{count} serwerów", + "scroll": "Przewiń", + "cards": { + "1": { + "label": "Początek", + "date": "Czerwiec 2024", + "title": "Narodziny jako SNLK SQB BOT", + "description": "ImApollo zlecił SNLK SQB BOT. Pierwsza wersja działała po tygodniu z ręcznymi danymi i szybko trafiła na kolejne serwery." + }, + "2": { + "label": "Tablice", + "date": "Sierpień 2024", + "title": "Pierwsze logi", + "description": "Bot zaczął od automatyzacji kolorowych tablic diff, lecz sumy nadal wpisywano ręcznie. Styl inspirowali TheH0G (Cade) i progavman (Prog)." + }, + "3": { + "label": "Nowa nazwa", + "date": "Październik 2024", + "title": "Powstaje SREBOT", + "description": "Projekt wyrósł z dawnej nazwy i stał się SREBOTem." + }, + "4": { + "label": "Sojusz", + "date": "Styczeń 2025", + "title": "Lux_ i nasza współpraca", + "description": "Lux_ i SREBOT wymieniali wiedzę o API War Thunder i zarządzaniu społecznością. Jego bot stał się później Spectrą." + }, + "5": { + "label": "Parser", + "date": "Luty 2025", + "title": "Frovy otwiera drzwi", + "description": "Frovy pokazał pierwszy parser i otworzył drogę do automatycznych tablic." + }, + "6": { + "label": "Logi", + "date": "Marzec 2025", + "title": "LivingTheDagor i nowy parser", + "description": "Dagor przyniósł solidniejszy parser używany do dziś i ulepszył system logów." + }, + "7": { + "label": "Rozwój", + "date": "Lipiec 2025", + "title": "Wieść się niesie", + "description": "Coraz więcej dywizjonów i społeczności zauważało bota." + }, + "8": { + "label": "Strona", + "date": "Sierpień 2025", + "title": "Clippi buduje stronę", + "description": "Clippi (Sophie) poprowadziła budowę strony i przeniosła projekt z Replitu na właściwą infrastrukturę." + }, + "9": { + "label": "Trasy", + "date": "Listopad 2025", + "title": "Mapy cieplne Flexcorala", + "description": "Flexcoral i grupa deweloperów opracowali renderowanie minimap oraz tras z powtórek i opublikowali podstawy obecnych metod." + }, + "10": { + "label": "Partnerstwo", + "date": "Styczeń 2026", + "title": "Współpraca ze Spectrą", + "description": "SREBOT zaczął otrzymywać gry bezpośrednio od Spectry zamiast samodzielnie pobierać i analizować każdy mecz." + }, + "11": { + "label": "Monetyzacja", + "date": "Kwiecień 2026", + "title": "Paliwo dla przyszłości", + "description": "Pierwsze realne przychody sfinansowały lepsze serwery i szybszy rozwój." + }, + "12": { + "label": "Klienci", + "date": "Maj 2026", + "title": "Obsługa portów klienckich", + "description": "Zaczęliśmy wspierać porty klienckie. Pierwszy był AXBot dla chińskiej społeczności SQB." + }, + "13": { + "label": "TSSBOT", + "date": "Maj 2026", + "title": "TSSBOT nabiera kształtu", + "description": "TSSBOT został opracowany i zbudowano prototyp; pierwsze dane dotarły na początku czerwca." + }, + "14": { + "label": "Dzisiaj", + "date": "Teraz", + "title": "Gdzie jesteśmy dziś", + "description": "Projekt opiera się dziś na automatycznym parsowaniu przez Spectrę, finansowanym rozwoju i rosnącej społeczności." + } + } + } +} diff --git a/locales/ru.json b/locales/ru.json new file mode 100644 index 0000000..9731c9b --- /dev/null +++ b/locales/ru.json @@ -0,0 +1,1005 @@ +{ + "nav": { + "home": "Главная", + "live": "Матчи", + "leaderboards": "Рейтинг", + "docs": "Документация", + "terms": "Условия", + "premium": "Премиум", + "support": "Поддержка", + "addToDiscord": "Добавить в Discord", + "games": "Игры", + "squadrons": "Полки", + "donate": "Пожертвовать", + "analytics": "Аналитика" + }, + "footer": { + "services": "Сервисы", + "matchFeed": "Лента матчей", + "vehicleStats": "Статистика техники", + "analytics": "Аналитика", + "squadronHub": "Полки", + "comparison": "Сравнение", + "resources": "Ресурсы", + "documentation": "Документация", + "inviteBot": "Пригласить бота", + "legal": "Правовая информация", + "termsOfService": "Условия использования", + "privacyPolicy": "Политика конфиденциальности", + "termsAndPrivacy": "Условия и конфиденциальность", + "meowing": "Мяуканье", + "websiteBy": "Сайт от", + "andToothless": "и Toothless" + }, + "common": { + "loading": "Загрузка...", + "retry": "Повторить", + "backToHome": "На главную", + "battles": "Бои", + "wins": "Победы", + "winRate": "Процент побед", + "kills": "Уничтожения", + "totalKills": "Всего уничтожений", + "groundKills": "Наземные", + "airKills": "Воздушные", + "assists": "Помощь", + "deaths": "Гибели", + "captures": "Захваты", + "kdr": "У/С", + "kps": "У/И", + "rank": "Место", + "player": "Игрок", + "players": "Игроки", + "playersCount": "игроков", + "vehicle": "Техника", + "vehicles": "Техника", + "squadron": "Полк", + "squadrons": "Полки", + "statistics": "Статистика", + "comparison": "Сравнение", + "date": "Дата", + "result": "Результат", + "totalBattles": "Всего боёв", + "totalWins": "Всего побед", + "points": "Очки", + "members": "Участники", + "membersCount": "участников", + "rating": "Рейтинг", + "searchPlayerByName": "Поиск игрока по имени...", + "noPlayersFound": "Игроки не найдены", + "noSquadronsFound": "Полки не найдены", + "noVehiclesFound": "Техника не найдена", + "failedToLoad": "Не удалось загрузить данные. Попробуйте позже.", + "recordingSince": "Данные записываются с 01.01.2026", + "vs": "VS", + "map": "Карта" + }, + "home": { + "squadronBattles": "Полковые бои", + "madeSimple": "Просто и удобно", + "addToDiscord": "Добавить в Discord", + "learnMore": "Подробнее", + "searchBySquadron": "ПОИСК ПО ПОЛКУ", + "typeSquadronName": "Введите название полка...", + "orByPlayer": "ИЛИ ПО ИГРОКУ", + "typePlayerName": "Введите имя игрока...", + "liveFeed": "Лента матчей", + "realTimeMatches": "Найди свои матчи", + "topPlayers": "Лучшие игроки", + "vehicleStatsCard": "Статистика техники", + "performanceMetrics": "Показатели эффективности", + "analyticsCard": "Аналитика", + "globalStatistics": "Глобальная статистика", + "squadronHubCard": "Полки", + "squadronStats": "Статистика полков", + "comparisonCard": "Сравнение", + "compareStats": "Сравнить статистику", + "joinServers": "Присоединяйтесь к 500+ серверам, использующим нашего бота", + "noSquadronsFound": "Полки не найдены", + "noPlayersFound": "Игроки не найдены", + "searchPlayersIn": "Поиск игроков в", + "ctaElev8": "Готов ELEV8 свой полк?", + "ctaReign": "Готов снова R3IGN?", + "ctaMeow": "Мяууу", + "ctaPurr": "Мур Мур", + "ctaRawr": "Р-р-р" + }, + "docs": { + "title": "Документация", + "subtitle": "Всё, что нужно знать о", + "quickNavigation": "Быстрая навигация", + "gettingStarted": "Начало работы", + "commands": "Команды", + "serverSetup": "Настройка сервера", + "features": "Возможности", + "examples": "Примеры", + "troubleshooting": "Устранение неполадок", + "stackManager": "Менеджер стека", + "welcomeMessage": "Следуйте этим шагам, чтобы начать работу.", + "inviteTheBot": "Пригласите бота", + "inviteBotDesc": "Нажмите кнопку «Добавить на сервер» и выберите Discord-сервер вашего полка. Бот отправит приветственное сообщение с подсказкой запустить /setup.", + "runSetupWizard": "Запустите мастер настройки", + "setupWizardDesc": "Мастер настройки проведёт вас через настройку полка, канала логов и канала очков:", + "setupEasiest": "Это самый простой способ начать. Мастер поможет вам настроить полк и выбрать каналы шаг за шагом.", + "youreDone": "Готово!", + "doneDesc": "Бот начнёт автоматически публиковать очки и обновления рейтинга. Используйте /autolog-management для настройки уведомлений.", + "premiumNote": "Автоматические логи игр (полные таблицы результатов после каждого матча) требуют подписки Premium. Запустите /unlock для подписки — $2.99/мес за сервер, оплата через Discord.", + "manualSetup": "Ручная настройка (альтернатива)", + "manualSetupDesc": "Если вы предпочитаете настраивать вручную, используйте эти команды:", + "allCommandsSlash": "Все команды используют систему слэш-команд Discord. Введите / для просмотра доступных команд.", + "serverSetupAdmin": "Настройка и администрирование сервера", + "importantNote": "Важное замечание", + "verifyFirst": "Сначала проверьте! Команда /sq-info подтверждает, что бот может найти ваш полк в базе данных War Thunder, даже если ваш рейтинг очень низкий.", + "cantFindSquadron": "Если бот не может найти ваш полк через /sq-info, команды настройки не будут работать правильно.", + "botNotResponding": "Бот не отвечает", + "checkOnline": "Проверьте, что бот онлайн (зелёный статус)", + "verifyPermissions": "Убедитесь, что у бота есть необходимые разрешения", + "tryDifferentChannel": "Попробуйте использовать команды в другом канале", + "commandsNotWorking": "Команды не работают", + "ensureSlash": "Убедитесь, что используете слэш-команды (начинающиеся с /)", + "checkRolePerms": "Проверьте, есть ли у вашей роли разрешение на использование команд бота", + "tryRefreshing": "Попробуйте обновить Discord или перезапустить приложение", + "dataNotSaving": "Данные не сохраняются", + "verifySendMessages": "Убедитесь, что у бота есть разрешение «Отправлять сообщения»", + "checkOutages": "Проверьте, нет ли сбоев в работе Discord", + "contactSupport": "Свяжитесь с поддержкой, если проблема не устранена", + "needMoreHelp": "Нужна дополнительная помощь?", + "needMoreHelpDesc": "Если вам нужна дополнительная помощь, обратитесь через наши каналы поддержки.", + "example": "Пример", + "supportedLanguages": "Поддерживаемые языки", + "setupDesc": "Пошаговый мастер настройки бота для вашего сервера. Настраивает полк, канал логов и канал очков за один раз.", + "recommendedForNew": "Рекомендуется для новых серверов.", + "setSquadronDesc": "Сохранить полк по умолчанию для вашего Discord-сервера. Используется для логирования и как значение по умолчанию для других команд.", + "quickLogDesc": "Установить оповещение для полка в текущем канале. Тип может быть Logs, Points, Leaderboard или Both — Both устанавливает Logs и Points одной командой. По умолчанию — Logs.", + "quickLogPremiumNote": "Logs (автоматические таблицы результатов) требуют подписки Premium. Оповещения Points и Leaderboard бесплатны.", + "autologDesc": "Управление уведомлениями автолога и диагностика разрешений канала. Используйте для изменения настроек после первоначальной настройки.", + "autologPremiumNote": "Автоматические логи игр требуют подписки Premium.", + "diagnosePermsDesc": "Мгновенно проверяет, есть ли у бота необходимые разрешения в текущем канале, показывает настроенные каналы автолога и статус подписки Premium для этого сервера. Используйте, если таблицы результатов или очки не публикуются.", + "squadronInformation": "Информация о полке", + "sqInfoDesc": "Просмотр подробной информации о любом полке. Использует полк сервера по умолчанию, если не указан другой.", + "sqInfoGraphDesc": "Визуализирует текущий состав полка в виде столбчатой диаграммы, разбитой на группы костяк, активные и слабые по активности и винрейту (текущий сезон).", + "compDesc": "Найти последние известные составы для боёв данного полка. Бесплатные серверы получают 25 запросов за таймслот; Premium — без ограничений.", + "trackDesc": "Отслеживайте полк и сравнивайте статистику с последней проверкой.", + "topDesc": "Показать топ-20 полков и их текущую статистику.", + "sqStatsDesc": "Показать динамику очков полка в виде интерактивного графика.", + "lossCalculatorDesc": "Рассчитать, сколько очков потеряет полк, если выбранные игроки покинут его.", + "recentDesc": "Показать последние 5 полковых боёв для полка.", + "vsDesc": "Просмотр личного счёта против другого полка.", + "leaderboardLinkDesc": "Получить ссылку на глобальный рейтинг игроков SRE Bot.", + "playerStats": "Статистика игроков", + "playerStatsDesc": "Просмотр подробной статистики техники игрока с интерактивным выпадающим списком техники. Поддерживает автодополнение.", + "viewPlayerGamesDesc": "Просмотр последних 20 игр игрока. Показывает общий счёт побед/поражений и процент побед, сводку по каждой игре (результат, полк противника, карта и состав), а также список всех уникальных составов, которые использовал игрок. Поддерживает автодополнение.", + "viewMatchDesc": "Просмотр полной таблицы результатов для конкретного матча. Укажите ID матча напрямую или найдите по имени игрока, чтобы просмотреть его последние 100 игр и выбрать нужную. Включает кнопки «Просмотр реплея», «Просмотр маршрутов», «Чат-лог» и «Лог боя».", + "examples2": "Примеры", + "compareDesc": "Сравнить совокупную статистику SQB между двумя или более игроками (до 7). Показывает сравнение бок о бок с выделением лучших показателей. Включает кнопку графика для просмотра истории очков за 90 дней.", + "metaData": "Мета-данные", + "metaManagementDesc": "Настройка доступа к мета-данным для вашего сервера.", + "metaDesc": "Поиск в мета-составе вашего полка по названию техники.", + "settingsUtilities": "Настройки и утилиты", + "languageDesc": "Изменить язык бота по умолчанию. Влияет на язык техники в логах боёв.", + "scheduleDesc": "Просмотр расписания BR текущего сезона. Показывает максимальный боевой рейтинг каждой недели с диапазоном дат, зачёркнутые прошедшие недели и выделение текущего активного периода.", + "websiteDesc": "Получить ссылку на сайт SRE Bot для поиска игроков, рейтингов и другого.", + "creditsDesc": "Просмотр команды, создавшей этого бота.", + "unlockDesc": "Разблокировать автоматические логи игр SQB и неограниченные запросы /comp для этого сервера. Подписка добавляет полные таблицы результатов, автоматически публикуемые в настроенном канале после каждого матча. $2.99 / месяц · за сервер · отмена в любое время. Оплата полностью через Discord — внешний аккаунт не требуется.", + "analyticsDesc": "Продвинутая аналитика SQB: процент побед на картах, составы команд, стабильность игроков, результаты по времени суток и история противостояний (чаще всего побеждали и проигрывали полкам).", + "sqCardDesc": "Сгенерировать сезонную итоговую карточку (PNG) для полка — динамика рейтинга, процент побед, топ игроков и многое другое. Сезон выбирается из автодополнения. Поддерживает тёмную и светлую темы.", + "cardDesc": "Сгенерировать сезонную итоговую карточку (PNG) для игрока. Сезон выбирается из автодополнения, игрок — по имени пользователя. Поддерживает тёмную и светлую темы.", + "queryDesc": "[Только администратор] Запустить предопределённые запросы к базе данных — статистика полка, количество игр, самые активные игроки, топ карт и многое другое. Результаты эфемерные (видны только вам).", + "donateDesc": "Поддержите развитие SRE Bot через Ko-fi.", + "botStatusDesc": "Показывает, когда была получена последняя игра, и среднее TTL по недавним играм. Сигнализирует о медленных серверах Gaijin.", + "premiumBadge": "Премиум", + "newsDesc": "Просмотр последних новостей и объявлений SRE Bot.", + "stackCreateDesc": "Создать стек игроков для координации отряда перед матчем. В канале публикуется постоянный эмбед с текущими участниками и ожидающими заявками. Стек действует до 8 часов и автоматически удаляется в конце каждого таймслота SQB.", + "stackRequestToJoin": "Заявка на вступление — Любой игрок может подать заявку с техникой, на которой планирует играть. Очередь заявок до 20 мест.", + "stackLeaveWithdraw": "Покинуть / Отозвать — Участники могут покинуть стек; заявители могут отозвать заявку. Лидеру предлагается передать управление.", + "stackManagePanel": "Управление стеком ⚙️ — Панель только для лидера с четырьмя разделами:", + "stackAcceptMembers": "Принять участников — Принять или отклонить заявки по отдельности или все сразу. Максимум 8 участников.", + "stackRemoveMembers": "Удалить участников — Удалить активных участников или заявителей. Варианты: Удалить всех, Удалить активных, Удалить в очереди или Удалить выбранных из списка.", + "stackPingMembers": "Пинг участников — Пинг с необязательным сообщением. Варианты: Пинг всех (участники + очередь, кроме лидера), Пинг активных, Пинг в очереди или Пинг выбранных из списка.", + "stackRenameStack": "Переименовать стек — Задать своё название для стека. Отображается как заголовок эмбеда и в пинг-сообщениях вместо «Стек [Лидера]».", + "stackDisbandStack": "Распустить стек — Лидер может завершить стек досрочно.", + "stackManageDesc": "Повторно публикует эмбед вашего активного стека в текущем канале. Используйте, если оригинальный эмбед был удалён или потерян после перезапуска бота. Все участники и данные очереди сохраняются.", + "translation": "Перевод", + "translateContextMenu": "ПКМ по сообщению → Приложения → Translate Message", + "translateDesc": "Перевод любого сообщения через контекстное меню Discord. Нажмите ПКМ (или долгое нажатие на мобильных) по сообщению и выберите Приложения → Translate Message.", + "viewAllLanguages": "Все поддерживаемые языки", + "serverSetupSubtitle": "Настройте {botName} для оптимальной работы на Discord-сервере вашего полка.", + "requiredPermissions": "Необходимые разрешения", + "sendMessages": "Отправлять сообщения", + "useSlashCommands": "Использовать слэш-команды", + "embedLinks": "Встраивать ссылки", + "readMessageHistory": "Читать историю сообщений", + "recommendedChannelSetup": "Рекомендуемая настройка канала", + "recommendedChannelDesc": "Создайте отдельный канал, например #squadron-battles, для отслеживания и статистики. Это упорядочит ваши данные боёв и обеспечит удобный доступ.", + "roleConfiguration": "Настройка ролей", + "roleConfigurationDesc": "Назначьте соответствующие роли участникам полка, которые могут записывать результаты боёв. Рекомендуем ограничить это офицерами и лидерами полка.", + "premiumSectionSubtitle": "Автоматические логи игр SQB — функция Premium, разблокируемая для каждого сервера через систему подписок Discord.", + "whatsIncluded": "Что включено", + "premiumInclude1": "Полная таблица результатов автоматически публикуется в настроенном канале после каждого матча SQB", + "premiumInclude2": "Неограниченные запросы /comp (бесплатные серверы получают 25 за таймслот)", + "premiumInclude3": "Все существующие бесплатные функции (оповещения очков, рейтинг, команды статистики и т.д.) остаются бесплатными", + "pricingBilling": "Цены и оплата", + "pricingBillingDesc": "$2.99 / месяц · за сервер · отмена в любое время. Оплата полностью через Discord — без внешнего аккаунта или платёжной системы. Подписки продлеваются автоматически и могут быть отменены в любое время из настроек Discord.", + "howToSubscribe": "Как подписаться", + "subscribe1": "Запустите /unlock на вашем сервере (требуются права администратора)", + "subscribe2": "Нажмите кнопку «Подписаться» в ответе бота", + "subscribe3": "Завершите оплату внутри Discord — бот активируется мгновенно", + "cancellation": "Отмена подписки", + "cancellationDesc": "Когда подписка истекает или отменяется, бот автоматически прекращает публикацию логов игр для этого сервера в следующем цикле автолога. Никаких действий не требуется.", + "realTimeStatistics": "Статистика в реальном времени", + "realTimeStatisticsDesc": "Отслеживайте победы, поражения и показатели эффективности в реальном времени.", + "battleHistory": "История боёв", + "battleHistoryDesc": "Полная история всех записанных полковых боёв.", + "leaderboardsFeature": "Рейтинги", + "leaderboardsFeatureDesc": "Сравните результаты вашего полка с другими через /top.", + "playerTracking": "Отслеживание игроков", + "playerTrackingDesc": "Индивидуальная статистика игроков и интеграция с ThunderSkill.", + "smartAlerts": "Умные оповещения", + "smartAlertsDesc": "Автоматические оповещения и уведомления об активности полка.", + "multiLanguageSupport": "Многоязычная поддержка", + "multiLanguageSupportDesc": "Функции перевода и настраиваемые языки техники.", + "timeCoordination": "Координация времени", + "timeCoordinationDesc": "Инструменты UTC и локального времени для глобальной координации полка.", + "advancedSearch": "Расширенный поиск", + "advancedSearchDesc": "Поиск соревнований игроков и подробной информации о полках.", + "dataSecurity": "Безопасность данных", + "dataSecurityDesc": "Ваши данные защищены и никогда не передаются третьим лицам.", + "usageExamples": "Примеры использования", + "quickSetupRecommended": "Быстрая настройка (рекомендуется)", + "quickSetupDesc": "Запустите мастер настройки. Он проведёт вас через настройку полка, выбор канала логов и канала очков — всё за один раз.", + "comparingPlayers": "Сравнение игроков", + "comparingPlayersDesc": "Сравните до 7 игроков бок о бок. Лучший показатель в каждой категории выделяется, а лучший игрок получает звезду. Нажмите «Показать график» для просмотра истории очков.", + "checkingSquadronInfo": "Проверка информации о полке", + "verifySquadronDesc": "Проверьте, что полк существует и просмотрите его данные. Используйте для подтверждения, что бот может найти ваш полк перед настройкой.", + "recentBattlesDesc": "Просмотр последних 5 боёв полка.", + "headToHeadDesc": "Просмотр личного счёта против другого полка.", + "backToHome": "На главную", + "termsAndPrivacy": "Условия и конфиденциальность", + "seasonRecapCardTitle": "Итоговая карточка сезона", + "seasonRecapCardDesc": "Создайте PNG-итог сезона любого полка — график рейтинга, скользящий процент побед, K/D, любимая техника, MVP и многое другое. Доступно по кнопке «Карточка сезона» на странице профиля каждого полка.", + "playerRecapCardTitle": "Итоги сезона игрока", + "playerRecapCardDesc": "Создавайте PNG-сводку сезона любого игрока — динамика рейтинга по полкам, скользящий винрейт, K/D, частота боёв, лучший матч и многое другое. Доступно по кнопке «Season Recap» на странице профиля игрока.", + "tierOverview": "Обзор тарифов", + "tierOverviewDesc": "Автолог доступен на трёх тарифах. Каждый тариф ограничивает, сколько полков могут иметь Logs и Points. Полки сверх лимита остаются в настройках и автоматически возобновляются после апгрейда.", + "tierStandardLine": "$2.99 — до 10 полков для Logs и Points, без wildcard.", + "tierProLine": "до 25 полков для Logs и Points, плюс wildcard (`*` / `all` / `everything`).", + "tierMaxLine": "без лимита, wildcard, ранний доступ к новым функциям.", + "voiceChannelTally": "Отслеживание в голосовом канале", + "tallyIntro": "Отслеживайте счёт SQB в реальном времени прямо в статусе вашего голосового канала Discord. По мере завершения матчей бот обновляет статус канала, например 2W-1L: Победа против ENEMY. Это премиум-функция, и вы должны быть подключены к голосовому каналу.", + "tallyClaimDesc": "Начните отслеживать игрока или эскадрилью в вашем голосовом канале. Укажите имя пользователя или эскадрилью (но не оба). Статус начинается с 0W-0L и обновляется по завершении подходящих матчей.", + "tallyTransferDesc": "Переключите активное отслеживание на другого игрока, сохранив текущий счёт побед и поражений.", + "tallyClearDesc": "Очистите активное отслеживание в вашем голосовом канале и сбросьте его статус. Отслеживание также очищается автоматически после 1 часа бездействия или когда все покидают канал." + }, + "terms": { + "pageTitle": "Условия использования и политика конфиденциальности", + "lastUpdated": "Последнее обновление: апрель 2026", + "termsOfService": "Условия использования", + "byUsing": "Используя", + "youAgree": ", вы соглашаетесь со следующим:", + "useResponsibly": "Используйте ответственно", + "useResponsiblyDesc": "Не пытайтесь перегружать, спамить или ломать бота.", + "noFunnyBusiness": "Без нарушений", + "noFunnyBusinessDesc": "Не пытайтесь реверс-инжинировать, нарушать условия Discord или правила любого сервера", + "statsAsIs": "Статистика «как есть»", + "statsAsIsDesc": "Все данные и статистика предоставляются «как есть» без каких-либо гарантий, явных или подразумеваемых. Мы прилагаем разумные усилия для обеспечения точности, но не гарантируем, что информация является полной, актуальной или безошибочной.", + "uptimeNotGuaranteed": "Бесперебойность не гарантирована", + "uptimeNotGuaranteedDesc": "Бот предоставляется на условиях «по мере доступности». Мы не гарантируем бесперебойную или безошибочную работу. Сервис может быть временно недоступен из-за обслуживания, обновлений или технических проблем.", + "weCanBanYou": "Мы можем заблокировать вас", + "weCanBanYouDesc": "Если вы нарушите правила, мы можем ограничить ваш доступ.", + "privacyPolicy": "Политика конфиденциальности", + "infoWeCollect": "1. Информация, которую мы собираем", + "collectsFollowing": "собирает следующую информацию для предоставления услуг:", + "discordUserIds": "ID пользователя Discord:", + "discordUserIdsDesc": "Уникальные идентификаторы для отслеживания пользователей", + "squadronIds": "ID полков:", + "squadronIdsDesc": "Идентификаторы серверов Discord для организации данных полков", + "battleData": "Данные боёв:", + "battleDataDesc": "Записи побед/поражений, временные метки боёв и связанная статистика", + "commandUsage": "Использование команд:", + "commandUsageDesc": "Базовое логирование команд бота для улучшения сервиса", + "howWeUse": "2. Как мы используем вашу информацию", + "usedExclusively": "Собранная информация используется исключительно для:", + "trackingPerformance": "Отслеживания результатов и статистики полковых боёв", + "providingHistorical": "Предоставления исторических данных и аналитики", + "improvingBot": "Улучшения функциональности бота и пользовательского опыта", + "troubleshootingIssues": "Устранения технических неполадок", + "dataStorage": "3. Хранение и безопасность данных", + "dataStoredSecurely": "Ваши данные хранятся безопасно со следующей защитой:", + "encryptedServers": "Данные хранятся на защищённых серверах с шифрованием", + "limitedAccess": "Доступ ограничен только авторизованным персоналом", + "regularBackups": "Регулярные резервные копии обеспечивают целостность данных", + "dataSharing": "4. Передача данных", + "weDoNot": "Мы НЕ:", + "sellData": "Продаём вашу личную информацию третьим лицам", + "shareData": "Передаём ваши данные внешним организациям", + "useForAds": "Используем ваши данные для рекламы или маркетинга", + "transferData": "Переносим ваши данные за пределы наших защищённых систем", + "dataRetention": "5. Хранение данных", + "dataRetentionDesc": "Мы храним ваши данные столько, сколько необходимо для предоставления услуг. Статистика боёв и данные полков сохраняются для ведения исторических записей и аналитики.", + "discordIntegration": "6. Интеграция с Discord", + "discordIntegrationDesc": "Этот бот работает в экосистеме Discord и подчиняется Политике конфиденциальности Discord. Мы получаем только информацию, необходимую для работы бота, через официальный API Discord.", + "ageRestrictions": "7. Возрастные ограничения", + "ageRestrictionsDesc": "Бот предназначен для пользователей, соответствующих минимальным возрастным требованиям Discord (13+ или согласно местному законодательству).", + "changesToPolicy": "8. Изменения политики конфиденциальности", + "changesToPolicyDesc": "Мы можем время от времени обновлять эту Политику конфиденциальности.", + "premiumTitle": "Условия подписки Premium", + "premiumWhatYouGet": "1. Что включает Premium", + "premiumWhatYouGetDesc": "Подписка Premium открывает следующие функции для подписанного Discord-сервера:", + "premiumFeature1": "Автоматическая публикация таблиц результатов после каждого матча SQB", + "premiumFeature2": "Карты маршрутов / передвижений", + "premiumFeature3": "Логи чата и боёв", + "premiumFeature4": "Поиск реплеев", + "premiumFeature5": "Неограниченные запросы /comp (бесплатные серверы ограничены 15 за временной слот)", + "premiumBilling": "2. Выставление счетов и оплата", + "premiumBillingDesc": "Premium тарифицируется по $2,99 USD в месяц за Discord-сервер. Оплата обрабатывается через встроенную систему подписок Discord или через наш сайт с помощью Whop. Вы несёте ответственность за то, чтобы ваш способ оплаты был действительным и имел достаточно средств. Подписки автоматически продлеваются в конце каждого расчётного периода, если не были отменены.", + "premiumCancellation": "3. Отмена подписки", + "premiumCancellationDesc": "Вы можете отменить подписку в любое время. Для подписок Discord перейдите в Настройки пользователя → Подписки в Discord. Для подписок через сайт управляйте выставлением счетов на whop.com/billing. После отмены ваши функции Premium остаются активными до конца текущего расчётного периода. После этого ваш сервер возвращается на бесплатный уровень — данные не теряются.", + "premiumRefunds": "4. Возвраты", + "premiumRefundsDesc": "Абонентская плата не подлежит возврату. Частичное использование месяца не пересчитывается пропорционально. Если вы отмените подписку в середине цикла, вы сохраняете доступ до конца этого расчётного периода, но не имеете права на возврат за оставшееся время. Возвраты за ошибки в выставлении счетов или дублирующиеся списания могут быть произведены по нашему усмотрению — свяжитесь со службой поддержки, указав ID вашего Discord-сервера и подтверждение оплаты.", + "premiumPriceChanges": "5. Изменение цен", + "premiumPriceChangesDesc": "Мы оставляем за собой право изменять цены подписки в любое время. Действующие подписчики будут уведомлены не менее чем за 30 дней до вступления в силу любого повышения цен. Если вы не согласны с изменением цены, вы можете отменить подписку до вступления новой цены в силу.", + "premiumTermination": "6. Прекращение доступа Premium", + "premiumTerminationDesc": "Мы оставляем за собой право отозвать доступ Premium без возврата средств, если сервер нарушает настоящие Условия использования, включая, помимо прочего, злоупотребление функциями бота, попытки обойти ограничения использования или нарушение Условий использования Discord.", + "serviceAvailabilityTitle": "Доступность сервиса и ответственность", + "serviceNoWarranty": "1. Отсутствие гарантий", + "serviceNoWarrantyDesc": "СЕРВИС ПРЕДОСТАВЛЯЕТСЯ «КАК ЕСТЬ» И «ПО МЕРЕ ДОСТУПНОСТИ» БЕЗ КАКИХ-ЛИБО ГАРАНТИЙ, ЯВНЫХ, ПОДРАЗУМЕВАЕМЫХ ИЛИ УСТАНОВЛЕННЫХ ЗАКОНОМ, ВКЛЮЧАЯ, НО НЕ ОГРАНИЧИВАЯСЬ, ПОДРАЗУМЕВАЕМЫЕ ГАРАНТИИ ТОВАРНОЙ ПРИГОДНОСТИ, ПРИГОДНОСТИ ДЛЯ ОПРЕДЕЛЁННОЙ ЦЕЛИ И НЕНАРУШЕНИЯ ПРАВ. Мы не гарантируем, что сервис будет бесперебойным, своевременным, безопасным или безошибочным.", + "serviceLiability": "2. Ограничение ответственности", + "serviceLiabilityDesc": "В МАКСИМАЛЬНОЙ СТЕПЕНИ, ДОПУСТИМОЙ ПРИМЕНИМЫМ ЗАКОНОДАТЕЛЬСТВОМ, МЫ НИ ПРИ КАКИХ ОБСТОЯТЕЛЬСТВАХ НЕ НЕСЁМ ОТВЕТСТВЕННОСТИ ЗА КОСВЕННЫЕ, СЛУЧАЙНЫЕ, СПЕЦИАЛЬНЫЕ, ПОСЛЕДУЮЩИЕ ИЛИ ШТРАФНЫЕ УБЫТКИ, А ТАКЖЕ ЗА ПОТЕРЮ ПРИБЫЛИ ИЛИ ДОХОДА, ПОНЕСЁННУЮ ПРЯМО ИЛИ КОСВЕННО, ИЛИ ЗА ПОТЕРЮ ДАННЫХ, ВОЗМОЖНОСТИ ИСПОЛЬЗОВАНИЯ, ДЕЛОВОЙ РЕПУТАЦИИ ИЛИ ИНЫХ НЕМАТЕРИАЛЬНЫХ ПОТЕРЬ, ВОЗНИКШИХ В РЕЗУЛЬТАТЕ ИСПОЛЬЗОВАНИЯ ИЛИ НЕВОЗМОЖНОСТИ ИСПОЛЬЗОВАНИЯ СЕРВИСА. Наша совокупная ответственность по любым претензиям, вытекающим из настоящих условий или сервиса, не превышает сумму, уплаченную вами нам за три (3) месяца, предшествующих претензии.", + "serviceCredits": "3. Перебои в работе сервиса и кредиты", + "serviceCreditsDesc": "В случае продолжительного незапланированного перебоя в работе сервиса, затрагивающего функции Premium более 72 последовательных часов, затронутые подписчики Premium могут запросить сервисный кредит, связавшись со службой поддержки. Кредиты выдаются исключительно по нашему усмотрению и применяются как продление текущего расчётного периода — а не как денежный возврат. Плановые технические работы, сбои сторонних сервисов (Discord, Gaijin API) и события, находящиеся вне нашего разумного контроля, исключаются.", + "serviceForceM": "4. Форс-мажор", + "serviceForceMDesc": "Мы не несём ответственности за любые сбои или задержки в исполнении, вызванные причинами, находящимися вне нашего разумного контроля, включая, но не ограничиваясь: стихийные бедствия, войны, терроризм, пандемии, перебои в электроснабжении, нарушения работы интернета, сбои платформы Discord, изменения или недоступность API Gaijin Entertainment, действия государственных органов или любые другие обстоятельства непреодолимой силы.", + "disclaimer": "Отказ от ответственности", + "warThunderDisclaimer": "является независимым Discord-ботом и не связан с Gaijin Entertainment или War Thunder, не одобрен ими и не ассоциирован с ними. War Thunder является торговой маркой Gaijin Entertainment.", + "acknowledgement": "Используя", + "acknowledgementEnd": ", вы подтверждаете, что прочитали, поняли и согласны соблюдать настоящие Условия использования и Политику конфиденциальности." + }, + "premium": { + "upgradeTitle": "Улучшите свой полк", + "heroDesc": "Каждый результат SQB публикуется в вашем канале сразу после окончания — таблицы, логи боёв, карты перемещений и реплеи, всё автоматически.", + "instantScoreboards": "Мгновенные таблицы", + "viewPaths": "Просмотр маршрутов", + "chatBattleLogs": "Чат и логи боёв", + "replayLookups": "Поиск реплеев", + "free": "Бесплатно", + "perMonth": "/мес", + "alwaysFree": "Всегда бесплатно", + "noCardNeeded": "карта не нужна", + "included": "Включено", + "manualLookups": "Ручной поиск игр", + "playerStats": "Статистика и профили игроков", + "leaderboards": "Рейтинг", + "stickWithFree": "Остаться на бесплатном", + "premiumLabel": "Премиум", + "perServer": "за сервер", + "cancelAnytime": "отмена в любое время", + "everythingInFree": "Всё из бесплатного, плюс", + "autoScoreboards": "Автопубликация таблиц", + "pathMaps": "Карты маршрутов / перемещений", + "chatLogs": "Чат и логи боёв", + "replayLookupsFeature": "Поиск реплеев", + "unlimitedComp": "Неограниченные запросы /comp", + "prioritySupport": "Приоритетная поддержка", + "subscribeNow": "Подписаться", + "comingSoon": "Скоро", + "serverIdInfo": "Вам понадобится", + "discordServerId": "ID сервера Discord", + "duringCheckout": "при оформлении.", + "developerMode": "Режим разработчика", + "rightClickServer": "ПКМ по серверу", + "copyId": "Копировать ID", + "successTitle": "Премиум активирован", + "successDesc": "Ваша подписка настраивается. Бот получит премиум-доступ для вашего сервера в течение нескольких минут.", + "whatHappensNext": "Что дальше", + "autoLogging": "Автологирование активируется для вашего сервера", + "setLogChannel": "Установите канал логов через", + "everyResult": "Каждый результат SQB публикуется автоматически", + "readSetupGuide": "Читать руководство по настройке", + "tierStandardName": "Стандарт", + "tierProName": "Про", + "tierMaxName": "Макс", + "squadCap": "Логирование до {cap} полков", + "squadCapUnlimited": "Неограниченное логирование полков", + "everythingInStandard": "Всё из Стандарта", + "everythingInPro": "Всё из Про", + "wildcardSupport": "Wildcard-логирование (*, all, everything)", + "noSquadCap": "Без лимита на полки", + "earlyAccessFeatures": "Ранний доступ к новым функциям" + }, + "player": { + "totalBattles": "Всего боёв", + "totalWins": "Всего побед", + "vehicleStatistics": "Статистика техники", + "cumulative": "Суммарно", + "individual": "По отдельности", + "filterBy": "Фильтр:", + "allTime": "Всё время", + "dateRange": "Период", + "season": "Сезон", + "week": "Неделя", + "session": "Сессия", + "dateType": "Тип даты:", + "last7Days": "Последние 7 дней", + "last30Days": "Последние 30 дней", + "last90Days": "Последние 90 дней", + "customRange": "Свой период", + "specificDate": "Конкретная дата", + "filterType": "Тип фильтра:", + "fullSeason": "Весь сезон", + "specificWeek": "Конкретная неделя", + "from": "С:", + "to": "По:", + "timeslot": "Слот", + "fullDay": "Весь день", + "selectSeason": "Сезон:", + "selectWeek": "Неделя:", + "selectSeasonFirst": "Сначала выберите сезон", + "pleaseSelect": "Пожалуйста, выберите", + "searchVehicles": "Поиск техники...", + "resetFilters": "Сбросить фильтры", + "vehiclesShown": "техники показано", + "gamesShown": "игр показано", + "noVehicleData": "Нет данных о технике", + "noVehiclesForRange": "Техника не найдена для выбранного периода, или у игрока ещё нет данных.", + "switchToCards": "Карточки", + "switchToTable": "Таблица", + "loadingTimeline": "Загрузка временной шкалы...", + "noTimelineData": "Нет данных временной шкалы.", + "timelineUnavailable": "Временная шкала недоступна.", + "loadingGameRecords": "Загрузка записей игр...", + "unableToLoadRecords": "Не удалось загрузить записи игр", + "failedToFetch": "Не удалось получить данные игр. Попробуйте позже.", + "noGameRecords": "Записи игр не найдены", + "noGamesYet": "У этого игрока ещё нет записанных игр.", + "collapseChart": "Свернуть график", + "loadingChartData": "Загрузка данных графика...", + "noHistoricalData": "Нет исторических данных.", + "chartUnavailable": "График недоступен.", + "relative": "Относительно", + "uidLabel": "UID игрока" + }, + "squadrons": { + "title": "Полки", + "subtitle": "Находите полки, просматривайте статистику и отслеживайте результаты", + "findSquadron": "Найти полк", + "searchPlaceholder": "Поиск полка по названию...", + "totalSquadrons": "Всего полков", + "totalPlayers": "Всего игроков", + "totalBattles": "Всего боёв", + "avgWinRate": "Средний % побед", + "topSquadrons": "Лучшие полки", + "viewFullLeaderboard": "Полный рейтинг", + "loadingSquadrons": "Загрузка данных полков...", + "noSquadronData": "Данные полков пока недоступны.", + "failedToLoad": "Не удалось загрузить данные полков. Попробуйте позже.", + "backToSquadronHub": "Назад к полкам", + "squadronPoints": "Очки полка", + "squadronMembers": "Участники полка", + "performance": "Эффективность", + "performanceNoData": "Для выбранного диапазона нет данных по эффективности.", + "quickDetails": "Подробнее", + "noMembersFound": "Участники не найдены", + "noRecordedMembers": "У этого полка пока нет записанных участников.", + "squadronGames": "Игры полка", + "loadingSquadronGames": "Загрузка записей игр полка...", + "noSquadronGames": "Записи игр для этого полка не найдены.", + "retryLoadGames": "Повторить", + "searchMapPlaceholder": "Поиск по карте..." + }, + "leaderboard": { + "playersTitle": "Рейтинг игроков", + "playersSubtitle": "Лучшие игроки War Thunder по результатам", + "vehiclesTitle": "Рейтинг техники по уничтожениям", + "vehiclesSubtitle": "Лучшая техника War Thunder по количеству уничтожений", + "squadronsTitle": "Рейтинг полков", + "squadronsSubtitle": "Лучшие полки War Thunder по результатам", + "statsTitle": "Глобальная статистика", + "statsSubtitle": "Общая статистика полковых боёв и мета-информация", + "comparisonTitle": "Инструмент сравнения", + "comparisonSubtitle": "Сравните игроков и технику бок о бок", + "comparisonHint": "Сравните статистику лучших игроков и техники", + "compareSquadrons": "Сравнить полки", + "comparePlayers": "Сравнить игроков", + "compareVehicles": "Сравнить технику", + "playersAndVehicles": "Игроки + Техника", + "failedToLoadLeaderboard": "Не удалось загрузить данные рейтинга. Попробуйте позже.", + "failedToLoadVehicles": "Не удалось загрузить рейтинг техники", + "failedToLoadSquadrons": "Не удалось загрузить рейтинг полков", + "noResultsYet": "Пока нет результатов. Добавьте полки/игроков для начала.", + "searchSquadron": "Поиск полка", + "searchBySquadronName": "Поиск по названию полка...", + "minPlayers": "Мин. игроков", + "minPlayersPlaceholder": "Мин. игроков", + "resetFilters": "Сбросить фильтры", + "squadronsShown": "полков показано", + "playersShown": "игроков показано", + "page": "страница", + "of": "из", + "loadingSquadronLeaderboard": "Загрузка рейтинга полков...", + "loadingPlayerLeaderboard": "Загрузка рейтинга игроков...", + "loadingComparisonData": "Загрузка данных сравнения...", + "unableToFetch": "Не удалось получить данные рейтинга. Попробуйте снова.", + "noSquadronsInLeaderboard": "Полки в рейтинге не найдены.", + "noPlayersInLeaderboard": "Игроки в рейтинге не найдены.", + "loadingGlobalStats": "Загрузка глобальной статистики...", + "failedToLoadStats": "Не удалось загрузить статистику", + "unableToFetchStats": "Не удалось получить данные статистики. Попробуйте снова.", + "mostPopularVehicles": "Самая популярная техника", + "vehicleKillsLeaderboardTitle": "Рейтинг техники по уничтожениям", + "avgWinRate": "Средний % побед", + "avgKillsPerPlayer": "Среднее уничтож./игрок", + "loadingVehicleKills": "Загрузка данных уничтожений...", + "apiNotLoaded": "API-клиент не загружен. Обновите страницу.", + "failedToInitApi": "Не удалось инициализировать API-клиент", + "noStatsData": "Нет данных статистики", + "totalPlayersCard": "Всего игроков", + "activePlayers": "Активные игроки", + "vehiclesUsed": "Используемая техника", + "differentVehicles": "Различная техника", + "squadronBattlesLabel": "Полковые бои", + "noVehicleData": "Нет данных о технике", + "mostPopular": "Самый популярный", + "timesUsed": "Раз использован", + "failedToLoadVehicleKills": "Не удалось загрузить данные уничтожений", + "lastUpdated": "Обновлено", + "searchPlayer": "Поиск игрока", + "searchByPlayerName": "Поиск по имени игрока...", + "minimumBattles": "Мин. боёв", + "minBattlesPlaceholder": "Мин. боёв", + "searchSquadronsPlaceholder": "Поиск полков...", + "sortBy": "Сортировка", + "kdRatio": "У/С", + "killsPerSpawn": "Уничтож./Вылет", + "caps": "Захв", + "timePeriod": "Период", + "allTime": "Всё время", + "dateRange": "Период", + "season": "Сезон", + "week": "Неделя", + "dateType": "Тип даты", + "last7Days": "Последние 7 дней", + "last30Days": "Последние 30 дней", + "last90Days": "Последние 90 дней", + "customRange": "Свой период", + "from": "С", + "to": "По", + "timeslot": "Слот", + "fullDay": "Весь день", + "selectSeason": "Выберите сезон...", + "selectWeek": "Выберите неделю...", + "failedToLoadComparison": "Не удалось загрузить данные сравнения", + "pleaseRefresh": "Попробуйте обновить страницу", + "playerComparison": "Сравнение игроков", + "squadronComparison": "Сравнение полков", + "vehicleComparison": "Сравнение техники", + "playersVehiclesComparison": "Сравнение игроков + техника", + "addPlayersToCompare": "Добавьте игроков для сравнения:", + "addSquadronsToCompare": "Добавьте полки для сравнения:", + "addVehiclesToCompare": "Добавьте технику для сравнения:", + "addPlayerVehicleCombos": "Добавьте комбинации игрок + техника:", + "searchSelectPlayers": "Найдите и выберите игроков...", + "typeSquadronName": "Введите название полка...", + "searchSelectVehicles": "Найдите и выберите технику...", + "searchForPlayers": "Поиск игроков...", + "selectPlayersToCompare": "Найдите и выберите игроков выше для сравнения", + "selectSquadronsToCompare": "Найдите и выберите полки выше для сравнения", + "selectVehiclesToCompare": "Найдите и выберите технику выше для сравнения", + "selectPlayersVehiclesToCompare": "Найдите и выберите игроков, затем выберите технику для сравнения", + "selectVehicleFor": "Выберите технику для", + "selectAVehicle": "-- Выберите технику --", + "noVehiclesForPlayer": "Техника для этого игрока не найдена", + "noPlayerVehicleSelected": "Комбинации игрок-техника не выбраны", + "noPlayersSelected": "Игроки не выбраны", + "noVehiclesSelected": "Техника не выбрана", + "noSquadronsSelected": "Полки не выбраны", + "statistic": "Статистика", + "totalDeaths": "Всего гибелей", + "totalAssists": "Всего ассистов", + "totalCaptures": "Всего захватов", + "killsPerSpawnShort": "Уничтож./вылет", + "avgWinRateShort": "Средний % побед", + "avgKillsPlayerShort": "Средн. уничтож./игрок", + "avgKillsMember": "Средн. уничтож./участник", + "avgBattlesMember": "Средн. боёв/участник", + "serverError500": "Ошибка сервера (500) — API временно недоступен. Попробуйте через несколько секунд.", + "apiEndpoint404": "API-эндпоинт не найден (404) — Проверьте конфигурацию сервера.", + "networkError": "Ошибка сети — Не удаётся подключиться к серверу. Проверьте соединение.", + "viewFullLeaderboard": "Полный рейтинг", + "vehicleName": "Название техники", + "searchVehiclePlaceholder": "Поиск конкретной техники...", + "minKills": "Мин. уничтожений", + "any": "Любое", + "perPage": "На странице", + "clear": "Очистить", + "vehicleAndPlayer": "Техника и игрок", + "loadingVehicleLeaderboard": "Загрузка рейтинга техники...", + "vehiclesShown": "техники показано", + "minBattlesPerVehicle": "Минимум 3 боя на единицу техники", + "minimumBattlesRequired": "Минимум 5 боёв", + "allSeasons": "Все сезоны", + "allWeeks": "Все недели", + "allBR": "Все BR" + }, + "games": { + "title": "История матчей", + "subtitle": "Поиск и просмотр матчей полков", + "searchPlaceholder": "Поиск по имени игрока или UID...", + "filterByMap": "Фильтр по карте", + "allMaps": "Все карты", + "search": "Поиск", + "noResults": "Матчи не найдены", + "matchDetail": "Детали матча", + "chatLog": "Чат", + "battleLog": "Боевой журнал", + "duration": "Длительность", + "mode": "Режим", + "winningTeam": "Победившая команда", + "losingTeam": "Проигравшая команда", + "viewMatch": "Просмотр матча", + "loadingMatch": "Загрузка данных матча...", + "matchNotFound": "Матч не найден", + "searchingGames": "Поиск матчей...", + "recentMatches": "Последние матчи", + "noChatLog": "Чат недоступен", + "noBattleLog": "Боевой журнал недоступен", + "replayVideo": "Видео реплея", + "generatingVideo": "Генерация видео реплея…", + "videoFirstLoad": "Первая загрузка может занять до минуты", + "videoUnavailable": "Видео реплея недоступно для этого матча", + "modeGround": "Наземный", + "modeAir": "Воздушный", + "squadronPlaceholder": "Название полка...", + "loadingReplay": "Загрузка реплея..." + }, + "errors": { + "pageNotFound": "Страница не найдена", + "error": "Ошибка", + "oopsNotFound": "Упс! Страница, которую вы ищете, не существует. Возможно, она была перемещена, удалена, или вы ввели неверный URL.", + "searchError": "Ошибка поиска. Попробуйте снова." + }, + "js": { + "openingDiscordInvite": "Открываем приглашение Discord!", + "errorOpeningInvite": "Ошибка открытия ссылки. Попробуйте позже.", + "gettingSupportLink": "Получаем ссылку на сервер поддержки...", + "openingSupportServer": "Открываем сервер поддержки!", + "errorGettingSupport": "Ошибка получения ссылки. Попробуйте позже.", + "failedToUpdateStats": "Не удалось обновить статистику", + "konamiActivated": "Достижение разблокировано: секретный код!", + "noPlayersFound": "Игроки не найдены", + "searchError": "Ошибка поиска. Попробуйте снова.", + "killsSuffix": "уничтожений", + "winRateSuffix": "побед", + "noSquadronsFound": "Полки не найдены" + }, + "index": { + "subtitle1": "Лучший инструмент для полковых боёв", + "subtitle2": "Boris Stats, но лучше", + "subtitle3": "Крупнейший набор данных SQB", + "subtitle4": "Публичная и бесплатная информация для всех" + }, + "seasonCard": { + "buttonLabel": "Карточка сезона", + "buttonDisabledTitle": "Поиск полка неполный — карточка недоступна", + "modalTitle": "Карточка сезона", + "seasonLabel": "Сезон", + "themeLabel": "Тема", + "themeDark": "Тёмная", + "themeLight": "Светлая", + "generate": "Создать", + "loadingSeasons": "Загрузка сезонов…", + "generating": "Генерация…", + "failedSeasons": "Не удалось загрузить сезоны.", + "failedGenerate": "Не удалось создать карточку с итогами.", + "inProgressSuffix": "(в процессе)", + "imgRecapSuffix": "ИТОГИ", + "imgHeroFinalRating": "Итоговый рейтинг", + "imgHeroMatches": "Матчей", + "imgHeroWinRate": "% побед", + "imgHeroKD": "K/D", + "imgAxisRating": "Рейтинг", + "imgAxisWinRate": "% побед", + "imgStatPeakRating": "Пик рейтинга", + "imgStatRatingChange": "Изменение рейтинга", + "imgStatTotalKills": "Всего убийств", + "imgStatTotalDeaths": "Всего смертей", + "imgStatAssistsCaptures": "Помощь / захваты", + "imgStatMostPlayedVehicle": "Чаще всего", + "imgStatMVP": "MVP", + "imgStatMostActive": "Активнейший", + "imgStatLongestWinStreak": "Серия побед", + "imgStatMostCommonOpponent": "Частый соперник", + "imgUnitKills": "убийств", + "imgUnitAssists": "помощи", + "imgUnitCaptures": "захватов", + "imgUnitGames": "игр", + "imgUnitMatches": "матчей", + "imgUnitWins": "П", + "imgUnitLosses": "Пр", + "imgGroundShort": "З", + "imgAirShort": "В", + "imgFooterGenerated": "сгенерировано", + "imgPlaceholderNoData": "Нет данных для {short} в {season}", + "buttonLabelPlayer": "Итоги сезона", + "buttonDisabledTitlePlayer": "Player lookup incomplete — recap unavailable", + "modalTitlePlayer": "Player Season Recap", + "imgHeroBattles": "Боёв", + "imgHeroTotalKills": "Всего убийств", + "imgAxisBattles": "Боёв (7 дн)", + "imgAxisKD": "K/D", + "imgStatBestMatch": "Лучший матч", + "imgStatSquadronsRepresented": "Полки", + "imgStatFrequentTeammate": "Частый союзник", + "imgStatLongestSession": "Длиннейшая сессия", + "imgStatMostActiveDay": "Активнейший день (UTC)", + "imgStatMostCommonOppSquadron": "Частый вражеский полк", + "imgStatPeakSquadronRating": "Пик рейтинга полка", + "imgUnitSlotNA": "NA", + "imgUnitSlotEU": "EU", + "imgUnitNoSquadron": "без полка", + "imgUnitVs": "vs", + "imgUnitTogether": "совместных матчей", + "imgStatKDAC": "Уб / См / Пом / Зах", + "imgPlaceholderNoDataPlayer": "Нет данных для {nick} в {season}", + "imgUIDLabel": "UID", + "imgBestMatchLine": "{vehicle} · Нз {gk} / Вз {ak} / Пом {assists} / Зх {cap} / См {deaths} · {date}" + }, + "live": { + "air": "ВЗ", + "gnd": "НЗ", + "ast": "ПОМ", + "dth": "СМР", + "cap": "ЗХ", + "squadronBattle": "Бой полков", + "randomBattle": "Случайный бой" + }, + "analytics": { + "pageTitle": "Аналитика SQB", + "pageSubtitle": "Подробная аналитика по любому полку, игроку или технике.", + "modeSquadron": "Полк", + "modePlayer": "Игрок", + "modeVehicle": "Техника", + "tabMaps": "Винрейт по картам", + "tabSquadmates": "Частые напарники", + "tabComps": "Составы команд", + "tabConsistency": "Стабильность игрока", + "tabTime": "Время суток", + "tabMatchups": "История встреч", + "pickSquadron": "Найдите полк, чтобы увидеть его аналитику", + "pickPlayer": "Найдите игрока, чтобы увидеть его аналитику", + "pickVehicle": "Найдите технику, чтобы увидеть её аналитику", + "noData": "Нет данных за этот период.", + "loading": "Загрузка…", + "loadError": "Не удалось загрузить аналитику.", + "compComingSoon": "Анализ составов команд скоро.", + "compTopVehiclesTitle": "Часто используемые техники", + "compCompositionsTitle": "Повторяющиеся составы боёв", + "compCompositionsMeta": "Составы минимум из {min} единиц техники, сортировка по числу боёв", + "compMatchesAnalyzed": "проанализировано боёв", + "compNoRepeats": "В этом диапазоне состав такого размера не выводился.", + "compColVehicle": "Техника", + "compColSpawns": "Выезды", + "compColMatches": "Бои", + "compColShare": "% боёв", + "compColLineup": "Состав", + "compColTypes": "Комп", + "compTypeFighters": "Истребители", + "compTypeBombers": "Бомбардировщики", + "compTypeHelicopters": "Вертолёты", + "compTypeLight": "Лёгкий танк", + "compTypeTanks": "Танки", + "compTypeSPAA": "ЗСУ", + "compTypeSPAATooltip": "Зенитка/ЗСУ", + "compTypeUnknown": "Неизвестно", + "compSearchPresetLabel": "Готовый состав", + "compSearchPresetAll": "Все составы", + "compSearchPresetHint": "Построено по истории составов этого полка", + "compSearchTypesLabel": "Типы", + "compTypeCapsHint": "Макс 8 всего · макс 4 авиации (F + B + H)", + "compSearchRefineLabel": "Уточнить", + "compRefineHint": "Укажите число выше, чтобы выбрать конкретную технику этого типа.", + "compRefineAny": "Любая {type}", + "compSearchCustomLabel": "Свой", + "compSearchAddVehicle": "Конкретная техника", + "compSearchVehiclesLabel": "Техника", + "compSearchApply": "Применить", + "compSearchReset": "Сброс", + "compSearchMatches": "Показано {shown} из {total} составов", + "compSearchNoMatches": "Ни один состав не подходит под фильтр.", + "compSearchGamesShort": "боёв", + "colMap": "Карта", + "colWins": "П", + "colLosses": "П", + "colWinRate": "%П", + "colBar": "", + "colShared": "Совместно", + "colUid": "UID", + "colGames": "Игры", + "colPlayer": "Игрок", + "colAvgKills": "Ср. убийства", + "colAvgDeaths": "Ср. смерти", + "colScore": "Очки", + "colHour": "Час (UTC)", + "colSquadron": "Полк", + "colTotal": "Всего", + "matchupsWonHeader": "Чаще всего побеждали", + "matchupsLostHeader": "Чаще всего проигрывали", + "uniqueOpponents": "уникальных противников", + "euTimeslot": "EU слот", + "naTimeslot": "NA слот", + "offPeak": "Не пик", + "radarMetaMaps": "топ {shown} из {total} карт · мин. {min} боёв", + "radarMetaSquadmates": "топ {shown} из {total} напарников · мин. {min} совместных боёв", + "radarTooFewMaps": "Недостаточно данных для графика — в этом фильтре нужно минимум 3 карты с {min}+ боями.", + "radarTooFewSquadmates": "Недостаточно данных для графика — в этом фильтре нужно минимум 3 напарника с {min}+ совместными боями.", + "radarFootnoteMaps": "Скрыто {count} карт с меньшим числом боёв — см. полную таблицу", + "radarFootnoteSquadmates": "Скрыто {count} напарников с меньшим числом боёв — см. полную таблицу", + "tabTimeline": "Хронология K/D", + "tabTopPlayers": "Лучшие игроки", + "tabTopSquadrons": "Лучшие полки" + }, + "playerModal": { + "viewFullProfile": "Открыть полный профиль →", + "close": "Закрыть", + "overview": "Обзор", + "vehicles": "Техника", + "sessions": "Сессии", + "loadingPlayerData": "Загрузка данных игрока...", + "kdr": "K/D", + "kps": "K/S", + "winRate": "Процент побед", + "battles": "Бои", + "wins": "Победы", + "totalBattles": "Всего боёв", + "totalKills": "Всего уничтожений", + "airKills": "Воздушные фраги", + "groundKills": "Наземные фраги", + "assists": "Помощь", + "deaths": "Смерти", + "captures": "Захваты", + "clickToSwitchMetric": "Нажмите, чтобы сменить метрику", + "clickToCycle": "нажмите для переключения", + "noChartData": "Нет данных графика", + "noVehicleData": "Нет данных по технике", + "noSessionData": "Нет данных сессий", + "date": "Дата", + "vehicle": "Техника", + "ground": "Земля", + "air": "Воздух", + "result": "Результат", + "unknown": "Неизвестно", + "failedToLoadPlayerData": "Не удалось загрузить данные игрока" + }, + "replay": { + "playPause": "Пуск/Пауза", + "crashed": "разбился", + "destroyed": "уничтожил", + "hit": "попал" + }, + "dateFilter": { + "allTime": "Всё время", + "currentSeason": "Текущий сезон", + "bySeason": "По сезону", + "cumulative": "Накопительно", + "customRange": "Свой диапазон", + "selectSeason": "Выбрать сезон", + "selectSeasonDots": "Выберите сезон...", + "selectWeek": "Выбрать неделю", + "selectWeekDots": "Выберите неделю...", + "entireSeason": "Весь сезон", + "applyFilter": "Применить фильтр", + "cumulativeHelp": "Показать статистику, накопленную к выбранному моменту", + "season": "Сезон", + "upToWeek": "До недели", + "applyCumulativeFilter": "Применить накопительный фильтр", + "startDate": "Дата начала", + "endDate": "Дата окончания", + "applyCustomRange": "Применить свой диапазон", + "activeFilter": "Активный фильтр:", + "clear": "Очистить", + "allTimeStatistics": "Статистика за всё время", + "currentSeasonValue": "Текущий сезон: {season}", + "alertSelectSeason": "Выберите сезон", + "seasonValue": "Сезон {season}", + "alertSelectSeasonWeek": "Выберите сезон и неделю", + "cumulativeValue": "Накопительно до {season} - {week}", + "alertSelectDate": "Выберите хотя бы одну дату", + "alertStartBeforeEnd": "Дата начала должна быть раньше даты окончания", + "customRangePrefix": "Свой диапазон:", + "fromDate": "С {date}", + "upToDate": "До {date}" + }, + "timeline": { + "pageTitle": "История SREBOT", + "pageDescription": "История SREBOT: от идеи до стандарта SQB в War Thunder.", + "eyebrow": "Наша история", + "heading": "Хронология", + "servers": "Серверов: {count}", + "scroll": "Прокрутить", + "cards": { + "1": { + "label": "Начало", + "date": "Июнь 2024", + "title": "Рождение SNLK SQB BOT", + "description": "По заказу ImApollo запущен SNLK SQB BOT. Первая версия заработала за неделю с ручным вводом данных и быстро распространилась." + }, + "2": { + "label": "Таблицы", + "date": "Август 2024", + "title": "Первые логи", + "description": "Бот начал с цветных diff-таблиц, но итоги ещё вводились вручную. На стиль сильно повлияли TheH0G (Cade) и progavman (Prog)." + }, + "3": { + "label": "Новое имя", + "date": "Октябрь 2024", + "title": "Появление SREBOT", + "description": "Проект перерос старое имя и стал SREBOT." + }, + "4": { + "label": "Союз", + "date": "Январь 2025", + "title": "Lux_ и взаимный вклад", + "description": "Lux_ и SREBOT обменивались знаниями об API War Thunder и управлении сообществами. Позже его бот стал Spectra." + }, + "5": { + "label": "Парсер", + "date": "Февраль 2025", + "title": "Frovy открывает путь", + "description": "Frovy показал первый парсер и открыл путь к автоматическим таблицам." + }, + "6": { + "label": "Логи", + "date": "Март 2025", + "title": "LivingTheDagor и новый парсер", + "description": "Dagor принёс более надёжный парсер, который используется до сих пор, и улучшил систему логов." + }, + "7": { + "label": "Рост", + "date": "Июль 2025", + "title": "Слух расходится", + "description": "Бота замечало всё больше полков и сообществ." + }, + "8": { + "label": "Сайт", + "date": "Август 2025", + "title": "Clippi создаёт сайт", + "description": "Clippi (Sophie) возглавила создание сайта и перевела проект с Replit на полноценную инфраструктуру." + }, + "9": { + "label": "Маршруты", + "date": "Ноябрь 2025", + "title": "Тепловые карты Flexcoral", + "description": "Flexcoral и группа разработчиков реализовали отрисовку мини-карт и маршрутов из повторов и опубликовали основу наших методов." + }, + "10": { + "label": "Партнёрство", + "date": "Январь 2026", + "title": "Вместе со Spectra", + "description": "SREBOT начал получать игры напрямую от Spectra вместо самостоятельной загрузки и разбора каждого матча." + }, + "11": { + "label": "Монетизация", + "date": "Апрель 2026", + "title": "Топливо для будущего", + "description": "Первые реальные доходы профинансировали лучшие серверы и ускорили разработку." + }, + "12": { + "label": "Клиенты", + "date": "Май 2026", + "title": "Поддержка клиентских портов", + "description": "Мы начали поддерживать клиентские порты. Первым стал AXBot для китайского SQB-сообщества." + }, + "13": { + "label": "TSSBOT", + "date": "Май 2026", + "title": "TSSBOT обретает форму", + "description": "TSSBOT был задуман и получил прототип; первые данные поступили в начале июня." + }, + "14": { + "label": "Сегодня", + "date": "Сейчас", + "title": "Где мы сейчас", + "description": "Сегодня проект определяют автоматический парсинг через Spectra, финансируемая разработка и растущее сообщество." + } + } + } +} diff --git a/locales/uk.json b/locales/uk.json new file mode 100644 index 0000000..49fb4c9 --- /dev/null +++ b/locales/uk.json @@ -0,0 +1,1005 @@ +{ + "nav": { + "home": "Головна", + "live": "Наживо", + "leaderboards": "Рейтинг", + "docs": "Документація", + "terms": "Умови", + "premium": "Преміум", + "support": "Підтримка", + "addToDiscord": "Додати до Discord", + "games": "Матчі", + "squadrons": "Ескадрильї", + "donate": "Підтримати", + "analytics": "Аналітика" + }, + "footer": { + "services": "Послуги", + "matchFeed": "Стрічка матчів", + "vehicleStats": "Статистика техніки", + "analytics": "Аналітика", + "squadronHub": "Центр ескадрилій", + "comparison": "Порівняння", + "resources": "Ресурси", + "documentation": "Документація", + "inviteBot": "Запросити бота", + "legal": "Правова інформація", + "termsOfService": "Умови використання", + "privacyPolicy": "Політика конфіденційності", + "termsAndPrivacy": "Умови та конфіденційність", + "meowing": "Нявкання", + "websiteBy": "Сайт від", + "andToothless": "та Toothless" + }, + "common": { + "loading": "Завантаження...", + "retry": "Повторити", + "backToHome": "На головну", + "battles": "Бої", + "wins": "Перемоги", + "winRate": "Відсоток перемог", + "kills": "Знищення", + "totalKills": "Всього знищень", + "groundKills": "Знищення наземних", + "airKills": "Знищення повітряних", + "assists": "Допомога", + "deaths": "Загибелі", + "captures": "Захоплення", + "kdr": "KDR", + "kps": "KPS", + "rank": "Місце", + "player": "Гравець", + "players": "Гравці", + "playersCount": "гравців", + "vehicle": "Техніка", + "vehicles": "Техніка", + "squadron": "Ескадрилья", + "squadrons": "Ескадрильї", + "statistics": "Статистика", + "comparison": "Порівняння", + "date": "Дата", + "result": "Результат", + "totalBattles": "Всього боїв", + "totalWins": "Всього перемог", + "points": "Очки", + "members": "Учасники", + "membersCount": "учасників", + "rating": "Рейтинг", + "searchPlayerByName": "Пошук гравця за іменем...", + "noPlayersFound": "Гравців не знайдено", + "noSquadronsFound": "Ескадрилей не знайдено", + "noVehiclesFound": "Техніки не знайдено", + "failedToLoad": "Не вдалося завантажити дані. Спробуйте пізніше.", + "recordingSince": "Запис даних з 01/01/2026", + "vs": "ПРО", + "map": "Карта" + }, + "home": { + "squadronBattles": "Бої ескадрилій", + "madeSimple": "Просто та зручно", + "addToDiscord": "Додати до Discord", + "learnMore": "Дізнатися більше", + "searchBySquadron": "ПОШУК ЗА ЕСКАДРИЛЬЄЮ", + "typeSquadronName": "Введіть назву ескадрильї...", + "orByPlayer": "АБО ЗА ГРАВЦЕМ", + "typePlayerName": "Введіть ім'я гравця...", + "liveFeed": "Стрічка матчів", + "realTimeMatches": "Знайдіть свої матчі", + "topPlayers": "Топ гравців", + "vehicleStatsCard": "Статистика техніки", + "performanceMetrics": "Показники ефективності", + "analyticsCard": "Аналітика", + "globalStatistics": "Глобальна статистика", + "squadronHubCard": "Центр ескадрилій", + "squadronStats": "Статистика ескадрильї", + "comparisonCard": "Порівняння", + "compareStats": "Порівняти статистику", + "joinServers": "Приєднайтесь до 500+ серверів, що використовують нашого бота для відстеження результатів", + "noSquadronsFound": "Ескадрилей не знайдено", + "noPlayersFound": "Гравців не знайдено", + "searchPlayersIn": "Пошук гравців у", + "ctaElev8": "Готові підняти свою ескадрилью на новий рівень?", + "ctaReign": "Готові знову панувати?", + "ctaMeow": "Мяу", + "ctaPurr": "Муррр", + "ctaRawr": "Гарррр" + }, + "docs": { + "title": "Документація", + "subtitle": "Все, що вам потрібно знати про", + "quickNavigation": "Швидка навігація", + "gettingStarted": "Початок роботи", + "commands": "Команди", + "serverSetup": "Налаштування сервера", + "features": "Можливості", + "examples": "Приклади", + "troubleshooting": "Вирішення проблем", + "stackManager": "Менеджер стеку", + "welcomeMessage": "Виконайте ці кроки, щоб розпочати.", + "inviteTheBot": "Запросіть бота", + "inviteBotDesc": "Натисніть кнопку «Додати на сервер» та виберіть Discord-сервер вашої ескадрильї. Бот надішле привітальне повідомлення з підказкою запустити /setup.", + "runSetupWizard": "Запустіть майстер налаштування", + "setupWizardDesc": "Майстер налаштування проведе вас через конфігурацію ескадрильї, каналу журналів та каналу очок за один процес:", + "setupEasiest": "Це найпростіший спосіб розпочати. Він крок за кроком проведе вас через налаштування ескадрильї та вибір каналів.", + "youreDone": "Готово!", + "doneDesc": "Бот почне автоматично публікувати очки та оновлення рейтингу. Використовуйте /autolog-management для зміни налаштувань сповіщень пізніше.", + "premiumNote": "Автоматичні журнали ігор (повні таблиці результатів після кожного матчу) вимагають підписки Premium. Запустіть /unlock для оформлення підписки — $2.99/місяць за сервер, оплата через Discord.", + "manualSetup": "Ручне налаштування (альтернатива)", + "manualSetupDesc": "Якщо ви надаєте перевагу індивідуальному налаштуванню, ви можете використовувати ці команди:", + "allCommandsSlash": "Усі команди використовують систему слеш-команд Discord. Введіть / для перегляду доступних команд.", + "serverSetupAdmin": "Налаштування сервера та адміністрування", + "importantNote": "Важлива примітка", + "verifyFirst": "Завжди перевіряйте спочатку! Команда /sq-info підтверджує, що бот може знайти вашу ескадрилью в базі даних War Thunder, навіть якщо ваш рейтинг дуже низький.", + "cantFindSquadron": "Якщо бот не може знайти вашу ескадрилью за допомогою /sq-info, команди налаштування не працюватимуть належним чином.", + "botNotResponding": "Бот не відповідає", + "checkOnline": "Перевірте, чи бот онлайн (зелений статус)", + "verifyPermissions": "Перевірте, чи бот має необхідні дозволи", + "tryDifferentChannel": "Спробуйте використати команди в іншому каналі", + "commandsNotWorking": "Команди не працюють", + "ensureSlash": "Переконайтеся, що ви використовуєте слеш-команди (починаються з /)", + "checkRolePerms": "Перевірте, чи має ваша роль дозвіл на використання команд бота", + "tryRefreshing": "Спробуйте оновити Discord або перезапустити застосунок", + "dataNotSaving": "Дані не зберігаються", + "verifySendMessages": "Перевірте, чи є у бота дозвіл «Надсилати повідомлення»", + "checkOutages": "Перевірте, чи немає збоїв Discord", + "contactSupport": "Зверніться до підтримки, якщо проблема не зникає", + "needMoreHelp": "Потрібна додаткова допомога?", + "needMoreHelpDesc": "Якщо вам потрібна додаткова підтримка, звертайтесь через наші канали підтримки.", + "example": "Приклад", + "supportedLanguages": "Підтримувані мови", + "setupDesc": "Покроковий майстер для налаштування бота на вашому сервері. Встановлює ескадрилью, канал журналів та канал очок за один процес.", + "recommendedForNew": "Рекомендовано для нових серверів.", + "setSquadronDesc": "Зберегти ескадрилью за замовчуванням для вашого Discord-сервера. Використовується для журналювання та як значення за замовчуванням для інших команд.", + "quickLogDesc": "Встановити сигналізацію для ескадрильї в поточному каналі. Тип може бути Logs, Points, Leaderboard або Both — Both встановлює Logs і Points разом однією командою. За замовчуванням — Logs.", + "quickLogPremiumNote": "Logs (автоматичні таблиці результатів ігор) вимагають підписки Premium. Сповіщення про очки та рейтинг безкоштовні.", + "autologDesc": "Керуйте сповіщеннями autolog та діагностуйте дозволи каналу. Використовуйте для зміни налаштувань після початкового налаштування.", + "autologPremiumNote": "Автоматичні журнали ігор вимагають підписки Premium.", + "diagnosePermsDesc": "Миттєво перевіряє, чи є у бота необхідні дозволи в поточному каналі, показує налаштовані канали autolog та статус підписки Premium для цього сервера. Використовуйте, якщо таблиці результатів або очки не публікуються.", + "squadronInformation": "Інформація про ескадрилью", + "sqInfoDesc": "Переглянути детальну інформацію про будь-яку ескадрилью. Використовує ескадрилью сервера за замовчуванням, якщо інша не вказана.", + "sqInfoGraphDesc": "Візуалізує поточний склад ескадрильї у вигляді стовпчастої діаграми, розділеної на групи кістяк, активні та слабкі за активністю та відсотком перемог (поточний сезон).", + "compDesc": "Знайти останні відомі склади для боїв заданої ескадрильї. Безкоштовні сервери отримують 25 запитів за таймслот; Premium — без обмежень.", + "trackDesc": "Відстежити ескадрилью та порівняти статистику з останньою перевіркою.", + "topDesc": "Відобразити топ-20 ескадрилій та їх поточну статистику.", + "sqStatsDesc": "Відобразити очки ескадрильї у динаміці у вигляді інтерактивного графіка.", + "lossCalculatorDesc": "Розрахувати, скільки очок втратить ескадрилья, якщо вибрані гравці покинуть її.", + "recentDesc": "Показати останні 5 боїв ескадрильї.", + "vsDesc": "Переглянути статистику протистояння з іншою ескадрильєю.", + "leaderboardLinkDesc": "Отримати посилання на глобальний рейтинг гравців SRE Bot.", + "playerStats": "Статистика гравця", + "playerStatsDesc": "Переглянути детальну статистику техніки для гравця з інтерактивним випадаючим меню техніки. Підтримує автодоповнення.", + "viewPlayerGamesDesc": "Переглянути останні 20 ігор гравця. Показує загальний рахунок перемог/поразок та відсоток перемог, зведення по кожній грі (результат, ескадрилья-суперник, карта та склад), а також дедублікований список всіх унікальних складів гравця. Підтримує автодоповнення.", + "viewMatchDesc": "Переглянути повну таблицю результатів для конкретного матчу. Вкажіть ID матчу безпосередньо або здійсніть пошук за ім'ям гравця, щоб переглянути його останні 100 ігор та вибрати одну. Включає кнопки: Переглянути повтор, Переглянути маршрути, Журнал чату та Журнал бою.", + "examples2": "Приклади", + "compareDesc": "Порівняти зведену статистику SQB між двома або більше гравцями (до 7). Показує порівняння поряд із виділенням найкращих показників. Включає кнопку графіка для перегляду історії очок за 90 днів.", + "metaData": "Мета-дані", + "metaManagementDesc": "Налаштувати параметри доступу до мета-даних для вашого сервера.", + "metaDesc": "Здійснити пошук у мета-реєстрі вашої ескадрильї за назвою техніки.", + "settingsUtilities": "Налаштування та утиліти", + "languageDesc": "Змінити мову бота за замовчуванням. Також впливає на мову відображення техніки у журналах боїв.", + "scheduleDesc": "Переглянути розклад BR поточного сезону. Показує максимальний бойовий рейтинг кожного тижня з діапазоном дат, закреслення для минулих тижнів та виділення поточного активного періоду.", + "websiteDesc": "Отримати посилання на сайт SRE Bot для пошуку гравців, рейтингів тощо.", + "creditsDesc": "Переглянути команду, яка створила цього бота.", + "unlockDesc": "Розблокувати автоматичні журнали ігор SQB та необмежені запити /comp для цього сервера. Підписка додає повні таблиці результатів, що автоматично публікуються у налаштованому каналі після кожного матчу. $2.99 / місяць · за сервер · скасування будь-коли. Оплата здійснюється повністю через Discord — зовнішній обліковий запис не потрібен.", + "analyticsDesc": "Розширена аналітика SQB: відсоток перемог на картах, склади команд, стабільність гравців, ефективність у різний час доби та історія протистоянь (найбільше перемог і поразок проти суперників).", + "sqCardDesc": "Згенерувати PNG-картку сезонного підсумку для ескадрильї — динаміка рейтингу, відсоток перемог, найкращі гравці тощо. Сезон обирається з автодоповнення. Підтримує темну та світлу теми.", + "cardDesc": "Згенерувати PNG-картку сезонного підсумку для гравця. Сезон обирається з автодоповнення, гравець — за ім'ям користувача. Підтримує темну та світлу теми.", + "queryDesc": "[Лише адміністратор] Виконати попередньо визначені запити до бази даних — статистика ескадрильї, кількість ігор, найактивніші гравці, топ карт та інше. Результати ефемерні (видно лише вам).", + "donateDesc": "Підтримати розробку SRE Bot через Ko-fi.", + "botStatusDesc": "Показує, коли було отримано останню гру, і середній TTL за останніми іграми. Сигналізує про повільні сервери Gaijin.", + "premiumBadge": "Premium", + "newsDesc": "Переглянути останні новини та оголошення SRE Bot.", + "stackCreateDesc": "Створити стек гравців для координації загону перед матчем. У каналі публікується постійний embed із поточними учасниками та очікуючими заявниками. Стек діє до 8 годин і автоматично видаляється після закінчення кожного часового слоту SQB.", + "stackRequestToJoin": "Подати заявку на вступ — Будь-який гравець може подати заявку з технікою, на якій планує грати. У черзі до 20 місць.", + "stackLeaveWithdraw": "Вийти / Відкликати заявку — Учасники можуть покинути стек; заявники можуть відкликати свою заявку. Лідеру стеку буде запропоновано спочатку передати керівництво.", + "stackManagePanel": "Керувати стеком ⚙️ — Панель тільки для лідера з чотирма розділами:", + "stackAcceptMembers": "Прийняти учасників — Прийняти або відхилити заявників по одному або всіх одразу. Всього до 8 учасників.", + "stackRemoveMembers": "Видалити учасників — Видалити активних учасників або учасників у черзі. Параметри: видалити всіх, видалити активних, видалити тих, хто у черзі, або вибрати зі списку.", + "stackPingMembers": "Тегнути учасників — Тегнути з необов'язковим власним повідомленням. Параметри: тегнути всіх (учасники + черга, без лідера), тегнути активних, тегнути тих, хто у черзі, або вибрати зі списку.", + "stackRenameStack": "Перейменувати стек — Встановити власну назву для стеку. Відображається як заголовок embed та у повідомленнях сповіщень замість стандартного «Стек [Лідер]».", + "stackDisbandStack": "Розпустити стек — Лідер може достроково завершити стек.", + "stackManageDesc": "Повторно публікує активний embed стеку в поточному каналі. Використовуйте, якщо оригінальний embed було видалено або втрачено після перезапуску бота. Усі існуючі учасники та дані черги зберігаються.", + "translation": "Переклад", + "translateContextMenu": "Клацніть правою кнопкою на повідомлення → Застосунки → Перекласти повідомлення", + "translateDesc": "Перекладайте будь-яке повідомлення за допомогою контекстного меню Discord. Клацніть правою кнопкою миші (або утримуйте на мобільному) повідомлення та виберіть Застосунки → Перекласти повідомлення.", + "viewAllLanguages": "Переглянути всі підтримувані мови", + "serverSetupSubtitle": "Налаштуйте {botName} для оптимальної роботи на Discord-сервері вашої ескадрильї.", + "requiredPermissions": "Необхідні дозволи", + "sendMessages": "Надсилати повідомлення", + "useSlashCommands": "Використовувати слеш-команди", + "embedLinks": "Вбудовувати посилання", + "readMessageHistory": "Читати історію повідомлень", + "recommendedChannelSetup": "Рекомендоване налаштування каналу", + "recommendedChannelDesc": "Створіть окремий канал на зразок #squadron-battles для відстеження та статистики. Це дозволяє зберігати дані боїв організовано та у зручному доступі.", + "roleConfiguration": "Налаштування ролей", + "roleConfigurationDesc": "Призначте відповідні ролі членам ескадрильї, які можуть записувати результати боїв. Рекомендуємо обмежити це офіцерами та лідерами ескадрильї.", + "premiumSectionSubtitle": "Автоматичні журнали ігор SQB є функцією Premium, яка розблоковується для кожного сервера через нативну систему підписок Discord.", + "whatsIncluded": "Що входить", + "premiumInclude1": "Повна таблиця результатів автоматично публікується у налаштованому каналі після кожного матчу SQB", + "premiumInclude2": "Необмежені запити /comp (безкоштовні сервери отримують 25 за таймслот)", + "premiumInclude3": "Всі існуючі безкоштовні функції (сповіщення про очки, рейтинг, команди статистики тощо) залишаються безкоштовними", + "pricingBilling": "Ціни та оплата", + "pricingBillingDesc": "$2.99 / місяць · за сервер · скасування будь-коли. Оплата здійснюється повністю через Discord — зовнішній обліковий запис або платіжна система не потрібні. Підписки автоматично поновлюються та можуть бути скасовані будь-коли в налаштуваннях Discord.", + "howToSubscribe": "Як підписатися", + "subscribe1": "Запустіть /unlock на своєму сервері (потрібні права адміністратора)", + "subscribe2": "Натисніть кнопку Підписатися у відповіді бота", + "subscribe3": "Завершіть оформлення замовлення всередині Discord — бот активується негайно", + "cancellation": "Скасування", + "cancellationDesc": "Коли підписка закінчується або скасовується, бот автоматично припиняє публікацію журналів ігор для цього сервера в наступному циклі autolog. Ручних дій не потрібно.", + "realTimeStatistics": "Статистика в реальному часі", + "realTimeStatisticsDesc": "Відстежуйте перемоги, поразки та показники ефективності в реальному часі.", + "battleHistory": "Історія боїв", + "battleHistoryDesc": "Повна історія всіх записаних боїв ескадрилій.", + "leaderboardsFeature": "Рейтинги", + "leaderboardsFeatureDesc": "Порівнюйте результати своєї ескадрильї з іншими за допомогою /top.", + "playerTracking": "Відстеження гравців", + "playerTrackingDesc": "Індивідуальна статистика гравців та інтеграція з ThunderSkill.", + "smartAlerts": "Розумні сповіщення", + "smartAlertsDesc": "Автоматизовані сигналізації та сповіщення про активність ескадрильї.", + "multiLanguageSupport": "Підтримка кількох мов", + "multiLanguageSupportDesc": "Функції перекладу та налаштовувані мови техніки.", + "timeCoordination": "Координація часу", + "timeCoordinationDesc": "Інструменти UTC та місцевого часу для глобальної координації ескадрильї.", + "advancedSearch": "Розширений пошук", + "advancedSearchDesc": "Знаходьте ігрові склади та детальну інформацію про ескадрильї.", + "dataSecurity": "Безпека даних", + "dataSecurityDesc": "Ваші дані захищені та ніколи не передаються і не продаються.", + "usageExamples": "Приклади використання", + "quickSetupRecommended": "Швидке налаштування (рекомендовано)", + "quickSetupDesc": "Запустіть майстер налаштування. Він проведе вас через встановлення ескадрильї, вибір каналу журналів та каналу очок — все в одному процесі.", + "comparingPlayers": "Порівняння гравців", + "comparingPlayersDesc": "Порівнюйте до 7 гравців поряд. Найкращий показник у кожній категорії виділяється, а загально найкращий гравець отримує зірку. Натисніть «Показати графік», щоб переглянути їх історію очок.", + "checkingSquadronInfo": "Перевірка інформації про ескадрилью", + "verifySquadronDesc": "Перевірте, чи існує ескадрилья, та перегляньте її дані. Використовуйте це, щоб переконатися, що бот може знайти вашу ескадрилью перед налаштуванням.", + "recentBattlesDesc": "Переглянути 5 останніх боїв ескадрильї.", + "headToHeadDesc": "Переглянути статистику протистояння з іншою ескадрильєю.", + "backToHome": "На головну", + "termsAndPrivacy": "Умови та конфіденційність", + "seasonRecapCardTitle": "Підсумкова картка сезону", + "seasonRecapCardDesc": "Створіть PNG-підсумок сезону будь-якого ескадрону — графік рейтингу, ковзний відсоток перемог, K/D, улюблена техніка, MVP тощо. Доступно через кнопку «Картка сезону» на сторінці профілю кожного ескадрону.", + "playerRecapCardTitle": "Підсумки сезону гравця", + "playerRecapCardDesc": "Створюйте PNG-зведення сезону будь-якого гравця — динаміка рейтингу між полками, ковзний вінрейт, K/D, темп боїв, найкращий матч і багато іншого. Доступно з кнопки «Season Recap» на сторінці профілю гравця.", + "tierOverview": "Огляд тарифів", + "tierOverviewDesc": "Автолог доступний на трьох тарифах. Кожен тариф обмежує, скільки полків можуть мати Logs і Points. Полки понад ліміт залишаються в налаштуваннях і автоматично відновлюються після апгрейду.", + "tierStandardLine": "$2.99 — до 10 полків для Logs і Points, без wildcard.", + "tierProLine": "до 25 полків для Logs і Points, плюс підтримка wildcard (`*` / `all` / `everything`).", + "tierMaxLine": "без ліміту, wildcards, ранній доступ до нових функцій.", + "voiceChannelTally": "Відстеження в голосовому каналі", + "tallyIntro": "Відстежуйте рахунок SQB у реальному часі прямо в статусі вашого голосового каналу Discord. Коли матчі завершуються, бот оновлює статус каналу, наприклад 2W-1L: Перемога проти ENEMY. Це преміум-функція, і ви маєте бути під'єднані до голосового каналу.", + "tallyClaimDesc": "Почніть відстежувати гравця або ескадрилью у вашому голосовому каналі. Вкажіть ім'я користувача або ескадрилью (не обидва). Статус починається з 0W-0L і оновлюється після завершення відповідних матчів.", + "tallyTransferDesc": "Переключіть активне відстеження на іншого гравця, зберігши поточний рахунок перемог і поразок.", + "tallyClearDesc": "Очистіть активне відстеження у вашому голосовому каналі та скиньте його статус. Відстеження також очищається автоматично після 1 години бездіяльності або коли всі залишають канал." + }, + "terms": { + "pageTitle": "Умови використання та Політика конфіденційності", + "lastUpdated": "Останнє оновлення: квітень 2026", + "termsOfService": "Умови використання", + "byUsing": "Використовуючи", + "youAgree": ", ви погоджуєтесь з наступним:", + "useResponsibly": "Використовуйте відповідально", + "useResponsiblyDesc": "Не намагайтеся перевантажувати, спамити або іншим чином порушувати роботу бота.", + "noFunnyBusiness": "Ніяких порушень", + "noFunnyBusinessDesc": "Не намагайтеся здійснювати зворотній інжиніринг, порушувати Умови використання Discord або будь-які інші правила спільноти", + "statsAsIs": "Статистика як є", + "statsAsIsDesc": "Усі дані та статистика надаються «як є» без будь-яких гарантій, явних чи неявних. Ми докладаємо розумних зусиль для забезпечення точності, але не гарантуємо, що інформація є повною, актуальною або безпомилковою.", + "uptimeNotGuaranteed": "Безперервна робота не гарантується", + "uptimeNotGuaranteedDesc": "Бот надається на умовах «за наявності». Ми не гарантуємо безперебійну або безпомилкову роботу. Сервіс може бути тимчасово недоступний через обслуговування, оновлення або технічні проблеми.", + "weCanBanYou": "Ми можемо заблокувати вас", + "weCanBanYouDesc": "Якщо ви порушуєте правила, ми можемо позбавити вас доступу.", + "privacyPolicy": "Політика конфіденційності", + "infoWeCollect": "1. Інформація, яку ми збираємо", + "collectsFollowing": "збирає наступну інформацію для надання своїх послуг:", + "discordUserIds": "Ідентифікатори користувачів Discord:", + "discordUserIdsDesc": "Унікальні ідентифікатори для відстеження окремих користувачів", + "squadronIds": "Ідентифікатори ескадрилій:", + "squadronIdsDesc": "Ідентифікатори Discord-серверів/гільдій для організації даних ескадрилій", + "battleData": "Дані боїв:", + "battleDataDesc": "Записи перемог/поразок, мітки часу боїв та пов'язана статистика", + "commandUsage": "Використання команд:", + "commandUsageDesc": "Базове журналювання використаних команд бота для вдосконалення сервісу", + "howWeUse": "2. Як ми використовуємо вашу інформацію", + "usedExclusively": "Зібрана інформація використовується виключно для:", + "trackingPerformance": "Відстеження ефективності та статистики боїв ескадрилій", + "providingHistorical": "Надання історичних даних та аналітики", + "improvingBot": "Покращення функціональності бота та користувацького досвіду", + "troubleshootingIssues": "Усунення технічних проблем", + "dataStorage": "3. Зберігання та захист даних", + "dataStoredSecurely": "Ваші дані зберігаються надійно з такими засобами захисту:", + "encryptedServers": "Дані зберігаються на захищених серверах із шифруванням", + "limitedAccess": "Доступ обмежений лише уповноваженим персоналом", + "regularBackups": "Регулярні резервні копії забезпечують цілісність даних", + "dataSharing": "4. Передача даних", + "weDoNot": "Ми НЕ:", + "sellData": "Продаємо вашу особисту інформацію третім особам", + "shareData": "Передаємо ваші дані зовнішнім організаціям", + "useForAds": "Використовуємо ваші дані для реклами або маркетингу", + "transferData": "Переміщуємо ваші дані за межі наших захищених систем", + "dataRetention": "5. Зберігання даних", + "dataRetentionDesc": "Ми зберігаємо ваші дані стільки, скільки необхідно для надання наших послуг. Статистика боїв та дані ескадрилій зберігаються для підтримки історичних записів та аналітики.", + "discordIntegration": "6. Інтеграція з Discord", + "discordIntegrationDesc": "Цей бот працює в екосистемі Discord та підпадає під дію Політики конфіденційності Discord. Ми отримуємо доступ лише до інформації, необхідної для функціонування бота, через офіційний API Discord.", + "ageRestrictions": "7. Вікові обмеження", + "ageRestrictionsDesc": "Бот призначений для користувачів, які відповідають мінімальним віковим вимогам Discord (13+ або відповідно до місцевого законодавства).", + "changesToPolicy": "8. Зміни до Політики конфіденційності", + "changesToPolicyDesc": "Ми можемо час від часу оновлювати цю Політику конфіденційності.", + "premiumTitle": "Умови підписки Premium", + "premiumWhatYouGet": "1. Що включає Premium", + "premiumWhatYouGetDesc": "Підписка Premium розблоковує наступні функції для підписаного Discord-сервера:", + "premiumFeature1": "Автоматична публікація таблиць результатів після кожного матчу SQB", + "premiumFeature2": "Карти маршрутів / переміщень", + "premiumFeature3": "Логи чату та боїв", + "premiumFeature4": "Пошук реплеїв", + "premiumFeature5": "Необмежені запити /comp (безкоштовні сервери обмежені до 15 за часовий слот)", + "premiumBilling": "2. Виставлення рахунків та оплата", + "premiumBillingDesc": "Premium тарифікується за $2,99 USD на місяць за Discord-сервер. Оплата обробляється через вбудовану систему підписок Discord або через наш вебсайт за допомогою Whop. Ви несете відповідальність за те, щоб ваш спосіб оплати був дійсним та мав достатньо коштів. Підписки автоматично поновлюються в кінці кожного розрахункового періоду, якщо не були скасовані.", + "premiumCancellation": "3. Скасування", + "premiumCancellationDesc": "Ви можете скасувати підписку в будь-який час. Для підписок Discord перейдіть до Налаштування користувача → Підписки в Discord. Для підписок через вебсайт керуйте виставленням рахунків на whop.com/billing. Після скасування ваші функції Premium залишаються активними до кінця поточного розрахункового періоду. Після цього ваш сервер повертається на безкоштовний рівень — дані не втрачаються.", + "premiumRefunds": "4. Повернення коштів", + "premiumRefundsDesc": "Абонентська плата не підлягає поверненню. Часткове використання місяця не перераховується пропорційно. Якщо ви скасуєте підписку посеред циклу, ви зберігаєте доступ до кінця цього розрахункового періоду, але не маєте права на повернення коштів за час, що залишився. Повернення за помилки у виставленні рахунків або дублюючі списання можуть бути здійснені на наш розсуд — зверніться до служби підтримки з ID вашого Discord-сервера та підтвердженням оплати.", + "premiumPriceChanges": "5. Зміна цін", + "premiumPriceChangesDesc": "Ми залишаємо за собою право змінювати ціни підписки в будь-який час. Діючі підписники будуть повідомлені не менш ніж за 30 днів до набрання чинності будь-якого підвищення цін. Якщо ви не згодні зі зміною ціни, ви можете скасувати підписку до набрання чинності нової ціни.", + "premiumTermination": "6. Припинення доступу Premium", + "premiumTerminationDesc": "Ми залишаємо за собою право відкликати доступ Premium без повернення коштів, якщо сервер порушує ці Умови використання, включаючи, але не обмежуючись, зловживання функціями бота, спроби обійти обмеження використання або порушення Умов використання Discord.", + "serviceAvailabilityTitle": "Доступність сервісу та відповідальність", + "serviceNoWarranty": "1. Відсутність гарантій", + "serviceNoWarrantyDesc": "СЕРВІС НАДАЄТЬСЯ «ЯК Є» ТА «ЗА НАЯВНОСТІ» БЕЗ БУДЬ-ЯКИХ ГАРАНТІЙ, ЯВНИХ, НЕЯВНИХ АБО ПЕРЕДБАЧЕНИХ ЗАКОНОМ, ВКЛЮЧАЮЧИ, АЛЕ НЕ ОБМЕЖУЮЧИСЬ, НЕЯВНІ ГАРАНТІЇ ПРИДАТНОСТІ ДЛЯ ПРОДАЖУ, ПРИДАТНОСТІ ДЛЯ ПЕВНОЇ МЕТИ ТА НЕПОРУШЕННЯ ПРАВ. Ми не гарантуємо, що сервіс буде безперебійним, своєчасним, безпечним або безпомилковим.", + "serviceLiability": "2. Обмеження відповідальності", + "serviceLiabilityDesc": "В МАКСИМАЛЬНОМУ ОБСЯЗІ, ДОЗВОЛЕНОМУ ЧИННИМ ЗАКОНОДАВСТВОМ, МИ ЗА ЖОДНИХ ОБСТАВИН НЕ НЕСЕМО ВІДПОВІДАЛЬНОСТІ ЗА БУДЬ-ЯКІ НЕПРЯМІ, ВИПАДКОВІ, СПЕЦІАЛЬНІ, НАСЛІДКОВІ АБО ШТРАФНІ ЗБИТКИ, АБО ЗА БУДЬ-ЯКУ ВТРАТУ ПРИБУТКУ ЧИ ДОХОДУ, ПОНЕСЕНУ ПРЯМО ЧИ НЕПРЯМО, АБО ЗА БУДЬ-ЯКУ ВТРАТУ ДАНИХ, МОЖЛИВОСТІ ВИКОРИСТАННЯ, ДІЛОВОЇ РЕПУТАЦІЇ ЧИ ІНШИХ НЕМАТЕРІАЛЬНИХ ВТРАТ, ЩО ВИНИКЛИ ВНАСЛІДОК ВИКОРИСТАННЯ АБО НЕМОЖЛИВОСТІ ВИКОРИСТАННЯ СЕРВІСУ. Наша загальна відповідальність за будь-яку претензію, що випливає з цих умов або сервісу, не перевищує суму, яку ви сплатили нам за три (3) місяці, що передують претензії.", + "serviceCredits": "3. Перебої в роботі сервісу та кредити", + "serviceCreditsDesc": "У разі тривалого незапланованого перебою в роботі сервісу, що впливає на функції Premium протягом більш ніж 72 послідовних годин, постраждалі підписники Premium можуть запросити сервісний кредит, звернувшись до служби підтримки. Кредити видаються виключно на наш розсуд і застосовуються як подовження поточного розрахункового періоду — а не як грошове повернення. Планові технічні роботи, збої сторонніх сервісів (Discord, Gaijin API) та події, що знаходяться поза нашим розумним контролем, виключаються.", + "serviceForceM": "4. Форс-мажор", + "serviceForceMDesc": "Ми не несемо відповідальності за будь-які збої або затримки у виконанні, спричинені причинами, що знаходяться поза нашим розумним контролем, включаючи, але не обмежуючись: стихійні лиха, війни, тероризм, пандемії, перебої в електропостачанні, порушення роботи інтернету, збої платформи Discord, зміни або недоступність API Gaijin Entertainment, дії державних органів або будь-які інші обставини непереборної сили.", + "disclaimer": "Відмова від відповідальності", + "warThunderDisclaimer": "є незалежним Discord-ботом і не пов'язаний, не схвалений та не асоційований із Gaijin Entertainment або War Thunder. War Thunder є торговою маркою Gaijin Entertainment.", + "acknowledgement": "Використовуючи", + "acknowledgementEnd": ", ви підтверджуєте, що ознайомились, зрозуміли та погоджуєтесь дотримуватися цих Умов використання та Політики конфіденційності." + }, + "premium": { + "upgradeTitle": "Покращте свою ескадрилью", + "heroDesc": "Кожен результат SQB публікується у вашому каналі в момент завершення — таблиці результатів, журнали боїв, карти переміщень та повтори, повністю автоматично.", + "instantScoreboards": "Миттєві таблиці результатів", + "viewPaths": "Перегляд маршрутів", + "chatBattleLogs": "Журнали чату та бою", + "replayLookups": "Пошук повторів", + "free": "Безкоштовно", + "perMonth": "/міс", + "alwaysFree": "Завжди безкоштовно", + "noCardNeeded": "картка не потрібна", + "included": "Включено", + "manualLookups": "Ручний пошук ігор", + "playerStats": "Статистика та профілі гравців", + "leaderboards": "Рейтинги", + "stickWithFree": "Залишитися на безкоштовному", + "premiumLabel": "Premium", + "perServer": "за сервер", + "cancelAnytime": "скасування будь-коли", + "everythingInFree": "Все з безкоштовного, плюс", + "autoScoreboards": "Автоматична публікація таблиць", + "pathMaps": "Карти маршрутів / переміщень", + "chatLogs": "Журнали чату та бою", + "replayLookupsFeature": "Пошук повторів", + "unlimitedComp": "Необмежені запити /comp", + "prioritySupport": "Пріоритетна підтримка", + "subscribeNow": "Підписатися зараз", + "comingSoon": "Незабаром", + "serverIdInfo": "Вам знадобиться ваш", + "discordServerId": "ID сервера Discord", + "duringCheckout": "під час оформлення замовлення.", + "developerMode": "Режим розробника", + "rightClickServer": "Клацніть правою кнопкою на сервер", + "copyId": "Копіювати ID", + "successTitle": "Premium активовано", + "successDesc": "Ваша підписка налаштовується. Бот матиме доступ до Premium для вашого сервера протягом кількох хвилин.", + "whatHappensNext": "Що відбудеться далі", + "autoLogging": "Автоматичне журналювання активується для вашого сервера", + "setLogChannel": "Встановіть канал журналів за допомогою", + "everyResult": "Кожен результат SQB публікується автоматично", + "readSetupGuide": "Прочитати посібник з налаштування", + "tierStandardName": "Стандарт", + "tierProName": "Про", + "tierMaxName": "Макс", + "squadCap": "Логування до {cap} полків", + "squadCapUnlimited": "Без ліміту на полки", + "everythingInStandard": "Все з тарифу Стандарт", + "everythingInPro": "Все з тарифу Про", + "wildcardSupport": "Wildcard (*, all, everything)", + "noSquadCap": "Без ліміту на полки", + "earlyAccessFeatures": "Ранній доступ до нових функцій" + }, + "player": { + "totalBattles": "Всього боїв", + "totalWins": "Всього перемог", + "vehicleStatistics": "Статистика техніки", + "cumulative": "Сукупно", + "individual": "Окремо", + "filterBy": "Фільтрувати за:", + "allTime": "За весь час", + "dateRange": "Діапазон дат", + "season": "Сезон", + "week": "Тиждень", + "session": "Сесія", + "dateType": "Тип дати:", + "last7Days": "Останні 7 днів", + "last30Days": "Останні 30 днів", + "last90Days": "Останні 90 днів", + "customRange": "Власний діапазон", + "specificDate": "Конкретна дата", + "filterType": "Тип фільтра:", + "fullSeason": "Повний сезон", + "specificWeek": "Конкретний тиждень", + "from": "З:", + "to": "По:", + "timeslot": "Слот", + "fullDay": "Весь день", + "selectSeason": "Сезон:", + "selectWeek": "Тиждень:", + "selectSeasonFirst": "Спочатку виберіть сезон", + "pleaseSelect": "Будь ласка, виберіть варіант", + "searchVehicles": "Пошук техніки...", + "resetFilters": "Скинути фільтри", + "vehiclesShown": "техніки показано", + "gamesShown": "ігор показано", + "noVehicleData": "Даних про техніку немає", + "noVehiclesForRange": "Техніки для вибраного діапазону дат не знайдено, або у цього гравця ще немає даних.", + "switchToCards": "Переключитись на перегляд картками", + "switchToTable": "Переключитись на перегляд таблицею", + "loadingTimeline": "Завантаження хронології...", + "noTimelineData": "Даних хронології ще немає.", + "timelineUnavailable": "Хронологія недоступна.", + "loadingGameRecords": "Завантаження записів ігор...", + "unableToLoadRecords": "Не вдалося завантажити записи ігор", + "failedToFetch": "Не вдалося отримати дані ігор. Спробуйте пізніше.", + "noGameRecords": "Записів ігор не знайдено", + "noGamesYet": "Цей гравець ще не зіграв жодної записаної гри.", + "collapseChart": "Згорнути графік", + "loadingChartData": "Завантаження даних графіка...", + "noHistoricalData": "Історичних даних ще немає.", + "chartUnavailable": "Графік недоступний.", + "relative": "Відносно", + "uidLabel": "UID гравця" + }, + "squadrons": { + "title": "Центр ескадрилій", + "subtitle": "Відкривайте ескадрильї, переглядайте статистику та відстежуйте результати", + "findSquadron": "Знайти ескадрилью", + "searchPlaceholder": "Пошук ескадрилій за назвою...", + "totalSquadrons": "Всього ескадрилій", + "totalPlayers": "Всього гравців", + "totalBattles": "Всього боїв", + "avgWinRate": "Середній відсоток перемог", + "topSquadrons": "Топ ескадрилій", + "viewFullLeaderboard": "Переглянути повний рейтинг", + "loadingSquadrons": "Завантаження даних ескадрилій...", + "noSquadronData": "Даних про ескадрильї ще немає.", + "failedToLoad": "Не вдалося завантажити дані ескадрилій. Спробуйте пізніше.", + "backToSquadronHub": "Назад до центру ескадрилій", + "squadronPoints": "Очки ескадрильї", + "squadronMembers": "Учасники ескадрильї", + "performance": "Ефективність", + "performanceNoData": "Для вибраного діапазону немає даних про ефективність.", + "quickDetails": "Короткий огляд", + "noMembersFound": "Учасників не знайдено", + "noRecordedMembers": "У цієї ескадрильї ще немає записаних учасників.", + "squadronGames": "Ігри ескадрильї", + "loadingSquadronGames": "Завантаження записів ігор ескадрильї...", + "noSquadronGames": "Записи ігор для цієї ескадрильї не знайдені.", + "retryLoadGames": "Повторити", + "searchMapPlaceholder": "Пошук за картою..." + }, + "leaderboard": { + "playersTitle": "Рейтинг гравців", + "playersSubtitle": "Найкращі гравці War Thunder, ранжовані за результатами", + "vehiclesTitle": "Рейтинг знищень техніки", + "vehiclesSubtitle": "Найкраща техніка War Thunder, ранжована за загальною кількістю знищень", + "squadronsTitle": "Рейтинг ескадрилій", + "squadronsSubtitle": "Найкращі ескадрильї War Thunder, ранжовані за результатами", + "statsTitle": "Глобальна статистика", + "statsSubtitle": "Загальна статистика боїв ескадрилій та мета-інформація", + "comparisonTitle": "Інструмент порівняння", + "comparisonSubtitle": "Порівнюйте гравців та техніку поряд", + "comparisonHint": "Порівнюйте статистику для пошуку найкращих гравців та техніки", + "compareSquadrons": "Порівняти ескадрильї", + "comparePlayers": "Порівняти гравців", + "compareVehicles": "Порівняти техніку", + "playersAndVehicles": "Гравці + Техніка", + "failedToLoadLeaderboard": "Не вдалося завантажити дані рейтингу. Спробуйте пізніше.", + "failedToLoadVehicles": "Не вдалося завантажити рейтинг техніки", + "failedToLoadSquadrons": "Не вдалося завантажити рейтинг ескадрилій", + "noResultsYet": "Результатів ще немає. Додайте ескадрильї/гравців для початку.", + "searchSquadron": "Пошук ескадрильї", + "searchBySquadronName": "Пошук за назвою ескадрильї...", + "minPlayers": "Мін. гравців", + "minPlayersPlaceholder": "Мін. гравців", + "resetFilters": "Скинути фільтри", + "squadronsShown": "ескадрилій показано", + "playersShown": "гравців показано", + "page": "сторінка", + "of": "з", + "loadingSquadronLeaderboard": "Завантаження рейтингу ескадрилій...", + "loadingPlayerLeaderboard": "Завантаження рейтингу гравців...", + "loadingComparisonData": "Завантаження даних для порівняння...", + "unableToFetch": "Не вдалося отримати дані рейтингу. Спробуйте ще раз.", + "noSquadronsInLeaderboard": "Ескадрилей у рейтингу не знайдено.", + "noPlayersInLeaderboard": "Гравців у рейтингу не знайдено.", + "loadingGlobalStats": "Завантаження глобальної статистики...", + "failedToLoadStats": "Не вдалося завантажити статистику", + "unableToFetchStats": "Не вдалося отримати дані статистики. Спробуйте ще раз.", + "mostPopularVehicles": "Найпопулярніша техніка", + "vehicleKillsLeaderboardTitle": "Рейтинг знищень техніки", + "avgWinRate": "Середній відсоток перемог", + "avgKillsPerPlayer": "Середнє знищень/гравець", + "loadingVehicleKills": "Завантаження даних знищень техніки...", + "apiNotLoaded": "API-клієнт не завантажено належним чином. Оновіть сторінку.", + "failedToInitApi": "Не вдалося ініціалізувати API-клієнт", + "noStatsData": "Даних статистики немає", + "totalPlayersCard": "Всього гравців", + "activePlayers": "Активні гравці", + "vehiclesUsed": "Використано техніки", + "differentVehicles": "Різних видів техніки", + "squadronBattlesLabel": "Бої ескадрилій", + "noVehicleData": "Даних про техніку немає", + "mostPopular": "Найпопулярніше", + "timesUsed": "разів використано", + "failedToLoadVehicleKills": "Не вдалося завантажити дані знищень техніки", + "lastUpdated": "Останнє оновлення", + "searchPlayer": "Пошук гравця", + "searchByPlayerName": "Пошук за іменем гравця...", + "minimumBattles": "Мінімум боїв", + "minBattlesPlaceholder": "Мін. боїв", + "searchSquadronsPlaceholder": "Пошук ескадрилій...", + "sortBy": "Сортувати за", + "kdRatio": "Співвідношення K/D", + "killsPerSpawn": "Знищень на спавн", + "caps": "Захоплення", + "timePeriod": "Часовий період", + "allTime": "За весь час", + "dateRange": "Діапазон дат", + "season": "Сезон", + "week": "Тиждень", + "dateType": "Тип дати", + "last7Days": "Останні 7 днів", + "last30Days": "Останні 30 днів", + "last90Days": "Останні 90 днів", + "customRange": "Власний діапазон", + "from": "З", + "to": "По", + "timeslot": "Слот", + "fullDay": "Весь день", + "selectSeason": "Виберіть сезон...", + "selectWeek": "Виберіть тиждень...", + "failedToLoadComparison": "Не вдалося завантажити дані для порівняння", + "pleaseRefresh": "Спробуйте оновити сторінку", + "playerComparison": "Порівняння гравців", + "squadronComparison": "Порівняння ескадрилій", + "vehicleComparison": "Порівняння техніки", + "playersVehiclesComparison": "Порівняння гравців + Техніки", + "addPlayersToCompare": "Додати гравців для порівняння:", + "addSquadronsToCompare": "Додати ескадрильї для порівняння:", + "addVehiclesToCompare": "Додати техніку для порівняння:", + "addPlayerVehicleCombos": "Додати комбінації гравець + техніка:", + "searchSelectPlayers": "Пошук та вибір гравців...", + "typeSquadronName": "Введіть назву ескадрильї...", + "searchSelectVehicles": "Пошук та вибір техніки...", + "searchForPlayers": "Пошук гравців...", + "selectPlayersToCompare": "Знайдіть та виберіть гравців вище, щоб порівняти їх статистику", + "selectSquadronsToCompare": "Знайдіть та виберіть ескадрильї вище, щоб порівняти їх статистику", + "selectVehiclesToCompare": "Знайдіть та виберіть техніку вище, щоб порівняти їх статистику", + "selectPlayersVehiclesToCompare": "Знайдіть та виберіть гравців вище, потім виберіть їх техніку для порівняння різних комбінацій гравець-техніка", + "selectVehicleFor": "Виберіть техніку для", + "selectAVehicle": "-- Виберіть техніку --", + "noVehiclesForPlayer": "Техніки для цього гравця не знайдено", + "noPlayerVehicleSelected": "Комбінацій гравець-техніка не вибрано", + "noPlayersSelected": "Гравців не вибрано", + "noVehiclesSelected": "Техніки не вибрано", + "noSquadronsSelected": "Ескадрилей не вибрано", + "statistic": "Показник", + "totalDeaths": "Всього загибелей", + "totalAssists": "Всього допомог", + "totalCaptures": "Всього захоплень", + "killsPerSpawnShort": "Знищень/спавн", + "avgWinRateShort": "Сер. відсоток перемог", + "avgKillsPlayerShort": "Сер. знищень/гравець", + "avgKillsMember": "Сер. знищень/учасник", + "avgBattlesMember": "Сер. боїв/учасник", + "serverError500": "Помилка сервера (500) — API тимчасово недоступний. Спробуйте через кілька хвилин.", + "apiEndpoint404": "Кінцеву точку API не знайдено (404) — Перевірте конфігурацію сервера.", + "networkError": "Мережева помилка — Не вдалося підключитися до сервера. Перевірте з'єднання.", + "viewFullLeaderboard": "Переглянути повний рейтинг", + "vehicleName": "Назва техніки", + "searchVehiclePlaceholder": "Пошук конкретної техніки...", + "minKills": "Мін. знищень", + "any": "Будь-яке", + "perPage": "На сторінці", + "clear": "Очистити", + "vehicleAndPlayer": "Техніка та гравець", + "loadingVehicleLeaderboard": "Завантаження рейтингу техніки...", + "vehiclesShown": "техніки показано", + "minBattlesPerVehicle": "Мінімум 3 бої на одиницю техніки", + "minimumBattlesRequired": "Мінімум 5 боїв", + "allSeasons": "Усі сезони", + "allWeeks": "Усі тижні", + "allBR": "Усі BR" + }, + "games": { + "title": "Історія матчів", + "subtitle": "Пошук та перегляд матчів боїв ескадрилій", + "searchPlaceholder": "Пошук за іменем гравця або UID...", + "filterByMap": "Фільтр за картою", + "allMaps": "Всі карти", + "search": "Пошук", + "noResults": "Матчів не знайдено", + "matchDetail": "Деталі матчу", + "chatLog": "Журнал чату", + "battleLog": "Журнал бою", + "duration": "Тривалість", + "mode": "Режим", + "winningTeam": "Команда-переможець", + "losingTeam": "Команда, що програла", + "viewMatch": "Переглянути матч", + "loadingMatch": "Завантаження даних матчу...", + "matchNotFound": "Матч не знайдено", + "searchingGames": "Пошук ігор...", + "recentMatches": "Нещодавні матчі", + "noChatLog": "Журнал чату недоступний", + "noBattleLog": "Журнал бою недоступний", + "replayVideo": "Відео повтору", + "generatingVideo": "Генерація відео повтору…", + "videoFirstLoad": "Перше завантаження може тривати до хвилини", + "videoUnavailable": "Відео повтору недоступне для цього матчу", + "modeGround": "Наземний", + "modeAir": "Повітряний", + "squadronPlaceholder": "Назва ескадрильї...", + "loadingReplay": "Завантаження реплею..." + }, + "errors": { + "pageNotFound": "Сторінку не знайдено", + "error": "Помилка", + "oopsNotFound": "Ой! Сторінка, яку ви шукаєте, не існує. Можливо, її було переміщено, видалено, або ви ввели неправильний URL.", + "searchError": "Помилка пошуку. Спробуйте ще раз." + }, + "js": { + "openingDiscordInvite": "Відкриття запрошення Discord!", + "errorOpeningInvite": "Помилка відкриття посилання запрошення. Спробуйте пізніше.", + "gettingSupportLink": "Отримання посилання на сервер підтримки...", + "openingSupportServer": "Відкриття сервера підтримки!", + "errorGettingSupport": "Помилка отримання посилання підтримки. Спробуйте пізніше.", + "failedToUpdateStats": "Не вдалося оновити статистику", + "konamiActivated": "Досягнення розблоковано: Секретний код!", + "noPlayersFound": "Гравців не знайдено", + "searchError": "Помилка пошуку. Спробуйте ще раз.", + "killsSuffix": "знищень", + "winRateSuffix": "відсоток перемог", + "noSquadronsFound": "Ескадрилей не знайдено" + }, + "index": { + "subtitle1": "Найкращий інструмент для ескадренних боїв", + "subtitle2": "Boris Stats, але краще", + "subtitle3": "Найбільший набір даних SQB", + "subtitle4": "Публічна та безкоштовна інформація для всіх" + }, + "seasonCard": { + "buttonLabel": "Картка сезону", + "buttonDisabledTitle": "Пошук ескадрону неповний — картка недоступна", + "modalTitle": "Картка сезону", + "seasonLabel": "Сезон", + "themeLabel": "Тема", + "themeDark": "Темна", + "themeLight": "Світла", + "generate": "Створити", + "loadingSeasons": "Завантаження сезонів…", + "generating": "Генерація…", + "failedSeasons": "Не вдалося завантажити сезони.", + "failedGenerate": "Не вдалося створити картку з підсумками.", + "inProgressSuffix": "(у процесі)", + "imgRecapSuffix": "ПІДСУМКИ", + "imgHeroFinalRating": "Підсумковий рейтинг", + "imgHeroMatches": "Матчів", + "imgHeroWinRate": "% перемог", + "imgHeroKD": "K/D", + "imgAxisRating": "Рейтинг", + "imgAxisWinRate": "% перемог", + "imgStatPeakRating": "Пік рейтингу", + "imgStatRatingChange": "Зміна рейтингу", + "imgStatTotalKills": "Усього вбивств", + "imgStatTotalDeaths": "Усього смертей", + "imgStatAssistsCaptures": "Асисти / захоплення", + "imgStatMostPlayedVehicle": "Часто вживана", + "imgStatMVP": "MVP", + "imgStatMostActive": "Активніший", + "imgStatLongestWinStreak": "Серія перемог", + "imgStatMostCommonOpponent": "Частий суперник", + "imgUnitKills": "вбивств", + "imgUnitAssists": "асист", + "imgUnitCaptures": "захоплень", + "imgUnitGames": "ігор", + "imgUnitMatches": "матчів", + "imgUnitWins": "П", + "imgUnitLosses": "Пр", + "imgGroundShort": "З", + "imgAirShort": "А", + "imgFooterGenerated": "створено", + "imgPlaceholderNoData": "Немає даних для {short} у {season}", + "buttonLabelPlayer": "Підсумки сезону", + "buttonDisabledTitlePlayer": "Player lookup incomplete — recap unavailable", + "modalTitlePlayer": "Player Season Recap", + "imgHeroBattles": "Боїв", + "imgHeroTotalKills": "Всього вбивств", + "imgAxisBattles": "Боїв (7 дн)", + "imgAxisKD": "K/D", + "imgStatBestMatch": "Найкращий матч", + "imgStatSquadronsRepresented": "Полки", + "imgStatFrequentTeammate": "Частий союзник", + "imgStatLongestSession": "Найдовша сесія", + "imgStatMostActiveDay": "Найактивніший день (UTC)", + "imgStatMostCommonOppSquadron": "Частий ворожий полк", + "imgStatPeakSquadronRating": "Пік рейтингу полка", + "imgUnitSlotNA": "NA", + "imgUnitSlotEU": "EU", + "imgUnitNoSquadron": "без полка", + "imgUnitVs": "vs", + "imgUnitTogether": "спільних матчів", + "imgStatKDAC": "Вб / См / Доп / Зх", + "imgPlaceholderNoDataPlayer": "Немає даних для {nick} в {season}", + "imgUIDLabel": "UID", + "imgBestMatchLine": "{vehicle} · Нз {gk} / Вз {ak} / Доп {assists} / Зх {cap} / См {deaths} · {date}" + }, + "live": { + "air": "ВЗ", + "gnd": "НЗ", + "ast": "ДОП", + "dth": "СМЕ", + "cap": "ЗАХ", + "squadronBattle": "Бій полків", + "randomBattle": "Випадковий бій" + }, + "analytics": { + "pageTitle": "Аналітика SQB", + "pageSubtitle": "Детальна аналітика для будь-якого полку, гравця чи техніки.", + "modeSquadron": "Полк", + "modePlayer": "Гравець", + "modeVehicle": "Техніка", + "tabMaps": "Вінрейт по картах", + "tabSquadmates": "Часті напарники", + "tabComps": "Склади команд", + "tabConsistency": "Стабільність гравця", + "tabTime": "Час доби", + "tabMatchups": "Історія зустрічей", + "pickSquadron": "Знайдіть полк, щоб побачити його аналітику", + "pickPlayer": "Знайдіть гравця, щоб побачити його аналітику", + "pickVehicle": "Знайдіть техніку, щоб побачити її аналітику", + "noData": "Немає даних за цей період.", + "loading": "Завантаження…", + "loadError": "Не вдалося завантажити аналітику.", + "compComingSoon": "Аналіз складів команд незабаром.", + "compTopVehiclesTitle": "Найчастіша техніка", + "compCompositionsTitle": "Повторювані склади матчів", + "compCompositionsMeta": "Склади мінімум з {min} одиниць техніки, відсортовані за матчами", + "compMatchesAnalyzed": "проаналізованих матчів", + "compNoRepeats": "У цьому діапазоні склад такого розміру не виставлявся.", + "compColVehicle": "Техніка", + "compColSpawns": "Виїзди", + "compColMatches": "Матчі", + "compColShare": "% Матчів", + "compColLineup": "Склад", + "compColTypes": "Комп", + "compTypeFighters": "Винищувачі", + "compTypeBombers": "Бомбардувальники", + "compTypeHelicopters": "Вертольоти", + "compTypeLight": "Легкий танк", + "compTypeTanks": "Танки", + "compTypeSPAA": "ЗСУ", + "compTypeSPAATooltip": "Зенітка/ЗСУ", + "compTypeUnknown": "Невідомо", + "compSearchPresetLabel": "Готовий склад", + "compSearchPresetAll": "Усі склади", + "compSearchPresetHint": "Побудовано з історії складів цього полку", + "compSearchTypesLabel": "Типи", + "compTypeCapsHint": "Макс 8 всього · макс 4 авіації (F + B + H)", + "compSearchRefineLabel": "Уточнити", + "compRefineHint": "Вкажіть число вище, щоб вибрати конкретну техніку цього типу.", + "compRefineAny": "Будь-яка {type}", + "compSearchCustomLabel": "Власний", + "compSearchAddVehicle": "Конкретна техніка", + "compSearchVehiclesLabel": "Техніка", + "compSearchApply": "Застосувати", + "compSearchReset": "Скинути", + "compSearchMatches": "Показано {shown} з {total} складів", + "compSearchNoMatches": "Жоден склад не відповідає фільтру.", + "compSearchGamesShort": "матчів", + "colMap": "Карта", + "colWins": "П", + "colLosses": "П", + "colWinRate": "%П", + "colBar": "", + "colShared": "Спільно", + "colUid": "UID", + "colGames": "Ігри", + "colPlayer": "Гравець", + "colAvgKills": "Сер. вбивств", + "colAvgDeaths": "Сер. смертей", + "colScore": "Очки", + "colHour": "Година (UTC)", + "colSquadron": "Полк", + "colTotal": "Всього", + "matchupsWonHeader": "Найбільше перемог проти", + "matchupsLostHeader": "Найбільше поразок від", + "uniqueOpponents": "унікальних суперників", + "euTimeslot": "EU слот", + "naTimeslot": "NA слот", + "offPeak": "Не пік", + "radarMetaMaps": "топ {shown} з {total} карт · мін. {min} ігор", + "radarMetaSquadmates": "топ {shown} з {total} напарників · мін. {min} спільних ігор", + "radarTooFewMaps": "Недостатньо даних для графіка — у цьому фільтрі потрібно щонайменше 3 карти з {min}+ іграми.", + "radarTooFewSquadmates": "Недостатньо даних для графіка — у цьому фільтрі потрібно щонайменше 3 напарників з {min}+ спільними іграми.", + "radarFootnoteMaps": "Приховано {count} карт з меншою кількістю ігор — див. повну таблицю", + "radarFootnoteSquadmates": "Приховано {count} напарників з меншою кількістю ігор — див. повну таблицю", + "tabTimeline": "Хронологія K/D", + "tabTopPlayers": "Найкращі гравці", + "tabTopSquadrons": "Найкращі полки" + }, + "playerModal": { + "viewFullProfile": "Відкрити повний профіль →", + "close": "Закрити", + "overview": "Огляд", + "vehicles": "Техніка", + "sessions": "Сесії", + "loadingPlayerData": "Завантаження даних гравця...", + "kdr": "K/D", + "kps": "K/S", + "winRate": "Відсоток перемог", + "battles": "Бої", + "wins": "Перемоги", + "totalBattles": "Усього боїв", + "totalKills": "Усього знищень", + "airKills": "Повітряні фраги", + "groundKills": "Наземні фраги", + "assists": "Допомога", + "deaths": "Смерті", + "captures": "Захоплення", + "clickToSwitchMetric": "Натисніть, щоб змінити метрику", + "clickToCycle": "натисніть для перемикання", + "noChartData": "Немає даних графіка", + "noVehicleData": "Немає даних техніки", + "noSessionData": "Немає даних сесій", + "date": "Дата", + "vehicle": "Техніка", + "ground": "Земля", + "air": "Повітря", + "result": "Результат", + "unknown": "Невідомо", + "failedToLoadPlayerData": "Не вдалося завантажити дані гравця" + }, + "replay": { + "playPause": "Пуск/Пауза", + "crashed": "розбився", + "destroyed": "знищив", + "hit": "влучив" + }, + "dateFilter": { + "allTime": "Увесь час", + "currentSeason": "Поточний сезон", + "bySeason": "За сезоном", + "cumulative": "Накопичувально", + "customRange": "Власний діапазон", + "selectSeason": "Вибрати сезон", + "selectSeasonDots": "Виберіть сезон...", + "selectWeek": "Вибрати тиждень", + "selectWeekDots": "Виберіть тиждень...", + "entireSeason": "Увесь сезон", + "applyFilter": "Застосувати фільтр", + "cumulativeHelp": "Показати статистику, накопичену до вибраного моменту", + "season": "Сезон", + "upToWeek": "До тижня", + "applyCumulativeFilter": "Застосувати накопичувальний фільтр", + "startDate": "Дата початку", + "endDate": "Дата завершення", + "applyCustomRange": "Застосувати власний діапазон", + "activeFilter": "Активний фільтр:", + "clear": "Очистити", + "allTimeStatistics": "Статистика за увесь час", + "currentSeasonValue": "Поточний сезон: {season}", + "alertSelectSeason": "Виберіть сезон", + "seasonValue": "Сезон {season}", + "alertSelectSeasonWeek": "Виберіть сезон і тиждень", + "cumulativeValue": "Накопичувально до {season} - {week}", + "alertSelectDate": "Виберіть хоча б одну дату", + "alertStartBeforeEnd": "Дата початку має бути раніше дати завершення", + "customRangePrefix": "Власний діапазон:", + "fromDate": "З {date}", + "upToDate": "До {date}" + }, + "timeline": { + "pageTitle": "Історія SREBOT", + "pageDescription": "Історія SREBOT: від ідеї до стандарту SQB у War Thunder.", + "eyebrow": "Наша історія", + "heading": "Хронологія", + "servers": "Серверів: {count}", + "scroll": "Прокрутити", + "cards": { + "1": { + "label": "Початок", + "date": "Червень 2024", + "title": "Народження SNLK SQB BOT", + "description": "На замовлення ImApollo запущено SNLK SQB BOT. Перша версія запрацювала за тиждень із ручними даними й швидко поширилася." + }, + "2": { + "label": "Таблиці", + "date": "Серпень 2024", + "title": "Перші логи", + "description": "Бот почав із кольорових diff-таблиць, але підсумки ще вводили вручну. На стиль вплинули TheH0G (Cade) і progavman (Prog)." + }, + "3": { + "label": "Нове ім’я", + "date": "Жовтень 2024", + "title": "Поява SREBOT", + "description": "Проєкт переріс стару назву й став SREBOT." + }, + "4": { + "label": "Союз", + "date": "Січень 2025", + "title": "Lux_ і взаємний внесок", + "description": "Lux_ і SREBOT обмінювалися знаннями про API War Thunder та керування спільнотами. Згодом його бот став Spectra." + }, + "5": { + "label": "Парсер", + "date": "Лютий 2025", + "title": "Frovy відкриває шлях", + "description": "Frovy показав перший парсер і відкрив шлях до автоматичних таблиць." + }, + "6": { + "label": "Логи", + "date": "Березень 2025", + "title": "LivingTheDagor і новий парсер", + "description": "Dagor приніс надійніший парсер, який використовується досі, та покращив систему логів." + }, + "7": { + "label": "Зростання", + "date": "Липень 2025", + "title": "Чутка шириться", + "description": "Бота помічало дедалі більше полків і спільнот." + }, + "8": { + "label": "Сайт", + "date": "Серпень 2025", + "title": "Clippi створює сайт", + "description": "Clippi (Sophie) очолила створення сайту й перенесла проєкт із Replit на повноцінну інфраструктуру." + }, + "9": { + "label": "Маршрути", + "date": "Листопад 2025", + "title": "Теплові карти Flexcoral", + "description": "Flexcoral і група розробників реалізували рендеринг мінімап та маршрутів із повторів і опублікували основу наших методів." + }, + "10": { + "label": "Партнерство", + "date": "Січень 2026", + "title": "Разом зі Spectra", + "description": "SREBOT почав отримувати ігри безпосередньо від Spectra замість самостійно завантажувати й аналізувати кожен матч." + }, + "11": { + "label": "Монетизація", + "date": "Квітень 2026", + "title": "Паливо для майбутнього", + "description": "Перші реальні доходи профінансували кращі сервери та швидшу розробку." + }, + "12": { + "label": "Клієнти", + "date": "Травень 2026", + "title": "Підтримка клієнтських портів", + "description": "Ми почали підтримувати клієнтські порти. Першим став AXBot для китайської SQB-спільноти." + }, + "13": { + "label": "TSSBOT", + "date": "Травень 2026", + "title": "TSSBOT набуває форми", + "description": "TSSBOT було задумано й створено прототип; перші дані надійшли на початку червня." + }, + "14": { + "label": "Сьогодні", + "date": "Зараз", + "title": "Де ми зараз", + "description": "Сьогодні проєкт визначають автоматичний парсинг через Spectra, фінансована розробка та зростаюча спільнота." + } + } + } +} diff --git a/locales/zh-CN.json b/locales/zh-CN.json new file mode 100644 index 0000000..cdb7701 --- /dev/null +++ b/locales/zh-CN.json @@ -0,0 +1,1060 @@ +{ + "nav": { + "home": "首页", + "live": "实时", + "leaderboards": "排行榜", + "docs": "文档", + "terms": "条款", + "premium": "高级版", + "support": "支持", + "addToDiscord": "添加到 Discord", + "games": "比赛", + "squadrons": "中队", + "donate": "捐赠", + "analytics": "分析" + }, + "footer": { + "services": "服务", + "matchFeed": "比赛动态", + "vehicleStats": "载具统计", + "analytics": "分析", + "squadronHub": "中队中心", + "comparison": "对比", + "resources": "资源", + "documentation": "文档", + "inviteBot": "邀请机器人", + "legal": "法律", + "termsOfService": "服务条款", + "privacyPolicy": "隐私政策", + "termsAndPrivacy": "条款与隐私", + "websiteBy": "网站制作", + "andToothless": "和 Toothless", + "meowing": "喵喵中" + }, + "common": { + "loading": "正在加载...", + "retry": "重试", + "backToHome": "返回首页", + "battles": "战斗", + "wins": "胜场", + "winRate": "胜率", + "kills": "击杀", + "totalKills": "总击杀", + "groundKills": "地面击杀", + "airKills": "空中击杀", + "assists": "助攻", + "deaths": "死亡", + "captures": "占点", + "kdr": "K/D", + "kps": "每场击杀", + "rank": "排名", + "player": "玩家", + "players": "玩家", + "playersCount": "名玩家", + "vehicle": "载具", + "vehicles": "载具", + "squadron": "中队", + "squadrons": "中队", + "statistics": "统计", + "comparison": "对比", + "date": "日期", + "result": "结果", + "totalBattles": "总战斗", + "totalWins": "总胜场", + "points": "点数", + "members": "成员", + "membersCount": "名成员", + "rating": "评分", + "searchPlayerByName": "按玩家名称搜索...", + "noPlayersFound": "未找到玩家", + "noSquadronsFound": "未找到中队", + "noVehiclesFound": "未找到载具", + "failedToLoad": "数据加载失败,请稍后再试。", + "recordingSince": "自 2026/01/01 起记录数据", + "vs": "对阵", + "map": "地图" + }, + "home": { + "squadronBattles": "中队战斗", + "madeSimple": "简单管理", + "addToDiscord": "添加到 Discord", + "learnMore": "了解更多", + "searchBySquadron": "按中队搜索", + "typeSquadronName": "输入中队名称...", + "orByPlayer": "或按玩家搜索", + "typePlayerName": "输入玩家名称...", + "liveFeed": "比赛动态", + "realTimeMatches": "查找你的比赛", + "topPlayers": "顶尖玩家", + "vehicleStatsCard": "载具统计", + "performanceMetrics": "表现指标", + "analyticsCard": "分析", + "globalStatistics": "全局统计", + "squadronHubCard": "中队中心", + "squadronStats": "中队统计", + "comparisonCard": "对比", + "compareStats": "对比统计", + "joinServers": "已有 500+ 个服务器使用我们的机器人追踪表现", + "noSquadronsFound": "未找到中队", + "noPlayersFound": "未找到玩家", + "searchPlayersIn": "搜索玩家:", + "ctaElev8": "准备好让你的中队 ELEV8 了吗?", + "ctaReign": "准备好让 R3IGN 再次统治了吗?", + "ctaMeow": "喵喵", + "ctaPurr": "咕噜咕噜", + "ctaRawr": "嗷呜" + }, + "docs": { + "title": "文档", + "subtitle": "关于以下内容的完整说明", + "quickNavigation": "快速导航", + "gettingStarted": "入门", + "commands": "命令", + "serverSetup": "服务器设置", + "features": "功能", + "examples": "示例", + "troubleshooting": "故障排查", + "stackManager": "车队管理器", + "welcomeMessage": "按照这些步骤开始使用。", + "inviteTheBot": "邀请机器人", + "inviteBotDesc": "该项目的详细说明。", + "configureServer": "配置服务器", + "configureServerDesc": "该项目的详细说明。", + "startTracking": "开始追踪", + "startTrackingDesc": "配置完成后,机器人会自动发布中队战斗结果、战斗日志、聊天记录和回放链接。", + "runSetupWizard": "运行设置向导", + "setupWizardDesc": "设置向导会一次性引导你配置中队、日志频道和点数频道:", + "setupEasiest": "这是最简单的入门方式。它会逐步引导你设置中队并选择频道。", + "youreDone": "完成!", + "doneDesc": "机器人会开始自动发布点数和排行榜更新。之后可使用 /autolog-management 调整通知设置。", + "premiumNote": "Automatic game logs (full scoreboards after each match) require a 高级版 订阅. Run /unlock to 订阅 — $2.99/mo per 服务器, billed through Discord.", + "manualSetup": "手动设置(替代方式)", + "manualSetupDesc": "该项目的详细说明。", + "allCommandsSlash": "All 命令s 使用 Discord's slash 命令 system. Type / to see available 命令s.", + "serverSetupAdmin": "服务器 Setup & Administration", + "importantNote": "重要提示", + "verifyFirst": "Always verify first! The /sq-info 命令 confirms the bot can find your squadron in War Thunder's database, even if you're ranked very low.", + "cantFindSquadron": "If the bot can't find your squadron with /sq-info, the setup 命令s won't work properly.", + "botNotResponding": "机器人无响应", + "checkOnline": "检查机器人是否在线(绿色状态)", + "verifyPermissions": "确认机器人拥有必要权限", + "tryDifferentChannel": "Try using 命令s in a different channel", + "commandsNotWorking": "命令s Not Working", + "ensureSlash": "Ensure you're using slash 命令s (start with /)", + "checkRolePerms": "Check if your role has permission to 使用 bot 命令s", + "tryRefreshing": "尝试刷新 Discord 或重启应用", + "dataNotSaving": "数据 Not Saving", + "verifySendMessages": "确认机器人拥有“发送消息”权限", + "checkOutages": "检查 Discord 是否出现故障", + "contactSupport": "Contact 支持 if the issue persists", + "needMoreHelp": "需要更多帮助?", + "needMoreHelpDesc": "该项目的详细说明。", + "example": "示例", + "supportedLanguages": "支持的语言", + "setupDesc": "该项目的详细说明。", + "recommendedForNew": "Recommended for new 服务器s.", + "setSquadronDesc": "该项目的详细说明。", + "quickLogDesc": "该项目的详细说明。", + "quickLogPremiumNote": "Logs (automatic game scoreboards) require a 高级版 订阅. 点数 and 排行榜 alerts are free.", + "autologDesc": "该项目的详细说明。", + "autologPremiumNote": "Automatic game logs require a 高级版 订阅.", + "diagnosePermsDesc": "该项目的详细说明。", + "squadronInformation": "中队 Information", + "sqInfoDesc": "该项目的详细说明。", + "sqInfoGraphDesc": "将当前中队阵容可视化为柱状图,按活跃度与胜率分为核心、活跃和边缘三组(当前赛季)。", + "compDesc": "该项目的详细说明。", + "trackDesc": "追踪一个中队,并与上次检查时的统计进行对比。", + "topDesc": "显示前 20 名中队及其当前统计。", + "sqStatsDesc": "以交互式图表显示中队点数随时间变化。", + "lossCalculatorDesc": "计算指定玩家离队后中队会损失多少点数。", + "recentDesc": "显示某中队最近 5 场中队战斗。", + "vsDesc": "该项目的详细说明。", + "leaderboardLinkDesc": "获取 SRE Bot 全球玩家排行榜链接。", + "playerStats": "玩家 统计", + "playerStatsDesc": "该项目的详细说明。", + "viewPlayerGamesDesc": "该项目的详细说明。", + "viewMatchDesc": "该项目的详细说明。", + "examples2": "示例", + "compareDesc": "该项目的详细说明。", + "metaData": "Meta 数据", + "metaManagementDesc": "该项目的详细说明。", + "metaDesc": "该项目的详细说明。", + "settingsUtilities": "设置 & Utilities", + "languageDesc": "更改机器人的默认语言,也会影响战斗日志中载具名称的语言。", + "scheduleDesc": "该项目的详细说明。", + "websiteDesc": "该项目的详细说明。", + "creditsDesc": "该项目的详细说明。", + "unlockDesc": "该项目的详细说明。", + "analyticsDesc": "高级 SQB 分析:地图胜率、队伍阵容、玩家稳定性、分时段表现和对战历史(最常赢/最常输的对手)。", + "sqCardDesc": "该项目的详细说明。", + "cardDesc": "该项目的详细说明。", + "queryDesc": "该项目的详细说明。", + "donateDesc": "通过 Ko-fi 支持 SRE Bot 的开发。", + "botStatusDesc": "显示最近接收对局的时间以及最近对局的平均 TTL。标记 Gaijin 服务器缓慢的情况。", + "premiumBadge": "高级版", + "newsDesc": "该项目的详细说明。", + "stackCreateDesc": "该项目的详细说明。", + "stackRequestToJoin": "申请加入 — 任何玩家都可以带着计划使用的载具申请加入。申请队列最多 20 个名额。", + "stackLeaveWithdraw": "Leave / Withdraw — 成员 can leave the stack; applicants can withdraw their application. The stack 队长 is prompted to transfer ownership first.", + "stackManagePanel": "管理车队 ⚙️ — Leader-only panel with four sections:", + "stackAcceptMembers": "Accept 成员 — Accept or decline applicants individually or all at once. Up to 8 成员s 总计.", + "stackRemoveMembers": "移除成员 — 移除active 成员s or queued applicants. Options: 移除All, 移除已启用, 移除Queued, or 移除Selected from a dropdown.", + "stackPingMembers": "Ping 成员 — Ping with an optional custom message. Options: Ping All (成员s + queue, excluding 队长), Ping 已启用 (成员s only), Ping Queued (applicants only), or Ping Selected from a dropdown.", + "stackRenameStack": "重命名车队 — 为车队设置自定义名称。该名称会显示为嵌入消息标题,并替代队长名称出现在提醒消息中。", + "stackDisbandStack": "解散车队 — 队长可以提前结束车队。", + "stackManageDesc": "重新在当前频道发布你的活跃车队嵌入消息。如果原消息被删除,或机器人重启后找不到原消息,可以使用此命令。现有成员和队列会保留。", + "translation": "翻译", + "translateContextMenu": "右键消息 → 应用 → 翻译消息", + "translateDesc": "通过 Discord 右键菜单翻译任意消息。右键(移动端长按)消息并选择“应用 → 翻译消息”。", + "viewAllLanguages": "查看All 支持的语言", + "serverSetupSubtitle": "为你的中队 Discord 服务器配置 {botName},以获得最佳使用效果。", + "requiredPermissions": "所需权限", + "sendMessages": "发送消息", + "useSlashCommands": "Use Slash 命令s", + "embedLinks": "嵌入链接", + "readMessageHistory": "读取消息历史", + "recommendedChannelSetup": "Recommended 频道 Setup", + "recommendedChannelDesc": "建议创建专用频道,例如 #squadron-battles,用于追踪和统计。", + "roleConfiguration": "身份组配置", + "roleConfigurationDesc": "为可以记录战斗结果的中队成员分配合适身份组。建议仅限中队军官和队长使用。", + "premiumSectionSubtitle": "标题", + "whatsIncluded": "包含内容", + "premiumInclude1": "每场 SQB 比赛结束后,完整计分板会自动发布到你配置的频道。", + "premiumInclude2": "Unlimited /comp lookups (free 服务器s get 25 per timeslot)", + "premiumInclude3": "All existing free features (points alarms, 队长board, stats 命令s, etc.) remain free", + "pricingBilling": "价格与计费", + "pricingBillingDesc": "该项目的详细说明。", + "howToSubscribe": "如何订阅", + "subscribe1": "Run /unlock in your 服务器 (服务器 admin 必需)", + "subscribe2": "Click the 订阅 button in the bot's reply", + "subscribe3": "在 Discord 内完成结账,机器人会立即激活", + "cancellation": "取消订阅", + "cancellationDesc": "该项目的详细说明。", + "realTimeStatistics": "Real-time 统计", + "realTimeStatisticsDesc": "实时追踪胜负和表现指标。", + "battleHistory": "战斗 历史", + "battleHistoryDesc": "该项目的详细说明。", + "leaderboardsFeature": "排行榜", + "leaderboardsFeatureDesc": "该项目的详细说明。", + "playerTracking": "玩家 Tracking", + "playerTrackingDesc": "单个玩家统计和 ThunderSkill 集成。", + "smartAlerts": "智能提醒", + "smartAlertsDesc": "针对中队活动的自动警报和通知。", + "multiLanguageSupport": "多语言支持", + "multiLanguageSupportDesc": "翻译功能和可自定义的载具语言。", + "timeCoordination": "时间协调", + "timeCoordinationDesc": "用于全球中队协调的 UTC 和本地时间工具。", + "advancedSearch": "高级搜索", + "advancedSearchDesc": "查找玩家阵容和详细中队信息。", + "dataSecurity": "数据 Security", + "dataSecurityDesc": "你的数据会被安全保存,绝不会共享或出售。", + "usageExamples": "使用示例", + "quickSetupRecommended": "快速设置(推荐)", + "quickSetupDesc": "运行设置向导。它会在一个流程中引导你设置中队、选择日志频道和点数频道。", + "comparingPlayers": "Comparing 玩家s", + "comparingPlayersDesc": "该项目的详细说明。", + "checkingSquadronInfo": "Checking 中队 Info", + "verifySquadronDesc": "确认中队存在并查看详细信息。设置前可用它确认机器人能找到你的中队。", + "recentBattlesDesc": "查看某中队最近 5 场战斗。", + "headToHeadDesc": "该项目的详细说明。", + "backToHome": "返回首页", + "termsAndPrivacy": "条款与隐私", + "seasonRecapCardTitle": "赛季回顾卡", + "seasonRecapCardDesc": "该项目的详细说明。", + "playerRecapCardTitle": "标题", + "playerRecapCardDesc": "该项目的详细说明。", + "tierOverview": "档位概览", + "tierOverviewDesc": "该项目的详细说明。", + "tierStandardLine": "$2.99 — up to 10 squadrons each for Logs and 点数, no wildcard 支持.", + "tierProLine": "up to 25 squadrons each for Logs and 点数, plus wildcard (`*` / `all` / `everything`) 支持.", + "tierMaxLine": "无限中队、通配符,以及新功能抢先体验。", + "voiceChannelTally": "语音频道追踪", + "tallyIntro": "直接在你的 Discord 语音频道状态中实时追踪 SQB 比分。比赛结束后,机器人会将频道状态更新为如 2W-1L:胜 对阵 ENEMY 的累计记录。这是高级版功能,你必须连接到该语音频道。", + "tallyClaimDesc": "在你当前的语音频道开始追踪某位玩家或战队。请提供用户名或战队(不可同时提供)。状态从 0W-0L 开始,并在相关比赛结束时更新。", + "tallyTransferDesc": "将当前追踪切换到另一名玩家,并保留现有的胜负记录。", + "tallyClearDesc": "清除你当前语音频道的追踪并重置其状态。追踪还会在闲置 1 小时后,或所有人离开该频道后自动清除。" + }, + "leaderboards": { + "title": "排行榜", + "subtitle": "浏览玩家、中队和载具表现", + "players": "玩家", + "squadrons": "中队", + "vehicles": "载具", + "stats": "统计", + "comparison": "对比", + "search": "搜索", + "filter": "筛选", + "sortBy": "排序方式" + }, + "games": { + "title": "比赛", + "subtitle": "最近记录的中队战斗", + "searchPlaceholder": "搜索玩家、中队或地图...", + "winner": "获胜方", + "loser": "失败方", + "duration": "时长", + "viewDetails": "查看详情", + "noGamesFound": "未找到比赛", + "filterByMap": "按地图筛选", + "allMaps": "全部地图", + "search": "搜索", + "noResults": "没有比赛 found", + "matchDetail": "比赛详情", + "chatLog": "聊天记录", + "battleLog": "战斗日志", + "mode": "模式", + "winningTeam": "获胜队伍", + "losingTeam": "失败队伍", + "viewMatch": "查看比赛", + "loadingMatch": "正在加载match data...", + "matchNotFound": "未找到比赛", + "searchingGames": "正在搜索比赛...", + "recentMatches": "近期比赛", + "noChatLog": "没有chat log available", + "noBattleLog": "没有battle log available", + "replayVideo": "回放视频", + "generatingVideo": "正在生成回放视频…", + "videoFirstLoad": "首次加载可能需要最多一分钟", + "videoUnavailable": "Replay video 不可用 for this match", + "modeGround": "陆战", + "modeAir": "空战", + "squadronPlaceholder": "请输入或选择…", + "loadingReplay": "正在加载Replay..." + }, + "squadrons": { + "title": "中队", + "subtitle": "搜索和查看中队统计", + "searchPlaceholder": "搜索中队...", + "viewProfile": "查看资料", + "members": "成员", + "activity": "活跃度", + "findSquadron": "Find a 中队", + "totalSquadrons": "总中队s", + "totalPlayers": "总玩家s", + "totalBattles": "总战斗s", + "avgWinRate": "平均 胜率", + "topSquadrons": "Top 中队s", + "viewFullLeaderboard": "查看Full 排行榜", + "loadingSquadrons": "正在加载squadron data...", + "noSquadronData": "没有squadron data available yet.", + "failedToLoad": "无法load squadron data. Please try again later.", + "backToSquadronHub": "Back to 中队 Hub", + "squadronPoints": "中队 点数", + "squadronMembers": "中队 成员", + "performance": "表现", + "performanceNoData": "没有performance data available for the 选择ed range.", + "quickDetails": "快速详情", + "noMembersFound": "没有成员s found", + "noRecordedMembers": "此中队还没有记录成员。", + "squadronGames": "中队 比赛s", + "loadingSquadronGames": "正在加载squadron game records...", + "noSquadronGames": "没有game records found for this squadron.", + "retryLoadGames": "重试", + "searchMapPlaceholder": "搜索by map..." + }, + "analytics": { + "title": "分析", + "subtitle": "深入查看中队表现、地图和阵容趋势", + "mapWinRates": "地图胜率", + "teamCompositions": "队伍阵容", + "playerConsistency": "玩家稳定性", + "timeOfDay": "时段表现", + "matchupHistory": "对战历史", + "pageTitle": "SQB 分析", + "pageSubtitle": "对任意中队、玩家或载具进行深度分析。", + "modeSquadron": "中队", + "modePlayer": "玩家", + "modeVehicle": "载具", + "tabMaps": "地图 胜率s", + "tabSquadmates": "常见队友", + "tabComps": "队伍阵容", + "tabConsistency": "玩家 Consistency", + "tabTime": "时段", + "tabMatchups": "比赛up 历史", + "pickSquadron": "搜索any squadron to see their analysis", + "pickPlayer": "搜索any player to view their analysis", + "pickVehicle": "搜索a vehicle to view its analysis", + "noData": "没有data in this range.", + "loading": "正在加载…", + "loadError": "无法load analytics.", + "compComingSoon": "队伍阵容分析即将推出。", + "compTopVehiclesTitle": "Top 载具s", + "compCompositionsTitle": "标题", + "compCompositionsMeta": "至少包含 {min} 个载具的阵容,按比赛场次排序", + "compMatchesAnalyzed": "已分析比赛", + "compNoRepeats": "没有lineup of that size was fielded in this range.", + "compColVehicle": "载具", + "compColSpawns": "出场", + "compColMatches": "比赛es", + "compColShare": "比赛 %", + "compColLineup": "阵容", + "compColTypes": "阵容", + "compTypeFighters": "战斗机", + "compTypeBombers": "轰炸机", + "compTypeHelicopters": "直升机", + "compTypeLight": "轻型坦克", + "compTypeTanks": "坦克", + "compTypeSPAA": "防空车", + "compTypeSPAATooltip": "防空/SPAA", + "compTypeUnknown": "未知", + "compSearchPresetLabel": "预设阵容", + "compSearchPresetAll": "全部阵容", + "compSearchPresetHint": "根据此中队自身阵容历史生成", + "compSearchTypesLabel": "类型", + "compTypeCapsHint": "总数最多 8 · 航空最多 4(F + B + H)", + "compSearchRefineLabel": "细化条件", + "compRefineHint": "先在上方设置数量,再为该类型选择具体载具。", + "compRefineAny": "任意 {type}", + "compSearchCustomLabel": "自定义", + "compSearchAddVehicle": "指定载具", + "compSearchVehiclesLabel": "载具s", + "compSearchApply": "应用", + "compSearchReset": "重置", + "compSearchMatches": "显示 {shown}/{total} 个阵容", + "compSearchNoMatches": "没有comps match the 选择ed filter.", + "compSearchGamesShort": "场", + "colMap": "地图", + "colWins": "W", + "colLosses": "L", + "colWinRate": "WR", + "colBar": "", + "colShared": "共同", + "colUid": "UID", + "colGames": "比赛s", + "colPlayer": "玩家", + "colAvgKills": "平均击杀", + "colAvgDeaths": "平均死亡", + "colScore": "分数", + "colHour": "小时(UTC)", + "colSquadron": "中队", + "colTotal": "总计", + "matchupsWonHeader": "胜场最多的对手", + "matchupsLostHeader": "负场最多的对手", + "uniqueOpponents": "个不同对手", + "euTimeslot": "EU 时段", + "naTimeslot": "NA 时段", + "offPeak": "非高峰时段", + "radarMetaMaps": "显示 {total} 张地图中的前 {shown} 张 · 至少 {min} 场", + "radarMetaSquadmates": "显示 {total} 名队友中的前 {shown} 名 · 至少共同 {min} 场", + "radarTooFewMaps": "数据不足,无法绘制图表 — 此筛选条件下至少需要 3 张有 {min}+ 场记录的地图。", + "radarTooFewSquadmates": "数据不足,无法绘制图表 — 此筛选条件下至少需要 3 名有 {min}+ 场共同比赛的队友。", + "radarFootnoteMaps": "隐藏了 {count} 张较少游玩的地图 — 查看完整表格", + "radarFootnoteSquadmates": "隐藏了 {count} 名较少共同出战的队友 — 查看完整表格", + "tabTimeline": "K/D 时间线", + "tabTopPlayers": "Top 玩家s", + "tabTopSquadrons": "Top 中队s" + }, + "premium": { + "title": "高级版", + "subtitle": "解锁更高的日志上限、通配符和无限查询", + "standard": "标准版", + "pro": "专业版", + "max": "旗舰版", + "subscribe": "订阅", + "currentPlan": "当前套餐", + "monthly": "每月", + "features": "功能", + "upgradeTitle": "标题", + "heroDesc": "每场 SQB 结束后立即发布到你的频道:计分板、战斗日志、移动地图和回放,全程自动完成。", + "instantScoreboards": "即时计分板", + "viewPaths": "查看路径", + "chatBattleLogs": "聊天和战斗日志", + "replayLookups": "回放查询", + "free": "免费", + "perMonth": "/mo", + "alwaysFree": "永久免费", + "noCardNeeded": "无需银行卡", + "included": "包含", + "manualLookups": "手动比赛查询", + "playerStats": "玩家统计和资料", + "leaderboards": "排行榜", + "stickWithFree": "Stick with 免费", + "premiumLabel": "高级版", + "perServer": "每个服务器", + "cancelAnytime": "随时取消", + "everythingInFree": "包含免费版全部功能,另加", + "autoScoreboards": "自动发布计分板", + "pathMaps": "路径 / 移动地图", + "chatLogs": "聊天和战斗日志", + "replayLookupsFeature": "回放查询", + "unlimitedComp": "无限 /comp 查询", + "prioritySupport": "优先支持", + "subscribeNow": "立即订阅", + "comingSoon": "即将推出", + "serverIdInfo": "你需要你的", + "discordServerId": "Discord 服务器 ID", + "duringCheckout": "用于结账。", + "developerMode": "开发者模式", + "rightClickServer": "Right-click 服务器", + "copyId": "复制 ID", + "successTitle": "高级版已激活", + "successDesc": "该项目的详细说明。", + "whatHappensNext": "接下来会发生什么", + "autoLogging": "Auto-logging activates for your 服务器", + "setLogChannel": "使用以下命令设置日志频道:", + "everyResult": "每场 SQB 结果都会自动发布", + "readSetupGuide": "阅读设置指南", + "tierStandardName": "标准版", + "tierProName": "专业版", + "tierMaxName": "旗舰版", + "squadCap": "最多记录 {cap} 个中队", + "squadCapUnlimited": "记录无限中队", + "everythingInStandard": "包含标准版全部功能", + "everythingInPro": "包含专业版全部功能", + "wildcardSupport": "通配符日志(*, all, everything)", + "noSquadCap": "没有squadron cap", + "earlyAccessFeatures": "抢先体验新功能" + }, + "terms": { + "title": "服务条款与隐私政策", + "subtitle": "标题", + "termsOfService": "服务条款", + "privacyPolicy": "隐私政策", + "dataWeCollect": "我们收集的数据", + "howWeUseData": "我们如何使用数据", + "contact": "联系我们", + "pageTitle": "服务条款与隐私政策", + "lastUpdated": "最后更新:2026 年 4 月", + "byUsing": "使用", + "youAgree": " 即表示你同意以下内容:", + "useResponsibly": "负责任地使用", + "useResponsiblyDesc": "请勿尝试过载、刷屏或以其他方式破坏机器人。", + "noFunnyBusiness": "禁止违规行为", + "noFunnyBusinessDesc": "该项目的详细说明。", + "statsAsIs": "统计按现状提供", + "statsAsIsDesc": "所有数据和统计均按“现状”提供,不作任何明示或暗示保证。我们会尽合理努力保持数据准确,但不保证完全无误。", + "uptimeNotGuaranteed": "不保证在线时间", + "uptimeNotGuaranteedDesc": "机器人按“可用状态”提供。我们不保证服务不中断或无错误,服务可能因维护、故障或第三方问题而不可用。", + "weCanBanYou": "我们可以移除访问权限", + "weCanBanYouDesc": "如果你违反规则,我们可以移除你的访问权限。", + "infoWeCollect": "1. 我们收集的信息", + "collectsFollowing": "会收集以下信息以提供服务:", + "discordUserIds": "Discord 用户 ID:", + "discordUserIdsDesc": "用于追踪单个用户的唯一标识符", + "squadronIds": "中队 ID:", + "squadronIdsDesc": "该项目的详细说明。", + "battleData": "战斗数据:", + "battleDataDesc": "胜负记录、战斗时间戳及相关统计", + "commandUsage": "命令使用情况:", + "commandUsageDesc": "为改进服务而记录的基本机器人命令使用情况", + "howWeUse": "2. 我们如何使用你的信息", + "usedExclusively": "收集的信息仅用于:", + "trackingPerformance": "追踪中队战斗表现和统计", + "providingHistorical": "提供历史数据和分析", + "improvingBot": "改进机器人功能和用户体验", + "troubleshootingIssues": "排查技术问题", + "dataStorage": "3. 数据存储与安全", + "dataStoredSecurely": "你的数据会通过以下保护措施安全存储:", + "encryptedServers": "数据存储在安全服务器并进行加密", + "limitedAccess": "仅授权人员可以访问", + "regularBackups": "定期备份以确保数据完整性", + "dataSharing": "4. 数据共享", + "weDoNot": "我们不会:", + "sellData": "向第三方出售你的个人信息", + "shareData": "与外部组织共享你的数据", + "useForAds": "将你的数据用于广告或营销", + "transferData": "将你的数据转移到安全系统之外", + "dataRetention": "5. 数据保留", + "dataRetentionDesc": "我们会在提供服务所需的时间内保留你的数据。战斗统计和中队数据会保留用于维护历史记录和分析。", + "discordIntegration": "6. Discord 集成", + "discordIntegrationDesc": "该项目的详细说明。", + "ageRestrictions": "7. 年龄限制", + "ageRestrictionsDesc": "该项目的详细说明。", + "changesToPolicy": "8. 隐私政策变更", + "changesToPolicyDesc": "我们可能会不时更新本隐私政策。", + "premiumTitle": "高级订阅条款", + "premiumWhatYouGet": "1. 高级版包含内容", + "premiumWhatYouGetDesc": "该项目的详细说明。", + "premiumFeature1": "每场 SQB 比赛结束后自动发布计分板", + "premiumFeature2": "路径 / 移动地图", + "premiumFeature3": "聊天和战斗日志", + "premiumFeature4": "回放查询", + "premiumFeature5": "无限 /comp 查询(免费服务器每个时段有限制)", + "premiumBilling": "2. 计费与付款", + "premiumBillingDesc": "该项目的详细说明。", + "premiumCancellation": "3. 取消", + "premiumCancellationDesc": "该项目的详细说明。", + "premiumRefunds": "4. 退款", + "premiumRefundsDesc": "订阅费用不可退款。取消后,当期周期结束前仍可继续使用。", + "premiumPriceChanges": "5. 价格变更", + "premiumPriceChangesDesc": "我们保留随时调整订阅价格的权利。现有订阅者会至少提前 30 天收到通知。", + "premiumTermination": "6. 终止高级访问", + "premiumTerminationDesc": "如果服务器违反服务条款,包括滥用自动日志、刷请求或规避限制,我们保留在不退款的情况下撤销高级访问的权利。", + "serviceAvailabilityTitle": "服务可用性与责任", + "serviceNoWarranty": "1. 无保证", + "serviceNoWarrantyDesc": "本服务按“现状”和“可用状态”提供,不作任何明示、暗示或法定保证。", + "serviceLiability": "2. 责任限制", + "serviceLiabilityDesc": "在适用法律允许的最大范围内,我们不对任何间接、附带、特殊、后果性或惩罚性损害负责。", + "serviceCredits": "3. 服务中断与补偿", + "serviceCreditsDesc": "该项目的详细说明。", + "serviceForceM": "4. 不可抗力", + "serviceForceMDesc": "该项目的详细说明。", + "disclaimer": "免责声明", + "warThunderDisclaimer": "是一个独立 Discord 机器人,与 Gaijin Entertainment 或 War Thunder 没有关联、认可或官方合作关系。War Thunder 是 Gaijin Entertainment 的商标。", + "acknowledgement": "使用", + "acknowledgementEnd": "即表示你确认已阅读、理解并同意受本服务条款和隐私政策约束。" + }, + "seasonCard": { + "season": "赛季", + "battles": "战斗", + "wins": "胜场", + "losses": "负场", + "winRate": "胜率", + "rating": "评分", + "rank": "排名", + "points": "点数", + "bestMap": "最佳地图", + "topVehicle": "常用载具", + "noData": "没有数据", + "buttonLabel": "赛季卡片", + "buttonDisabledTitle": "标题", + "modalTitle": "赛季卡片", + "seasonLabel": "赛季", + "themeLabel": "主题", + "themeDark": "深色", + "themeLight": "浅色", + "generate": "生成", + "loadingSeasons": "正在加载seasons…", + "generating": "正在生成…", + "failedSeasons": "无法load seasons.", + "failedGenerate": "无法generate recap card.", + "inProgressSuffix": "(进行中)", + "imgRecapSuffix": "回顾", + "imgHeroFinalRating": "Final 评分", + "imgHeroMatches": "比赛es", + "imgHeroWinRate": "胜率", + "imgHeroKD": "K/D", + "imgAxisRating": "评分", + "imgAxisWinRate": "胜率 (%)", + "imgStatPeakRating": "最高评分", + "imgStatRatingChange": "评分 change", + "imgStatTotalKills": "总kills", + "imgStatTotalDeaths": "总deaths", + "imgStatAssistsCaptures": "助攻 / captures", + "imgStatMostPlayedVehicle": "最常用载具", + "imgStatMVP": "MVP", + "imgStatMostActive": "最活跃", + "imgStatLongestWinStreak": "最长连胜", + "imgStatMostCommonOpponent": "最常见对手", + "imgUnitKills": "击杀", + "imgUnitAssists": "助攻", + "imgUnitCaptures": "占点", + "imgUnitGames": "场", + "imgUnitMatches": "比赛", + "imgUnitWins": "胜场", + "imgUnitLosses": "负场", + "imgGroundShort": "G", + "imgAirShort": "A", + "imgFooterGenerated": "已生成", + "imgPlaceholderNoData": "{short} 在 {season} 没有数据", + "buttonLabelPlayer": "赛季回顾", + "buttonDisabledTitlePlayer": "标题", + "modalTitlePlayer": "标题", + "imgHeroBattles": "战斗", + "imgHeroTotalKills": "总击杀", + "imgAxisBattles": "战斗s (7d)", + "imgAxisKD": "K/D", + "imgStatBestMatch": "最佳比赛", + "imgStatSquadronsRepresented": "中队s represented", + "imgStatFrequentTeammate": "最常见队友", + "imgStatLongestSession": "最长场次", + "imgStatMostActiveDay": "最活跃日期(UTC)", + "imgStatMostCommonOppSquadron": "最常见对方中队", + "imgStatPeakSquadronRating": "最高中队评分", + "imgUnitSlotNA": "NA", + "imgUnitSlotEU": "EU", + "imgUnitNoSquadron": "no sq", + "imgUnitVs": "vs", + "imgUnitTogether": "共同比赛", + "imgStatKDAC": "K / D / A / C", + "imgPlaceholderNoDataPlayer": "{nick} 在 {season} 没有数据", + "imgUIDLabel": "UID", + "imgBestMatchLine": "{vehicle} · 地杀 {gk} / 空杀 {ak} / 助攻 {assists} / 占点 {cap} / 死亡 {deaths} · {date}" + }, + "player": { + "totalBattles": "总战斗s", + "totalWins": "总胜场", + "vehicleStatistics": "载具 统计", + "cumulative": "累计", + "individual": "单项", + "filterBy": "筛选:", + "allTime": "全部时间", + "dateRange": "日期范围", + "season": "赛季", + "week": "周", + "session": "场次", + "dateType": "日期类型:", + "last7Days": "最近 7 天", + "last30Days": "最近 30 天", + "last90Days": "最近 90 天", + "customRange": "自定义范围", + "specificDate": "指定日期", + "filterType": "筛选类型:", + "fullSeason": "整个赛季", + "specificWeek": "指定周", + "from": "从:", + "to": "到:", + "timeslot": "时段", + "fullDay": "全天", + "selectSeason": "赛季:", + "selectWeek": "周:", + "selectSeasonFirst": "选择season first", + "pleaseSelect": "请选择一个选项", + "searchVehicles": "搜索vehicles...", + "resetFilters": "重置筛选", + "vehiclesShown": "个载具已显示", + "gamesShown": "场比赛已显示", + "noVehicleData": "没有载具数据 available", + "noVehiclesForRange": "没有vehicles found for the 选择ed date range, or this player has no data yet.", + "switchToCards": "切换到卡片视图", + "switchToTable": "切换到表格视图", + "loadingTimeline": "正在加载timeline...", + "noTimelineData": "没有timeline data yet.", + "timelineUnavailable": "时间线 不可用.", + "loadingGameRecords": "正在加载game records...", + "unableToLoadRecords": "无法load game records", + "failedToFetch": "无法fetch game data. Please try again later.", + "noGameRecords": "没有game records found", + "noGamesYet": "此玩家还没有任何已记录比赛。", + "collapseChart": "折叠图表", + "loadingChartData": "正在加载chart data...", + "noHistoricalData": "没有historical data yet.", + "chartUnavailable": "图表 不可用.", + "relative": "相对值", + "uidLabel": "玩家 UID" + }, + "leaderboard": { + "playersTitle": "玩家s 排行榜", + "playersSubtitle": "按表现排名的 War Thunder 顶尖玩家", + "vehiclesTitle": "载具 击杀 排行榜", + "vehiclesSubtitle": "按总击杀排名的 War Thunder 顶尖载具", + "squadronsTitle": "中队 排行榜", + "squadronsSubtitle": "按表现排名的 War Thunder 顶尖中队", + "statsTitle": "标题", + "statsSubtitle": "整体中队战斗统计和 Meta 信息", + "comparisonTitle": "标题", + "comparisonSubtitle": "标题", + "comparisonHint": "对比stats to find the best performers and vehicles", + "compareSquadrons": "对比中队s", + "comparePlayers": "对比玩家s", + "compareVehicles": "对比载具s", + "playersAndVehicles": "玩家s + 载具s", + "failedToLoadLeaderboard": "无法load 队长board data. Please try again later.", + "failedToLoadVehicles": "无法load vehicle 队长board", + "failedToLoadSquadrons": "无法load squadron 队长board", + "noResultsYet": "没有results yet. 添加squadrons/players to begin.", + "searchSquadron": "搜索中队", + "searchBySquadronName": "搜索by squadron name...", + "minPlayers": "Min 玩家s", + "minPlayersPlaceholder": "请输入或选择…", + "resetFilters": "重置筛选", + "squadronsShown": "个中队已显示", + "playersShown": "名玩家已显示", + "page": "页", + "of": "of", + "loadingSquadronLeaderboard": "正在加载squadron 队长board...", + "loadingPlayerLeaderboard": "正在加载player 队长board...", + "loadingComparisonData": "正在加载comparison data...", + "unableToFetch": "无法fetch 队长board data. Please try again.", + "noSquadronsInLeaderboard": "没有squadrons found in 队长board.", + "noPlayersInLeaderboard": "没有players found in 队长board.", + "loadingGlobalStats": "正在加载global statistics...", + "failedToLoadStats": "无法load statistics", + "unableToFetchStats": "无法fetch statistics data. Please try again.", + "mostPopularVehicles": "最受欢迎 载具s", + "vehicleKillsLeaderboardTitle": "载具 击杀 排行榜", + "avgWinRate": "平均胜率", + "avgKillsPerPlayer": "平均击杀/玩家", + "loadingVehicleKills": "正在加载vehicle kills data...", + "apiNotLoaded": "API 客户端未正确加载。请刷新页面。", + "failedToInitApi": "无法initialize API client", + "noStatsData": "没有statistics data available", + "totalPlayersCard": "总玩家s", + "activePlayers": "已启用 玩家s", + "vehiclesUsed": "载具s Used", + "differentVehicles": "Different 载具s", + "squadronBattlesLabel": "中队 战斗s", + "noVehicleData": "没有载具数据 available", + "mostPopular": "最受欢迎", + "timesUsed": "使用次数", + "failedToLoadVehicleKills": "无法load vehicle kills data", + "lastUpdated": "最后更新", + "searchPlayer": "搜索玩家", + "searchByPlayerName": "搜索by player name...", + "minimumBattles": "最低战斗s", + "minBattlesPlaceholder": "请输入或选择…", + "searchSquadronsPlaceholder": "请输入或选择…", + "sortBy": "排序方式", + "kdRatio": "K/D 比", + "killsPerSpawn": "击杀 Per Spawn", + "caps": "占点", + "timePeriod": "时间范围", + "allTime": "全部时间", + "dateRange": "日期范围", + "season": "赛季", + "week": "周", + "dateType": "日期类型", + "last7Days": "最近 7 天", + "last30Days": "最近 30 天", + "last90Days": "最近 90 天", + "customRange": "自定义范围", + "from": "从", + "to": "To", + "timeslot": "时段", + "fullDay": "全天", + "selectSeason": "选择season...", + "selectWeek": "选择week...", + "failedToLoadComparison": "无法load comparison data", + "pleaseRefresh": "请尝试刷新页面", + "playerComparison": "玩家 对比", + "squadronComparison": "中队 对比", + "vehicleComparison": "载具 对比", + "playersVehiclesComparison": "玩家s + 载具s 对比", + "addPlayersToCompare": "添加玩家s to Compare:", + "addSquadronsToCompare": "添加中队s to Compare:", + "addVehiclesToCompare": "添加载具s to Compare:", + "addPlayerVehicleCombos": "添加玩家 + 载具 Combinations:", + "searchSelectPlayers": "搜索and 选择 players...", + "typeSquadronName": "输入中队名称...", + "searchSelectVehicles": "搜索and 选择 vehicles...", + "searchForPlayers": "搜索for players...", + "selectPlayersToCompare": "搜索and 选择 players above to compare their stats", + "selectSquadronsToCompare": "搜索and 选择 squadrons above to compare their stats", + "selectVehiclesToCompare": "搜索and 选择 vehicles above to compare their stats", + "selectPlayersVehiclesToCompare": "搜索and 选择 players above, then choose their vehicles to compare different player-vehicle combinations", + "selectVehicleFor": "选择vehicle for", + "selectAVehicle": "-- 选择a vehicle --", + "noVehiclesForPlayer": "没有vehicles found for this player", + "noPlayerVehicleSelected": "没有player-vehicle combinations 选择ed", + "noPlayersSelected": "没有players 选择ed", + "noVehiclesSelected": "没有vehicles 选择ed", + "noSquadronsSelected": "没有squadrons 选择ed", + "statistic": "统计项", + "totalDeaths": "总死亡", + "totalAssists": "总助攻", + "totalCaptures": "总占点", + "killsPerSpawnShort": "击杀/Spawn", + "avgWinRateShort": "平均 胜率", + "avgKillsPlayerShort": "平均 击杀/玩家", + "avgKillsMember": "平均 击杀/Member", + "avgBattlesMember": "平均 战斗s/Member", + "serverError500": "服务器 error (500) - The API is temporarily 不可用. Please try again in a few moments.", + "apiEndpoint404": "API endpoint not found (404) - Please check 服务器 configuration.", + "networkError": "Network error - 无法connect to 服务器. Please check your connection.", + "viewFullLeaderboard": "查看Full 排行榜", + "vehicleName": "载具名称", + "searchVehiclePlaceholder": "请输入或选择…", + "minKills": "Min 击杀", + "any": "任意", + "perPage": "每页", + "clear": "清除", + "vehicleAndPlayer": "载具和玩家", + "loadingVehicleLeaderboard": "正在加载vehicle 队长board...", + "vehiclesShown": "个载具已显示", + "minBattlesPerVehicle": "最低3 battles per vehicle 必需", + "minimumBattlesRequired": "最低5 battles 必需", + "allSeasons": "全部赛季", + "allWeeks": "全部周", + "allBR": "全部 BR" + }, + "errors": { + "pageNotFound": "Page Not 已找到", + "error": "错误", + "oopsNotFound": "哎呀!你要找的页面不存在。它可能已移动、删除,或 URL 输入错误。", + "searchError": "搜索error. Please try again." + }, + "js": { + "openingDiscordInvite": "正在打开 Discord 邀请!", + "errorOpeningInvite": "错误 opening invite link. Please try again later.", + "gettingSupportLink": "Getting 支持 服务器 link...", + "openingSupportServer": "Opening 支持 服务器!", + "errorGettingSupport": "错误 getting 支持 link. Please try again later.", + "failedToUpdateStats": "无法update stats", + "konamiActivated": "成就解锁:隐藏代码!", + "noPlayersFound": "没有players found", + "searchError": "搜索error. Please try again.", + "killsSuffix": "击杀", + "winRateSuffix": "胜率", + "noSquadronsFound": "没有squadrons found" + }, + "index": { + "subtitle1": "标题", + "subtitle2": "标题", + "subtitle3": "标题", + "subtitle4": "标题" + }, + "live": { + "air": "空杀", + "gnd": "地杀", + "ast": "助攻", + "dth": "死亡", + "cap": "占点", + "squadronBattle": "中队 战斗", + "randomBattle": "Random 战斗" + }, + "playerModal": { + "viewFullProfile": "查看完整资料 →", + "close": "关闭", + "overview": "概览", + "vehicles": "载具", + "sessions": "场次", + "loadingPlayerData": "正在加载玩家数据...", + "kdr": "K/D", + "kps": "K/S", + "winRate": "胜率", + "battles": "战斗", + "wins": "胜场", + "totalBattles": "总战斗", + "totalKills": "总击杀", + "airKills": "空中击杀", + "groundKills": "地面击杀", + "assists": "助攻", + "deaths": "死亡", + "captures": "占点", + "clickToSwitchMetric": "点击切换指标", + "clickToCycle": "点击循环切换", + "noChartData": "无图表数据", + "noVehicleData": "无载具数据", + "noSessionData": "无场次数据", + "date": "日期", + "vehicle": "载具", + "ground": "地面", + "air": "空中", + "result": "结果", + "unknown": "未知", + "failedToLoadPlayerData": "加载玩家数据失败" + }, + "replay": { + "playPause": "播放/暂停", + "crashed": "坠毁", + "destroyed": "摧毁了", + "hit": "击中了" + }, + "dateFilter": { + "allTime": "全部时间", + "currentSeason": "当前赛季", + "bySeason": "按赛季", + "cumulative": "累计", + "customRange": "自定义范围", + "selectSeason": "选择赛季", + "selectSeasonDots": "选择一个赛季...", + "selectWeek": "选择周", + "selectWeekDots": "选择一周...", + "entireSeason": "整个赛季", + "applyFilter": "应用筛选", + "cumulativeHelp": "查看截至指定时间点的累计统计", + "season": "赛季", + "upToWeek": "截至周", + "applyCumulativeFilter": "应用累计筛选", + "startDate": "开始日期", + "endDate": "结束日期", + "applyCustomRange": "应用自定义范围", + "activeFilter": "当前筛选:", + "clear": "清除", + "allTimeStatistics": "全部时间统计", + "currentSeasonValue": "当前赛季:{season}", + "alertSelectSeason": "请选择一个赛季", + "seasonValue": "赛季 {season}", + "alertSelectSeasonWeek": "请选择赛季和周", + "cumulativeValue": "累计至 {season} - {week}", + "alertSelectDate": "请至少选择一个日期", + "alertStartBeforeEnd": "开始日期必须早于结束日期", + "customRangePrefix": "自定义范围:", + "fromDate": "从 {date}", + "upToDate": "截至 {date}" + }, + "timeline": { + "pageTitle": "SREBOT 历史", + "pageDescription": "SREBOT 从一个想法成长为 War Thunder SQB 标准的历程。", + "eyebrow": "我们的故事", + "heading": "发展历程", + "servers": "{count} 个服务器", + "scroll": "滚动", + "cards": { + "1": { + "label": "起源", + "date": "2024年6月", + "title": "以 SNLK SQB BOT 之名诞生", + "description": "ImApollo 委托开发并以 SNLK SQB BOT 上线。首个版本一周内完成,比赛数据仍靠手动录入,并很快传播到更多服务器。" + }, + "2": { + "label": "计分板", + "date": "2024年8月", + "title": "最初的日志", + "description": "机器人最初用于自动生成红绿 diff 计分板,但总数仍需手动输入。其风格深受 TheH0G(Cade)和 progavman(Prog)影响。" + }, + "3": { + "label": "更名", + "date": "2024年10月", + "title": "成为 SREBOT", + "description": "项目超越了原来的名字,SNLK SQB BOT 更名为 SREBOT。" + }, + "4": { + "label": "合作", + "date": "2025年1月", + "title": "Lux_ 与我们的相互贡献", + "description": "Lux_ 与 SREBOT 分享了 War Thunder API 和社区管理知识。他的机器人后来成为 Spectra,合作也一直延续。" + }, + "5": { + "label": "解析器", + "date": "2025年2月", + "title": "Frovy 打开大门", + "description": "Frovy 展示了第一个解析器,为自动计分板打开了道路。" + }, + "6": { + "label": "日志", + "date": "2025年3月", + "title": "LivingTheDagor 与新解析器", + "description": "Dagor 带来了更可靠的第二代解析器,SREBOT 至今仍在使用,日志系统也随之完善。" + }, + "7": { + "label": "增长", + "date": "2025年7月", + "title": "口碑传播", + "description": "越来越多中队和社区开始注意并使用这个机器人。" + }, + "8": { + "label": "网站", + "date": "2025年8月", + "title": "Clippi 建立网站", + "description": "Clippi(Sophie)主导网站建设,将项目从 Replit 迁移到正式基础设施,并推动网站上线与成长。" + }, + "9": { + "label": "路线", + "date": "2025年11月", + "title": "Flexcoral 的热力图", + "description": "Flexcoral 与开发者研究组实现了从录像渲染小地图和玩家路线,并公开了我们当前方法的基础。" + }, + "10": { + "label": "合作伙伴", + "date": "2026年1月", + "title": "与 Spectra 合作", + "description": "请求量促使方案改变。SREBOT 与 Spectra 合作,直接接收比赛,而不再自行下载和解析每场比赛。" + }, + "11": { + "label": "商业化", + "date": "2026年4月", + "title": "为未来提供动力", + "description": "首次获得的实际收入用于升级服务器并加快功能开发。" + }, + "12": { + "label": "客户端", + "date": "2026年5月", + "title": "支持客户端移植", + "description": "我们开始支持客户端移植,让其他机器人基于我们的成果开发。首个项目是服务中文 SQB 社区的 AXBot。" + }, + "13": { + "label": "TSSBOT", + "date": "2026年5月", + "title": "TSSBOT 初具雏形", + "description": "TSSBOT 完成构想和原型设计,并于六月初收到第一批数据。" + }, + "14": { + "label": "今天", + "date": "现在", + "title": "我们的现状", + "description": "如今,Spectra 自动解析、持续投入的开发和不断壮大的中队社区共同定义着这个项目。" + } + } + } +} diff --git a/package-lock.json b/package-lock.json new file mode 100644 index 0000000..6eeed36 --- /dev/null +++ b/package-lock.json @@ -0,0 +1,5912 @@ +{ + "name": "toothless-sqb-bot-web", + "version": "1.0.0", + "lockfileVersion": 3, + "requires": true, + "packages": { + "": { + "name": "toothless-sqb-bot-web", + "version": "1.0.0", + "license": "MIT", + "dependencies": { + "compression": "^1.8.1", + "cors": "^2.8.5", + "dotenv": "^16.3.1", + "ejs": "^3.1.9", + "express": "^4.18.2", + "node-fetch": "^2.7.0", + "sqlite3": "^5.1.7" + }, + "devDependencies": { + "autoprefixer": "^10.4.22", + "concurrently": "^9.2.1", + "cross-env": "^10.1.0", + 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"y18n": "^5.0.5", + "yargs-parser": "^21.1.1" + }, + "engines": { + "node": ">=12" + } + }, + "node_modules/yargs-parser": { + "version": "21.1.1", + "resolved": "https://registry.npmjs.org/yargs-parser/-/yargs-parser-21.1.1.tgz", + "integrity": "sha512-tVpsJW7DdjecAiFpbIB1e3qxIQsE6NoPc5/eTdrbbIC4h0LVsWhnoa3g+m2HclBIujHzsxZ4VJVA+GUuc2/LBw==", + "dev": true, + "license": "ISC", + "engines": { + "node": ">=12" + } + } + } +} diff --git a/package.json b/package.json new file mode 100644 index 0000000..1065dc6 --- /dev/null +++ b/package.json @@ -0,0 +1,53 @@ +{ + "name": "toothless-sqb-bot-web", + "version": "1.0.0", + "description": "Website for Toothless SQB Discord Bot", + "main": "server.js", + "scripts": { + "start": "cross-env NODE_ENV=production node server.js", + "dev": "npm run build:css && concurrently \"npm run watch:css\" \"cross-env NODE_ENV=development nodemon server.js\"", + "build": "npm run build:css && node build.js", + "build:css": "node build-css.js", + "watch:css": "nodemon --watch public/css/tailwind.css --watch tailwind.config.js --exec \"node build-css.js\"", + "build:prod": "npm run build:css && node build.js && cross-env NODE_ENV=production node server.js", + "pm2:start": "npm run build && pm2 start ecosystem.config.js", + "pm2:stop": "pm2 stop toothless-sqb-web", + "pm2:restart": "pm2 restart toothless-sqb-web", + "pm2:reload": "pm2 reload toothless-sqb-web", + "pm2:delete": "pm2 delete toothless-sqb-web", + "pm2:logs": "pm2 logs toothless-sqb-web", + "pm2:monit": "pm2 monit", + "test": "echo \"No tests specified yet. Please run 'npm run dev' to start the development server.\"" + }, + "keywords": [ + "discord", + "bot", + "website", + "express", + "node" + ], + "author": "Sophie :3", + "license": "MIT", + "dependencies": { + "compression": "^1.8.1", + "cors": "^2.8.5", + "dotenv": "^16.3.1", + "ejs": "^3.1.9", + "express": "^4.18.2", + "node-fetch": "^2.7.0", + "sqlite3": "^5.1.7" + }, + "devDependencies": { + "autoprefixer": "^10.4.22", + "concurrently": "^9.2.1", + "cross-env": "^10.1.0", + "cssnano": "^7.1.2", + "javascript-obfuscator": "^4.1.0", + "nodemon": "^3.0.1", + "postcss": "^8.5.6", + "tailwindcss": "^3.4.18" + }, + "engines": { + "node": ">=16.0.0" + } +} diff --git a/postcss.config.js b/postcss.config.js new file mode 100644 index 0000000..2ce518b --- /dev/null +++ b/postcss.config.js @@ -0,0 +1,7 @@ +module.exports = { + plugins: { + tailwindcss: {}, + autoprefixer: {}, + }, +} + diff --git a/public/css/output.css b/public/css/output.css new file mode 100644 index 0000000..49bc033 --- /dev/null +++ b/public/css/output.css @@ -0,0 +1,2203 @@ +*, ::before, ::after { + --tw-border-spacing-x: 0; + --tw-border-spacing-y: 0; + --tw-translate-x: 0; + --tw-translate-y: 0; + --tw-rotate: 0; + --tw-skew-x: 0; + --tw-skew-y: 0; + --tw-scale-x: 1; + --tw-scale-y: 1; + --tw-pan-x: ; + --tw-pan-y: ; + --tw-pinch-zoom: ; + --tw-scroll-snap-strictness: proximity; + --tw-gradient-from-position: ; + --tw-gradient-via-position: ; + --tw-gradient-to-position: ; + --tw-ordinal: ; + --tw-slashed-zero: ; + --tw-numeric-figure: ; + --tw-numeric-spacing: ; + --tw-numeric-fraction: ; + --tw-ring-inset: ; + --tw-ring-offset-width: 0px; + --tw-ring-offset-color: #fff; + --tw-ring-color: rgb(59 130 246 / 0.5); + --tw-ring-offset-shadow: 0 0 #0000; + --tw-ring-shadow: 0 0 #0000; + --tw-shadow: 0 0 #0000; + --tw-shadow-colored: 0 0 #0000; + --tw-blur: ; + --tw-brightness: ; + --tw-contrast: ; + --tw-grayscale: ; + --tw-hue-rotate: ; + --tw-invert: ; + --tw-saturate: ; + --tw-sepia: ; + --tw-drop-shadow: ; + --tw-backdrop-blur: ; + --tw-backdrop-brightness: ; + --tw-backdrop-contrast: ; + --tw-backdrop-grayscale: ; + --tw-backdrop-hue-rotate: ; + --tw-backdrop-invert: ; + --tw-backdrop-opacity: ; + --tw-backdrop-saturate: ; + --tw-backdrop-sepia: ; + --tw-contain-size: ; + --tw-contain-layout: ; + --tw-contain-paint: ; + --tw-contain-style: ; +} + +::backdrop { + --tw-border-spacing-x: 0; + --tw-border-spacing-y: 0; + --tw-translate-x: 0; + --tw-translate-y: 0; + --tw-rotate: 0; + --tw-skew-x: 0; + --tw-skew-y: 0; + --tw-scale-x: 1; + --tw-scale-y: 1; + --tw-pan-x: ; + --tw-pan-y: ; + --tw-pinch-zoom: ; + --tw-scroll-snap-strictness: proximity; + --tw-gradient-from-position: ; + --tw-gradient-via-position: ; + --tw-gradient-to-position: ; + --tw-ordinal: ; + --tw-slashed-zero: ; + --tw-numeric-figure: ; + --tw-numeric-spacing: ; + --tw-numeric-fraction: ; + --tw-ring-inset: ; + --tw-ring-offset-width: 0px; + --tw-ring-offset-color: #fff; + --tw-ring-color: rgb(59 130 246 / 0.5); + --tw-ring-offset-shadow: 0 0 #0000; + --tw-ring-shadow: 0 0 #0000; + --tw-shadow: 0 0 #0000; + --tw-shadow-colored: 0 0 #0000; + --tw-blur: ; + --tw-brightness: ; + --tw-contrast: ; + --tw-grayscale: ; + --tw-hue-rotate: ; + --tw-invert: ; + --tw-saturate: ; + --tw-sepia: ; + --tw-drop-shadow: ; + --tw-backdrop-blur: ; + --tw-backdrop-brightness: ; + --tw-backdrop-contrast: ; + --tw-backdrop-grayscale: ; + --tw-backdrop-hue-rotate: ; + --tw-backdrop-invert: ; + --tw-backdrop-opacity: ; + --tw-backdrop-saturate: ; + --tw-backdrop-sepia: ; + --tw-contain-size: ; + --tw-contain-layout: ; + --tw-contain-paint: ; + --tw-contain-style: ; +}/* +! tailwindcss v3.4.18 | MIT License | https://tailwindcss.com +*//* +1. Prevent padding and border from affecting element width. (https://github.com/mozdevs/cssremedy/issues/4) +2. Allow adding a border to an element by just adding a border-width. (https://github.com/tailwindcss/tailwindcss/pull/116) +*/ + +*, +::before, +::after { + box-sizing: border-box; /* 1 */ + border-width: 0; /* 2 */ + border-style: solid; /* 2 */ + border-color: #e5e7eb; /* 2 */ +} + +::before, +::after { + --tw-content: ''; +} + +/* +1. Use a consistent sensible line-height in all browsers. +2. Prevent adjustments of font size after orientation changes in iOS. +3. Use a more readable tab size. +4. Use the user's configured `sans` font-family by default. +5. Use the user's configured `sans` font-feature-settings by default. +6. Use the user's configured `sans` font-variation-settings by default. +7. Disable tap highlights on iOS +*/ + +html, +:host { + line-height: 1.5; /* 1 */ + -webkit-text-size-adjust: 100%; /* 2 */ + -moz-tab-size: 4; /* 3 */ + -o-tab-size: 4; + tab-size: 4; /* 3 */ + font-family: ui-sans-serif, system-ui, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji"; /* 4 */ + font-feature-settings: normal; /* 5 */ + font-variation-settings: normal; /* 6 */ + -webkit-tap-highlight-color: transparent; /* 7 */ +} + +/* +1. Remove the margin in all browsers. +2. Inherit line-height from `html` so users can set them as a class directly on the `html` element. +*/ + +body { + margin: 0; /* 1 */ + line-height: inherit; /* 2 */ +} + +/* +1. Add the correct height in Firefox. +2. Correct the inheritance of border color in Firefox. (https://bugzilla.mozilla.org/show_bug.cgi?id=190655) +3. Ensure horizontal rules are visible by default. +*/ + +hr { + height: 0; /* 1 */ + color: inherit; /* 2 */ + border-top-width: 1px; /* 3 */ +} + +/* +Add the correct text decoration in Chrome, Edge, and Safari. +*/ + +abbr:where([title]) { + -webkit-text-decoration: underline dotted; + text-decoration: underline dotted; +} + +/* +Remove the default font size and weight for headings. +*/ + +h1, +h2, +h3, +h4, +h5, +h6 { + font-size: inherit; + font-weight: inherit; +} + +/* +Reset links to optimize for opt-in styling instead of opt-out. +*/ + +a { + color: inherit; + text-decoration: inherit; +} + +/* +Add the correct font weight in Edge and Safari. +*/ + +b, +strong { + font-weight: bolder; +} + +/* +1. Use the user's configured `mono` font-family by default. +2. Use the user's configured `mono` font-feature-settings by default. +3. Use the user's configured `mono` font-variation-settings by default. +4. Correct the odd `em` font sizing in all browsers. +*/ + +code, +kbd, +samp, +pre { + font-family: ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, "Liberation Mono", "Courier New", monospace; /* 1 */ + font-feature-settings: normal; /* 2 */ + font-variation-settings: normal; /* 3 */ + font-size: 1em; /* 4 */ +} + +/* +Add the correct font size in all browsers. +*/ + +small { + font-size: 80%; +} + +/* +Prevent `sub` and `sup` elements from affecting the line height in all browsers. +*/ + +sub, +sup { + font-size: 75%; + line-height: 0; + position: relative; + vertical-align: baseline; +} + +sub { + bottom: -0.25em; +} + +sup { + top: -0.5em; +} + +/* +1. Remove text indentation from table contents in Chrome and Safari. (https://bugs.chromium.org/p/chromium/issues/detail?id=999088, https://bugs.webkit.org/show_bug.cgi?id=201297) +2. Correct table border color inheritance in all Chrome and Safari. (https://bugs.chromium.org/p/chromium/issues/detail?id=935729, https://bugs.webkit.org/show_bug.cgi?id=195016) +3. Remove gaps between table borders by default. +*/ + +table { + text-indent: 0; /* 1 */ + border-color: inherit; /* 2 */ + border-collapse: collapse; /* 3 */ +} + +/* +1. Change the font styles in all browsers. +2. Remove the margin in Firefox and Safari. +3. Remove default padding in all browsers. +*/ + +button, +input, +optgroup, +select, +textarea { + font-family: inherit; /* 1 */ + font-feature-settings: inherit; /* 1 */ + font-variation-settings: inherit; /* 1 */ + font-size: 100%; /* 1 */ + font-weight: inherit; /* 1 */ + line-height: inherit; /* 1 */ + letter-spacing: inherit; /* 1 */ + color: inherit; /* 1 */ + margin: 0; /* 2 */ + padding: 0; /* 3 */ +} + +/* +Remove the inheritance of text transform in Edge and Firefox. +*/ + +button, +select { + text-transform: none; +} + +/* +1. Correct the inability to style clickable types in iOS and Safari. +2. Remove default button styles. +*/ + +button, +input:where([type='button']), +input:where([type='reset']), +input:where([type='submit']) { + -webkit-appearance: button; /* 1 */ + background-color: transparent; /* 2 */ + background-image: none; /* 2 */ +} + +/* +Use the modern Firefox focus style for all focusable elements. +*/ + +:-moz-focusring { + outline: auto; +} + +/* +Remove the additional `:invalid` styles in Firefox. (https://github.com/mozilla/gecko-dev/blob/2f9eacd9d3d995c937b4251a5557d95d494c9be1/layout/style/res/forms.css#L728-L737) +*/ + +:-moz-ui-invalid { + box-shadow: none; +} + +/* +Add the correct vertical alignment in Chrome and Firefox. +*/ + +progress { + vertical-align: baseline; +} + +/* +Correct the cursor style of increment and decrement buttons in Safari. +*/ + +::-webkit-inner-spin-button, +::-webkit-outer-spin-button { + height: auto; +} + +/* +1. Correct the odd appearance in Chrome and Safari. +2. Correct the outline style in Safari. +*/ + +[type='search'] { + -webkit-appearance: textfield; /* 1 */ + outline-offset: -2px; /* 2 */ +} + +/* +Remove the inner padding in Chrome and Safari on macOS. +*/ + +::-webkit-search-decoration { + -webkit-appearance: none; +} + +/* +1. Correct the inability to style clickable types in iOS and Safari. +2. Change font properties to `inherit` in Safari. +*/ + +::-webkit-file-upload-button { + -webkit-appearance: button; /* 1 */ + font: inherit; /* 2 */ +} + +/* +Add the correct display in Chrome and Safari. +*/ + +summary { + display: list-item; +} + +/* +Removes the default spacing and border for appropriate elements. +*/ + +blockquote, +dl, +dd, +h1, +h2, +h3, +h4, +h5, +h6, +hr, +figure, +p, +pre { + margin: 0; +} + +fieldset { + margin: 0; + padding: 0; +} + +legend { + padding: 0; +} + +ol, +ul, +menu { + list-style: none; + margin: 0; + padding: 0; +} + +/* +Reset default styling for dialogs. +*/ +dialog { + padding: 0; +} + +/* +Prevent resizing textareas horizontally by default. +*/ + +textarea { + resize: vertical; +} + +/* +1. Reset the default placeholder opacity in Firefox. (https://github.com/tailwindlabs/tailwindcss/issues/3300) +2. Set the default placeholder color to the user's configured gray 400 color. +*/ + +input::-moz-placeholder, textarea::-moz-placeholder { + opacity: 1; /* 1 */ + color: #9ca3af; /* 2 */ +} + +input::placeholder, +textarea::placeholder { + opacity: 1; /* 1 */ + color: #9ca3af; /* 2 */ +} + +/* +Set the default cursor for buttons. +*/ + +button, +[role="button"] { + cursor: pointer; +} + +/* +Make sure disabled buttons don't get the pointer cursor. +*/ +:disabled { + cursor: default; +} + +/* +1. Make replaced elements `display: block` by default. (https://github.com/mozdevs/cssremedy/issues/14) +2. Add `vertical-align: middle` to align replaced elements more sensibly by default. (https://github.com/jensimmons/cssremedy/issues/14#issuecomment-634934210) + This can trigger a poorly considered lint error in some tools but is included by design. +*/ + +img, +svg, +video, +canvas, +audio, +iframe, +embed, +object { + display: block; /* 1 */ + vertical-align: middle; /* 2 */ +} + +/* +Constrain images and videos to the parent width and preserve their intrinsic aspect ratio. (https://github.com/mozdevs/cssremedy/issues/14) +*/ + +img, +video { + max-width: 100%; + height: auto; +} + +/* Make elements with the HTML hidden attribute stay hidden by default */ +[hidden]:where(:not([hidden="until-found"])) { + display: none; +} + * { + margin: 0px; + box-sizing: border-box; + padding: 0px; +} + + body { + min-height: 100vh; + overflow-x: hidden; + font-family: ui-sans-serif, system-ui, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji"; + line-height: 1.625; + --tw-text-opacity: 1; + color: rgb(255 255 255 / var(--tw-text-opacity, 1)); + -webkit-font-smoothing: antialiased; + -moz-osx-font-smoothing: grayscale; + background: linear-gradient(rgba(0, 0, 0, 0.7), rgba(0, 0, 0, 0.7)), url('/images/toothless_face.webp'); + background-size: cover; + background-position: center; + background-attachment: fixed; + background-repeat: no-repeat; + -webkit-overflow-scrolling: touch; +} + + html { + scroll-behavior: smooth; +} +.\!container { + width: 100% !important; +} +.container { + width: 100%; +} +@media (min-width: 640px) { + + .\!container { + max-width: 640px !important; + } + + .container { + max-width: 640px; + } +} +@media (min-width: 768px) { + + .\!container { + max-width: 768px !important; + } + + .container { + max-width: 768px; + } +} +@media (min-width: 1024px) { + + .\!container { + max-width: 1024px !important; + } + + .container { + max-width: 1024px; + } +} +@media (min-width: 1280px) { + + .\!container { + max-width: 1280px !important; + } + + .container { + max-width: 1280px; + } +} +@media (min-width: 1536px) { + + .\!container { + max-width: 1536px !important; + } + + .container { + max-width: 1536px; + } +} +/* ======================================== + COLOR SCHEME: + - Background: Dark earth green (#1C1E1D) to graphite (#0A0B0A) + - Accent/Primary text: Cream (#F5F5DC) + - Secondary/Muted text: Mint green (#90EE90) + ======================================== */ +/* Vehicle, Squadron, and Player names use custom font */ +.vehicle-name, + .squadron-name, + .squadron-tag, + .player-name, + .player-nick { + font-family: skyquakesymbols, Inter, sans-serif; +} +/* Primary Button - Cream gradient */ +.btn-primary { + position: relative; + display: inline-flex; + align-items: center; + justify-content: center; + overflow: hidden; + border-radius: 0.5rem; + padding-left: 1.5rem; + padding-right: 1.5rem; + padding-top: 0.75rem; + padding-bottom: 0.75rem; + font-weight: 700; + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; + background: linear-gradient(135deg, #F5F5DC 0%, #E8E8D0 100%); + color: #1E1E1E; + box-shadow: 0 4px 20px rgba(245, 245, 220, 0.15), inset 0 1px 0 rgba(255, 255, 255, 0.4); +} +.btn-primary:hover { + box-shadow: 0 8px 25px rgba(245, 245, 220, 0.3), inset 0 1px 0 rgba(255, 255, 255, 0.4); + transform: translateY(-2px); + } +.btn-primary:active { + transform: translateY(0); + } +/* Navigation callouts */ +.nav-premium { + color: #f4d35e; + } +.nav-premium:hover { + color: #ffe08a; + } +.nav-rainbow { + color: #ff9b8a; + } +.nav-rainbow:hover { + color: #ffc0b4; + } +.nav-donate { + background: linear-gradient(90deg, #ff7a7a 0%, #ffd166 25%, #90ee90 50%, #8fd3ff 75%, #c79bff 100%); + -webkit-background-clip: text; + background-clip: text; + -webkit-text-fill-color: transparent; + color: transparent; + } +.nav-donate:hover { + filter: brightness(1.12); + } +.nav-donate i { + -webkit-text-fill-color: initial; + color: #ffd166; + } +/* Secondary Button */ +.btn-secondary { + display: inline-flex; + align-items: center; + justify-content: center; + border-radius: 0.5rem; + border-width: 2px; + border-color: rgb(57 255 20 / 0.5); + background-color: rgb(255 255 255 / 0.1); + padding-left: 1.5rem; + padding-right: 1.5rem; + padding-top: 0.75rem; + padding-bottom: 0.75rem; + font-weight: 600; + --tw-text-opacity: 1; + color: rgb(255 255 255 / var(--tw-text-opacity, 1)); + --tw-backdrop-blur: blur(4px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; +} +.btn-secondary:hover { + --tw-translate-y: -0.125rem; + transform: translate(var(--tw-translate-x), var(--tw-translate-y)) rotate(var(--tw-rotate)) skewX(var(--tw-skew-x)) skewY(var(--tw-skew-y)) scaleX(var(--tw-scale-x)) scaleY(var(--tw-scale-y)); + --tw-border-opacity: 1; + border-color: rgb(57 255 20 / var(--tw-border-opacity, 1)); + background-color: rgb(57 255 20 / 0.2); +} +.btn-secondary:active { + --tw-translate-y: 0px; + transform: translate(var(--tw-translate-x), var(--tw-translate-y)) rotate(var(--tw-rotate)) skewX(var(--tw-skew-x)) skewY(var(--tw-skew-y)) scaleX(var(--tw-scale-x)) scaleY(var(--tw-scale-y)); +} +/* Feature Card - used on homepage */ +.feature-card { + background: linear-gradient(135deg, rgba(62, 78, 62, 0.2) 0%, rgba(44, 44, 44, 0.2) 100%); + border: 1px solid rgba(245, 245, 220, 0.08); + backdrop-filter: blur(12px); + transition: all 0.3s cubic-bezier(0.4, 0, 0.2, 1); + } +.card-hover:hover { + transform: translateY(-3px); + background: linear-gradient(135deg, rgba(62, 78, 62, 0.3) 0%, rgba(44, 44, 44, 0.3) 100%); + border-color: rgba(144, 238, 144, 0.3); + box-shadow: 0 8px 30px rgba(0, 0, 0, 0.3); + } +.card-hover:hover i { + color: #F5F5DC; + transform: scale(1.1); + transition: transform 0.3s ease; + } +/* Search Input - Glass effect */ +.search-input-glass { + background: rgba(30, 30, 30, 0.6); + border: 1px solid rgba(245, 245, 220, 0.1); + backdrop-filter: blur(10px); + transition: all 0.3s ease; + box-shadow: inset 0 2px 4px rgba(0,0,0,0.2); + } +.search-input-glass:focus { + background: rgba(40, 40, 40, 0.8); + border-color: rgba(144, 238, 144, 0.4); + box-shadow: 0 0 0 2px rgba(144, 238, 144, 0.1), inset 0 2px 4px rgba(0,0,0,0.2); + } +/* Card Component */ +.\!card { + border-radius: 1rem; + border-width: 1px; + border-color: rgb(57 255 20 / 0.2); + background-color: rgb(26 26 46 / 0.8); + padding: 1.5rem; + --tw-backdrop-blur: blur(12px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; +} +.\!card:hover { + border-color: rgb(57 255 20 / 0.4); + --tw-shadow: 0 10px 15px -3px rgb(0 0 0 / 0.1), 0 4px 6px -4px rgb(0 0 0 / 0.1); + --tw-shadow-colored: 0 10px 15px -3px var(--tw-shadow-color), 0 4px 6px -4px var(--tw-shadow-color); + box-shadow: var(--tw-ring-offset-shadow, 0 0 #0000), var(--tw-ring-shadow, 0 0 #0000), var(--tw-shadow); + --tw-shadow-color: rgb(57 255 20 / 0.1); + --tw-shadow: var(--tw-shadow-colored); +} +.card { + border-radius: 1rem; + border-width: 1px; + border-color: rgb(57 255 20 / 0.2); + background-color: rgb(26 26 46 / 0.8); + padding: 1.5rem; + --tw-backdrop-blur: blur(12px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; +} +.card:hover { + border-color: rgb(57 255 20 / 0.4); + --tw-shadow: 0 10px 15px -3px rgb(0 0 0 / 0.1), 0 4px 6px -4px rgb(0 0 0 / 0.1); + --tw-shadow-colored: 0 10px 15px -3px var(--tw-shadow-color), 0 4px 6px -4px var(--tw-shadow-color); + box-shadow: var(--tw-ring-offset-shadow, 0 0 #0000), var(--tw-ring-shadow, 0 0 #0000), var(--tw-shadow); + --tw-shadow-color: rgb(57 255 20 / 0.1); + --tw-shadow: var(--tw-shadow-colored); +} +/* Glass Card (more transparent) */ +/* Stat Card */ +.stat-card { + border-radius: 1rem; + border-width: 1px; + border-color: rgb(57 255 20 / 0.2); + background-color: rgb(26 26 46 / 0.8); + padding: 1.5rem; + --tw-backdrop-blur: blur(12px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; +} +.stat-card:hover { + border-color: rgb(57 255 20 / 0.4); + --tw-shadow: 0 10px 15px -3px rgb(0 0 0 / 0.1), 0 4px 6px -4px rgb(0 0 0 / 0.1); + --tw-shadow-colored: 0 10px 15px -3px var(--tw-shadow-color), 0 4px 6px -4px var(--tw-shadow-color); + box-shadow: var(--tw-ring-offset-shadow, 0 0 #0000), var(--tw-ring-shadow, 0 0 #0000), var(--tw-shadow); + --tw-shadow-color: rgb(57 255 20 / 0.1); + --tw-shadow: var(--tw-shadow-colored); +} +.stat-card { + position: relative; + overflow: hidden; + text-align: center; +} +.stat-card:hover { + --tw-translate-y: -0.25rem; + transform: translate(var(--tw-translate-x), var(--tw-translate-y)) rotate(var(--tw-rotate)) skewX(var(--tw-skew-x)) skewY(var(--tw-skew-y)) scaleX(var(--tw-scale-x)) scaleY(var(--tw-scale-y)); + --tw-border-opacity: 1; + border-color: rgb(57 255 20 / var(--tw-border-opacity, 1)); +} +/* Input Field */ +.input-field { + width: 100%; + border-radius: 0.5rem; + border-width: 2px; + border-color: rgb(57 255 20 / 0.3); + background-color: rgb(15 15 26 / 0.8); + padding-left: 1rem; + padding-right: 1rem; + padding-top: 0.75rem; + padding-bottom: 0.75rem; + --tw-text-opacity: 1; + color: rgb(255 255 255 / var(--tw-text-opacity, 1)); +} +.input-field::-moz-placeholder { + color: rgb(255 255 255 / 0.5); +} +.input-field::placeholder { + color: rgb(255 255 255 / 0.5); +} +.input-field { + --tw-backdrop-blur: blur(4px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; +} +.input-field:focus { + --tw-border-opacity: 1; + border-color: rgb(57 255 20 / var(--tw-border-opacity, 1)); + --tw-shadow: 0 10px 15px -3px rgb(0 0 0 / 0.1), 0 4px 6px -4px rgb(0 0 0 / 0.1); + --tw-shadow-colored: 0 10px 15px -3px var(--tw-shadow-color), 0 4px 6px -4px var(--tw-shadow-color); + box-shadow: var(--tw-ring-offset-shadow, 0 0 #0000), var(--tw-ring-shadow, 0 0 #0000), var(--tw-shadow); + --tw-shadow-color: rgb(57 255 20 / 0.2); + --tw-shadow: var(--tw-shadow-colored); + outline: 2px solid transparent; + outline-offset: 2px; +} +/* Select Dropdown */ +.select-field { + width: 100%; + border-radius: 0.5rem; + border-width: 2px; + border-color: rgb(57 255 20 / 0.3); + background-color: rgb(15 15 26 / 0.8); + padding-left: 1rem; + padding-right: 1rem; + padding-top: 0.75rem; + padding-bottom: 0.75rem; + --tw-text-opacity: 1; + color: rgb(255 255 255 / var(--tw-text-opacity, 1)); +} +.select-field::-moz-placeholder { + color: rgb(255 255 255 / 0.5); +} +.select-field::placeholder { + color: rgb(255 255 255 / 0.5); +} +.select-field { + --tw-backdrop-blur: blur(4px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; +} +.select-field:focus { + --tw-border-opacity: 1; + border-color: rgb(57 255 20 / var(--tw-border-opacity, 1)); + --tw-shadow: 0 10px 15px -3px rgb(0 0 0 / 0.1), 0 4px 6px -4px rgb(0 0 0 / 0.1); + --tw-shadow-colored: 0 10px 15px -3px var(--tw-shadow-color), 0 4px 6px -4px var(--tw-shadow-color); + box-shadow: var(--tw-ring-offset-shadow, 0 0 #0000), var(--tw-ring-shadow, 0 0 #0000), var(--tw-shadow); + --tw-shadow-color: rgb(57 255 20 / 0.2); + --tw-shadow: var(--tw-shadow-colored); + outline: 2px solid transparent; + outline-offset: 2px; +} +.select-field { + cursor: pointer; + -webkit-appearance: none; + -moz-appearance: none; + appearance: none; + padding-right: 2.5rem; + background-image: url('data:image/svg+xml;charset=UTF-8,%3csvg xmlns=%22http://www.w3.org/2000/svg%22 viewBox=%220 0 24 24%22 fill=%22none%22 stroke=%22%2339ff14%22 stroke-width=%222%22 stroke-linecap=%22round%22 stroke-linejoin=%22round%22%3e%3cpolyline points=%226 9 12 15 18 9%22%3e%3c/polyline%3e%3c/svg%3e'); + background-position: right 0.75rem center; + background-size: 1.25rem; + background-repeat: no-repeat; +} +/* Table Styles */ +/* Loading Spinner */ +.spinner { + margin-left: auto; + margin-right: auto; + height: 2.5rem; + width: 2.5rem; +} +@keyframes spin { + + to { + transform: rotate(360deg); + } +} +.spinner { + animation: spin 1s linear infinite; + border-radius: 9999px; + border-width: 4px; + border-color: rgb(57 255 20 / 0.3); + --tw-border-opacity: 1; + border-top-color: rgb(57 255 20 / var(--tw-border-opacity, 1)); +} +/* Badge */ +/* Navbar */ +.navbar { + position: fixed; + top: 0px; + z-index: 50; + width: 100%; + border-bottom-width: 1px; + border-color: rgb(57 255 20 / 0.2); + background-color: rgb(13 13 21 / 0.95); + --tw-backdrop-blur: blur(12px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; +} +/* Container */ +/* Section Title */ +.section-title { + margin-bottom: 1rem; +} +@keyframes gradientShift { + + 0%, 100% { + background-position: 0% 50%; + } + + 50% { + background-position: 100% 50%; + } +} +.section-title { + animation: gradientShift 3s ease-in-out infinite; + background-image: linear-gradient(to right, var(--tw-gradient-stops)); + --tw-gradient-from: #39ff14 var(--tw-gradient-from-position); + --tw-gradient-to: rgb(57 255 20 / 0) var(--tw-gradient-to-position); + --tw-gradient-stops: var(--tw-gradient-from), var(--tw-gradient-to); + --tw-gradient-to: rgb(0 255 107 / 0) var(--tw-gradient-to-position); + --tw-gradient-stops: var(--tw-gradient-from), #00ff6b var(--tw-gradient-via-position), var(--tw-gradient-to); + --tw-gradient-to: #39ff14 var(--tw-gradient-to-position); + background-size: 200% auto; + -webkit-background-clip: text; + background-clip: text; + text-align: center; + font-size: 2.25rem; + line-height: 2.5rem; + font-weight: 700; + color: transparent; +} +/* Link Hover Effect */ +/* Date Filter Styles */ +.date-filter-container { + border-radius: 1rem; + border-width: 1px; + border-color: rgb(57 255 20 / 0.2); + background-color: rgb(26 26 46 / 0.6); + padding: 1.5rem; + --tw-backdrop-blur: blur(24px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; +} +.date-filter-container > :not([hidden]) ~ :not([hidden]) { + --tw-space-y-reverse: 0; + margin-top: calc(1rem * calc(1 - var(--tw-space-y-reverse))); + margin-bottom: calc(1rem * var(--tw-space-y-reverse)); +} +.filter-button { + border-radius: 0.5rem; + border-width: 1px; + border-color: rgb(57 255 20 / 0.3); + background-color: rgb(26 26 46 / 0.5); + padding-left: 1rem; + padding-right: 1rem; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + font-weight: 500; + --tw-text-opacity: 1; + color: rgb(255 255 255 / var(--tw-text-opacity, 1)); + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; +} +.filter-button:hover { + --tw-border-opacity: 1; + border-color: rgb(57 255 20 / var(--tw-border-opacity, 1)); + background-color: rgb(57 255 20 / 0.1); +} +.filter-button:focus { + outline: 2px solid transparent; + outline-offset: 2px; + --tw-ring-offset-shadow: var(--tw-ring-inset) 0 0 0 var(--tw-ring-offset-width) var(--tw-ring-offset-color); + --tw-ring-shadow: var(--tw-ring-inset) 0 0 0 calc(2px + var(--tw-ring-offset-width)) var(--tw-ring-color); + box-shadow: var(--tw-ring-offset-shadow), var(--tw-ring-shadow), var(--tw-shadow, 0 0 #0000); + --tw-ring-color: rgb(57 255 20 / 0.5); +} +.filter-button-active { + border-radius: 0.5rem; + border-width: 1px; + border-color: rgb(57 255 20 / 0.3); + background-color: rgb(26 26 46 / 0.5); + padding-left: 1rem; + padding-right: 1rem; + padding-top: 0.5rem; + padding-bottom: 0.5rem; + font-weight: 500; + --tw-text-opacity: 1; + color: rgb(255 255 255 / var(--tw-text-opacity, 1)); + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 300ms; +} +.filter-button-active:hover { + --tw-border-opacity: 1; + border-color: rgb(57 255 20 / var(--tw-border-opacity, 1)); + background-color: rgb(57 255 20 / 0.1); +} +.filter-button-active:focus { + outline: 2px solid transparent; + outline-offset: 2px; + --tw-ring-offset-shadow: var(--tw-ring-inset) 0 0 0 var(--tw-ring-offset-width) var(--tw-ring-offset-color); + --tw-ring-shadow: var(--tw-ring-inset) 0 0 0 calc(2px + var(--tw-ring-offset-width)) var(--tw-ring-color); + box-shadow: var(--tw-ring-offset-shadow), var(--tw-ring-shadow), var(--tw-shadow, 0 0 #0000); + --tw-ring-color: rgb(57 255 20 / 0.5); +} +.filter-button-active { + --tw-border-opacity: 1; + border-color: rgb(57 255 20 / var(--tw-border-opacity, 1)); + background-color: rgb(57 255 20 / 0.2); + --tw-text-opacity: 1; + color: rgb(57 255 20 / var(--tw-text-opacity, 1)); + --tw-shadow: 0 10px 15px -3px rgb(0 0 0 / 0.1), 0 4px 6px -4px rgb(0 0 0 / 0.1); + --tw-shadow-colored: 0 10px 15px -3px var(--tw-shadow-color), 0 4px 6px -4px var(--tw-shadow-color); + box-shadow: var(--tw-ring-offset-shadow, 0 0 #0000), var(--tw-ring-shadow, 0 0 #0000), var(--tw-shadow); + --tw-shadow-color: rgb(57 255 20 / 0.2); + --tw-shadow: var(--tw-shadow-colored); +} +.pointer-events-none { + pointer-events: none; +} +.visible { + visibility: visible; +} +.collapse { + visibility: collapse; +} +.static { + position: static; +} +.fixed { + position: fixed; +} +.absolute { + position: absolute; +} +.relative { + position: relative; +} +.sticky { + position: sticky; +} +.inset-0 { + inset: 0px; +} +.left-0 { + left: 0px; +} +.right-0 { + right: 0px; +} +.top-0 { + top: 0px; +} +.top-10 { + top: 2.5rem; +} +.top-full { + top: 100%; +} +.z-10 { + z-index: 10; +} +.mx-1 { + margin-left: 0.25rem; + margin-right: 0.25rem; +} +.mx-auto { + margin-left: auto; + margin-right: auto; +} +.my-3 { + margin-top: 0.75rem; + margin-bottom: 0.75rem; +} +.\!mt-32 { + margin-top: 8rem !important; +} +.-ml-1 { + margin-left: -0.25rem; +} +.mb-1\.5 { + margin-bottom: 0.375rem; +} +.mb-10 { + margin-bottom: 2.5rem; +} +.mb-12 { + margin-bottom: 3rem; +} +.mb-2 { + margin-bottom: 0.5rem; +} +.mb-3 { + margin-bottom: 0.75rem; +} +.mb-4 { + margin-bottom: 1rem; +} +.mb-5 { + margin-bottom: 1.25rem; +} +.mb-6 { + margin-bottom: 1.5rem; +} +.mb-8 { + margin-bottom: 2rem; +} +.ml-0\.5 { + margin-left: 0.125rem; +} +.ml-1 { + margin-left: 0.25rem; +} +.ml-2 { + margin-left: 0.5rem; +} +.ml-4 { + margin-left: 1rem; +} +.mr-1 { + margin-right: 0.25rem; +} +.mr-1\.5 { + margin-right: 0.375rem; +} +.mr-2 { + margin-right: 0.5rem; +} +.mr-3 { + margin-right: 0.75rem; +} +.mt-0\.5 { + margin-top: 0.125rem; +} +.mt-1 { + margin-top: 0.25rem; +} +.mt-2 { + margin-top: 0.5rem; +} +.mt-20 { + margin-top: 5rem; +} +.mt-3 { + margin-top: 0.75rem; +} +.mt-5 { + margin-top: 1.25rem; +} +.mt-6 { + margin-top: 1.5rem; +} +.mt-8 { + margin-top: 2rem; +} +.block { + display: block; +} +.inline-block { + display: inline-block; +} +.inline { + display: inline; +} +.flex { + display: flex; +} +.inline-flex { + display: inline-flex; +} +.\!table { + display: table !important; +} +.table { + display: table; +} +.grid { + display: grid; +} +.contents { + display: contents; +} +.hidden { + display: none; +} +.h-10 { + height: 2.5rem; +} +.h-12 { + height: 3rem; +} +.h-16 { + height: 4rem; +} +.h-20 { + height: 5rem; +} +.h-24 { + height: 6rem; +} +.h-5 { + height: 1.25rem; +} +.h-6 { + height: 1.5rem; +} +.h-8 { + height: 2rem; +} +.h-\[88px\] { + height: 88px; +} +.h-full { + height: 100%; +} +.min-h-screen { + min-height: 100vh; +} +.w-10 { + width: 2.5rem; +} +.w-12 { + width: 3rem; +} +.w-20 { + width: 5rem; +} +.w-24 { + width: 6rem; +} +.w-5 { + width: 1.25rem; +} +.w-\[440px\] { + width: 440px; +} +.w-auto { + width: auto; +} +.w-full { + width: 100%; +} +.min-w-\[170px\] { + min-width: 170px; +} +.max-w-2xl { + max-width: 42rem; +} +.max-w-3xl { + max-width: 48rem; +} +.max-w-\[1100px\] { + max-width: 1100px; +} +.max-w-\[1200px\] { + max-width: 1200px; +} +.max-w-\[1400px\] { + max-width: 1400px; +} +.max-w-\[640px\] { + max-width: 640px; +} +.max-w-\[800px\] { + max-width: 800px; +} +.max-w-\[900px\] { + max-width: 900px; +} +.max-w-lg { + max-width: 32rem; +} +.max-w-md { + max-width: 28rem; +} +.max-w-sm { + max-width: 24rem; +} +.flex-1 { + flex: 1 1 0%; +} +.flex-shrink { + flex-shrink: 1; +} +.flex-shrink-0 { + flex-shrink: 0; +} +.border-collapse { + border-collapse: collapse; +} +.transform { + transform: translate(var(--tw-translate-x), var(--tw-translate-y)) rotate(var(--tw-rotate)) skewX(var(--tw-skew-x)) skewY(var(--tw-skew-y)) scaleX(var(--tw-scale-x)) scaleY(var(--tw-scale-y)); +} +.cursor-pointer { + cursor: pointer; +} +.resize { + resize: both; +} +.scroll-mt-24 { + scroll-margin-top: 6rem; +} +.list-inside { + list-style-position: inside; +} +.list-decimal { + list-style-type: decimal; +} +.list-disc { + list-style-type: disc; +} +.grid-cols-1 { + grid-template-columns: repeat(1, minmax(0, 1fr)); +} +.grid-cols-2 { + grid-template-columns: repeat(2, minmax(0, 1fr)); +} +.flex-col { + flex-direction: column; +} +.flex-wrap { + flex-wrap: wrap; +} +.items-center { + align-items: center; +} +.items-baseline { + align-items: baseline; +} +.items-stretch { + align-items: stretch; +} +.justify-center { + justify-content: center; +} +.justify-between { + justify-content: space-between; +} +.gap-2 { + gap: 0.5rem; +} +.gap-3 { + gap: 0.75rem; +} +.gap-4 { + gap: 1rem; +} +.gap-6 { + gap: 1.5rem; +} +.gap-8 { + gap: 2rem; +} +.gap-x-4 { + -moz-column-gap: 1rem; + column-gap: 1rem; +} +.gap-y-1 { + row-gap: 0.25rem; +} +.space-x-2\.5 > :not([hidden]) ~ :not([hidden]) { + --tw-space-x-reverse: 0; + margin-right: calc(0.625rem * var(--tw-space-x-reverse)); + margin-left: calc(0.625rem * calc(1 - var(--tw-space-x-reverse))); +} +.space-x-3 > :not([hidden]) ~ :not([hidden]) { + --tw-space-x-reverse: 0; + margin-right: calc(0.75rem * var(--tw-space-x-reverse)); + margin-left: calc(0.75rem * calc(1 - var(--tw-space-x-reverse))); +} +.space-x-6 > :not([hidden]) ~ :not([hidden]) { + --tw-space-x-reverse: 0; + margin-right: calc(1.5rem * var(--tw-space-x-reverse)); + margin-left: calc(1.5rem * calc(1 - var(--tw-space-x-reverse))); +} +.space-y-1 > :not([hidden]) ~ :not([hidden]) { + --tw-space-y-reverse: 0; + margin-top: calc(0.25rem * calc(1 - var(--tw-space-y-reverse))); + margin-bottom: calc(0.25rem * var(--tw-space-y-reverse)); +} +.space-y-2 > :not([hidden]) ~ :not([hidden]) { + --tw-space-y-reverse: 0; + margin-top: calc(0.5rem * calc(1 - var(--tw-space-y-reverse))); + margin-bottom: calc(0.5rem * var(--tw-space-y-reverse)); +} +.space-y-20 > :not([hidden]) ~ :not([hidden]) { + --tw-space-y-reverse: 0; + margin-top: calc(5rem * calc(1 - var(--tw-space-y-reverse))); + margin-bottom: calc(5rem * var(--tw-space-y-reverse)); +} +.space-y-3 > :not([hidden]) ~ :not([hidden]) { + --tw-space-y-reverse: 0; + margin-top: calc(0.75rem * calc(1 - var(--tw-space-y-reverse))); + margin-bottom: calc(0.75rem * var(--tw-space-y-reverse)); +} +.space-y-4 > :not([hidden]) ~ :not([hidden]) { + --tw-space-y-reverse: 0; + margin-top: calc(1rem * calc(1 - var(--tw-space-y-reverse))); + margin-bottom: calc(1rem * var(--tw-space-y-reverse)); +} +.space-y-6 > :not([hidden]) ~ :not([hidden]) { + --tw-space-y-reverse: 0; + margin-top: calc(1.5rem * calc(1 - var(--tw-space-y-reverse))); + margin-bottom: calc(1.5rem * var(--tw-space-y-reverse)); +} +.self-stretch { + align-self: stretch; +} +.overflow-hidden { + overflow: hidden; +} +.truncate { + overflow: hidden; + text-overflow: ellipsis; + white-space: nowrap; +} +.whitespace-nowrap { + white-space: nowrap; +} +.rounded { + border-radius: 0.25rem; +} +.rounded-2xl { + border-radius: 1rem; +} +.rounded-full { + border-radius: 9999px; +} +.rounded-lg { + border-radius: 0.5rem; +} +.rounded-md { + border-radius: 0.375rem; +} +.rounded-xl { + border-radius: 0.75rem; +} +.border { + border-width: 1px; +} +.border-b { + border-bottom-width: 1px; +} +.border-b-2 { + border-bottom-width: 2px; +} +.border-t { + border-top-width: 1px; +} +.border-\[\#ffd700\] { + --tw-border-opacity: 1; + border-color: rgb(255 215 0 / var(--tw-border-opacity, 1)); +} +.border-\[rgba\(144\2c 238\2c 144\2c 0\.08\)\] { + border-color: rgba(144,238,144,0.08); +} +.border-\[rgba\(144\2c 238\2c 144\2c 0\.1\)\] { + border-color: rgba(144,238,144,0.1); +} +.border-\[rgba\(144\2c 238\2c 144\2c 0\.15\)\] { + border-color: rgba(144,238,144,0.15); +} +.border-\[rgba\(168\2c 230\2c 207\2c 0\.2\)\] { + border-color: rgba(168,230,207,0.2); +} +.border-accent { + --tw-border-opacity: 1; + border-color: rgb(245 245 220 / var(--tw-border-opacity, 1)); +} +.border-primary-400\/30 { + border-color: rgb(57 255 20 / 0.3); +} +.border-white\/10 { + border-color: rgb(255 255 255 / 0.1); +} +.border-white\/5 { + border-color: rgb(255 255 255 / 0.05); +} +.border-white\/\[0\.06\] { + border-color: rgb(255 255 255 / 0.06); +} +.border-yellow-400\/20 { + border-color: rgb(250 204 21 / 0.2); +} +.border-yellow-400\/30 { + border-color: rgb(250 204 21 / 0.3); +} +.bg-\[\#141414\] { + --tw-bg-opacity: 1; + background-color: rgb(20 20 20 / var(--tw-bg-opacity, 1)); +} +.bg-\[\#2A2A2A\] { + --tw-bg-opacity: 1; + background-color: rgb(42 42 42 / var(--tw-bg-opacity, 1)); +} +.bg-\[rgba\(0\2c 0\2c 0\2c 0\.4\)\] { + background-color: rgba(0,0,0,0.4); +} +.bg-\[rgba\(144\2c 238\2c 144\2c 0\.04\)\] { + background-color: rgba(144,238,144,0.04); +} +.bg-\[rgba\(144\2c 238\2c 144\2c 0\.15\)\] { + background-color: rgba(144,238,144,0.15); +} +.bg-\[rgba\(144\2c 238\2c 144\2c 0\.2\)\] { + background-color: rgba(144,238,144,0.2); +} +.bg-\[rgba\(168\2c 230\2c 207\2c 0\.06\)\] { + background-color: rgba(168,230,207,0.06); +} +.bg-\[rgba\(168\2c 230\2c 207\2c 0\.1\)\] { + background-color: rgba(168,230,207,0.1); +} +.bg-\[rgba\(44\2c 44\2c 44\2c 0\.3\)\] { + background-color: rgba(44,44,44,0.3); +} +.bg-accent { + --tw-bg-opacity: 1; + background-color: rgb(245 245 220 / var(--tw-bg-opacity, 1)); +} +.bg-primary-400\/10 { + background-color: rgb(57 255 20 / 0.1); +} +.bg-white\/5 { + background-color: rgb(255 255 255 / 0.05); +} +.bg-white\/\[0\.04\] { + background-color: rgb(255 255 255 / 0.04); +} +.bg-yellow-400\/10 { + background-color: rgb(250 204 21 / 0.1); +} +.bg-gradient-to-r { + background-image: linear-gradient(to right, var(--tw-gradient-stops)); +} +.from-accent { + --tw-gradient-from: #F5F5DC var(--tw-gradient-from-position); + --tw-gradient-to: rgb(245 245 220 / 0) var(--tw-gradient-to-position); + --tw-gradient-stops: var(--tw-gradient-from), var(--tw-gradient-to); +} +.to-muted { + --tw-gradient-to: #90EE90 var(--tw-gradient-to-position); +} +.bg-clip-text { + -webkit-background-clip: text; + background-clip: text; +} +.p-3 { + padding: 0.75rem; +} +.p-4 { + padding: 1rem; +} +.p-6 { + padding: 1.5rem; +} +.p-8 { + padding: 2rem; +} +.px-1\.5 { + padding-left: 0.375rem; + padding-right: 0.375rem; +} +.px-10 { + padding-left: 2.5rem; + padding-right: 2.5rem; +} +.px-12 { + padding-left: 3rem; + padding-right: 3rem; +} +.px-2 { + padding-left: 0.5rem; + padding-right: 0.5rem; +} +.px-3 { + padding-left: 0.75rem; + padding-right: 0.75rem; +} +.px-4 { + padding-left: 1rem; + padding-right: 1rem; +} +.px-6 { + padding-left: 1.5rem; + padding-right: 1.5rem; +} +.px-8 { + padding-left: 2rem; + padding-right: 2rem; +} +.py-0\.5 { + padding-top: 0.125rem; + padding-bottom: 0.125rem; +} +.py-1 { + padding-top: 0.25rem; + padding-bottom: 0.25rem; +} +.py-1\.5 { + padding-top: 0.375rem; + padding-bottom: 0.375rem; +} +.py-12 { + padding-top: 3rem; + padding-bottom: 3rem; +} +.py-16 { + padding-top: 4rem; + padding-bottom: 4rem; +} +.py-2 { + padding-top: 0.5rem; + padding-bottom: 0.5rem; +} +.py-2\.5 { + padding-top: 0.625rem; + padding-bottom: 0.625rem; +} +.py-3 { + padding-top: 0.75rem; + padding-bottom: 0.75rem; +} +.py-4 { + padding-top: 1rem; + padding-bottom: 1rem; +} +.py-6 { + padding-top: 1.5rem; + padding-bottom: 1.5rem; +} +.pb-1 { + padding-bottom: 0.25rem; +} +.pb-10 { + padding-bottom: 2.5rem; +} +.pb-12 { + padding-bottom: 3rem; +} +.pb-14 { + padding-bottom: 3.5rem; +} +.pb-16 { + padding-bottom: 4rem; +} +.pb-20 { + padding-bottom: 5rem; +} +.pb-28 { + padding-bottom: 7rem; +} +.pb-40 { + padding-bottom: 10rem; +} +.pl-1 { + padding-left: 0.25rem; +} +.pr-2 { + padding-right: 0.5rem; +} +.pt-3 { + padding-top: 0.75rem; +} +.pt-32 { + padding-top: 8rem; +} +.text-left { + text-align: left; +} +.text-center { + text-align: center; +} +.font-\[\'skyquakesymbols\'\] { + font-family: 'skyquakesymbols'; +} +.font-mono { + font-family: ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, "Liberation Mono", "Courier New", monospace; +} +.text-2xl { + font-size: 1.5rem; + line-height: 2rem; +} +.text-3xl { + font-size: 1.875rem; + line-height: 2.25rem; +} +.text-4xl { + font-size: 2.25rem; + line-height: 2.5rem; +} +.text-8xl { + font-size: 6rem; + line-height: 1; +} +.text-\[10px\] { + font-size: 10px; +} +.text-\[11px\] { + font-size: 11px; +} +.text-\[12px\] { + font-size: 12px; +} +.text-\[13px\] { + font-size: 13px; +} +.text-\[8px\] { + font-size: 8px; +} +.text-base { + font-size: 1rem; + line-height: 1.5rem; +} +.text-lg { + font-size: 1.125rem; + line-height: 1.75rem; +} +.text-sm { + font-size: 0.875rem; + line-height: 1.25rem; +} +.text-xl { + font-size: 1.25rem; + line-height: 1.75rem; +} +.text-xs { + font-size: 0.75rem; + line-height: 1rem; +} +.font-bold { + font-weight: 700; +} +.font-extrabold { + font-weight: 800; +} +.font-medium { + font-weight: 500; +} +.font-semibold { + font-weight: 600; +} +.uppercase { + text-transform: uppercase; +} +.lowercase { + text-transform: lowercase; +} +.italic { + font-style: italic; +} +.leading-\[1\.1\] { + line-height: 1.1; +} +.leading-loose { + line-height: 2; +} +.leading-relaxed { + line-height: 1.625; +} +.leading-tight { + line-height: 1.25; +} +.tracking-\[0\.25em\] { + letter-spacing: 0.25em; +} +.tracking-\[0\.2em\] { + letter-spacing: 0.2em; +} +.tracking-tight { + letter-spacing: -0.025em; +} +.tracking-wide { + letter-spacing: 0.025em; +} +.tracking-wider { + letter-spacing: 0.05em; +} +.tracking-widest { + letter-spacing: 0.1em; +} +.text-\[\#1E1E1E\] { + --tw-text-opacity: 1; + color: rgb(30 30 30 / var(--tw-text-opacity, 1)); +} +.text-\[\#90EE90\] { + --tw-text-opacity: 1; + color: rgb(144 238 144 / var(--tw-text-opacity, 1)); +} +.text-accent { + --tw-text-opacity: 1; + color: rgb(245 245 220 / var(--tw-text-opacity, 1)); +} +.text-accent\/80 { + color: rgb(245 245 220 / 0.8); +} +.text-muted { + --tw-text-opacity: 1; + color: rgb(144 238 144 / var(--tw-text-opacity, 1)); +} +.text-primary-400 { + --tw-text-opacity: 1; + color: rgb(57 255 20 / var(--tw-text-opacity, 1)); +} +.text-red-400 { + --tw-text-opacity: 1; + color: rgb(248 113 113 / var(--tw-text-opacity, 1)); +} +.text-transparent { + color: transparent; +} +.text-white { + --tw-text-opacity: 1; + color: rgb(255 255 255 / var(--tw-text-opacity, 1)); +} +.text-white\/15 { + color: rgb(255 255 255 / 0.15); +} +.text-white\/20 { + color: rgb(255 255 255 / 0.2); +} +.text-white\/25 { + color: rgb(255 255 255 / 0.25); +} +.text-white\/30 { + color: rgb(255 255 255 / 0.3); +} +.text-white\/40 { + color: rgb(255 255 255 / 0.4); +} +.text-white\/45 { + color: rgb(255 255 255 / 0.45); +} +.text-white\/50 { + color: rgb(255 255 255 / 0.5); +} +.text-white\/60 { + color: rgb(255 255 255 / 0.6); +} +.text-white\/70 { + color: rgb(255 255 255 / 0.7); +} +.text-white\/80 { + color: rgb(255 255 255 / 0.8); +} +.text-yellow-400 { + --tw-text-opacity: 1; + color: rgb(250 204 21 / var(--tw-text-opacity, 1)); +} +.underline { + text-decoration-line: underline; +} +.antialiased { + -webkit-font-smoothing: antialiased; + -moz-osx-font-smoothing: grayscale; +} +.opacity-60 { + opacity: 0.6; +} +.opacity-70 { + opacity: 0.7; +} +.opacity-75 { + opacity: 0.75; +} +.shadow-2xl { + --tw-shadow: 0 25px 50px -12px rgb(0 0 0 / 0.25); + --tw-shadow-colored: 0 25px 50px -12px var(--tw-shadow-color); + box-shadow: var(--tw-ring-offset-shadow, 0 0 #0000), var(--tw-ring-shadow, 0 0 #0000), var(--tw-shadow); +} +.shadow-xl { + --tw-shadow: 0 20px 25px -5px rgb(0 0 0 / 0.1), 0 8px 10px -6px rgb(0 0 0 / 0.1); + --tw-shadow-colored: 0 20px 25px -5px var(--tw-shadow-color), 0 8px 10px -6px var(--tw-shadow-color); + box-shadow: var(--tw-ring-offset-shadow, 0 0 #0000), var(--tw-ring-shadow, 0 0 #0000), var(--tw-shadow); +} +.shadow-black\/70 { + --tw-shadow-color: rgb(0 0 0 / 0.7); + --tw-shadow: var(--tw-shadow-colored); +} +.outline { + outline-style: solid; +} +.ring { + --tw-ring-offset-shadow: var(--tw-ring-inset) 0 0 0 var(--tw-ring-offset-width) var(--tw-ring-offset-color); + --tw-ring-shadow: var(--tw-ring-inset) 0 0 0 calc(3px + var(--tw-ring-offset-width)) var(--tw-ring-color); + box-shadow: var(--tw-ring-offset-shadow), var(--tw-ring-shadow), var(--tw-shadow, 0 0 #0000); +} +.blur { + --tw-blur: blur(8px); + filter: var(--tw-blur) var(--tw-brightness) var(--tw-contrast) var(--tw-grayscale) var(--tw-hue-rotate) var(--tw-invert) var(--tw-saturate) var(--tw-sepia) var(--tw-drop-shadow); +} +.drop-shadow { + --tw-drop-shadow: drop-shadow(0 1px 2px rgb(0 0 0 / 0.1)) drop-shadow(0 1px 1px rgb(0 0 0 / 0.06)); + filter: var(--tw-blur) var(--tw-brightness) var(--tw-contrast) var(--tw-grayscale) var(--tw-hue-rotate) var(--tw-invert) var(--tw-saturate) var(--tw-sepia) var(--tw-drop-shadow); +} +.invert { + --tw-invert: invert(100%); + filter: var(--tw-blur) var(--tw-brightness) var(--tw-contrast) var(--tw-grayscale) var(--tw-hue-rotate) var(--tw-invert) var(--tw-saturate) var(--tw-sepia) var(--tw-drop-shadow); +} +.sepia { + --tw-sepia: sepia(100%); + filter: var(--tw-blur) var(--tw-brightness) var(--tw-contrast) var(--tw-grayscale) var(--tw-hue-rotate) var(--tw-invert) var(--tw-saturate) var(--tw-sepia) var(--tw-drop-shadow); +} +.filter { + filter: var(--tw-blur) var(--tw-brightness) var(--tw-contrast) var(--tw-grayscale) var(--tw-hue-rotate) var(--tw-invert) var(--tw-saturate) var(--tw-sepia) var(--tw-drop-shadow); +} +.backdrop-blur-md { + --tw-backdrop-blur: blur(12px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); +} +.backdrop-blur-sm { + --tw-backdrop-blur: blur(4px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); +} +.backdrop-filter { + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); +} +.transition { + transition-property: color, background-color, border-color, text-decoration-color, fill, stroke, opacity, box-shadow, transform, filter, backdrop-filter; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 150ms; +} +.transition-all { + transition-property: all; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 150ms; +} +.transition-colors { + transition-property: color, background-color, border-color, text-decoration-color, fill, stroke; + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); + transition-duration: 150ms; +} +.ease-in-out { + transition-timing-function: cubic-bezier(0.4, 0, 0.2, 1); +} +.ease-out { + transition-timing-function: cubic-bezier(0, 0, 0.2, 1); +} +/* Text Gradient */ +/* Glass Effect */ +.glass { + background-color: rgb(255 255 255 / 0.05); + --tw-backdrop-blur: blur(12px); + backdrop-filter: var(--tw-backdrop-blur) var(--tw-backdrop-brightness) var(--tw-backdrop-contrast) var(--tw-backdrop-grayscale) var(--tw-backdrop-hue-rotate) var(--tw-backdrop-invert) var(--tw-backdrop-opacity) var(--tw-backdrop-saturate) var(--tw-backdrop-sepia); +} +/* Glow Effect */ +.glow { + --tw-shadow: 0 10px 15px -3px rgb(0 0 0 / 0.1), 0 4px 6px -4px rgb(0 0 0 / 0.1); + --tw-shadow-colored: 0 10px 15px -3px var(--tw-shadow-color), 0 4px 6px -4px var(--tw-shadow-color); + box-shadow: var(--tw-ring-offset-shadow, 0 0 #0000), var(--tw-ring-shadow, 0 0 #0000), var(--tw-shadow); + --tw-shadow-color: rgb(57 255 20 / 0.3); + --tw-shadow: var(--tw-shadow-colored); +} +/* Scrollbar Styles */ + +/* Custom Fonts */ +@font-face { + font-family: 'skyquakesymbols'; + src: url('/Fonts/symbols_skyquake.ttf'); + font-display: block; +} + +/* Additional custom animations */ +@keyframes gradientShift { + 0%, 100% { background-position: 0% 50%; } + 50% { background-position: 100% 50%; } +} + +@keyframes scrollRight { + 0% { transform: translateX(0); } + 100% { transform: translateX(-50%); } +} + +/* Row link overlay - makes entire table row clickable with native right-click support */ +tr.row-link { + position: relative; + cursor: pointer; +} +tr.row-link a.row-link-overlay::before { + content: ''; + position: absolute; + top: 0; + left: 0; + width: 100%; + height: 100%; + z-index: 0; +} +tr.row-link td a:not(.row-link-overlay), +tr.row-link td button, +tr.row-link td [tabindex], +tr.row-link td input, +tr.row-link td select, +tr.row-link td textarea { + position: relative; + z-index: 1; +} +.hover\:border-\[rgba\(144\2c 238\2c 144\2c 0\.35\)\]:hover { + border-color: rgba(144,238,144,0.35); +} +.hover\:border-white\/20:hover { + border-color: rgb(255 255 255 / 0.2); +} +.hover\:bg-accent:hover { + --tw-bg-opacity: 1; + background-color: rgb(245 245 220 / var(--tw-bg-opacity, 1)); +} +.hover\:bg-white\/5:hover { + background-color: rgb(255 255 255 / 0.05); +} +.hover\:bg-white\/\[0\.03\]:hover { + background-color: rgb(255 255 255 / 0.03); +} +.hover\:text-\[\#1E1E1E\]:hover { + --tw-text-opacity: 1; + color: rgb(30 30 30 / var(--tw-text-opacity, 1)); +} +.hover\:text-accent:hover { + --tw-text-opacity: 1; + color: rgb(245 245 220 / var(--tw-text-opacity, 1)); +} +.hover\:text-red-300:hover { + --tw-text-opacity: 1; + color: rgb(252 165 165 / var(--tw-text-opacity, 1)); +} +.hover\:text-white\/70:hover { + color: rgb(255 255 255 / 0.7); +} +.hover\:underline:hover { + text-decoration-line: underline; +} +.focus\:outline-none:focus { + outline: 2px solid transparent; + outline-offset: 2px; +} +.focus-visible\:ring-2:focus-visible { + --tw-ring-offset-shadow: var(--tw-ring-inset) 0 0 0 var(--tw-ring-offset-width) var(--tw-ring-offset-color); + --tw-ring-shadow: var(--tw-ring-inset) 0 0 0 calc(2px + var(--tw-ring-offset-width)) var(--tw-ring-color); + box-shadow: var(--tw-ring-offset-shadow), var(--tw-ring-shadow), var(--tw-shadow, 0 0 #0000); +} +.focus-visible\:ring-\[\#90EE90\]\/40:focus-visible { + --tw-ring-color: rgb(144 238 144 / 0.4); +} +@media (min-width: 640px) { + + .sm\:flex-row { + flex-direction: row; + } + + .sm\:text-4xl { + font-size: 2.25rem; + line-height: 2.5rem; + } +} +@media (min-width: 768px) { + + .md\:w-auto { + width: auto; + } + + .md\:grid-cols-2 { + grid-template-columns: repeat(2, minmax(0, 1fr)); + } + + .md\:text-4xl { + font-size: 2.25rem; + line-height: 2.5rem; + } + + .md\:text-base { + font-size: 1rem; + line-height: 1.5rem; + } +} +@media (min-width: 1024px) { + + .lg\:col-span-1 { + grid-column: span 1 / span 1; + } + + .lg\:col-span-3 { + grid-column: span 3 / span 3; + } + + .lg\:col-span-9 { + grid-column: span 9 / span 9; + } + + .lg\:flex { + display: flex; + } + + .lg\:hidden { + display: none; + } + + .lg\:grid-cols-12 { + grid-template-columns: repeat(12, minmax(0, 1fr)); + } + + .lg\:grid-cols-3 { + grid-template-columns: repeat(3, minmax(0, 1fr)); + } + + .lg\:grid-cols-4 { + grid-template-columns: repeat(4, minmax(0, 1fr)); + } + + .lg\:gap-5 { + gap: 1.25rem; + } + + .lg\:p-10 { + padding: 2.5rem; + } + + .lg\:px-12 { + padding-left: 3rem; + padding-right: 3rem; + } + + .lg\:px-8 { + padding-left: 2rem; + padding-right: 2rem; + } + + .lg\:py-20 { + padding-top: 5rem; + padding-bottom: 5rem; + } + + .lg\:pb-14 { + padding-bottom: 3.5rem; + } + + .lg\:pb-16 { + padding-bottom: 4rem; + } + + .lg\:pb-20 { + padding-bottom: 5rem; + } + + .lg\:pb-24 { + padding-bottom: 6rem; + } + + .lg\:pt-40 { + padding-top: 10rem; + } + + .lg\:text-3xl { + font-size: 1.875rem; + line-height: 2.25rem; + } + + .lg\:text-4xl { + font-size: 2.25rem; + line-height: 2.5rem; + } + + .lg\:text-5xl { + font-size: 3rem; + line-height: 1; + } + + .lg\:text-6xl { + font-size: 3.75rem; + line-height: 1; + } + + .lg\:text-9xl { + font-size: 8rem; + line-height: 1; + } +} +@media (min-width: 1280px) { + + .xl\:text-6xl { + font-size: 3.75rem; + line-height: 1; + } +} + +/*# sourceMappingURL=output.css.map */ \ No newline at end of file diff --git a/public/css/style.css b/public/css/style.css new file mode 100644 index 0000000..9b4ab1b --- /dev/null +++ b/public/css/style.css @@ -0,0 +1,2451 @@ +/* Custom Fonts */ +@font-face { + font-family: 'skyquakesymbols'; + src: url('/Fonts/symbols_skyquake.ttf'); + font-display: block; +} + +/* Reset and Base Styles */ +* { + margin: 0; + padding: 0; + box-sizing: border-box; +} + +/* iOS Safe Area Support */ +:root { + --safe-area-inset-top: env(safe-area-inset-top); + --safe-area-inset-bottom: env(safe-area-inset-bottom); + --safe-area-inset-left: env(safe-area-inset-left); + --safe-area-inset-right: env(safe-area-inset-right); +} + +body { + font-family: 'Inter', -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, sans-serif; + line-height: 1.6; + color: #ffffff; + background: #1b1b1b; + overflow-x: hidden; + -webkit-overflow-scrolling: touch; + padding-top: var(--safe-area-inset-top); + padding-bottom: var(--safe-area-inset-bottom); + min-height: 100vh; + min-height: -webkit-fill-available; +} + +/* Container */ +.container { + max-width: 1200px; + margin: 0 auto; + padding: 0 20px; +} + +/* Navigation */ +.navbar { + position: fixed; + top: var(--safe-area-inset-top); + width: 100%; + background: rgba(13, 14, 15, 1); + backdrop-filter: blur(10px); + z-index: 1000; + padding: 1rem 0; + transition: all 0.3s ease; + border-bottom: 1px solid rgba(57, 255, 20, 0.2); + padding-left: var(--safe-area-inset-left); + padding-right: var(--safe-area-inset-right); +} + +.nav-container { + max-width: 1200px; + margin: 0 auto; + padding: 0 20px; + display: flex; + justify-content: space-between; + align-items: center; + position: relative; +} + +.nav-brand { + display: flex; + align-items: center; + font-size: 1.5rem; + font-weight: 700; + color: #ffffff; + z-index: 1001; +} + +.nav-logo { + height: 40px; + width: auto; + margin-right: 0.5rem; + border-radius: 0; + filter: none; + transition: all 0.3s ease; +} + +.nav-logo:hover { + transform: scale(1.05); + filter: brightness(1.1); +} + +.nav-menu { + display: flex; + align-items: center; + gap: 2rem; + transition: all 0.3s ease; +} + +.nav-link { + color: #ffffff; + text-decoration: none; + font-weight: 500; + transition: color 0.3s ease; + position: relative; +} + +.nav-link:hover { + color: #39ff14; +} + +.nav-link::after { + content: ''; + position: absolute; + bottom: -5px; + left: 0; + width: 0; + height: 2px; + background: linear-gradient(90deg, #39ff14, #00ff6b); + transition: width 0.3s ease; +} + +.nav-link:hover::after { + width: 100%; +} + +.hamburger { + display: none; + flex-direction: column; + cursor: pointer; + z-index: 1001; +} + +.hamburger span { + width: 25px; + height: 3px; + background: #ffffff; + margin: 3px 0; + transition: 0.3s; + transform-origin: center; +} + +.hamburger.active span:nth-child(1) { + transform: rotate(45deg) translate(6px, 6px); +} + +.hamburger.active span:nth-child(2) { + opacity: 0; +} + +.hamburger.active span:nth-child(3) { + transform: rotate(-45deg) translate(6px, -6px); +} + +/* Buttons */ +.btn { + display: inline-flex; + align-items: center; + justify-content: center; + padding: 0.75rem 1.5rem; + border: none; + border-radius: 8px; + font-size: 1rem; + font-weight: 600; + text-decoration: none; + cursor: pointer; + transition: all 0.3s ease; + gap: 0.5rem; + position: relative; + overflow: hidden; + min-height: 48px; /* Better touch target for mobile */ + text-align: center; + user-select: none; + -webkit-tap-highlight-color: transparent; +} + +.btn::before { + content: ''; + position: absolute; + top: 0; + left: -100%; + width: 100%; + height: 100%; + background: linear-gradient(90deg, transparent, rgba(255, 255, 255, 0.2), transparent); + transition: left 0.5s; +} + +.btn:hover::before { + left: 100%; +} + +.btn-primary { + background: linear-gradient(45deg, #39ff14, #00ff6b); + color: #000000; + box-shadow: 0 4px 15px rgba(57, 255, 20, 0.4); +} + +.btn-primary:hover { + transform: translateY(-2px); + box-shadow: 0 6px 20px rgba(57, 255, 20, 0.6); +} + +.btn-secondary { + background: rgba(255, 255, 255, 0.1); + color: #ffffff; + border: 2px solid rgba(57, 255, 20, 0.5); +} + +.btn-secondary:hover { + background: rgba(57, 255, 20, 0.2); + transform: translateY(-2px); + border-color: #39ff14; +} + +.btn-large { + padding: 1rem 2rem; + font-size: 1.1rem; +} + +.btn-kofi { + background-color: #FF5E5B; + color: white; + transition: all 0.3s ease; +} + +.btn-kofi:hover { + background-color: #FF3D3A; + transform: translateY(-2px); + box-shadow: 0 4px 12px rgba(255, 94, 91, 0.2); +} + +.btn-kofi i { + margin-right: 8px; +} + +/* Hero Section */ +.hero { + min-height: 100vh; + display: flex; + align-items: center; + padding-top: 100px; + position: relative; +} + +.hero::before { + content: ''; + position: absolute; + top: 0; + left: 0; + right: 0; + bottom: 0; + background: radial-gradient(ellipse at center, rgba(57, 255, 20, 0.1) 0%, transparent 70%); + pointer-events: none; +} + +.hero-container { + max-width: 1200px; + margin: 0 auto; + padding: 0 20px; + display: flex; + align-items: center; + justify-content: center; + width: 100%; +} + +.hero-content { + flex: 1; + max-width: 800px; + text-align: center; +} + +.hero-title { + font-size: clamp(2.5rem, 5vw, 4rem); + font-weight: 800; + margin-bottom: 1.5rem; + line-height: 1.2; +} + +.gradient-text { + background: linear-gradient(45deg, #39ff14, #00ff6b, #66ff99); + background-size: 200% 200%; + -webkit-background-clip: text; + -webkit-text-fill-color: transparent; + background-clip: text; + animation: gradientShift 3s ease-in-out infinite; +} + +@keyframes gradientShift { + 0%, 100% { background-position: 0% 50%; } + 50% { background-position: 100% 50%; } +} + +.hero-subtitle { + font-size: 1.3rem; + margin-bottom: 2.5rem; + opacity: 0.9; + line-height: 1.6; + text-align: center; + transition: opacity 0.3s ease-in-out; +} + +.hero-buttons { + display: flex; + gap: 1.5rem; + justify-content: center; + margin-bottom: 3rem; + flex-wrap: wrap; +} + +.hero-image { + display: flex; + justify-content: center; + align-items: center; +} + +.bot-avatar { + width: 300px; + height: 300px; + background: linear-gradient(135deg, rgba(57, 255, 20, 0.1), rgba(0, 255, 107, 0.1)); + border-radius: 50%; + display: flex; + align-items: center; + justify-content: center; + box-shadow: 0 20px 40px rgba(57, 255, 20, 0.3); + border: 3px solid rgba(57, 255, 20, 0.5); + position: relative; + overflow: hidden; +} + +.bot-avatar::before { + content: ''; + position: absolute; + top: -50%; + left: -50%; + width: 200%; + height: 200%; + background: conic-gradient(from 0deg, transparent, rgba(57, 255, 20, 0.3), transparent); + animation: rotate 8s linear infinite; +} + +.hero-logo { + height: 200px; + width: auto; + max-width: 200px; + border-radius: 20px; + position: relative; + z-index: 2; + filter: drop-shadow(0 0 20px rgba(57, 255, 20, 0.5)); +} + +@keyframes rotate { + 0% { transform: rotate(0deg); } + 100% { transform: rotate(360deg); } +} + +/* Stats Section */ +.stats { + padding: 5rem 0; + background: rgba(15, 15, 26, 0.6); + position: relative; +} + +.stats::before { + content: ''; + position: absolute; + top: 0; + left: 0; + right: 0; + bottom: 0; + background: linear-gradient(90deg, transparent, rgba(57, 255, 20, 0.1), transparent); +} + +.stats-grid { + display: grid; + grid-template-columns: repeat(auto-fit, minmax(250px, 1fr)); + gap: 2rem; + position: relative; + z-index: 1; +} + +.stat-card { + background: rgba(15, 15, 26, 0.8); + padding: 2rem; + border-radius: 16px; + text-align: center; + backdrop-filter: blur(10px); + border: 1px solid rgba(57, 255, 20, 0.3); + transition: all 0.3s ease; + position: relative; + overflow: hidden; +} + +.stat-card::before { + content: ''; + position: absolute; + top: 0; + left: -100%; + width: 100%; + height: 100%; + background: linear-gradient(90deg, transparent, rgba(57, 255, 20, 0.2), transparent); + transition: left 0.5s; +} + +.stat-card:hover::before { + left: 100%; +} + +.stat-card:hover { + transform: translateY(-5px); + border-color: #39ff14; + box-shadow: 0 10px 30px rgba(57, 255, 20, 0.3); +} + +.stat-icon { + font-size: 2.5rem; + color: #39ff14; + margin-bottom: 1rem; +} + +.stat-number { + font-size: 2.5rem; + font-weight: 700; + margin-bottom: 0.5rem; + color: #ffffff; +} + +.stat-label { + font-size: 1.1rem; + opacity: 0.8; +} + +/* Features Section */ +.features { + padding: 5rem 0; + position: relative; +} + +.section-title { + font-size: 2.5rem; + font-weight: 700; + text-align: center; + margin-bottom: 1rem; +} + +.section-subtitle { + font-size: 1.2rem; + text-align: center; + opacity: 0.9; + margin-bottom: 3rem; +} + +.features-grid { + display: grid; + grid-template-columns: repeat(auto-fit, minmax(350px, 1fr)); + gap: 2rem; +} + +.feature-card { + background: rgba(15, 15, 26, 0.8); + padding: 2rem; + border-radius: 16px; + backdrop-filter: blur(10px); + border: 1px solid rgba(57, 255, 20, 0.3); + transition: all 0.3s ease; + position: relative; + overflow: hidden; +} + +.feature-card::before { + content: ''; + position: absolute; + top: 0; + left: -100%; + width: 100%; + height: 100%; + background: linear-gradient(90deg, transparent, rgba(57, 255, 20, 0.1), transparent); + transition: left 0.5s; +} + +.feature-card:hover::before { + left: 100%; +} + +.feature-card:hover { + transform: translateY(-5px); + box-shadow: 0 10px 30px rgba(57, 255, 20, 0.2); + border-color: #39ff14; +} + +.feature-icon { + font-size: 2.5rem; + color: #39ff14; + margin-bottom: 1rem; +} + +.feature-card h3 { + font-size: 1.3rem; + font-weight: 600; + margin-bottom: 1rem; + color: #ffffff; +} + +.feature-card p { + opacity: 0.9; + line-height: 1.6; +} + +/* CTA Section */ +.cta { + padding: 5rem 0; + background: rgba(15, 15, 26, 0.6); + text-align: center; + position: relative; + margin-top: 2rem; +} + +.cta::before { + content: ''; + position: absolute; + top: 0; + left: 0; + right: 0; + bottom: 0; + background: radial-gradient(ellipse at center, rgba(57, 255, 20, 0.1) 0%, transparent 70%); +} + +.cta-content { + position: relative; + z-index: 1; + max-width: 600px; + margin: 0 auto; +} + +.cta-content h2 { + font-size: 2.5rem; + font-weight: 700; + margin-bottom: 2rem; +} + +.cta-content p { + font-size: 1.2rem; + opacity: 0.9; + margin-bottom: 2rem; +} + +/* Footer */ +.footer { + background: rgba(15, 15, 26, 0.95); + padding: 4rem 0 2rem; + border-top: 1px solid rgba(57, 255, 20, 0.2); + margin-top: 0; +} + +.footer-content { + display: flex; + justify-content: space-between; + align-items: center; + margin-bottom: 2rem; +} + +.footer-brand { + display: flex; + align-items: center; + font-size: 1.3rem; + font-weight: 600; +} + +.footer-logo { + height: 30px; + width: auto; + margin-right: 0.5rem; + border-radius: 6px; + filter: drop-shadow(0 0 8px rgba(57, 255, 20, 0.4)); +} + +.footer-links { + display: flex; + gap: 2rem; +} + +.footer-links a { + color: #ffffff; + text-decoration: none; + opacity: 0.8; + transition: all 0.3s ease; + position: relative; +} + +.footer-links a::after { + content: ''; + position: absolute; + bottom: -5px; + left: 0; + width: 0; + height: 2px; + background: linear-gradient(90deg, #39ff14, #00ff6b); + transition: width 0.3s ease; +} + +.footer-links a:hover { + opacity: 1; + color: #39ff14; +} + +.footer-links a:hover::after { + width: 100%; +} + +.footer-bottom { + text-align: center; + padding-top: 2rem; + border-top: 1px solid rgba(57, 255, 20, 0.2); + opacity: 0.6; +} + + + + + +/* Terms Page Styles */ +.terms-content { + padding: 120px 0 60px; + min-height: 100vh; +} + +.terms-header { + text-align: center; + margin-bottom: 3rem; +} + +.terms-header h1 { + font-size: 2.5rem; + font-weight: 700; + margin-bottom: 0.5rem; +} + +.last-updated { + opacity: 0.7; + font-style: italic; +} + +.terms-section { + margin-bottom: 3rem; + background: rgba(15, 15, 26, 0.8); + padding: 2rem; + border-radius: 16px; + border: 1px solid rgba(57, 255, 20, 0.3); +} + +.terms-section h2 { + font-size: 2rem; + font-weight: 600; + margin-bottom: 1.5rem; + color: #39ff14; + border-bottom: 2px solid rgba(57, 255, 20, 0.3); + padding-bottom: 0.5rem; +} + +.terms-section h3 { + font-size: 1.3rem; + font-weight: 600; + margin: 1.5rem 0 0.75rem; + color: #ffffff; +} + +.terms-section p { + margin-bottom: 1rem; + line-height: 1.6; + opacity: 0.9; +} + +.terms-section ul { + margin: 1rem 0 1rem 2rem; + opacity: 0.9; +} + +.terms-section li { + margin-bottom: 0.5rem; + line-height: 1.5; +} + +.terms-footer { + background: rgba(57, 255, 20, 0.1); + padding: 1.5rem; + border-radius: 12px; + border: 1px solid rgba(57, 255, 20, 0.3); + margin-bottom: 2rem; + text-align: center; +} + +.back-home { + text-align: center; + margin-bottom: 2rem; +} + + + +/* Trusted By Section */ +.trusted-by { + padding: 4rem 0; + background: rgba(15, 15, 26, 0.4); + border-top: 1px solid rgba(57, 255, 20, 0.2); + border-bottom: 1px solid rgba(57, 255, 20, 0.2); + overflow: hidden; +} + +.trusted-title { + text-align: center; + font-size: 1.5rem; + font-weight: 600; + margin-bottom: 2rem; + opacity: 0.9; + color: #ffffff; +} + +.trusted-scroll { + width: 100%; + overflow: hidden; + mask: linear-gradient(90deg, transparent, #000 20%, #000 80%, transparent); + -webkit-mask: linear-gradient(90deg, transparent, #000 20%, #000 80%, transparent); +} + +.trusted-track { + display: flex; + animation: scroll-right 60s linear infinite; + gap: 3rem; + width: fit-content; +} + +.trusted-item { + background: rgba(15, 15, 26, 0.8); + border: 2px solid rgba(57, 255, 20, 0.3); + padding: 1rem 2rem; + border-radius: 12px; + font-weight: 700; + font-size: 1.1rem; + color: #ffffff; + text-align: center; + min-width: 120px; + backdrop-filter: blur(10px); + position: relative; + transition: all 0.3s ease; + flex-shrink: 0; +} + +@keyframes scroll-right { + 0% { + transform: translateX(0); + } + 100% { + transform: translateX(-50%); + } +} + +/* Hero Trusted By - Integrated */ +.hero-trusted { + margin-top: 3rem; + width: 100%; +} + +.trusted-label { + text-align: center; + font-size: 0.9rem; + font-weight: 500; + margin-bottom: 1.5rem; + opacity: 0.7; + color: #ffffff; + text-transform: uppercase; + letter-spacing: 1px; +} + +.trusted-scroll { + width: 100%; + overflow: hidden; + mask: linear-gradient(90deg, transparent, #000 15%, #000 85%, transparent); + -webkit-mask: linear-gradient(90deg, transparent, #000 15%, #000 85%, transparent); +} + +.trusted-track { + display: flex; + animation: scroll-right 50s linear infinite; + gap: 1.5rem; + width: fit-content; +} + +.trusted-item { + background: rgba(255, 255, 255, 0.05); + border: 1px solid rgba(57, 255, 20, 0.2); + padding: 0.5rem 1rem; + border-radius: 6px; + font-weight: 600; + font-size: 0.85rem; + color: rgba(255, 255, 255, 0.8); + text-align: center; + min-width: 80px; + backdrop-filter: blur(5px); + flex-shrink: 0; +} + +/* Removed hover effects to prevent color changes during scroll */ + +.trusted-track { + gap: 2rem; +} + +.hero-trusted { + margin-top: 2rem; +} + +.trusted-label { + font-size: 0.8rem; + margin-bottom: 1rem; +} + +.hero-trusted .trusted-item { + padding: 0.4rem 0.8rem; + font-size: 0.75rem; + min-width: 70px; +} + +.hero-trusted .trusted-track { + gap: 1rem; +} + +/* Documentation Page Styles */ +.docs-content { + padding: 120px 0 60px; + min-height: 100vh; +} + +.docs-header { + text-align: center; + margin-bottom: 3rem; +} + +.docs-header h1 { + font-size: 2.5rem; + font-weight: 700; + margin-bottom: 0.5rem; +} + +.docs-subtitle { + font-size: 1.2rem; + opacity: 0.8; + margin-bottom: 0; +} + +.docs-grid { + display: grid; + grid-template-columns: 250px 1fr; + gap: 3rem; + align-items: start; +} + +/* Sidebar Navigation */ +.docs-sidebar { + background: rgba(15, 15, 26, 0.8); + padding: 2rem; + border-radius: 16px; + border: 1px solid rgba(57, 255, 20, 0.3); + position: sticky; + top: 100px; +} + +.docs-sidebar h3 { + font-size: 1.1rem; + font-weight: 600; + margin-bottom: 1rem; + color: #39ff14; +} + +.docs-nav { + list-style: none; + padding: 0; + margin: 0; +} + +.docs-nav li { + margin-bottom: 0.5rem; +} + +.docs-nav a { + color: rgba(255, 255, 255, 0.8); + text-decoration: none; + font-size: 0.9rem; + padding: 0.5rem 0.75rem; + border-radius: 6px; + display: block; + transition: all 0.3s ease; +} + +.docs-nav a:hover { + color: #39ff14; + background: rgba(57, 255, 20, 0.1); +} + +/* Main Documentation Content */ +.docs-main { + max-width: 800px; +} + +.docs-section { + margin-bottom: 3rem; +} + +.docs-section h2 { + font-size: 1.8rem; + font-weight: 600; + margin-bottom: 1rem; + color: #ffffff; + display: flex; + align-items: center; + gap: 0.5rem; +} + +.docs-section h2 i { + color: #39ff14; + font-size: 1.5rem; +} + +.docs-section h3 { + font-size: 1.3rem; + font-weight: 600; + margin: 2rem 0 1rem; + color: #39ff14; +} + +.docs-section h4 { + font-size: 1.1rem; + font-weight: 600; + margin: 1.5rem 0 0.5rem; + color: #ffffff; +} + +.docs-section p { + line-height: 1.6; + margin-bottom: 1rem; + opacity: 0.9; +} + +.docs-section ul { + margin: 1rem 0; + padding-left: 1.5rem; +} + +.docs-section li { + margin-bottom: 0.5rem; + line-height: 1.5; + opacity: 0.9; +} + +/* Step Cards */ +.step-card { + display: flex; + align-items: center; + background: rgba(15, 15, 26, 0.6); + padding: 1.5rem; + border-radius: 12px; + border: 1px solid rgba(57, 255, 20, 0.2); + margin-bottom: 1rem; +} + +.step-number { + background: linear-gradient(45deg, #39ff14, #00ff6b); + color: #000000; + width: 40px; + height: 40px; + border-radius: 50%; + display: flex; + align-items: center; + justify-content: center; + font-weight: 700; + font-size: 1.2rem; + margin-right: 1rem; + flex-shrink: 0; +} + +.step-content h4 { + margin: 0 0 0.5rem 0; + color: #ffffff; +} + +.step-content p { + margin: 0; + opacity: 0.8; +} + +/* Command Cards */ +.command-group { + margin-bottom: 2rem; +} + +.command-card { + background: rgba(15, 15, 26, 0.6); + padding: 1.5rem; + border-radius: 12px; + border: 1px solid rgba(57, 255, 20, 0.2); + margin-bottom: 1rem; +} + +.command-syntax { + background: rgba(57, 255, 20, 0.1); + padding: 0.75rem 1rem; + border-radius: 8px; + border: 1px solid rgba(57, 255, 20, 0.3); + margin-bottom: 0.75rem; +} + +.command-syntax code { + color: #39ff14; + font-weight: 600; + font-size: 1rem; + font-family: 'Courier New', monospace; +} + +.command-card p { + margin: 0; + opacity: 0.9; +} + +/* Command Notes and Examples */ +.command-note { + font-size: 0.85rem; + opacity: 0.7; + margin-top: 0.5rem; + font-style: italic; +} + +.command-example { + background: rgba(0, 0, 0, 0.2); + padding: 0.5rem 0.75rem; + border-radius: 6px; + border-left: 3px solid #39ff14; + margin-top: 0.75rem; + font-size: 0.9rem; +} + +.command-example strong { + color: #39ff14; +} + +.command-example code { + background: transparent; + padding: 0; + color: #ffffff; + font-weight: 600; +} + +/* Setup Items */ +.setup-item { + background: rgba(15, 15, 26, 0.6); + padding: 1.5rem; + border-radius: 12px; + border: 1px solid rgba(57, 255, 20, 0.2); + margin-bottom: 1.5rem; +} + +.setup-item h4 { + color: #39ff14; + margin-top: 0; +} + +/* Feature Grid */ +.feature-grid { + display: grid; + grid-template-columns: repeat(auto-fit, minmax(250px, 1fr)); + gap: 1.5rem; + margin-top: 1.5rem; +} + +.feature-item { + background: rgba(15, 15, 26, 0.6); + padding: 1.5rem; + border-radius: 12px; + border: 1px solid rgba(57, 255, 20, 0.2); + text-align: center; +} + +.feature-item i { + color: #39ff14; + font-size: 2rem; + margin-bottom: 1rem; +} + +.feature-item h4 { + color: #ffffff; + margin: 0 0 0.75rem 0; +} + +.feature-item p { + margin: 0; + opacity: 0.8; + font-size: 0.9rem; +} + +/* Example Cards */ +.example-card { + background: rgba(15, 15, 26, 0.6); + padding: 1.5rem; + border-radius: 12px; + border: 1px solid rgba(57, 255, 20, 0.2); + margin-bottom: 1.5rem; +} + +.example-card h4 { + color: #39ff14; + margin-top: 0; +} + +.example-code { + background: rgba(0, 0, 0, 0.3); + padding: 1rem; + border-radius: 8px; + border: 1px solid rgba(57, 255, 20, 0.3); + margin: 1rem 0; +} + +.example-code code { + color: #39ff14; + font-weight: 600; + font-family: 'Courier New', monospace; +} + +/* Troubleshooting */ +.trouble-item { + background: rgba(15, 15, 26, 0.6); + padding: 1.5rem; + border-radius: 12px; + border: 1px solid rgba(57, 255, 20, 0.2); + margin-bottom: 1.5rem; +} + +.trouble-item h4 { + color: #39ff14; + margin-top: 0; +} + +/* Support Section */ +.support-section { + background: rgba(57, 255, 20, 0.1); + padding: 2rem; + border-radius: 16px; + border: 1px solid rgba(57, 255, 20, 0.3); + text-align: center; + margin-top: 3rem; +} + +.support-section h3 { + color: #39ff14; + margin-top: 0; +} + +.support-buttons { + display: flex; + gap: 1rem; + justify-content: center; + margin-top: 1.5rem; +} + +/* Active nav link */ +.nav-link.active { + color: #39ff14; +} + +/* Code styling */ +code { + background: rgba(57, 255, 20, 0.1); + padding: 0.2rem 0.4rem; + border-radius: 4px; + color: #39ff14; + font-family: 'Courier New', monospace; + font-size: 0.9em; +} + + + +/* Languages Dropdown Styles */ +.languages-dropdown { + margin-top: 1rem; +} + +.dropdown-toggle { + background: rgba(57, 255, 20, 0.1); + border: 1px solid rgba(57, 255, 20, 0.3); + color: #ffffff; + padding: 0.75rem 1rem; + border-radius: 8px; + cursor: pointer; + font-size: 0.9rem; + font-weight: 500; + display: flex; + align-items: center; + justify-content: space-between; + width: 100%; + transition: all 0.3s ease; +} + +.dropdown-toggle:hover { + background: rgba(57, 255, 20, 0.2); + border-color: rgba(57, 255, 20, 0.5); +} + +.dropdown-toggle i { + color: #39ff14; +} + +.dropdown-arrow { + transition: transform 0.3s ease; +} + +.dropdown-toggle.active .dropdown-arrow { + transform: rotate(180deg); +} + +.languages-list { + display: none; + margin-top: 0.75rem; + background: rgba(0, 0, 0, 0.3); + border: 1px solid rgba(57, 255, 20, 0.2); + border-radius: 8px; + padding: 1rem; + animation: slideDown 0.3s ease; +} + +.languages-list.show { + display: block; +} + +@keyframes slideDown { + from { + opacity: 0; + transform: translateY(-10px); + } + to { + opacity: 1; + transform: translateY(0); + } +} + +.languages-grid { + display: grid; + grid-template-columns: repeat(auto-fit, minmax(200px, 1fr)); + gap: 0.5rem; +} + +.language-item { + background: rgba(15, 15, 26, 0.6); + border: 1px solid rgba(57, 255, 20, 0.2); + padding: 0.5rem 0.75rem; + border-radius: 6px; + font-size: 0.85rem; + color: rgba(255, 255, 255, 0.9); + text-align: center; + transition: all 0.3s ease; +} + +.language-item:hover { + border-color: rgba(57, 255, 20, 0.4); + background: rgba(57, 255, 20, 0.1); +} + +/* Touch and Accessibility Improvements */ +@media (hover: none) and (pointer: coarse) { + /* Mobile touch device styles */ + .btn:hover, + .nav-link:hover, + .feature-card:hover, + .stat-card:hover { + transform: none; + } + + .btn:active { + transform: scale(0.98); + } + + .nav-link:active { + color: #39ff14; + } +} + +/* Focus states for accessibility */ +.btn:focus-visible, +.nav-link:focus-visible, +.hamburger:focus-visible { + outline: 2px solid #39ff14; + outline-offset: 2px; +} + +/* Prevent zoom on input focus on iOS */ +input, textarea, select { + font-size: 16px; +} + +/* Smooth scrolling for all elements */ +html { + scroll-behavior: smooth; +} + +/* Better text selection */ +::selection { + background: rgba(57, 255, 20, 0.3); + color: #ffffff; +} + +/* Loading states for better UX */ +.btn.loading { + pointer-events: none; + opacity: 0.7; +} + +.btn.loading::after { + content: ''; + position: absolute; + width: 16px; + height: 16px; + border: 2px solid transparent; + border-top: 2px solid currentColor; + border-radius: 50%; + animation: spin 1s linear infinite; +} + +@keyframes spin { + 0% { transform: rotate(0deg); } + 100% { transform: rotate(360deg); } +} + +/* Row link overlay - makes entire table row clickable with native right-click support */ +tr.row-link { + position: relative; + cursor: pointer; +} +tr.row-link a.row-link-overlay::before { + content: ''; + position: absolute; + top: 0; + left: 0; + width: 100%; + height: 100%; + z-index: 0; +} +tr.row-link td a:not(.row-link-overlay), +tr.row-link td button, +tr.row-link td [tabindex], +tr.row-link td input, +tr.row-link td select, +tr.row-link td textarea { + position: relative; + z-index: 1; +} + +/* Safe area insets for newer devices */ +@supports (padding: max(0px)) { + .navbar { + padding-left: max(20px, env(safe-area-inset-left)); + padding-right: max(20px, env(safe-area-inset-right)); + } + + .container { + padding-left: max(20px, env(safe-area-inset-left)); + padding-right: max(20px, env(safe-area-inset-right)); + } +} + +/* Desktop specific improvements */ +@media (min-width: 769px) { + .hero { + padding-top: 120px; + padding-bottom: 60px; + } + + .hero-container { + min-height: calc(100vh - 180px); + } + + .hero-content { + max-width: 900px; + } + + .hero-title { + font-size: clamp(3rem, 6vw, 4.5rem); + margin-bottom: 2rem; + } + + .hero-subtitle { + font-size: 1.4rem; + margin-bottom: 3rem; + max-width: 600px; + margin-left: auto; + margin-right: auto; + } + + .hero-buttons { + gap: 2rem; + margin-bottom: 4rem; + } + + .hero-buttons .btn { + min-width: 200px; + } + + .hero-trusted { + margin-top: 4rem; + } + + .cta { + padding: 6rem 0; + margin-top: 4rem; + } + + .cta-content h2 { + font-size: 3rem; + margin-bottom: 2.5rem; + } + + .cta-content .btn { + min-width: 250px; + padding: 1.25rem 2.5rem; + font-size: 1.2rem; + } + + .footer { + padding: 5rem 0 2.5rem; + } + + .footer-content { + margin-bottom: 3rem; + } + + .footer-brand { + font-size: 1.4rem; + } + + .footer-links { + gap: 2.5rem; + } + + .footer-links a { + font-size: 1.1rem; + } +} + +/* Large desktop screens */ +@media (min-width: 1200px) { + .hero-title { + font-size: 4.5rem; + } + + .hero-subtitle { + font-size: 1.5rem; + } + + .hero-buttons .btn { + min-width: 220px; + padding: 1.25rem 2.5rem; + font-size: 1.2rem; + } +} + + +/* VEHICLE NAMES - All Contexts */ +.vehicle-name, +.vehicle-info .vehicle-name, +.leaderboard-table .vehicle-name, +.mobile-vehicle-name, +.player-vehicle, +.vehicle-display, +.vehicle-tag, +.vehicle-title, +.game-vehicle, +[class*="vehicle"]:not(.vehicle-info):not(.vehicle-rank):not(.vehicles-table):not(.vehicles-section):not(.vehicles-filters), +.stat-vehicle, +*[data-vehicle], +td.vehicle-name, +div.vehicle-name, +span.vehicle-name { + font-family: 'skyquakesymbols', 'Inter', sans-serif !important; +} + +/* SQUADRON NAMES - All Contexts */ +.squadron-name, +.squadron-tag, +.squadron-tag-search, +.squadron-tag-leaderboard, +.squadron-tag-player, +.player-squadron, +.player-squadron-tag, +.squadron-result-name, +.squadron-search-result-item .squadron-result-name, +h1.squadron-name, +td.squadron-name, +div.squadron-name, +span.squadron-name, +span.player-squadron, +span.player-squadron-tag, +[class*="squadron"]:not(.squadron-container):not(.squadron-section):not(.squadron-header):not(.squadron-stats) { + font-family: 'skyquakesymbols', 'Inter', sans-serif !important; +} + +/* PLAYER NAMES - All Contexts */ +.player-name, +.player-nick, +.player-info .player-nick, +.result-name, +.search-result .result-name, +.header-result-name, +.leaderboard-table .player-name, +td.player-name, +div.player-name, +span.player-name, +a.player-nick, +h1.player-nick, +.comparison-table th:not(:first-child), +.selected-item, +[class*="player-name"], +[class*="player-nick"] { + font-family: 'skyquakesymbols', 'Inter', sans-serif !important; +} + +/* Enhanced Styling for Better Visibility */ +.leaderboard-table .vehicle-name { + font-size: 1.1em; + color: #39ff14; + text-decoration: none; + transition: all 0.3s ease; + text-shadow: 0 0 10px rgba(57, 255, 20, 0.3); +} + +.leaderboard-table .vehicle-name:hover { + text-shadow: 0 0 12px rgba(57, 255, 20, 0.6); + transform: scale(1.02); +} + +/* Vehicle names in search results and cards */ +.search-result .vehicle-name, +.vehicle-card .vehicle-name, +.stat-card .vehicle-name { + color: #39ff14; + text-shadow: 0 0 8px rgba(57, 255, 20, 0.3); +} + +/* Vehicle Comparison - Clean Redesign */ +.comparison-page-content { + max-width: 1200px; + margin: 0 auto; + padding: 2rem; +} + +.comparison-page-content .section-title { + text-align: center; + color: #ffffff; + font-size: 2.5rem; + margin-bottom: 0.5rem; +} + +.comparison-page-content .section-subtitle { + text-align: center; + color: rgba(255, 255, 255, 0.7); + margin-bottom: 3rem; + font-size: 1.1rem; +} + +/* Selection Header */ +.selection-header { + display: flex; + justify-content: space-between; + align-items: center; + margin-bottom: 1rem; + padding: 0 1rem; +} + +.selection-header h3 { + color: #ffffff; + margin: 0; + font-size: 1.3rem; +} + +/* Vehicle Grid */ +.vehicle-selection-grid { + display: grid; + grid-template-columns: repeat(auto-fill, minmax(300px, 1fr)); + gap: 1.5rem; + margin-bottom: 2rem; +} + +/* Vehicle Cards */ +.vehicle-select-card { + background: rgba(26, 26, 46, 0.8); + border: 1px solid rgba(57, 255, 20, 0.2); + border-radius: 12px; + padding: 1.5rem; + cursor: pointer; + transition: all 0.3s ease; + backdrop-filter: blur(10px); +} + +.vehicle-select-card:hover { + border-color: rgba(57, 255, 20, 0.5); + transform: translateY(-3px); + box-shadow: 0 8px 25px rgba(57, 255, 20, 0.15); +} + +.vehicle-select-card.selected { + border-color: #39ff14; + background: rgba(57, 255, 20, 0.08); + box-shadow: 0 0 30px rgba(57, 255, 20, 0.3); +} + +/* Card Header */ +.vehicle-select-header { + display: flex; + justify-content: space-between; + align-items: center; + margin-bottom: 1rem; +} + +.vehicle-select-card .vehicle-name { + font-family: 'skyquakesymbols', 'Inter', sans-serif !important; + color: #39ff14; + font-size: 1.1rem; + font-weight: normal; + letter-spacing: 0.5px; + text-shadow: 0 0 10px rgba(57, 255, 20, 0.4); +} + +/* Selection Checkbox */ +.selection-checkbox { + width: 24px; + height: 24px; + border: 2px solid rgba(57, 255, 20, 0.4); + border-radius: 6px; + display: flex; + align-items: center; + justify-content: center; + transition: all 0.3s ease; + background: rgba(0, 0, 0, 0.3); +} + +.vehicle-select-card.selected .selection-checkbox { + background: #39ff14; + border-color: #39ff14; +} + +.selection-checkbox i { + color: transparent; + font-size: 14px; + transition: color 0.3s ease; +} + +.vehicle-select-card.selected .selection-checkbox i { + color: #000000; +} + +/* Card Stats */ +.vehicle-select-stats { + display: grid; + grid-template-columns: 1fr 1fr; + gap: 0.75rem; +} + +.vehicle-select-stats .stat-item { + display: flex; + justify-content: space-between; + align-items: center; + padding: 0.5rem 0; + border-bottom: 1px solid rgba(255, 255, 255, 0.1); +} + +.vehicle-select-stats .stat-item:last-child { + border-bottom: none; +} + +.vehicle-select-stats .stat-label { + color: rgba(255, 255, 255, 0.8); + font-size: 0.9rem; + font-weight: 500; +} + +.vehicle-select-stats .stat-value { + color: #39ff14; + font-weight: 700; + font-size: 0.95rem; + text-shadow: 0 0 5px rgba(57, 255, 20, 0.3); +} + +/* Comparison Results Section - Using Leaderboard Style */ +.comparison-result { + margin-top: 2rem; +} + +.comparison-result h3 { + color: #ffffff; + font-size: 1.8rem; + text-align: center; + margin-bottom: 1.5rem; + text-shadow: 0 0 10px rgba(57, 255, 20, 0.3); +} + +.comparison-table-container { + overflow-x: auto; + -webkit-overflow-scrolling: touch; +} + +.comparison-table { + width: 100%; + border-collapse: collapse; + background: rgba(15, 15, 26, 0.8); + border-radius: 0.75rem; + overflow: hidden; + box-shadow: 0 8px 32px rgba(0, 0, 0, 0.3); + border: 1px solid rgba(57, 255, 20, 0.1); + table-layout: auto; + min-width: 800px; +} + +.comparison-table thead { + background: linear-gradient(135deg, rgba(57, 255, 20, 0.2), rgba(0, 255, 107, 0.2)); +} + +.comparison-table th { + padding: 1rem 0.75rem; + color: #ffffff; + font-weight: 600; + text-align: center; + border-bottom: 2px solid rgba(57, 255, 20, 0.3); + font-size: 0.95rem; + background: rgba(57, 255, 20, 0.1); +} + +.comparison-table .vehicle-header { + font-family: 'skyquakesymbols', 'Inter', sans-serif !important; + letter-spacing: 0.5px; + text-shadow: 0 0 8px rgba(57, 255, 20, 0.4); + color: #39ff14; + font-size: 1rem; +} + +.comparison-table tbody tr { + transition: all 0.3s ease; + border-bottom: 1px solid rgba(57, 255, 20, 0.1); +} + +.comparison-table tbody tr:hover { + background: linear-gradient(135deg, rgba(57, 255, 20, 0.1), rgba(0, 255, 107, 0.1)); + transform: scale(1.01); + box-shadow: 0 4px 15px rgba(57, 255, 20, 0.2); +} + +.comparison-table tbody tr:nth-child(even) { + background: rgba(255, 255, 255, 0.02); +} + +.comparison-table tbody tr:nth-child(even):hover { + background: linear-gradient(135deg, rgba(57, 255, 20, 0.1), rgba(0, 255, 107, 0.1)); +} + +.comparison-table td { + padding: 1rem 0.75rem; + text-align: center; + color: #ffffff; + font-weight: 500; + position: relative; +} + +.comparison-table .stat-label { + font-weight: 600; + color: #ffffff; + text-align: left; + padding-left: 1rem; + background: rgba(57, 255, 20, 0.05); + border-right: 2px solid rgba(57, 255, 20, 0.2); +} + +.comparison-table .stat-best { + background: linear-gradient(135deg, rgba(57, 255, 20, 0.3), rgba(0, 255, 107, 0.3)) !important; + color: #39ff14; + font-weight: 700; + text-shadow: 0 0 10px rgba(57, 255, 20, 0.8); + box-shadow: inset 0 0 20px rgba(57, 255, 20, 0.3); +} + +.comparison-table .stat-best::before { + content: '★'; + position: absolute; + left: 0.25rem; + top: 50%; + transform: translateY(-50%); + color: #39ff14; + font-size: 0.9rem; + text-shadow: 0 0 8px rgba(57, 255, 20, 0.8); +} + +/* Placeholder styling */ +.comparison-placeholder { + text-align: center; + padding: 4rem 2rem; + color: rgba(255, 255, 255, 0.6); + background: rgba(15, 15, 26, 0.4); + border-radius: 12px; + border: 2px dashed rgba(57, 255, 20, 0.2); + margin-top: 2rem; +} + +.comparison-placeholder i { + display: block; + margin-bottom: 1rem; + font-size: 3rem; + color: rgba(57, 255, 20, 0.3); +} + +.comparison-placeholder p { + font-size: 1.1rem; + margin: 0; +} + +/* Responsive Design */ +@media (max-width: 1200px) { + .comparison-page-content { + padding: 1.5rem; + } + + .vehicle-selection-grid { + grid-template-columns: repeat(auto-fill, minmax(280px, 1fr)); + } +} + + +/* Homepage Search Section */ +.hero-search-section { + margin-top: 2rem; + max-width: 1000px; + margin-left: auto; + margin-right: auto; + position: relative; + z-index: 997; +} + +.hero-search-section .search-box { + background: rgba(26, 26, 46, 0.6); + border-radius: 1rem; + padding: 2rem; + backdrop-filter: blur(10px); + border: 1px solid rgba(57, 255, 20, 0.2); + margin-bottom: 1rem; +} + +.hero-search-section .search-input-container { + position: relative; + margin-bottom: 1.5rem; + z-index: 999; /* Below header (1000) but above navigation buttons */ +} + +.hero-search-section .search-results { + position: absolute; + top: 100%; + left: 0; + right: 0; + background: rgba(15, 15, 26, 0.95); + border: 1px solid rgba(57, 255, 20, 0.3); + border-top: none; + border-radius: 0 0 0.5rem 0.5rem; + max-height: 300px; + overflow-y: auto; + z-index: 998; + display: none; + backdrop-filter: blur(20px); + box-shadow: 0 8px 32px rgba(0, 0, 0, 0.3); + margin-top: 0; +} + +.hero-search-section .search-results.show { + display: block; +} + +.hero-search-section .search-result-item { + padding: 1rem; + cursor: pointer; + border-bottom: 1px solid rgba(255, 255, 255, 0.1); + transition: all 0.3s ease; + display: flex; + justify-content: space-between; + align-items: center; + border-radius: 0.5rem; + margin: 0.25rem; +} + +.hero-search-section .search-result-item:hover { + background: rgba(57, 255, 20, 0.15); + border: 1px solid rgba(57, 255, 20, 0.4); + transform: translateX(4px); + box-shadow: 0 4px 12px rgba(57, 255, 20, 0.2); +} + +.hero-search-section .search-result-item:hover .result-name { + color: #00ff6b; + text-shadow: 0 0 15px rgba(0, 255, 107, 0.6); +} + +.hero-search-section .search-result-item:hover .result-stats { + color: rgba(255, 255, 255, 0.9); +} + +.hero-search-section .search-result-item:last-child { + border-bottom: none; +} + +.hero-search-section .result-name { + color: #39ff14; + font-weight: 600; + font-size: 1rem; + text-shadow: 0 0 10px rgba(57, 255, 20, 0.3); +} + +.hero-search-section .result-stats { + color: rgba(255, 255, 255, 0.7); + font-size: 0.85rem; +} + +.hero-search-section .search-hint { + color: rgba(255, 255, 255, 0.6); + font-size: 0.9rem; + text-align: center; + margin-top: 0.5rem; + margin-bottom: 1rem; + display: flex; + align-items: center; + justify-content: center; + gap: 0.5rem; +} + +.hero-search-section .search-hint i { + color: #39ff14; +} + +.hero-search-section .search-input { + width: 100%; + padding: 1rem 1rem 1rem 3rem; + background: rgba(15, 15, 26, 0.8); + border: 2px solid rgba(57, 255, 20, 0.3); + border-radius: 0.5rem; + color: #ffffff; + font-size: 1.1rem; + transition: all 0.3s ease; +} + +.hero-search-section .search-input:focus { + outline: none; + border-color: #39ff14; + box-shadow: 0 0 20px rgba(57, 255, 20, 0.3); +} + +.hero-search-section .search-input::placeholder { + color: rgba(255, 255, 255, 0.5); +} + +.hero-search-section .search-icon { + position: absolute; + left: 1rem; + top: 50%; + transform: translateY(-50%); + color: #39ff14; + font-size: 1.2rem; +} + +.hero-search-section .search-button { + background: linear-gradient(45deg, #39ff14, #00ff6b); + color: #000000; + border: none; + padding: 1rem 2rem; + border-radius: 0.5rem; + font-weight: 600; + font-size: 1.1rem; + cursor: pointer; + transition: all 0.3s ease; + width: 100%; +} + +.hero-search-section .search-button:hover { + transform: translateY(-2px); + box-shadow: 0 6px 20px rgba(57, 255, 20, 0.4); +} + +.hero-search-section .search-button:disabled { + opacity: 0.6; + cursor: not-allowed; + transform: none; + box-shadow: none; +} + +.hero-search-section .loading-spinner { + display: none; + text-align: center; + margin: 1rem 0; +} + +.hero-search-section .spinner { + border: 3px solid rgba(57, 255, 20, 0.3); + border-top: 3px solid #39ff14; + border-radius: 50%; + width: 40px; + height: 40px; + animation: spin 1s linear infinite; + margin: 0 auto; +} + +.hero-search-section .results-container { + display: none; +} + +.hero-search-section .results-header { + background: rgba(26, 26, 46, 0.6); + border-radius: 1rem; + padding: 1rem; + backdrop-filter: blur(10px); + border: 1px solid rgba(57, 255, 20, 0.2); + margin-bottom: 0.5rem; + text-align: center; +} + +.hero-search-section .results-count { + color: #39ff14; + font-weight: 600; + font-size: 1rem; +} + +.hero-search-section .results-list { + background: rgba(26, 26, 46, 0.6); + border-radius: 1rem; + padding: 1rem; + backdrop-filter: blur(10px); + border: 1px solid rgba(57, 255, 20, 0.2); +} + +.hero-search-section .result-item { + display: flex; + justify-content: space-between; + align-items: center; + padding: 0.75rem; + background: rgba(15, 15, 26, 0.8); + border-radius: 0.5rem; + margin-bottom: 0.5rem; + transition: all 0.3s ease; + cursor: pointer; +} + +.hero-search-section .result-item:hover { + background: rgba(57, 255, 20, 0.1); + border: 1px solid rgba(57, 255, 20, 0.3); +} + +.hero-search-section .result-item:last-child { + margin-bottom: 0; +} + +.hero-search-section .player-nick { + color: #39ff14; + font-weight: 600; + font-size: 1rem; +} + +.hero-search-section .player-uid { + color: rgba(255, 255, 255, 0.7); + font-size: 0.85rem; +} + +.hero-search-section .error-message { + background: rgba(255, 56, 56, 0.1); + border: 1px solid rgba(255, 56, 56, 0.3); + border-radius: 0.5rem; + padding: 1rem; + color: #ff3838; + text-align: center; + margin-top: 1rem; + display: none; +} + +.hero-search-section .no-results { + text-align: center; + padding: 2rem; + color: rgba(255, 255, 255, 0.6); +} + +/* Squadron Tags - Styling Only (font applied globally above) */ +.squadron-tag-search { + color: rgba(255, 255, 255, 0.6); + font-size: 0.9rem; + margin-right: 0.5rem; +} + +.squadron-tag-leaderboard { + color: rgba(255, 255, 255, 0.7); + font-size: 0.8rem; + margin-right: 0.5rem; + background: rgba(26, 26, 46, 0.6); + padding: 0.2rem 0.4rem; + border-radius: 0.3rem; + border: 1px solid rgba(57, 255, 20, 0.3); +} + +.squadron-tag-player { + color: #39ff14; + font-size: 1rem; + margin-right: 0.75rem; + font-weight: 600; + background: rgba(57, 255, 20, 0.1); + padding: 0.3rem 0.6rem; + border-radius: 0.4rem; + border: 1px solid rgba(57, 255, 20, 0.4); +} + +.player-info { + display: flex; + align-items: center; + flex-wrap: wrap; + gap: 0.5rem; +} + +/* Navigation Buttons Section */ +.navigation-buttons { + margin-top: 2rem; + position: relative; + z-index: 1; +} + +.nav-grid { + display: grid; + grid-template-columns: repeat(auto-fit, minmax(300px, 1fr)); + gap: 1.5rem; + max-width: 1000px; + margin: 0 auto; + margin-bottom: 1.5rem; +} + +.nav-grid-half { + display: grid; + grid-template-columns: repeat(2, 1fr); + gap: 1.5rem; + max-width: 1000px; + margin: 0 auto; + margin-bottom: 1.5rem; +} + +.nav-button-full { + max-width: 1000px; + margin: 0 auto; + width: 100%; +} + +.nav-button { + display: flex; + align-items: center; + gap: 1rem; + background: rgba(26, 26, 46, 0.6); + border-radius: 1rem; + padding: 1.5rem; + backdrop-filter: blur(10px); + border: 1px solid rgba(57, 255, 20, 0.2); + text-decoration: none; + color: inherit; + transition: all 0.3s ease; + min-height: 100px; +} + +.nav-button:hover { + border-color: rgba(57, 255, 20, 0.4); + transform: translateY(-2px); + box-shadow: 0 8px 25px rgba(0, 0, 0, 0.3); + text-decoration: none; + color: inherit; +} + +.nav-button-icon { + display: flex; + align-items: center; + justify-content: center; + width: 60px; + height: 60px; + background: rgba(57, 255, 20, 0.1); + border-radius: 0.75rem; + border: 1px solid rgba(57, 255, 20, 0.2); + flex-shrink: 0; +} + +.nav-button-icon i { + color: #39ff14; + font-size: 1.5rem; +} + +.nav-button-content { + flex: 1; +} + +.nav-button-content h3 { + color: #ffffff; + font-size: 1.1rem; + font-weight: 600; + margin-bottom: 0.25rem; + line-height: 1.3; +} + +.nav-button-content p { + color: rgba(255, 255, 255, 0.7); + font-size: 0.9rem; + margin: 0; + line-height: 1.4; +} + +/* Universal Button Styles */ +.btn-action, +.retry-btn, +.refresh-btn, +.filter-reset-btn, +.clear-filters-btn { + background: linear-gradient(45deg, #39ff14, #00ff6b); + color: #000000; + border: none; + padding: 0.75rem 1.5rem; + border-radius: 0.5rem; + font-weight: 600; + font-size: 0.9rem; + cursor: pointer; + transition: all 0.25s cubic-bezier(0.4, 0, 0.2, 1); + display: inline-flex; + align-items: center; + justify-content: center; + gap: 0.5rem; + text-decoration: none; +} + +.btn-action:hover, +.retry-btn:hover, +.refresh-btn:hover, +.filter-reset-btn:hover:not([class*="reset"]), +.clear-filters-btn:hover { + transform: translateY(-2px); + box-shadow: 0 6px 20px rgba(57, 255, 20, 0.4); +} + +.btn-action:active, +.retry-btn:active, +.refresh-btn:active, +.filter-reset-btn:active, +.clear-filters-btn:active { + transform: translateY(0); +} + +/* Reset/Clear buttons get destructive styling */ +.filter-reset-btn, +.clear-filters-btn { + background: linear-gradient(135deg, rgba(239, 68, 68, 0.15), rgba(220, 38, 38, 0.15)); + border: 1px solid rgba(239, 68, 68, 0.4); + color: #ff6b6b; +} + +.filter-reset-btn:hover, +.clear-filters-btn:hover { + background: linear-gradient(135deg, rgba(239, 68, 68, 0.25), rgba(220, 38, 38, 0.25)); + border-color: #ef4444; + box-shadow: 0 4px 12px rgba(239, 68, 68, 0.3); +} + +/* Trusted By Section */ +.trusted-by { + padding: 2rem 0 1rem 0; + background: rgba(0, 0, 0, 0.1); + margin-top: 0; + margin-bottom: 0; +} + +.trusted-content { + text-align: center; +} + +.trusted-label { + color: rgba(255, 255, 255, 0.8); + font-size: 1rem; + font-weight: 500; + margin-bottom: 1.5rem; +} + +.trusted-scroll { + overflow: hidden; + position: relative; + height: 60px; + mask: linear-gradient(to right, transparent, white 20%, white 80%, transparent); + -webkit-mask: linear-gradient(to right, transparent, white 20%, white 80%, transparent); +} + +.trusted-track { + display: flex; + animation: scrollTrusted 30s linear infinite; + gap: 2rem; + align-items: center; + height: 100%; + width: max-content; +} + +.trusted-item { + color: rgba(255, 255, 255, 0.6); + font-weight: 600; + font-size: 1.1rem; + white-space: nowrap; + text-shadow: 0 0 10px rgba(57, 255, 20, 0.2); + transition: all 0.3s ease; + padding: 0 1rem; + flex-shrink: 0; +} + +.trusted-item:hover { + color: #39ff14; + text-shadow: 0 0 15px rgba(57, 255, 20, 0.5); +} + +@keyframes scrollTrusted { + 0% { + transform: translateX(0); + } + 100% { + transform: translateX(-50%); + } +} + +/* Inline CTA Section */ +.cta-inline { + text-align: center; + margin-top: 3rem; + padding: 2rem; + background: rgba(26, 26, 46, 0.3); + border-radius: 1rem; + border: 1px solid rgba(57, 255, 20, 0.1); + max-width: 1000px; + margin-left: auto; + margin-right: auto; +} + +.cta-inline .cta-content h2 { + color: #ffffff; + font-size: 1.8rem; + font-weight: 600; + margin-bottom: 1.5rem; +} + +/* Enhanced CTA Button */ +.cta-button { + font-size: 1.25rem !important; + padding: 1.25rem 3rem !important; + background: linear-gradient(45deg, #39ff14, #00ff6b) !important; + border: none !important; + border-radius: 0.75rem !important; + font-weight: 700 !important; + text-transform: uppercase !important; + letter-spacing: 1px !important; + transition: all 0.3s ease !important; +} + +.cta-button:hover { + transform: translateY(-3px) !important; + box-shadow: 0 10px 30px rgba(57, 255, 20, 0.4) !important; +} + + +/* Universal Header Search Styles */ +.nav-search { + position: relative; + margin: 0 1rem; +} + +.nav-search .header-search-container { + position: relative; + width: 250px; +} + +.nav-search .header-search-container input { + width: 100%; + padding: 0.5rem 2.5rem 0.5rem 1rem; + background: rgba(26, 26, 46, 0.8); + border: 1px solid rgba(57, 255, 20, 0.3); + border-radius: 1.5rem; + color: #ffffff; + font-size: 0.9rem; + transition: all 0.3s ease; +} + +.nav-search .header-search-container input:focus { + outline: none; + border-color: #39ff14; + box-shadow: 0 0 0 2px rgba(57, 255, 20, 0.2); +} + +.nav-search .header-search-container input::placeholder { + color: rgba(255, 255, 255, 0.5); +} + +.nav-search .header-search-icon { + position: absolute; + right: 1rem; + top: 50%; + transform: translateY(-50%); + color: rgba(255, 255, 255, 0.5); + pointer-events: none; +} + +.nav-search .header-search-results { + position: absolute; + top: 100%; + left: 0; + right: 0; + background: rgba(15, 15, 26, 0.95); + border: 1px solid rgba(57, 255, 20, 0.3); + border-radius: 0.5rem; + max-height: 300px; + overflow-y: auto; + z-index: 1000; + opacity: 0; + visibility: hidden; + transform: translateY(-10px); + transition: all 0.3s ease; + backdrop-filter: blur(10px); +} + +.nav-search .header-search-results.show { + opacity: 1; + visibility: visible; + transform: translateY(0); +} + +.nav-search .header-search-result-item { + padding: 0.75rem 1rem; + border-bottom: 1px solid rgba(57, 255, 20, 0.1); + cursor: pointer; + transition: background 0.2s ease; +} + +.nav-search .header-search-result-item:hover { + background: rgba(57, 255, 20, 0.1); +} + +.nav-search .header-search-result-item:last-child { + border-bottom: none; +} + +.nav-search .header-result-name { + color: #39ff14; + font-weight: 600; + margin-bottom: 0.25rem; +} + +.nav-search .header-result-stats { + color: rgba(255, 255, 255, 0.7); + font-size: 0.8rem; +} + + +/* Squadron and player font styling moved to global rules section above (line 2282+) */ \ No newline at end of file diff --git a/public/css/tailwind.css b/public/css/tailwind.css new file mode 100644 index 0000000..0d1c0fb --- /dev/null +++ b/public/css/tailwind.css @@ -0,0 +1,325 @@ +@tailwind base; +@tailwind components; +@tailwind utilities; + +/* Custom Fonts */ +@font-face { + font-family: 'skyquakesymbols'; + src: url('/Fonts/symbols_skyquake.ttf'); + font-display: block; +} + +@layer base { + * { + @apply m-0 p-0 box-border; + } + + body { + @apply font-sans leading-relaxed text-white overflow-x-hidden min-h-screen antialiased; + background: linear-gradient(rgba(0, 0, 0, 0.7), rgba(0, 0, 0, 0.7)), url('/images/toothless_face.webp'); + background-size: cover; + background-position: center; + background-attachment: fixed; + background-repeat: no-repeat; + -webkit-overflow-scrolling: touch; + } + + html { + @apply scroll-smooth; + } +} + +@layer components { + /* ======================================== + COLOR SCHEME: + - Background: Dark earth green (#1C1E1D) to graphite (#0A0B0A) + - Accent/Primary text: Cream (#F5F5DC) + - Secondary/Muted text: Mint green (#90EE90) + ======================================== */ + + /* Vehicle, Squadron, and Player names use custom font */ + .vehicle-name, + .squadron-name, + .squadron-tag, + .player-name, + .player-nick { + @apply font-skyquake; + } + + /* Primary Button - Cream gradient */ + .btn-primary { + @apply inline-flex items-center justify-center px-6 py-3 font-bold rounded-lg + transition-all duration-300 relative overflow-hidden; + background: linear-gradient(135deg, #F5F5DC 0%, #E8E8D0 100%); + color: #1E1E1E; + box-shadow: 0 4px 20px rgba(245, 245, 220, 0.15), inset 0 1px 0 rgba(255, 255, 255, 0.4); + } + + .btn-primary:hover { + box-shadow: 0 8px 25px rgba(245, 245, 220, 0.3), inset 0 1px 0 rgba(255, 255, 255, 0.4); + transform: translateY(-2px); + } + + .btn-primary:active { + transform: translateY(0); + } + + /* Navigation callouts */ + .nav-premium { + color: #f4d35e; + } + + .nav-premium:hover { + color: #ffe08a; + } + + .nav-rainbow { + color: #ff9b8a; + } + + .nav-rainbow:hover { + color: #ffc0b4; + } + + .nav-donate { + background: linear-gradient(90deg, #ff7a7a 0%, #ffd166 25%, #90ee90 50%, #8fd3ff 75%, #c79bff 100%); + -webkit-background-clip: text; + background-clip: text; + -webkit-text-fill-color: transparent; + color: transparent; + } + + .nav-donate:hover { + filter: brightness(1.12); + } + + .nav-donate i { + -webkit-text-fill-color: initial; + color: #ffd166; + } + + /* Secondary Button */ + .btn-secondary { + @apply inline-flex items-center justify-center px-6 py-3 + bg-white/10 text-white font-semibold rounded-lg border-2 border-primary-400/50 + transition-all duration-300 backdrop-blur-sm + hover:-translate-y-0.5 hover:bg-primary-400/20 hover:border-primary-400 + active:translate-y-0; + } + + /* Feature Card - used on homepage */ + .feature-card { + background: linear-gradient(135deg, rgba(62, 78, 62, 0.2) 0%, rgba(44, 44, 44, 0.2) 100%); + border: 1px solid rgba(245, 245, 220, 0.08); + backdrop-filter: blur(12px); + transition: all 0.3s cubic-bezier(0.4, 0, 0.2, 1); + } + + .card-hover:hover { + transform: translateY(-3px); + background: linear-gradient(135deg, rgba(62, 78, 62, 0.3) 0%, rgba(44, 44, 44, 0.3) 100%); + border-color: rgba(144, 238, 144, 0.3); + box-shadow: 0 8px 30px rgba(0, 0, 0, 0.3); + } + + .card-hover:hover i { + color: #F5F5DC; + transform: scale(1.1); + transition: transform 0.3s ease; + } + + /* Search Input - Glass effect */ + .search-input-glass { + background: rgba(30, 30, 30, 0.6); + border: 1px solid rgba(245, 245, 220, 0.1); + backdrop-filter: blur(10px); + transition: all 0.3s ease; + box-shadow: inset 0 2px 4px rgba(0,0,0,0.2); + } + + .search-input-glass:focus { + background: rgba(40, 40, 40, 0.8); + border-color: rgba(144, 238, 144, 0.4); + box-shadow: 0 0 0 2px rgba(144, 238, 144, 0.1), inset 0 2px 4px rgba(0,0,0,0.2); + } + + /* Card Component */ + .card { + @apply bg-dark-100/80 backdrop-blur-md rounded-2xl border border-primary-400/20 + p-6 transition-all duration-300 + hover:border-primary-400/40 hover:shadow-lg hover:shadow-primary-400/10; + } + + /* Glass Card (more transparent) */ + .glass-card { + @apply bg-dark-100/60 backdrop-blur-xl rounded-2xl border border-primary-400/20 + p-6 transition-all duration-300; + } + + /* Stat Card */ + .stat-card { + @apply card text-center relative overflow-hidden + hover:-translate-y-1 hover:border-primary-400; + } + + /* Input Field */ + .input-field { + @apply w-full px-4 py-3 bg-dark-200/80 border-2 border-primary-400/30 + rounded-lg text-white placeholder-white/50 + transition-all duration-300 backdrop-blur-sm + focus:outline-none focus:border-primary-400 focus:shadow-lg focus:shadow-primary-400/20; + } + + /* Select Dropdown */ + .select-field { + @apply input-field cursor-pointer appearance-none pr-10; + background-image: url('data:image/svg+xml;charset=UTF-8,%3csvg xmlns=%22http://www.w3.org/2000/svg%22 viewBox=%220 0 24 24%22 fill=%22none%22 stroke=%22%2339ff14%22 stroke-width=%222%22 stroke-linecap=%22round%22 stroke-linejoin=%22round%22%3e%3cpolyline points=%226 9 12 15 18 9%22%3e%3c/polyline%3e%3c/svg%3e'); + background-position: right 0.75rem center; + background-size: 1.25rem; + background-repeat: no-repeat; + } + + /* Table Styles */ + .data-table { + @apply w-full border-collapse bg-dark-200/80 rounded-xl overflow-hidden + shadow-xl border border-primary-400/10; + } + + .data-table thead { + @apply bg-gradient-to-r from-primary-400/20 to-primary-500/20; + } + + .data-table th { + @apply px-4 py-3 text-white font-semibold text-center border-b-2 border-primary-400/30; + } + + .data-table td { + @apply px-4 py-3 text-center text-white/90 border-b border-primary-400/10; + } + + .data-table tbody tr { + @apply transition-all duration-300 hover:bg-gradient-to-r hover:from-primary-400/10 + hover:to-primary-500/10 hover:scale-[1.01]; + } + + /* Loading Spinner */ + .spinner { + @apply border-4 border-primary-400/30 border-t-primary-400 rounded-full + w-10 h-10 animate-spin mx-auto; + } + + /* Badge */ + .badge { + @apply inline-flex items-center px-3 py-1 rounded-full text-sm font-semibold + bg-primary-400/10 text-primary-400 border border-primary-400/30; + } + + /* Navbar */ + .navbar { + @apply fixed top-0 w-full bg-dark-300/95 backdrop-blur-md z-50 + border-b border-primary-400/20 transition-all duration-300; + } + + /* Container */ + .container-custom { + @apply max-w-7xl mx-auto px-4 sm:px-6 lg:px-8; + } + + /* Section Title */ + .section-title { + @apply text-4xl font-bold text-center mb-4 bg-gradient-to-r from-primary-400 via-primary-500 to-primary-400 + bg-clip-text text-transparent bg-[length:200%_auto] animate-gradient-shift; + } + + /* Link Hover Effect */ + .link-hover { + @apply relative text-white transition-colors duration-300 + hover:text-primary-400 + after:content-[''] after:absolute after:bottom-0 after:left-0 + after:w-0 after:h-0.5 after:bg-gradient-to-r after:from-primary-400 after:to-primary-500 + after:transition-all after:duration-300 + hover:after:w-full; + } + + /* Date Filter Styles */ + .date-filter-container { + @apply glass-card space-y-4; + } + + .filter-button { + @apply px-4 py-2 rounded-lg border border-primary-400/30 bg-dark-100/50 + text-white font-medium transition-all duration-300 + hover:border-primary-400 hover:bg-primary-400/10 + focus:outline-none focus:ring-2 focus:ring-primary-400/50; + } + + .filter-button-active { + @apply filter-button border-primary-400 bg-primary-400/20 text-primary-400 shadow-lg shadow-primary-400/20; + } +} + +@layer utilities { + /* Text Gradient */ + .text-gradient { + @apply bg-gradient-to-r from-primary-400 via-primary-500 to-primary-600 + bg-clip-text text-transparent; + } + + /* Glass Effect */ + .glass { + @apply bg-white/5 backdrop-blur-md; + } + + /* Glow Effect */ + .glow { + @apply shadow-lg shadow-primary-400/30; + } + + /* Scrollbar Styles */ + .custom-scrollbar::-webkit-scrollbar { + @apply w-2 h-2; + } + + .custom-scrollbar::-webkit-scrollbar-track { + @apply bg-dark-200 rounded; 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+ this.apiKeyExpiresAt = 0; + this.apiKeyPromise = null; + this.baseURL = ''; + this.cache = new Map(); + this.pendingRequests = new Map(); + this.CACHE_DURATION = 5 * 60 * 1000; // 5 minutes client-side cache for general requests + this.SEARCH_CACHE_DURATION = 15 * 60 * 1000; // 15 minutes for search results (longer because less frequently changing) + } + + // Initialize the API client by fetching the API key + async init(forceRefresh = false) { + if (!forceRefresh && this.apiKey && this.apiKeyExpiresAt && Date.now() < this.apiKeyExpiresAt) { + return; + } + + if (this.apiKeyPromise) { + return this.apiKeyPromise; + } + + this.apiKeyPromise = (async () => { + const response = await fetch('/api-key', { + method: 'GET', + cache: 'no-cache', + headers: { + 'Accept': 'application/json' + } + }); + + if (!response.ok) { + throw new Error(`Failed to fetch API key: ${response.status} ${response.statusText}`); + } + + const data = await response.json(); + this.apiKey = data.apiKey; + const expiresAt = Date.parse(data.expires); + this.apiKeyExpiresAt = Number.isFinite(expiresAt) ? expiresAt : Date.now() + 24 * 60 * 60 * 1000; + return this.apiKey; + })(); + + try { + return await this.apiKeyPromise; + } finally { + this.apiKeyPromise = null; + } + } + + async ensureValidApiKey() { + if (!this.apiKey || !this.apiKeyExpiresAt || Date.now() >= this.apiKeyExpiresAt) { + await this.init(true); + } + } + + // Generate signature for request (matches server-side algorithm) + generateSignature(method, path, queryString, timestamp, apiSecret) { + const data = `${method}${path}${queryString}`; + // Match server-side simple hashing algorithm exactly + let hash = 0; + const combined = `${data}-${timestamp}-${apiSecret}`; + for (let i = 0; i < combined.length; i++) { + const char = combined.charCodeAt(i); + hash = ((hash << 5) - hash) + char; + hash = hash & hash; // Convert to 32bit integer + } + return Math.abs(hash).toString(16); + } + + // Make authenticated API requests with caching and in-flight dedup + async request(endpoint, options = {}) { + const method = options.method || 'GET'; + const authEnabled = options.auth !== false; + const cacheKey = `${method}:${endpoint}`; + const useCache = options.cache !== false && method === 'GET'; // Only cache GET requests + + // Determine cache duration based on endpoint type + const isSearchRequest = endpoint.includes('/api/search/'); + const cacheDuration = isSearchRequest ? this.SEARCH_CACHE_DURATION : this.CACHE_DURATION; + + // Check cache for GET requests + if (useCache && this.cache.has(cacheKey)) { + const cached = this.cache.get(cacheKey); + const age = Date.now() - cached.timestamp; + + if (age < cacheDuration) { + console.log(`[API Client] Cache hit for ${endpoint} (${Math.floor(age / 1000)}s old)`); + return cached.data; + } else { + console.log(`[API Client] Cache expired for ${endpoint}`); + this.cache.delete(cacheKey); + } + } + + // In-flight dedup: if an identical GET is already in flight, share its promise + if (useCache && this.pendingRequests.has(cacheKey)) { + console.log(`[API Client] In-flight dedup hit for ${endpoint}`); + return this.pendingRequests.get(cacheKey); + } + + const promise = this._performRequest(endpoint, options, { method, authEnabled, cacheKey, useCache }); + + if (useCache) { + this.pendingRequests.set(cacheKey, promise); + promise.finally(() => { + if (this.pendingRequests.get(cacheKey) === promise) { + this.pendingRequests.delete(cacheKey); + } + }); + } + + return promise; + } + + async _performRequest(endpoint, options, ctx) { + const { method, authEnabled, cacheKey, useCache } = ctx; + + console.log('[API Client] request called for:', endpoint); + + // Auto-initialize if needed + if (authEnabled) { + await this.ensureValidApiKey(); + } + + if (authEnabled && !this.apiKey) { + throw new Error('Failed to get API key after initialization'); + } + + const url = endpoint.startsWith('/') ? endpoint : `/${endpoint}`; + const timestamp = Date.now().toString(); + + const headers = { + 'Content-Type': 'application/json', + ...options.headers + }; + if (authEnabled) { + headers['X-API-Key'] = this.apiKey; + headers['X-Request-Timestamp'] = timestamp; + } + + const finalOptions = { + ...options, + method, + headers + }; + + console.log('[API Client] Making request to:', url); + + let response = await fetch(url, finalOptions); + console.log('[API Client] Response status:', response.status); + + if (authEnabled && (response.status === 401 || response.status === 403)) { + console.warn(`[API Client] Auth failed for ${endpoint}; refreshing API key and retrying once`); + this.apiKey = null; + this.apiKeyExpiresAt = 0; + await this.init(true); + finalOptions.headers['X-API-Key'] = this.apiKey; + finalOptions.headers['X-Request-Timestamp'] = Date.now().toString(); + response = await fetch(url, finalOptions); + console.log('[API Client] Retry response status:', response.status); + } + + if (!response.ok) { + const errorText = await response.text(); + console.error('[API Client] Request failed:', response.status, errorText); + throw new Error(`API request failed: ${response.status} - ${errorText}`); + } + + const data = await response.json(); + + // Cache successful GET responses + if (useCache) { + this.cache.set(cacheKey, { + data: data, + timestamp: Date.now() + }); + console.log(`[API Client] Cached response for ${endpoint}`); + } + + return data; + } + + // Clear cache manually if needed + clearCache() { + this.cache.clear(); + this.pendingRequests.clear(); + console.log('[API Client] Cache cleared'); + } + + // Get cache stats + getCacheStats() { + const now = Date.now(); + const stats = { + total: this.cache.size, + fresh: 0, + stale: 0, + searchEntries: 0 + }; + + for (const [key, value] of this.cache.entries()) { + const age = now - value.timestamp; + const isSearch = key.includes('/api/search/'); + const maxAge = isSearch ? this.SEARCH_CACHE_DURATION : this.CACHE_DURATION; + + if (isSearch) stats.searchEntries++; + + if (age < maxAge) { + stats.fresh++; + } else { + stats.stale++; + } + } + + return stats; + } + + // Convenience methods + async searchPlayers(nickname) { + return this.request(`/api/search/${encodeURIComponent(nickname)}`); + } + + async getPlayer(uid) { + return this.request(`/api/player/${uid}`); + } + + async getPlayerGames(uid) { + return this.request(`/api/player/${uid}/games`); + } + + async getStats() { + return this.request('/api/stats', { auth: false }); + } + + // Leaderboard methods with stale-while-revalidate option + async getPlayerLeaderboard(useStaleWhileRevalidate = true) { + return this.requestWithSWR('/api/leaderboard/players', useStaleWhileRevalidate); + } + + async getVehicleLeaderboard(vehicle = null, useStaleWhileRevalidate = true) { + const endpoint = vehicle + ? `/api/leaderboard/vehicles?vehicle=${encodeURIComponent(vehicle)}` + : '/api/leaderboard/vehicles'; + return this.requestWithSWR(endpoint, useStaleWhileRevalidate); + } + + async getSquadronLeaderboard(useStaleWhileRevalidate = true) { + return this.requestWithSWR('/api/leaderboard/squadrons', useStaleWhileRevalidate); + } + + async getSquadronDetails(squadronName, startDate, endDate) { + let endpoint = `/api/squadrons/${encodeURIComponent(squadronName)}`; + if (startDate || endDate) { + const params = new URLSearchParams(); + if (startDate) params.append('start_date', startDate.toISOString()); + if (endDate) params.append('end_date', endDate.toISOString()); + endpoint += '?' + params.toString(); + } + return this.request(endpoint); + } + + async getSquadronGames(squadronName, startDate, endDate) { + let endpoint = `/api/squadrons/${encodeURIComponent(squadronName)}/games`; + if (startDate || endDate) { + const params = new URLSearchParams(); + if (startDate) params.append('start_date', startDate.toISOString()); + if (endDate) params.append('end_date', endDate.toISOString()); + endpoint += '?' + params.toString(); + } + return this.request(endpoint); + } + + async getLeaderboardStats(useStaleWhileRevalidate = true) { + return this.requestWithSWR('/api/leaderboard/stats', useStaleWhileRevalidate); + } + + // Stale-While-Revalidate: Return cached data immediately, fetch fresh data in background + async requestWithSWR(endpoint, useSWR = true) { + const cacheKey = `GET:${endpoint}`; + + if (useSWR && this.cache.has(cacheKey)) { + const cached = this.cache.get(cacheKey); + const age = Date.now() - cached.timestamp; + + // If data is stale (older than cache duration) but not ancient (< 10 minutes) + if (age >= this.CACHE_DURATION && age < 10 * 60 * 1000) { + console.log(`[API Client] SWR: Returning stale data and revalidating ${endpoint}`); + + // Fetch fresh data in background (don't await) + this.request(endpoint).catch(err => { + console.error('[API Client] SWR background fetch failed:', err); + }); + + // Return stale data immediately + return cached.data; + } + } + + // Normal request (will use cache if fresh) + return this.request(endpoint); + } + + async getVehicleIcons() { + return this.request('/api/vehicle-icons'); + } + + async getMatch(sessionId) { + return this.request(`/api/match/${sessionId}`); + } + + async getMatchReplay(sessionId) { + return this.request(`/api/match/${sessionId}/replay`); + } + + async getReplayCanvas(sessionId) { + return this.request(`/api/match/${sessionId}/replay-canvas`); + } + + async searchGames(params = {}) { + const queryParams = new URLSearchParams(); + if (params.player) queryParams.append('player', params.player); + if (params.map) queryParams.append('map', params.map); + if (params.squadron) queryParams.append('squadron', params.squadron); + if (params.time_from) queryParams.append('time_from', params.time_from); + if (params.time_to) queryParams.append('time_to', params.time_to); + if (params.limit) queryParams.append('limit', params.limit); + return this.request(`/api/games/search?${queryParams}`); + } + + async getMaps() { + return this.request('/api/maps'); + } + +} + +// Global API client instance +window.apiClient = new APIClient(); + +// Pre-initialize when DOM is ready (but don't block) +document.addEventListener('DOMContentLoaded', () => { + // Initialize in background without blocking + window.apiClient.init().catch(() => { + // Silently fail, will retry on first request + }); +}); + +// Quick init function that doesn't throw +window.ensureAPIClient = async () => { + try { + if (!window.apiClient) { + console.error('[API Client] window.apiClient is not defined'); 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s=this._target[this._prop],n=i-this._start,o=this._duration-n;this._start=i,this._duration=Math.floor(Math.max(o,t.duration)),this._total+=n,this._loop=!!t.loop,this._to=Pi([t.to,e,s,t.from]),this._from=Pi([t.from,s,e])}}cancel(){this._active&&(this.tick(Date.now()),this._active=!1,this._notify(!1))}tick(t){const e=t-this._start,i=this._duration,s=this._prop,n=this._from,o=this._loop,a=this._to;let r;if(this._active=n!==a&&(o||e1?2-r:r,r=this._easing(Math.min(1,Math.max(0,r))),this._target[s]=this._fn(n,a,r))}wait(){const t=this._promises||(this._promises=[]);return new Promise(((e,i)=>{t.push({res:e,rej:i})}))}_notify(t){const e=t?"res":"rej",i=this._promises||[];for(let t=0;t{const a=t[s];if(!o(a))return;const r={};for(const t of e)r[t]=a[t];(n(a.properties)&&a.properties||[s]).forEach((t=>{t!==s&&i.has(t)||i.set(t,r)}))}))}_animateOptions(t,e){const i=e.options,s=function(t,e){if(!e)return;let i=t.options;if(!i)return void(t.options=e);i.$shared&&(t.options=i=Object.assign({},i,{$shared:!1,$animations:{}}));return i}(t,i);if(!s)return[];const n=this._createAnimations(s,i);return i.$shared&&function(t,e){const i=[],s=Object.keys(e);for(let e=0;e{t.options=i}),(()=>{})),n}_createAnimations(t,e){const i=this._properties,s=[],n=t.$animations||(t.$animations={}),o=Object.keys(e),a=Date.now();let r;for(r=o.length-1;r>=0;--r){const l=o[r];if("$"===l.charAt(0))continue;if("options"===l){s.push(...this._animateOptions(t,e));continue}const h=e[l];let c=n[l];const d=i.get(l);if(c){if(d&&c.active()){c.update(d,h,a);continue}c.cancel()}d&&d.duration?(n[l]=c=new Cs(d,t,l,h),s.push(c)):t[l]=h}return s}update(t,e){if(0===this._properties.size)return void Object.assign(t,e);const i=this._createAnimations(t,e);return i.length?(xt.add(this._chart,i),!0):void 0}}function As(t,e){const i=t&&t.options||{},s=i.reverse,n=void 0===i.min?e:0,o=void 0===i.max?e:0;return{start:s?o:n,end:s?n:o}}function Ts(t,e){const i=[],s=t._getSortedDatasetMetas(e);let n,o;for(n=0,o=s.length;n0||!i&&e<0)return n.index}return null}function zs(t,e){const{chart:i,_cachedMeta:s}=t,n=i._stacks||(i._stacks={}),{iScale:o,vScale:a,index:r}=s,l=o.axis,h=a.axis,c=function(t,e,i){return`${t.id}.${e.id}.${i.stack||i.type}`}(o,a,s),d=e.length;let u;for(let t=0;ti[t].axis===e)).shift()}function Vs(t,e){const i=t.controller.index,s=t.vScale&&t.vScale.axis;if(s){e=e||t._parsed;for(const t of e){const e=t._stacks;if(!e||void 0===e[s]||void 0===e[s][i])return;delete e[s][i],void 0!==e[s]._visualValues&&void 0!==e[s]._visualValues[i]&&delete e[s]._visualValues[i]}}}const Bs=t=>"reset"===t||"none"===t,Ws=(t,e)=>e?t:Object.assign({},t);class Ns{static defaults={};static datasetElementType=null;static dataElementType=null;constructor(t,e){this.chart=t,this._ctx=t.ctx,this.index=e,this._cachedDataOpts={},this._cachedMeta=this.getMeta(),this._type=this._cachedMeta.type,this.options=void 0,this._parsing=!1,this._data=void 0,this._objectData=void 0,this._sharedOptions=void 0,this._drawStart=void 0,this._drawCount=void 0,this.enableOptionSharing=!1,this.supportsDecimation=!1,this.$context=void 0,this._syncList=[],this.datasetElementType=new.target.datasetElementType,this.dataElementType=new.target.dataElementType,this.initialize()}initialize(){const t=this._cachedMeta;this.configure(),this.linkScales(),t._stacked=Es(t.vScale,t),this.addElements(),this.options.fill&&!this.chart.isPluginEnabled("filler")&&console.warn("Tried to use the 'fill' option without the 'Filler' plugin enabled. Please import and register the 'Filler' plugin and make sure it is not disabled in the options")}updateIndex(t){this.index!==t&&Vs(this._cachedMeta),this.index=t}linkScales(){const t=this.chart,e=this._cachedMeta,i=this.getDataset(),s=(t,e,i,s)=>"x"===t?e:"r"===t?s:i,n=e.xAxisID=l(i.xAxisID,Fs(t,"x")),o=e.yAxisID=l(i.yAxisID,Fs(t,"y")),a=e.rAxisID=l(i.rAxisID,Fs(t,"r")),r=e.indexAxis,h=e.iAxisID=s(r,n,o,a),c=e.vAxisID=s(r,o,n,a);e.xScale=this.getScaleForId(n),e.yScale=this.getScaleForId(o),e.rScale=this.getScaleForId(a),e.iScale=this.getScaleForId(h),e.vScale=this.getScaleForId(c)}getDataset(){return this.chart.data.datasets[this.index]}getMeta(){return this.chart.getDatasetMeta(this.index)}getScaleForId(t){return this.chart.scales[t]}_getOtherScale(t){const e=this._cachedMeta;return t===e.iScale?e.vScale:e.iScale}reset(){this._update("reset")}_destroy(){const t=this._cachedMeta;this._data&&rt(this._data,this),t._stacked&&Vs(t)}_dataCheck(){const t=this.getDataset(),e=t.data||(t.data=[]),i=this._data;if(o(e))this._data=function(t){const e=Object.keys(t),i=new Array(e.length);let s,n,o;for(s=0,n=e.length;s0&&i._parsed[t-1];if(!1===this._parsing)i._parsed=s,i._sorted=!0,d=s;else{d=n(s[t])?this.parseArrayData(i,s,t,e):o(s[t])?this.parseObjectData(i,s,t,e):this.parsePrimitiveData(i,s,t,e);const a=()=>null===c[l]||f&&c[l]t&&!e.hidden&&e._stacked&&{keys:Ts(i,!0),values:null})(e,i,this.chart),h={min:Number.POSITIVE_INFINITY,max:Number.NEGATIVE_INFINITY},{min:c,max:d}=function(t){const{min:e,max:i,minDefined:s,maxDefined:n}=t.getUserBounds();return{min:s?e:Number.NEGATIVE_INFINITY,max:n?i:Number.POSITIVE_INFINITY}}(r);let u,f;function g(){f=s[u];const e=f[r.axis];return!a(f[t.axis])||c>e||d=0;--u)if(!g()){this.updateRangeFromParsed(h,t,f,l);break}return h}getAllParsedValues(t){const e=this._cachedMeta._parsed,i=[];let s,n,o;for(s=0,n=e.length;s=0&&tthis.getContext(i,s,e)),c);return f.$shared&&(f.$shared=r,n[o]=Object.freeze(Ws(f,r))),f}_resolveAnimations(t,e,i){const s=this.chart,n=this._cachedDataOpts,o=`animation-${e}`,a=n[o];if(a)return a;let r;if(!1!==s.options.animation){const s=this.chart.config,n=s.datasetAnimationScopeKeys(this._type,e),o=s.getOptionScopes(this.getDataset(),n);r=s.createResolver(o,this.getContext(t,i,e))}const l=new Os(s,r&&r.animations);return r&&r._cacheable&&(n[o]=Object.freeze(l)),l}getSharedOptions(t){if(t.$shared)return this._sharedOptions||(this._sharedOptions=Object.assign({},t))}includeOptions(t,e){return!e||Bs(t)||this.chart._animationsDisabled}_getSharedOptions(t,e){const i=this.resolveDataElementOptions(t,e),s=this._sharedOptions,n=this.getSharedOptions(i),o=this.includeOptions(e,n)||n!==s;return this.updateSharedOptions(n,e,i),{sharedOptions:n,includeOptions:o}}updateElement(t,e,i,s){Bs(s)?Object.assign(t,i):this._resolveAnimations(e,s).update(t,i)}updateSharedOptions(t,e,i){t&&!Bs(e)&&this._resolveAnimations(void 0,e).update(t,i)}_setStyle(t,e,i,s){t.active=s;const n=this.getStyle(e,s);this._resolveAnimations(e,i,s).update(t,{options:!s&&this.getSharedOptions(n)||n})}removeHoverStyle(t,e,i){this._setStyle(t,i,"active",!1)}setHoverStyle(t,e,i){this._setStyle(t,i,"active",!0)}_removeDatasetHoverStyle(){const t=this._cachedMeta.dataset;t&&this._setStyle(t,void 0,"active",!1)}_setDatasetHoverStyle(){const t=this._cachedMeta.dataset;t&&this._setStyle(t,void 0,"active",!0)}_resyncElements(t){const e=this._data,i=this._cachedMeta.data;for(const[t,e,i]of this._syncList)this[t](e,i);this._syncList=[];const s=i.length,n=e.length,o=Math.min(n,s);o&&this.parse(0,o),n>s?this._insertElements(s,n-s,t):n{for(t.length+=e,a=t.length-1;a>=o;a--)t[a]=t[a-e]};for(r(n),a=t;a{s[t]=i[t]&&i[t].active()?i[t]._to:this[t]})),s}}function js(t,e){const i=t.options.ticks,n=function(t){const e=t.options.offset,i=t._tickSize(),s=t._length/i+(e?0:1),n=t._maxLength/i;return Math.floor(Math.min(s,n))}(t),o=Math.min(i.maxTicksLimit||n,n),a=i.major.enabled?function(t){const e=[];let i,s;for(i=0,s=t.length;io)return function(t,e,i,s){let n,o=0,a=i[0];for(s=Math.ceil(s),n=0;nn)return e}return Math.max(n,1)}(a,e,o);if(r>0){let t,i;const n=r>1?Math.round((h-l)/(r-1)):null;for($s(e,c,d,s(n)?0:l-n,l),t=0,i=r-1;t"top"===e||"left"===e?t[e]+i:t[e]-i,Us=(t,e)=>Math.min(e||t,t);function Xs(t,e){const i=[],s=t.length/e,n=t.length;let o=0;for(;oa+r)))return h}function Ks(t){return t.drawTicks?t.tickLength:0}function Gs(t,e){if(!t.display)return 0;const i=Si(t.font,e),s=ki(t.padding);return(n(t.text)?t.text.length:1)*i.lineHeight+s.height}function Zs(t,e,i){let s=ut(t);return(i&&"right"!==e||!i&&"right"===e)&&(s=(t=>"left"===t?"right":"right"===t?"left":t)(s)),s}class Js extends Hs{constructor(t){super(),this.id=t.id,this.type=t.type,this.options=void 0,this.ctx=t.ctx,this.chart=t.chart,this.top=void 0,this.bottom=void 0,this.left=void 0,this.right=void 0,this.width=void 0,this.height=void 0,this._margins={left:0,right:0,top:0,bottom:0},this.maxWidth=void 0,this.maxHeight=void 0,this.paddingTop=void 0,this.paddingBottom=void 0,this.paddingLeft=void 0,this.paddingRight=void 0,this.axis=void 0,this.labelRotation=void 0,this.min=void 0,this.max=void 0,this._range=void 0,this.ticks=[],this._gridLineItems=null,this._labelItems=null,this._labelSizes=null,this._length=0,this._maxLength=0,this._longestTextCache={},this._startPixel=void 0,this._endPixel=void 0,this._reversePixels=!1,this._userMax=void 0,this._userMin=void 0,this._suggestedMax=void 0,this._suggestedMin=void 0,this._ticksLength=0,this._borderValue=0,this._cache={},this._dataLimitsCached=!1,this.$context=void 0}init(t){this.options=t.setContext(this.getContext()),this.axis=t.axis,this._userMin=this.parse(t.min),this._userMax=this.parse(t.max),this._suggestedMin=this.parse(t.suggestedMin),this._suggestedMax=this.parse(t.suggestedMax)}parse(t,e){return t}getUserBounds(){let{_userMin:t,_userMax:e,_suggestedMin:i,_suggestedMax:s}=this;return t=r(t,Number.POSITIVE_INFINITY),e=r(e,Number.NEGATIVE_INFINITY),i=r(i,Number.POSITIVE_INFINITY),s=r(s,Number.NEGATIVE_INFINITY),{min:r(t,i),max:r(e,s),minDefined:a(t),maxDefined:a(e)}}getMinMax(t){let e,{min:i,max:s,minDefined:n,maxDefined:o}=this.getUserBounds();if(n&&o)return{min:i,max:s};const a=this.getMatchingVisibleMetas();for(let r=0,l=a.length;rs?s:i,s=n&&i>s?i:s,{min:r(i,r(s,i)),max:r(s,r(i,s))}}getPadding(){return{left:this.paddingLeft||0,top:this.paddingTop||0,right:this.paddingRight||0,bottom:this.paddingBottom||0}}getTicks(){return this.ticks}getLabels(){const t=this.chart.data;return this.options.labels||(this.isHorizontal()?t.xLabels:t.yLabels)||t.labels||[]}getLabelItems(t=this.chart.chartArea){return this._labelItems||(this._labelItems=this._computeLabelItems(t))}beforeLayout(){this._cache={},this._dataLimitsCached=!1}beforeUpdate(){d(this.options.beforeUpdate,[this])}update(t,e,i){const{beginAtZero:s,grace:n,ticks:o}=this.options,a=o.sampleSize;this.beforeUpdate(),this.maxWidth=t,this.maxHeight=e,this._margins=i=Object.assign({left:0,right:0,top:0,bottom:0},i),this.ticks=null,this._labelSizes=null,this._gridLineItems=null,this._labelItems=null,this.beforeSetDimensions(),this.setDimensions(),this.afterSetDimensions(),this._maxLength=this.isHorizontal()?this.width+i.left+i.right:this.height+i.top+i.bottom,this._dataLimitsCached||(this.beforeDataLimits(),this.determineDataLimits(),this.afterDataLimits(),this._range=Di(this,n,s),this._dataLimitsCached=!0),this.beforeBuildTicks(),this.ticks=this.buildTicks()||[],this.afterBuildTicks();const r=a=n||i<=1||!this.isHorizontal())return void(this.labelRotation=s);const h=this._getLabelSizes(),c=h.widest.width,d=h.highest.height,u=J(this.chart.width-c,0,this.maxWidth);o=t.offset?this.maxWidth/i:u/(i-1),c+6>o&&(o=u/(i-(t.offset?.5:1)),a=this.maxHeight-Ks(t.grid)-e.padding-Gs(t.title,this.chart.options.font),r=Math.sqrt(c*c+d*d),l=Y(Math.min(Math.asin(J((h.highest.height+6)/o,-1,1)),Math.asin(J(a/r,-1,1))-Math.asin(J(d/r,-1,1)))),l=Math.max(s,Math.min(n,l))),this.labelRotation=l}afterCalculateLabelRotation(){d(this.options.afterCalculateLabelRotation,[this])}afterAutoSkip(){}beforeFit(){d(this.options.beforeFit,[this])}fit(){const t={width:0,height:0},{chart:e,options:{ticks:i,title:s,grid:n}}=this,o=this._isVisible(),a=this.isHorizontal();if(o){const o=Gs(s,e.options.font);if(a?(t.width=this.maxWidth,t.height=Ks(n)+o):(t.height=this.maxHeight,t.width=Ks(n)+o),i.display&&this.ticks.length){const{first:e,last:s,widest:n,highest:o}=this._getLabelSizes(),r=2*i.padding,l=$(this.labelRotation),h=Math.cos(l),c=Math.sin(l);if(a){const e=i.mirror?0:c*n.width+h*o.height;t.height=Math.min(this.maxHeight,t.height+e+r)}else{const e=i.mirror?0:h*n.width+c*o.height;t.width=Math.min(this.maxWidth,t.width+e+r)}this._calculatePadding(e,s,c,h)}}this._handleMargins(),a?(this.width=this._length=e.width-this._margins.left-this._margins.right,this.height=t.height):(this.width=t.width,this.height=this._length=e.height-this._margins.top-this._margins.bottom)}_calculatePadding(t,e,i,s){const{ticks:{align:n,padding:o},position:a}=this.options,r=0!==this.labelRotation,l="top"!==a&&"x"===this.axis;if(this.isHorizontal()){const a=this.getPixelForTick(0)-this.left,h=this.right-this.getPixelForTick(this.ticks.length-1);let c=0,d=0;r?l?(c=s*t.width,d=i*e.height):(c=i*t.height,d=s*e.width):"start"===n?d=e.width:"end"===n?c=t.width:"inner"!==n&&(c=t.width/2,d=e.width/2),this.paddingLeft=Math.max((c-a+o)*this.width/(this.width-a),0),this.paddingRight=Math.max((d-h+o)*this.width/(this.width-h),0)}else{let i=e.height/2,s=t.height/2;"start"===n?(i=0,s=t.height):"end"===n&&(i=e.height,s=0),this.paddingTop=i+o,this.paddingBottom=s+o}}_handleMargins(){this._margins&&(this._margins.left=Math.max(this.paddingLeft,this._margins.left),this._margins.top=Math.max(this.paddingTop,this._margins.top),this._margins.right=Math.max(this.paddingRight,this._margins.right),this._margins.bottom=Math.max(this.paddingBottom,this._margins.bottom))}afterFit(){d(this.options.afterFit,[this])}isHorizontal(){const{axis:t,position:e}=this.options;return"top"===e||"bottom"===e||"x"===t}isFullSize(){return this.options.fullSize}_convertTicksToLabels(t){let e,i;for(this.beforeTickToLabelConversion(),this.generateTickLabels(t),e=0,i=t.length;e{const i=t.gc,s=i.length/2;let n;if(s>e){for(n=0;n({width:r[t]||0,height:l[t]||0});return{first:P(0),last:P(e-1),widest:P(k),highest:P(S),widths:r,heights:l}}getLabelForValue(t){return t}getPixelForValue(t,e){return NaN}getValueForPixel(t){}getPixelForTick(t){const e=this.ticks;return t<0||t>e.length-1?null:this.getPixelForValue(e[t].value)}getPixelForDecimal(t){this._reversePixels&&(t=1-t);const e=this._startPixel+t*this._length;return Q(this._alignToPixels?Ae(this.chart,e,0):e)}getDecimalForPixel(t){const e=(t-this._startPixel)/this._length;return this._reversePixels?1-e:e}getBasePixel(){return this.getPixelForValue(this.getBaseValue())}getBaseValue(){const{min:t,max:e}=this;return t<0&&e<0?e:t>0&&e>0?t:0}getContext(t){const e=this.ticks||[];if(t>=0&&ta*s?a/i:r/s:r*s0}_computeGridLineItems(t){const e=this.axis,i=this.chart,s=this.options,{grid:n,position:a,border:r}=s,h=n.offset,c=this.isHorizontal(),d=this.ticks.length+(h?1:0),u=Ks(n),f=[],g=r.setContext(this.getContext()),p=g.display?g.width:0,m=p/2,b=function(t){return Ae(i,t,p)};let x,_,y,v,M,w,k,S,P,D,C,O;if("top"===a)x=b(this.bottom),w=this.bottom-u,S=x-m,D=b(t.top)+m,O=t.bottom;else if("bottom"===a)x=b(this.top),D=t.top,O=b(t.bottom)-m,w=x+m,S=this.top+u;else if("left"===a)x=b(this.right),M=this.right-u,k=x-m,P=b(t.left)+m,C=t.right;else if("right"===a)x=b(this.left),P=t.left,C=b(t.right)-m,M=x+m,k=this.left+u;else if("x"===e){if("center"===a)x=b((t.top+t.bottom)/2+.5);else if(o(a)){const t=Object.keys(a)[0],e=a[t];x=b(this.chart.scales[t].getPixelForValue(e))}D=t.top,O=t.bottom,w=x+m,S=w+u}else if("y"===e){if("center"===a)x=b((t.left+t.right)/2);else if(o(a)){const t=Object.keys(a)[0],e=a[t];x=b(this.chart.scales[t].getPixelForValue(e))}M=x-m,k=M-u,P=t.left,C=t.right}const A=l(s.ticks.maxTicksLimit,d),T=Math.max(1,Math.ceil(d/A));for(_=0;_e.value===t));if(i>=0){return e.setContext(this.getContext(i)).lineWidth}return 0}drawGrid(t){const e=this.options.grid,i=this.ctx,s=this._gridLineItems||(this._gridLineItems=this._computeGridLineItems(t));let n,o;const a=(t,e,s)=>{s.width&&s.color&&(i.save(),i.lineWidth=s.width,i.strokeStyle=s.color,i.setLineDash(s.borderDash||[]),i.lineDashOffset=s.borderDashOffset,i.beginPath(),i.moveTo(t.x,t.y),i.lineTo(e.x,e.y),i.stroke(),i.restore())};if(e.display)for(n=0,o=s.length;n{this.drawBackground(),this.drawGrid(t),this.drawTitle()}},{z:s,draw:()=>{this.drawBorder()}},{z:e,draw:t=>{this.drawLabels(t)}}]:[{z:e,draw:t=>{this.draw(t)}}]}getMatchingVisibleMetas(t){const e=this.chart.getSortedVisibleDatasetMetas(),i=this.axis+"AxisID",s=[];let n,o;for(n=0,o=e.length;n{const s=i.split("."),n=s.pop(),o=[t].concat(s).join("."),a=e[i].split("."),r=a.pop(),l=a.join(".");ue.route(o,n,l,r)}))}(e,t.defaultRoutes);t.descriptors&&ue.describe(e,t.descriptors)}(t,o,i),this.override&&ue.override(t.id,t.overrides)),o}get(t){return this.items[t]}unregister(t){const e=this.items,i=t.id,s=this.scope;i in e&&delete e[i],s&&i in ue[s]&&(delete ue[s][i],this.override&&delete re[i])}}class tn{constructor(){this.controllers=new Qs(Ns,"datasets",!0),this.elements=new Qs(Hs,"elements"),this.plugins=new Qs(Object,"plugins"),this.scales=new Qs(Js,"scales"),this._typedRegistries=[this.controllers,this.scales,this.elements]}add(...t){this._each("register",t)}remove(...t){this._each("unregister",t)}addControllers(...t){this._each("register",t,this.controllers)}addElements(...t){this._each("register",t,this.elements)}addPlugins(...t){this._each("register",t,this.plugins)}addScales(...t){this._each("register",t,this.scales)}getController(t){return this._get(t,this.controllers,"controller")}getElement(t){return this._get(t,this.elements,"element")}getPlugin(t){return this._get(t,this.plugins,"plugin")}getScale(t){return this._get(t,this.scales,"scale")}removeControllers(...t){this._each("unregister",t,this.controllers)}removeElements(...t){this._each("unregister",t,this.elements)}removePlugins(...t){this._each("unregister",t,this.plugins)}removeScales(...t){this._each("unregister",t,this.scales)}_each(t,e,i){[...e].forEach((e=>{const s=i||this._getRegistryForType(e);i||s.isForType(e)||s===this.plugins&&e.id?this._exec(t,s,e):u(e,(e=>{const s=i||this._getRegistryForType(e);this._exec(t,s,e)}))}))}_exec(t,e,i){const s=w(t);d(i["before"+s],[],i),e[t](i),d(i["after"+s],[],i)}_getRegistryForType(t){for(let e=0;et.filter((t=>!e.some((e=>t.plugin.id===e.plugin.id))));this._notify(s(e,i),t,"stop"),this._notify(s(i,e),t,"start")}}function nn(t,e){return e||!1!==t?!0===t?{}:t:null}function on(t,{plugin:e,local:i},s,n){const o=t.pluginScopeKeys(e),a=t.getOptionScopes(s,o);return i&&e.defaults&&a.push(e.defaults),t.createResolver(a,n,[""],{scriptable:!1,indexable:!1,allKeys:!0})}function an(t,e){const i=ue.datasets[t]||{};return((e.datasets||{})[t]||{}).indexAxis||e.indexAxis||i.indexAxis||"x"}function rn(t){if("x"===t||"y"===t||"r"===t)return t}function ln(t,...e){if(rn(t))return t;for(const s of e){const e=s.axis||("top"===(i=s.position)||"bottom"===i?"x":"left"===i||"right"===i?"y":void 0)||t.length>1&&rn(t[0].toLowerCase());if(e)return e}var i;throw new Error(`Cannot determine type of '${t}' axis. Please provide 'axis' or 'position' option.`)}function hn(t,e,i){if(i[e+"AxisID"]===t)return{axis:e}}function cn(t,e){const i=re[t.type]||{scales:{}},s=e.scales||{},n=an(t.type,e),a=Object.create(null);return Object.keys(s).forEach((e=>{const r=s[e];if(!o(r))return console.error(`Invalid scale configuration for scale: ${e}`);if(r._proxy)return console.warn(`Ignoring resolver passed as options for scale: ${e}`);const l=ln(e,r,function(t,e){if(e.data&&e.data.datasets){const i=e.data.datasets.filter((e=>e.xAxisID===t||e.yAxisID===t));if(i.length)return hn(t,"x",i[0])||hn(t,"y",i[0])}return{}}(e,t),ue.scales[r.type]),h=function(t,e){return t===e?"_index_":"_value_"}(l,n),c=i.scales||{};a[e]=x(Object.create(null),[{axis:l},r,c[l],c[h]])})),t.data.datasets.forEach((i=>{const n=i.type||t.type,o=i.indexAxis||an(n,e),r=(re[n]||{}).scales||{};Object.keys(r).forEach((t=>{const e=function(t,e){let i=t;return"_index_"===t?i=e:"_value_"===t&&(i="x"===e?"y":"x"),i}(t,o),n=i[e+"AxisID"]||e;a[n]=a[n]||Object.create(null),x(a[n],[{axis:e},s[n],r[t]])}))})),Object.keys(a).forEach((t=>{const e=a[t];x(e,[ue.scales[e.type],ue.scale])})),a}function dn(t){const e=t.options||(t.options={});e.plugins=l(e.plugins,{}),e.scales=cn(t,e)}function un(t){return(t=t||{}).datasets=t.datasets||[],t.labels=t.labels||[],t}const fn=new Map,gn=new Set;function pn(t,e){let i=fn.get(t);return i||(i=e(),fn.set(t,i),gn.add(i)),i}const mn=(t,e,i)=>{const s=M(e,i);void 0!==s&&t.add(s)};class bn{constructor(t){this._config=function(t){return(t=t||{}).data=un(t.data),dn(t),t}(t),this._scopeCache=new Map,this._resolverCache=new Map}get platform(){return this._config.platform}get type(){return this._config.type}set type(t){this._config.type=t}get data(){return this._config.data}set data(t){this._config.data=un(t)}get options(){return this._config.options}set options(t){this._config.options=t}get plugins(){return this._config.plugins}update(){const t=this._config;this.clearCache(),dn(t)}clearCache(){this._scopeCache.clear(),this._resolverCache.clear()}datasetScopeKeys(t){return pn(t,(()=>[[`datasets.${t}`,""]]))}datasetAnimationScopeKeys(t,e){return pn(`${t}.transition.${e}`,(()=>[[`datasets.${t}.transitions.${e}`,`transitions.${e}`],[`datasets.${t}`,""]]))}datasetElementScopeKeys(t,e){return pn(`${t}-${e}`,(()=>[[`datasets.${t}.elements.${e}`,`datasets.${t}`,`elements.${e}`,""]]))}pluginScopeKeys(t){const e=t.id;return pn(`${this.type}-plugin-${e}`,(()=>[[`plugins.${e}`,...t.additionalOptionScopes||[]]]))}_cachedScopes(t,e){const i=this._scopeCache;let s=i.get(t);return s&&!e||(s=new Map,i.set(t,s)),s}getOptionScopes(t,e,i){const{options:s,type:n}=this,o=this._cachedScopes(t,i),a=o.get(e);if(a)return a;const r=new Set;e.forEach((e=>{t&&(r.add(t),e.forEach((e=>mn(r,t,e)))),e.forEach((t=>mn(r,s,t))),e.forEach((t=>mn(r,re[n]||{},t))),e.forEach((t=>mn(r,ue,t))),e.forEach((t=>mn(r,le,t)))}));const l=Array.from(r);return 0===l.length&&l.push(Object.create(null)),gn.has(e)&&o.set(e,l),l}chartOptionScopes(){const{options:t,type:e}=this;return[t,re[e]||{},ue.datasets[e]||{},{type:e},ue,le]}resolveNamedOptions(t,e,i,s=[""]){const o={$shared:!0},{resolver:a,subPrefixes:r}=xn(this._resolverCache,t,s);let l=a;if(function(t,e){const{isScriptable:i,isIndexable:s}=Ye(t);for(const o of e){const e=i(o),a=s(o),r=(a||e)&&t[o];if(e&&(S(r)||_n(r))||a&&n(r))return!0}return!1}(a,e)){o.$shared=!1;l=$e(a,i=S(i)?i():i,this.createResolver(t,i,r))}for(const t of e)o[t]=l[t];return o}createResolver(t,e,i=[""],s){const{resolver:n}=xn(this._resolverCache,t,i);return o(e)?$e(n,e,void 0,s):n}}function xn(t,e,i){let s=t.get(e);s||(s=new Map,t.set(e,s));const n=i.join();let o=s.get(n);if(!o){o={resolver:je(e,i),subPrefixes:i.filter((t=>!t.toLowerCase().includes("hover")))},s.set(n,o)}return o}const _n=t=>o(t)&&Object.getOwnPropertyNames(t).reduce(((e,i)=>e||S(t[i])),!1);const yn=["top","bottom","left","right","chartArea"];function vn(t,e){return"top"===t||"bottom"===t||-1===yn.indexOf(t)&&"x"===e}function Mn(t,e){return function(i,s){return i[t]===s[t]?i[e]-s[e]:i[t]-s[t]}}function wn(t){const e=t.chart,i=e.options.animation;e.notifyPlugins("afterRender"),d(i&&i.onComplete,[t],e)}function kn(t){const e=t.chart,i=e.options.animation;d(i&&i.onProgress,[t],e)}function Sn(t){return fe()&&"string"==typeof t?t=document.getElementById(t):t&&t.length&&(t=t[0]),t&&t.canvas&&(t=t.canvas),t}const Pn={},Dn=t=>{const e=Sn(t);return Object.values(Pn).filter((t=>t.canvas===e)).pop()};function Cn(t,e,i){const s=Object.keys(t);for(const n of s){const s=+n;if(s>=e){const o=t[n];delete t[n],(i>0||s>e)&&(t[s+i]=o)}}}function On(t,e,i){return t.options.clip?t[i]:e[i]}class An{static defaults=ue;static instances=Pn;static overrides=re;static registry=en;static version="4.4.0";static getChart=Dn;static register(...t){en.add(...t),Tn()}static unregister(...t){en.remove(...t),Tn()}constructor(t,e){const s=this.config=new bn(e),n=Sn(t),o=Dn(n);if(o)throw new Error("Canvas is already in use. Chart with ID '"+o.id+"' must be destroyed before the canvas with ID '"+o.canvas.id+"' can be reused.");const a=s.createResolver(s.chartOptionScopes(),this.getContext());this.platform=new(s.platform||ks(n)),this.platform.updateConfig(s);const r=this.platform.acquireContext(n,a.aspectRatio),l=r&&r.canvas,h=l&&l.height,c=l&&l.width;this.id=i(),this.ctx=r,this.canvas=l,this.width=c,this.height=h,this._options=a,this._aspectRatio=this.aspectRatio,this._layers=[],this._metasets=[],this._stacks=void 0,this.boxes=[],this.currentDevicePixelRatio=void 0,this.chartArea=void 0,this._active=[],this._lastEvent=void 0,this._listeners={},this._responsiveListeners=void 0,this._sortedMetasets=[],this.scales={},this._plugins=new sn,this.$proxies={},this._hiddenIndices={},this.attached=!1,this._animationsDisabled=void 0,this.$context=void 0,this._doResize=dt((t=>this.update(t)),a.resizeDelay||0),this._dataChanges=[],Pn[this.id]=this,r&&l?(xt.listen(this,"complete",wn),xt.listen(this,"progress",kn),this._initialize(),this.attached&&this.update()):console.error("Failed to create chart: can't acquire context from the given item")}get aspectRatio(){const{options:{aspectRatio:t,maintainAspectRatio:e},width:i,height:n,_aspectRatio:o}=this;return s(t)?e&&o?o:n?i/n:null:t}get data(){return this.config.data}set data(t){this.config.data=t}get options(){return this._options}set options(t){this.config.options=t}get registry(){return en}_initialize(){return this.notifyPlugins("beforeInit"),this.options.responsive?this.resize():ke(this,this.options.devicePixelRatio),this.bindEvents(),this.notifyPlugins("afterInit"),this}clear(){return Te(this.canvas,this.ctx),this}stop(){return xt.stop(this),this}resize(t,e){xt.running(this)?this._resizeBeforeDraw={width:t,height:e}:this._resize(t,e)}_resize(t,e){const i=this.options,s=this.canvas,n=i.maintainAspectRatio&&this.aspectRatio,o=this.platform.getMaximumSize(s,t,e,n),a=i.devicePixelRatio||this.platform.getDevicePixelRatio(),r=this.width?"resize":"attach";this.width=o.width,this.height=o.height,this._aspectRatio=this.aspectRatio,ke(this,a,!0)&&(this.notifyPlugins("resize",{size:o}),d(i.onResize,[this,o],this),this.attached&&this._doResize(r)&&this.render())}ensureScalesHaveIDs(){u(this.options.scales||{},((t,e)=>{t.id=e}))}buildOrUpdateScales(){const t=this.options,e=t.scales,i=this.scales,s=Object.keys(i).reduce(((t,e)=>(t[e]=!1,t)),{});let n=[];e&&(n=n.concat(Object.keys(e).map((t=>{const i=e[t],s=ln(t,i),n="r"===s,o="x"===s;return{options:i,dposition:n?"chartArea":o?"bottom":"left",dtype:n?"radialLinear":o?"category":"linear"}})))),u(n,(e=>{const n=e.options,o=n.id,a=ln(o,n),r=l(n.type,e.dtype);void 0!==n.position&&vn(n.position,a)===vn(e.dposition)||(n.position=e.dposition),s[o]=!0;let h=null;if(o in i&&i[o].type===r)h=i[o];else{h=new(en.getScale(r))({id:o,type:r,ctx:this.ctx,chart:this}),i[h.id]=h}h.init(n,t)})),u(s,((t,e)=>{t||delete i[e]})),u(i,(t=>{as.configure(this,t,t.options),as.addBox(this,t)}))}_updateMetasets(){const t=this._metasets,e=this.data.datasets.length,i=t.length;if(t.sort(((t,e)=>t.index-e.index)),i>e){for(let t=e;te.length&&delete this._stacks,t.forEach(((t,i)=>{0===e.filter((e=>e===t._dataset)).length&&this._destroyDatasetMeta(i)}))}buildOrUpdateControllers(){const t=[],e=this.data.datasets;let i,s;for(this._removeUnreferencedMetasets(),i=0,s=e.length;i{this.getDatasetMeta(e).controller.reset()}),this)}reset(){this._resetElements(),this.notifyPlugins("reset")}update(t){const e=this.config;e.update();const i=this._options=e.createResolver(e.chartOptionScopes(),this.getContext()),s=this._animationsDisabled=!i.animation;if(this._updateScales(),this._checkEventBindings(),this._updateHiddenIndices(),this._plugins.invalidate(),!1===this.notifyPlugins("beforeUpdate",{mode:t,cancelable:!0}))return;const n=this.buildOrUpdateControllers();this.notifyPlugins("beforeElementsUpdate");let o=0;for(let t=0,e=this.data.datasets.length;t{t.reset()})),this._updateDatasets(t),this.notifyPlugins("afterUpdate",{mode:t}),this._layers.sort(Mn("z","_idx"));const{_active:a,_lastEvent:r}=this;r?this._eventHandler(r,!0):a.length&&this._updateHoverStyles(a,a,!0),this.render()}_updateScales(){u(this.scales,(t=>{as.removeBox(this,t)})),this.ensureScalesHaveIDs(),this.buildOrUpdateScales()}_checkEventBindings(){const t=this.options,e=new Set(Object.keys(this._listeners)),i=new Set(t.events);P(e,i)&&!!this._responsiveListeners===t.responsive||(this.unbindEvents(),this.bindEvents())}_updateHiddenIndices(){const{_hiddenIndices:t}=this,e=this._getUniformDataChanges()||[];for(const{method:i,start:s,count:n}of e){Cn(t,s,"_removeElements"===i?-n:n)}}_getUniformDataChanges(){const t=this._dataChanges;if(!t||!t.length)return;this._dataChanges=[];const e=this.data.datasets.length,i=e=>new Set(t.filter((t=>t[0]===e)).map(((t,e)=>e+","+t.splice(1).join(",")))),s=i(0);for(let t=1;tt.split(","))).map((t=>({method:t[1],start:+t[2],count:+t[3]})))}_updateLayout(t){if(!1===this.notifyPlugins("beforeLayout",{cancelable:!0}))return;as.update(this,this.width,this.height,t);const e=this.chartArea,i=e.width<=0||e.height<=0;this._layers=[],u(this.boxes,(t=>{i&&"chartArea"===t.position||(t.configure&&t.configure(),this._layers.push(...t._layers()))}),this),this._layers.forEach(((t,e)=>{t._idx=e})),this.notifyPlugins("afterLayout")}_updateDatasets(t){if(!1!==this.notifyPlugins("beforeDatasetsUpdate",{mode:t,cancelable:!0})){for(let t=0,e=this.data.datasets.length;t=0;--e)this._drawDataset(t[e]);this.notifyPlugins("afterDatasetsDraw")}_drawDataset(t){const e=this.ctx,i=t._clip,s=!i.disabled,n=function(t,e){const{xScale:i,yScale:s}=t;return i&&s?{left:On(i,e,"left"),right:On(i,e,"right"),top:On(s,e,"top"),bottom:On(s,e,"bottom")}:e}(t,this.chartArea),o={meta:t,index:t.index,cancelable:!0};!1!==this.notifyPlugins("beforeDatasetDraw",o)&&(s&&Ie(e,{left:!1===i.left?0:n.left-i.left,right:!1===i.right?this.width:n.right+i.right,top:!1===i.top?0:n.top-i.top,bottom:!1===i.bottom?this.height:n.bottom+i.bottom}),t.controller.draw(),s&&ze(e),o.cancelable=!1,this.notifyPlugins("afterDatasetDraw",o))}isPointInArea(t){return Re(t,this.chartArea,this._minPadding)}getElementsAtEventForMode(t,e,i,s){const n=Xi.modes[e];return"function"==typeof n?n(this,t,i,s):[]}getDatasetMeta(t){const e=this.data.datasets[t],i=this._metasets;let s=i.filter((t=>t&&t._dataset===e)).pop();return s||(s={type:null,data:[],dataset:null,controller:null,hidden:null,xAxisID:null,yAxisID:null,order:e&&e.order||0,index:t,_dataset:e,_parsed:[],_sorted:!1},i.push(s)),s}getContext(){return this.$context||(this.$context=Ci(null,{chart:this,type:"chart"}))}getVisibleDatasetCount(){return this.getSortedVisibleDatasetMetas().length}isDatasetVisible(t){const e=this.data.datasets[t];if(!e)return!1;const i=this.getDatasetMeta(t);return"boolean"==typeof i.hidden?!i.hidden:!e.hidden}setDatasetVisibility(t,e){this.getDatasetMeta(t).hidden=!e}toggleDataVisibility(t){this._hiddenIndices[t]=!this._hiddenIndices[t]}getDataVisibility(t){return!this._hiddenIndices[t]}_updateVisibility(t,e,i){const s=i?"show":"hide",n=this.getDatasetMeta(t),o=n.controller._resolveAnimations(void 0,s);k(e)?(n.data[e].hidden=!i,this.update()):(this.setDatasetVisibility(t,i),o.update(n,{visible:i}),this.update((e=>e.datasetIndex===t?s:void 0)))}hide(t,e){this._updateVisibility(t,e,!1)}show(t,e){this._updateVisibility(t,e,!0)}_destroyDatasetMeta(t){const e=this._metasets[t];e&&e.controller&&e.controller._destroy(),delete this._metasets[t]}_stop(){let t,e;for(this.stop(),xt.remove(this),t=0,e=this.data.datasets.length;t{e.addEventListener(this,i,s),t[i]=s},s=(t,e,i)=>{t.offsetX=e,t.offsetY=i,this._eventHandler(t)};u(this.options.events,(t=>i(t,s)))}bindResponsiveEvents(){this._responsiveListeners||(this._responsiveListeners={});const t=this._responsiveListeners,e=this.platform,i=(i,s)=>{e.addEventListener(this,i,s),t[i]=s},s=(i,s)=>{t[i]&&(e.removeEventListener(this,i,s),delete t[i])},n=(t,e)=>{this.canvas&&this.resize(t,e)};let o;const a=()=>{s("attach",a),this.attached=!0,this.resize(),i("resize",n),i("detach",o)};o=()=>{this.attached=!1,s("resize",n),this._stop(),this._resize(0,0),i("attach",a)},e.isAttached(this.canvas)?a():o()}unbindEvents(){u(this._listeners,((t,e)=>{this.platform.removeEventListener(this,e,t)})),this._listeners={},u(this._responsiveListeners,((t,e)=>{this.platform.removeEventListener(this,e,t)})),this._responsiveListeners=void 0}updateHoverStyle(t,e,i){const s=i?"set":"remove";let n,o,a,r;for("dataset"===e&&(n=this.getDatasetMeta(t[0].datasetIndex),n.controller["_"+s+"DatasetHoverStyle"]()),a=0,r=t.length;a{const i=this.getDatasetMeta(t);if(!i)throw new Error("No dataset found at index "+t);return{datasetIndex:t,element:i.data[e],index:e}}));!f(i,e)&&(this._active=i,this._lastEvent=null,this._updateHoverStyles(i,e))}notifyPlugins(t,e,i){return this._plugins.notify(this,t,e,i)}isPluginEnabled(t){return 1===this._plugins._cache.filter((e=>e.plugin.id===t)).length}_updateHoverStyles(t,e,i){const s=this.options.hover,n=(t,e)=>t.filter((t=>!e.some((e=>t.datasetIndex===e.datasetIndex&&t.index===e.index)))),o=n(e,t),a=i?t:n(t,e);o.length&&this.updateHoverStyle(o,s.mode,!1),a.length&&s.mode&&this.updateHoverStyle(a,s.mode,!0)}_eventHandler(t,e){const i={event:t,replay:e,cancelable:!0,inChartArea:this.isPointInArea(t)},s=e=>(e.options.events||this.options.events).includes(t.native.type);if(!1===this.notifyPlugins("beforeEvent",i,s))return;const 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e.labels.map(((e,n)=>{const o=t.getDatasetMeta(0).controller.getStyle(n);return{text:e,fillStyle:o.backgroundColor,strokeStyle:o.borderColor,fontColor:s,lineWidth:o.borderWidth,pointStyle:i,hidden:!t.getDataVisibility(n),index:n}}))}return[]}},onClick(t,e,i){i.chart.toggleDataVisibility(e.index),i.chart.update()}}}};constructor(t,e){super(t,e),this.enableOptionSharing=!0,this.innerRadius=void 0,this.outerRadius=void 0,this.offsetX=void 0,this.offsetY=void 0}linkScales(){}parse(t,e){const i=this.getDataset().data,s=this._cachedMeta;if(!1===this._parsing)s._parsed=i;else{let 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n="reset"===s,o=this.chart,a=o.chartArea,r=o.options.animation,l=(a.left+a.right)/2,h=(a.top+a.bottom)/2,c=n&&r.animateScale,d=c?0:this.innerRadius,u=c?0:this.outerRadius,{sharedOptions:f,includeOptions:g}=this._getSharedOptions(e,s);let p,m=this._getRotation();for(p=0;p0&&!isNaN(t)?O*(Math.abs(t)/e):0}getLabelAndValue(t){const e=this._cachedMeta,i=this.chart,s=i.data.labels||[],n=ne(e._parsed[t],i.options.locale);return{label:s[t]||"",value:n}}getMaxBorderWidth(t){let e=0;const i=this.chart;let s,n,o,a,r;if(!t)for(s=0,n=i.data.datasets.length;s{const o=t.getDatasetMeta(0).controller.getStyle(n);return{text:e,fillStyle:o.backgroundColor,strokeStyle:o.borderColor,fontColor:s,lineWidth:o.borderWidth,pointStyle:i,hidden:!t.getDataVisibility(n),index:n}}))}return[]}},onClick(t,e,i){i.chart.toggleDataVisibility(e.index),i.chart.update()}}},scales:{r:{type:"radialLinear",angleLines:{display:!1},beginAtZero:!0,grid:{circular:!0},pointLabels:{display:!1},startAngle:0}}};constructor(t,e){super(t,e),this.innerRadius=void 0,this.outerRadius=void 0}getLabelAndValue(t){const e=this._cachedMeta,i=this.chart,s=i.data.labels||[],n=ne(e._parsed[t].r,i.options.locale);return{label:s[t]||"",value:n}}parseObjectData(t,e,i,s){return ii.bind(this)(t,e,i,s)}update(t){const e=this._cachedMeta.data;this._updateRadius(),this.updateElements(e,0,e.length,t)}getMinMax(){const t=this._cachedMeta,e={min:Number.POSITIVE_INFINITY,max:Number.NEGATIVE_INFINITY};return t.data.forEach(((t,i)=>{const s=this.getParsed(i).r;!isNaN(s)&&this.chart.getDataVisibility(i)&&(se.max&&(e.max=s))})),e}_updateRadius(){const t=this.chart,e=t.chartArea,i=t.options,s=Math.min(e.right-e.left,e.bottom-e.top),n=Math.max(s/2,0),o=(n-Math.max(i.cutoutPercentage?n/100*i.cutoutPercentage:1,0))/t.getVisibleDatasetCount();this.outerRadius=n-o*this.index,this.innerRadius=this.outerRadius-o}updateElements(t,e,i,s){const n="reset"===s,o=this.chart,a=o.options.animation,r=this._cachedMeta.rScale,l=r.xCenter,h=r.yCenter,c=r.getIndexAngle(0)-.5*C;let d,u=c;const f=360/this.countVisibleElements();for(d=0;d{!isNaN(this.getParsed(i).r)&&this.chart.getDataVisibility(i)&&e++})),e}_computeAngle(t,e,i){return this.chart.getDataVisibility(t)?$(this.resolveDataElementOptions(t,e).angle||i):0}}var Yn=Object.freeze({__proto__:null,BarController:class extends Ns{static id="bar";static 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e=this._cachedMeta,i=e.dataset,s=e.data||[],n=e.iScale.getLabels();if(i.points=s,"resize"!==t){const e=this.resolveDatasetElementOptions(t);this.options.showLine||(e.borderWidth=0);const o={_loop:!0,_fullLoop:n.length===s.length,options:e};this.updateElement(i,void 0,o,t)}this.updateElements(s,0,s.length,t)}updateElements(t,e,i,s){const n=this._cachedMeta.rScale,o="reset"===s;for(let a=e;a0&&this.getParsed(e-1);for(let c=e;c0&&Math.abs(i[f]-_[f])>b,m&&(p.parsed=i,p.raw=h.data[c]),u&&(p.options=d||this.resolveDataElementOptions(c,e.active?"active":n)),x||this.updateElement(e,c,p,n),_=i}this.updateSharedOptions(d,n,c)}getMaxOverflow(){const t=this._cachedMeta,e=t.data||[];if(!this.options.showLine){let t=0;for(let i=e.length-1;i>=0;--i)t=Math.max(t,e[i].size(this.resolveDataElementOptions(i))/2);return t>0&&t}const i=t.dataset,s=i.options&&i.options.borderWidth||0;if(!e.length)return s;const 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e=(k+S)/2;if(t.arc(a,r,d,k,e),t.arc(a,r,d,e,S),_>0){const e=Xn(w,S,a,r);t.arc(e.x,e.y,_,S,b+E)}const i=Xn(D,b,a,r);if(t.lineTo(i.x,i.y),v>0){const e=Xn(D,A,a,r);t.arc(e.x,e.y,v,b+E,A+Math.PI)}const s=(b-v/u+(m+y/u))/2;if(t.arc(a,r,u,b-v/u,s,!0),t.arc(a,r,u,s,m+y/u,!0),y>0){const e=Xn(P,O,a,r);t.arc(e.x,e.y,y,O+Math.PI,m-E)}const n=Xn(M,m,a,r);if(t.lineTo(n.x,n.y),x>0){const e=Xn(M,k,a,r);t.arc(e.x,e.y,x,m-E,k)}}else{t.moveTo(a,r);const e=Math.cos(k)*d+a,i=Math.sin(k)*d+r;t.lineTo(e,i);const s=Math.cos(S)*d+a,n=Math.sin(S)*d+r;t.lineTo(s,n)}t.closePath()}function Kn(t,e,i,s,n){const{fullCircles:o,startAngle:a,circumference:r,options:l}=e,{borderWidth:h,borderJoinStyle:c,borderDash:d,borderDashOffset:u}=l,f="inner"===l.borderAlign;if(!h)return;t.setLineDash(d||[]),t.lineDashOffset=u,f?(t.lineWidth=2*h,t.lineJoin=c||"round"):(t.lineWidth=h,t.lineJoin=c||"bevel");let g=e.endAngle;if(o){qn(t,e,i,s,g,n);for(let e=0;en?(h=n/l,t.arc(o,a,l,i+h,s-h,!0)):t.arc(o,a,n,i+E,s-E),t.closePath(),t.clip()}(t,e,g),o||(qn(t,e,i,s,g,n),t.stroke())}function Gn(t,e,i=e){t.lineCap=l(i.borderCapStyle,e.borderCapStyle),t.setLineDash(l(i.borderDash,e.borderDash)),t.lineDashOffset=l(i.borderDashOffset,e.borderDashOffset),t.lineJoin=l(i.borderJoinStyle,e.borderJoinStyle),t.lineWidth=l(i.borderWidth,e.borderWidth),t.strokeStyle=l(i.borderColor,e.borderColor)}function Zn(t,e,i){t.lineTo(i.x,i.y)}function Jn(t,e,i={}){const s=t.length,{start:n=0,end:o=s-1}=i,{start:a,end:r}=e,l=Math.max(n,a),h=Math.min(o,r),c=nr&&o>r;return{count:s,start:l,loop:e.loop,ilen:h(a+(h?r-t:t))%o,_=()=>{f!==g&&(t.lineTo(m,g),t.lineTo(m,f),t.lineTo(m,p))};for(l&&(d=n[x(0)],t.moveTo(d.x,d.y)),c=0;c<=r;++c){if(d=n[x(c)],d.skip)continue;const e=d.x,i=d.y,s=0|e;s===u?(ig&&(g=i),m=(b*m+e)/++b):(_(),t.lineTo(e,i),u=s,b=0,f=g=i),p=i}_()}function eo(t){const e=t.options,i=e.borderDash&&e.borderDash.length;return!(t._decimated||t._loop||e.tension||"monotone"===e.cubicInterpolationMode||e.stepped||i)?to:Qn}const io="function"==typeof Path2D;function so(t,e,i,s){io&&!e.options.segment?function(t,e,i,s){let n=e._path;n||(n=e._path=new Path2D,e.path(n,i,s)&&n.closePath()),Gn(t,e.options),t.stroke(n)}(t,e,i,s):function(t,e,i,s){const{segments:n,options:o}=e,a=eo(e);for(const r of n)Gn(t,o,r.style),t.beginPath(),a(t,e,r,{start:i,end:i+s-1})&&t.closePath(),t.stroke()}(t,e,i,s)}class no extends Hs{static id="line";static defaults={borderCapStyle:"butt",borderDash:[],borderDashOffset:0,borderJoinStyle:"miter",borderWidth:3,capBezierPoints:!0,cubicInterpolationMode:"default",fill:!1,spanGaps:!1,stepped:!1,tension:0};static defaultRoutes={backgroundColor:"backgroundColor",borderColor:"borderColor"};static descriptors={_scriptable:!0,_indexable:t=>"borderDash"!==t&&"fill"!==t};constructor(t){super(),this.animated=!0,this.options=void 0,this._chart=void 0,this._loop=void 0,this._fullLoop=void 0,this._path=void 0,this._points=void 0,this._segments=void 0,this._decimated=!1,this._pointsUpdated=!1,this._datasetIndex=void 0,t&&Object.assign(this,t)}updateControlPoints(t,e){const i=this.options;if((i.tension||"monotone"===i.cubicInterpolationMode)&&!i.stepped&&!this._pointsUpdated){const s=i.spanGaps?this._loop:this._fullLoop;hi(this._points,i,t,s,e),this._pointsUpdated=!0}}set points(t){this._points=t,delete this._segments,delete this._path,this._pointsUpdated=!1}get points(){return this._points}get segments(){return this._segments||(this._segments=zi(this,this.options.segment))}first(){const t=this.segments,e=this.points;return t.length&&e[t[0].start]}last(){const t=this.segments,e=this.points,i=t.length;return i&&e[t[i-1].end]}interpolate(t,e){const i=this.options,s=t[e],n=this.points,o=Ii(this,{property:e,start:s,end:s});if(!o.length)return;const a=[],r=function(t){return t.stepped?pi:t.tension||"monotone"===t.cubicInterpolationMode?mi:gi}(i);let l,h;for(l=0,h=o.length;l"borderDash"!==t};circumference;endAngle;fullCircles;innerRadius;outerRadius;pixelMargin;startAngle;constructor(t){super(),this.options=void 0,this.circumference=void 0,this.startAngle=void 0,this.endAngle=void 0,this.innerRadius=void 0,this.outerRadius=void 0,this.pixelMargin=0,this.fullCircles=0,t&&Object.assign(this,t)}inRange(t,e,i){const s=this.getProps(["x","y"],i),{angle:n,distance:o}=X(s,{x:t,y:e}),{startAngle:a,endAngle:r,innerRadius:h,outerRadius:c,circumference:d}=this.getProps(["startAngle","endAngle","innerRadius","outerRadius","circumference"],i),u=(this.options.spacing+this.options.borderWidth)/2,f=l(d,r-a)>=O||Z(n,a,r),g=tt(o,h+u,c+u);return f&&g}getCenterPoint(t){const{x:e,y:i,startAngle:s,endAngle:n,innerRadius:o,outerRadius:a}=this.getProps(["x","y","startAngle","endAngle","innerRadius","outerRadius"],t),{offset:r,spacing:l}=this.options,h=(s+n)/2,c=(o+a+l+r)/2;return{x:e+Math.cos(h)*c,y:i+Math.sin(h)*c}}tooltipPosition(t){return this.getCenterPoint(t)}draw(t){const{options:e,circumference:i}=this,s=(e.offset||0)/4,n=(e.spacing||0)/2,o=e.circular;if(this.pixelMargin="inner"===e.borderAlign?.33:0,this.fullCircles=i>O?Math.floor(i/O):0,0===i||this.innerRadius<0||this.outerRadius<0)return;t.save();const a=(this.startAngle+this.endAngle)/2;t.translate(Math.cos(a)*s,Math.sin(a)*s);const r=s*(1-Math.sin(Math.min(C,i||0)));t.fillStyle=e.backgroundColor,t.strokeStyle=e.borderColor,function(t,e,i,s,n){const{fullCircles:o,startAngle:a,circumference:r}=e;let l=e.endAngle;if(o){qn(t,e,i,s,l,n);for(let e=0;e("string"==typeof e?(i=t.push(e)-1,s.unshift({index:i,label:e})):isNaN(e)&&(i=null),i))(t,e,i,s);return n!==t.lastIndexOf(e)?i:n}function po(t){const e=this.getLabels();return t>=0&&ts=e?s:t,a=t=>n=i?n:t;if(t){const t=F(s),e=F(n);t<0&&e<0?a(0):t>0&&e>0&&o(0)}if(s===n){let e=0===n?1:Math.abs(.05*n);a(n+e),t||o(s-e)}this.min=s,this.max=n}getTickLimit(){const t=this.options.ticks;let e,{maxTicksLimit:i,stepSize:s}=t;return s?(e=Math.ceil(this.max/s)-Math.floor(this.min/s)+1,e>1e3&&(console.warn(`scales.${this.id}.ticks.stepSize: ${s} would result generating up to ${e} ticks. Limiting to 1000.`),e=1e3)):(e=this.computeTickLimit(),i=i||11),i&&(e=Math.min(i,e)),e}computeTickLimit(){return Number.POSITIVE_INFINITY}buildTicks(){const t=this.options,e=t.ticks;let i=this.getTickLimit();i=Math.max(2,i);const n=function(t,e){const i=[],{bounds:n,step:o,min:a,max:r,precision:l,count:h,maxTicks:c,maxDigits:d,includeBounds:u}=t,f=o||1,g=c-1,{min:p,max:m}=e,b=!s(a),x=!s(r),_=!s(h),y=(m-p)/(d+1);let v,M,w,k,S=B((m-p)/g/f)*f;if(S<1e-14&&!b&&!x)return[{value:p},{value:m}];k=Math.ceil(m/S)-Math.floor(p/S),k>g&&(S=B(k*S/g/f)*f),s(l)||(v=Math.pow(10,l),S=Math.ceil(S*v)/v),"ticks"===n?(M=Math.floor(p/S)*S,w=Math.ceil(m/S)*S):(M=p,w=m),b&&x&&o&&H((r-a)/o,S/1e3)?(k=Math.round(Math.min((r-a)/S,c)),S=(r-a)/k,M=a,w=r):_?(M=b?a:M,w=x?r:w,k=h-1,S=(w-M)/k):(k=(w-M)/S,k=V(k,Math.round(k),S/1e3)?Math.round(k):Math.ceil(k));const P=Math.max(U(S),U(M));v=Math.pow(10,s(l)?P:l),M=Math.round(M*v)/v,w=Math.round(w*v)/v;let D=0;for(b&&(u&&M!==a?(i.push({value:a}),Mr)break;i.push({value:t})}return x&&u&&w!==r?i.length&&V(i[i.length-1].value,r,mo(r,y,t))?i[i.length-1].value=r:i.push({value:r}):x&&w!==r||i.push({value:w}),i}({maxTicks:i,bounds:t.bounds,min:t.min,max:t.max,precision:e.precision,step:e.stepSize,count:e.count,maxDigits:this._maxDigits(),horizontal:this.isHorizontal(),minRotation:e.minRotation||0,includeBounds:!1!==e.includeBounds},this._range||this);return"ticks"===t.bounds&&j(n,this,"value"),t.reverse?(n.reverse(),this.start=this.max,this.end=this.min):(this.start=this.min,this.end=this.max),n}configure(){const t=this.ticks;let e=this.min,i=this.max;if(super.configure(),this.options.offset&&t.length){const s=(i-e)/Math.max(t.length-1,1)/2;e-=s,i+=s}this._startValue=e,this._endValue=i,this._valueRange=i-e}getLabelForValue(t){return ne(t,this.chart.options.locale,this.options.ticks.format)}}class xo extends bo{static id="linear";static defaults={ticks:{callback:ae.formatters.numeric}};determineDataLimits(){const{min:t,max:e}=this.getMinMax(!0);this.min=a(t)?t:0,this.max=a(e)?e:1,this.handleTickRangeOptions()}computeTickLimit(){const t=this.isHorizontal(),e=t?this.width:this.height,i=$(this.options.ticks.minRotation),s=(t?Math.sin(i):Math.cos(i))||.001,n=this._resolveTickFontOptions(0);return Math.ceil(e/Math.min(40,n.lineHeight/s))}getPixelForValue(t){return null===t?NaN:this.getPixelForDecimal((t-this._startValue)/this._valueRange)}getValueForPixel(t){return this._startValue+this.getDecimalForPixel(t)*this._valueRange}}const _o=t=>Math.floor(z(t)),yo=(t,e)=>Math.pow(10,_o(t)+e);function vo(t){return 1===t/Math.pow(10,_o(t))}function Mo(t,e,i){const s=Math.pow(10,i),n=Math.floor(t/s);return Math.ceil(e/s)-n}function wo(t,{min:e,max:i}){e=r(t.min,e);const s=[],n=_o(e);let o=function(t,e){let i=_o(e-t);for(;Mo(t,e,i)>10;)i++;for(;Mo(t,e,i)<10;)i--;return Math.min(i,_o(t))}(e,i),a=o<0?Math.pow(10,Math.abs(o)):1;const l=Math.pow(10,o),h=n>o?Math.pow(10,n):0,c=Math.round((e-h)*a)/a,d=Math.floor((e-h)/l/10)*l*10;let u=Math.floor((c-d)/Math.pow(10,o)),f=r(t.min,Math.round((h+d+u*Math.pow(10,o))*a)/a);for(;f=10?u=u<15?15:20:u++,u>=20&&(o++,u=2,a=o>=0?1:a),f=Math.round((h+d+u*Math.pow(10,o))*a)/a;const g=r(t.max,f);return s.push({value:g,major:vo(g),significand:u}),s}class ko extends Js{static id="logarithmic";static defaults={ticks:{callback:ae.formatters.logarithmic,major:{enabled:!0}}};constructor(t){super(t),this.start=void 0,this.end=void 0,this._startValue=void 0,this._valueRange=0}parse(t,e){const i=bo.prototype.parse.apply(this,[t,e]);if(0!==i)return a(i)&&i>0?i:null;this._zero=!0}determineDataLimits(){const{min:t,max:e}=this.getMinMax(!0);this.min=a(t)?Math.max(0,t):null,this.max=a(e)?Math.max(0,e):null,this.options.beginAtZero&&(this._zero=!0),this._zero&&this.min!==this._suggestedMin&&!a(this._userMin)&&(this.min=t===yo(this.min,0)?yo(this.min,-1):yo(this.min,0)),this.handleTickRangeOptions()}handleTickRangeOptions(){const{minDefined:t,maxDefined:e}=this.getUserBounds();let i=this.min,s=this.max;const n=e=>i=t?i:e,o=t=>s=e?s:t;i===s&&(i<=0?(n(1),o(10)):(n(yo(i,-1)),o(yo(s,1)))),i<=0&&n(yo(s,-1)),s<=0&&o(yo(i,1)),this.min=i,this.max=s}buildTicks(){const t=this.options,e=wo({min:this._userMin,max:this._userMax},this);return"ticks"===t.bounds&&j(e,this,"value"),t.reverse?(e.reverse(),this.start=this.max,this.end=this.min):(this.start=this.min,this.end=this.max),e}getLabelForValue(t){return void 0===t?"0":ne(t,this.chart.options.locale,this.options.ticks.format)}configure(){const t=this.min;super.configure(),this._startValue=z(t),this._valueRange=z(this.max)-z(t)}getPixelForValue(t){return void 0!==t&&0!==t||(t=this.min),null===t||isNaN(t)?NaN:this.getPixelForDecimal(t===this.min?0:(z(t)-this._startValue)/this._valueRange)}getValueForPixel(t){const e=this.getDecimalForPixel(t);return Math.pow(10,this._startValue+e*this._valueRange)}}function So(t){const e=t.ticks;if(e.display&&t.display){const t=ki(e.backdropPadding);return l(e.font&&e.font.size,ue.font.size)+t.height}return 0}function Po(t,e,i,s,n){return t===s||t===n?{start:e-i/2,end:e+i/2}:tn?{start:e-i,end:e}:{start:e,end:e+i}}function Do(t){const e={l:t.left+t._padding.left,r:t.right-t._padding.right,t:t.top+t._padding.top,b:t.bottom-t._padding.bottom},i=Object.assign({},e),s=[],o=[],a=t._pointLabels.length,r=t.options.pointLabels,l=r.centerPointLabels?C/a:0;for(let u=0;ue.r&&(r=(s.end-e.r)/o,t.r=Math.max(t.r,e.r+r)),n.starte.b&&(l=(n.end-e.b)/a,t.b=Math.max(t.b,e.b+l))}function Oo(t,e,i){const s=t.drawingArea,{extra:n,additionalAngle:o,padding:a,size:r}=i,l=t.getPointPosition(e,s+n+a,o),h=Math.round(Y(G(l.angle+E))),c=function(t,e,i){90===i||270===i?t-=e/2:(i>270||i<90)&&(t-=e);return t}(l.y,r.h,h),d=function(t){if(0===t||180===t)return"center";if(t<180)return"left";return"right"}(h),u=function(t,e,i){"right"===i?t-=e:"center"===i&&(t-=e/2);return t}(l.x,r.w,d);return{visible:!0,x:l.x,y:c,textAlign:d,left:u,top:c,right:u+r.w,bottom:c+r.h}}function Ao(t,e){if(!e)return!0;const{left:i,top:s,right:n,bottom:o}=t;return!(Re({x:i,y:s},e)||Re({x:i,y:o},e)||Re({x:n,y:s},e)||Re({x:n,y:o},e))}function To(t,e,i){const{left:n,top:o,right:a,bottom:r}=i,{backdropColor:l}=e;if(!s(l)){const i=wi(e.borderRadius),s=ki(e.backdropPadding);t.fillStyle=l;const h=n-s.left,c=o-s.top,d=a-n+s.width,u=r-o+s.height;Object.values(i).some((t=>0!==t))?(t.beginPath(),He(t,{x:h,y:c,w:d,h:u,radius:i}),t.fill()):t.fillRect(h,c,d,u)}}function Lo(t,e,i,s){const{ctx:n}=t;if(i)n.arc(t.xCenter,t.yCenter,e,0,O);else{let i=t.getPointPosition(0,e);n.moveTo(i.x,i.y);for(let o=1;ot,padding:5,centerPointLabels:!1}};static defaultRoutes={"angleLines.color":"borderColor","pointLabels.color":"color","ticks.color":"color"};static descriptors={angleLines:{_fallback:"grid"}};constructor(t){super(t),this.xCenter=void 0,this.yCenter=void 0,this.drawingArea=void 0,this._pointLabels=[],this._pointLabelItems=[]}setDimensions(){const t=this._padding=ki(So(this.options)/2),e=this.width=this.maxWidth-t.width,i=this.height=this.maxHeight-t.height;this.xCenter=Math.floor(this.left+e/2+t.left),this.yCenter=Math.floor(this.top+i/2+t.top),this.drawingArea=Math.floor(Math.min(e,i)/2)}determineDataLimits(){const{min:t,max:e}=this.getMinMax(!1);this.min=a(t)&&!isNaN(t)?t:0,this.max=a(e)&&!isNaN(e)?e:0,this.handleTickRangeOptions()}computeTickLimit(){return Math.ceil(this.drawingArea/So(this.options))}generateTickLabels(t){bo.prototype.generateTickLabels.call(this,t),this._pointLabels=this.getLabels().map(((t,e)=>{const i=d(this.options.pointLabels.callback,[t,e],this);return i||0===i?i:""})).filter(((t,e)=>this.chart.getDataVisibility(e)))}fit(){const t=this.options;t.display&&t.pointLabels.display?Do(this):this.setCenterPoint(0,0,0,0)}setCenterPoint(t,e,i,s){this.xCenter+=Math.floor((t-e)/2),this.yCenter+=Math.floor((i-s)/2),this.drawingArea-=Math.min(this.drawingArea/2,Math.max(t,e,i,s))}getIndexAngle(t){return G(t*(O/(this._pointLabels.length||1))+$(this.options.startAngle||0))}getDistanceFromCenterForValue(t){if(s(t))return NaN;const e=this.drawingArea/(this.max-this.min);return this.options.reverse?(this.max-t)*e:(t-this.min)*e}getValueForDistanceFromCenter(t){if(s(t))return NaN;const e=t/(this.drawingArea/(this.max-this.min));return this.options.reverse?this.max-e:this.min+e}getPointLabelContext(t){const e=this._pointLabels||[];if(t>=0&&t=0;n--){const e=t._pointLabelItems[n];if(!e.visible)continue;const o=s.setContext(t.getPointLabelContext(n));To(i,o,e);const a=Si(o.font),{x:r,y:l,textAlign:h}=e;Ne(i,t._pointLabels[n],r,l+a.lineHeight/2,a,{color:o.color,textAlign:h,textBaseline:"middle"})}}(this,o),s.display&&this.ticks.forEach(((t,e)=>{if(0!==e){r=this.getDistanceFromCenterForValue(t.value);const i=this.getContext(e),a=s.setContext(i),l=n.setContext(i);!function(t,e,i,s,n){const o=t.ctx,a=e.circular,{color:r,lineWidth:l}=e;!a&&!s||!r||!l||i<0||(o.save(),o.strokeStyle=r,o.lineWidth=l,o.setLineDash(n.dash),o.lineDashOffset=n.dashOffset,o.beginPath(),Lo(t,i,a,s),o.closePath(),o.stroke(),o.restore())}(this,a,r,o,l)}})),i.display){for(t.save(),a=o-1;a>=0;a--){const s=i.setContext(this.getPointLabelContext(a)),{color:n,lineWidth:o}=s;o&&n&&(t.lineWidth=o,t.strokeStyle=n,t.setLineDash(s.borderDash),t.lineDashOffset=s.borderDashOffset,r=this.getDistanceFromCenterForValue(e.ticks.reverse?this.min:this.max),l=this.getPointPosition(a,r),t.beginPath(),t.moveTo(this.xCenter,this.yCenter),t.lineTo(l.x,l.y),t.stroke())}t.restore()}}drawBorder(){}drawLabels(){const t=this.ctx,e=this.options,i=e.ticks;if(!i.display)return;const s=this.getIndexAngle(0);let n,o;t.save(),t.translate(this.xCenter,this.yCenter),t.rotate(s),t.textAlign="center",t.textBaseline="middle",this.ticks.forEach(((s,a)=>{if(0===a&&!e.reverse)return;const r=i.setContext(this.getContext(a)),l=Si(r.font);if(n=this.getDistanceFromCenterForValue(this.ticks[a].value),r.showLabelBackdrop){t.font=l.string,o=t.measureText(s.label).width,t.fillStyle=r.backdropColor;const e=ki(r.backdropPadding);t.fillRect(-o/2-e.left,-n-l.size/2-e.top,o+e.width,l.size+e.height)}Ne(t,s.label,0,-n,l,{color:r.color,strokeColor:r.textStrokeColor,strokeWidth:r.textStrokeWidth})})),t.restore()}drawTitle(){}}const Ro={millisecond:{common:!0,size:1,steps:1e3},second:{common:!0,size:1e3,steps:60},minute:{common:!0,size:6e4,steps:60},hour:{common:!0,size:36e5,steps:24},day:{common:!0,size:864e5,steps:30},week:{common:!1,size:6048e5,steps:4},month:{common:!0,size:2628e6,steps:12},quarter:{common:!1,size:7884e6,steps:4},year:{common:!0,size:3154e7}},Io=Object.keys(Ro);function zo(t,e){return t-e}function Fo(t,e){if(s(e))return null;const i=t._adapter,{parser:n,round:o,isoWeekday:r}=t._parseOpts;let l=e;return"function"==typeof n&&(l=n(l)),a(l)||(l="string"==typeof n?i.parse(l,n):i.parse(l)),null===l?null:(o&&(l="week"!==o||!N(r)&&!0!==r?i.startOf(l,o):i.startOf(l,"isoWeek",r)),+l)}function Vo(t,e,i,s){const n=Io.length;for(let o=Io.indexOf(t);o=e?i[s]:i[n]]=!0}}else t[e]=!0}function Wo(t,e,i){const s=[],n={},o=e.length;let a,r;for(a=0;a=0&&(e[l].major=!0);return e}(t,s,n,i):s}class No extends Js{static id="time";static defaults={bounds:"data",adapters:{},time:{parser:!1,unit:!1,round:!1,isoWeekday:!1,minUnit:"millisecond",displayFormats:{}},ticks:{source:"auto",callback:!1,major:{enabled:!1}}};constructor(t){super(t),this._cache={data:[],labels:[],all:[]},this._unit="day",this._majorUnit=void 0,this._offsets={},this._normalized=!1,this._parseOpts=void 0}init(t,e={}){const i=t.time||(t.time={}),s=this._adapter=new Rn._date(t.adapters.date);s.init(e),x(i.displayFormats,s.formats()),this._parseOpts={parser:i.parser,round:i.round,isoWeekday:i.isoWeekday},super.init(t),this._normalized=e.normalized}parse(t,e){return void 0===t?null:Fo(this,t)}beforeLayout(){super.beforeLayout(),this._cache={data:[],labels:[],all:[]}}determineDataLimits(){const t=this.options,e=this._adapter,i=t.time.unit||"day";let{min:s,max:n,minDefined:o,maxDefined:r}=this.getUserBounds();function l(t){o||isNaN(t.min)||(s=Math.min(s,t.min)),r||isNaN(t.max)||(n=Math.max(n,t.max))}o&&r||(l(this._getLabelBounds()),"ticks"===t.bounds&&"labels"===t.ticks.source||l(this.getMinMax(!1))),s=a(s)&&!isNaN(s)?s:+e.startOf(Date.now(),i),n=a(n)&&!isNaN(n)?n:+e.endOf(Date.now(),i)+1,this.min=Math.min(s,n-1),this.max=Math.max(s+1,n)}_getLabelBounds(){const t=this.getLabelTimestamps();let e=Number.POSITIVE_INFINITY,i=Number.NEGATIVE_INFINITY;return t.length&&(e=t[0],i=t[t.length-1]),{min:e,max:i}}buildTicks(){const t=this.options,e=t.time,i=t.ticks,s="labels"===i.source?this.getLabelTimestamps():this._generate();"ticks"===t.bounds&&s.length&&(this.min=this._userMin||s[0],this.max=this._userMax||s[s.length-1]);const n=this.min,o=nt(s,n,this.max);return this._unit=e.unit||(i.autoSkip?Vo(e.minUnit,this.min,this.max,this._getLabelCapacity(n)):function(t,e,i,s,n){for(let o=Io.length-1;o>=Io.indexOf(i);o--){const i=Io[o];if(Ro[i].common&&t._adapter.diff(n,s,i)>=e-1)return i}return Io[i?Io.indexOf(i):0]}(this,o.length,e.minUnit,this.min,this.max)),this._majorUnit=i.major.enabled&&"year"!==this._unit?function(t){for(let e=Io.indexOf(t)+1,i=Io.length;e+t.value)))}initOffsets(t=[]){let e,i,s=0,n=0;this.options.offset&&t.length&&(e=this.getDecimalForValue(t[0]),s=1===t.length?1-e:(this.getDecimalForValue(t[1])-e)/2,i=this.getDecimalForValue(t[t.length-1]),n=1===t.length?i:(i-this.getDecimalForValue(t[t.length-2]))/2);const o=t.length<3?.5:.25;s=J(s,0,o),n=J(n,0,o),this._offsets={start:s,end:n,factor:1/(s+1+n)}}_generate(){const t=this._adapter,e=this.min,i=this.max,s=this.options,n=s.time,o=n.unit||Vo(n.minUnit,e,i,this._getLabelCapacity(e)),a=l(s.ticks.stepSize,1),r="week"===o&&n.isoWeekday,h=N(r)||!0===r,c={};let d,u,f=e;if(h&&(f=+t.startOf(f,"isoWeek",r)),f=+t.startOf(f,h?"day":o),t.diff(i,e,o)>1e5*a)throw new Error(e+" and "+i+" are too far apart with stepSize of "+a+" "+o);const g="data"===s.ticks.source&&this.getDataTimestamps();for(d=f,u=0;d+t))}getLabelForValue(t){const e=this._adapter,i=this.options.time;return i.tooltipFormat?e.format(t,i.tooltipFormat):e.format(t,i.displayFormats.datetime)}format(t,e){const i=this.options.time.displayFormats,s=this._unit,n=e||i[s];return this._adapter.format(t,n)}_tickFormatFunction(t,e,i,s){const n=this.options,o=n.ticks.callback;if(o)return d(o,[t,e,i],this);const a=n.time.displayFormats,r=this._unit,l=this._majorUnit,h=r&&a[r],c=l&&a[l],u=i[e],f=l&&c&&u&&u.major;return this._adapter.format(t,s||(f?c:h))}generateTickLabels(t){let e,i,s;for(e=0,i=t.length;e0?a:1}getDataTimestamps(){let t,e,i=this._cache.data||[];if(i.length)return i;const s=this.getMatchingVisibleMetas();if(this._normalized&&s.length)return this._cache.data=s[0].controller.getAllParsedValues(this);for(t=0,e=s.length;t=t[r].pos&&e<=t[l].pos&&({lo:r,hi:l}=it(t,"pos",e)),({pos:s,time:o}=t[r]),({pos:n,time:a}=t[l])):(e>=t[r].time&&e<=t[l].time&&({lo:r,hi:l}=it(t,"time",e)),({time:s,pos:o}=t[r]),({time:n,pos:a}=t[l]));const h=n-s;return h?o+(a-o)*(e-s)/h:o}var jo=Object.freeze({__proto__:null,CategoryScale:class extends Js{static id="category";static defaults={ticks:{callback:po}};constructor(t){super(t),this._startValue=void 0,this._valueRange=0,this._addedLabels=[]}init(t){const e=this._addedLabels;if(e.length){const t=this.getLabels();for(const{index:i,label:s}of e)t[i]===s&&t.splice(i,1);this._addedLabels=[]}super.init(t)}parse(t,e){if(s(t))return null;const i=this.getLabels();return((t,e)=>null===t?null:J(Math.round(t),0,e))(e=isFinite(e)&&i[e]===t?e:go(i,t,l(e,t),this._addedLabels),i.length-1)}determineDataLimits(){const{minDefined:t,maxDefined:e}=this.getUserBounds();let{min:i,max:s}=this.getMinMax(!0);"ticks"===this.options.bounds&&(t||(i=0),e||(s=this.getLabels().length-1)),this.min=i,this.max=s}buildTicks(){const t=this.min,e=this.max,i=this.options.offset,s=[];let n=this.getLabels();n=0===t&&e===n.length-1?n:n.slice(t,e+1),this._valueRange=Math.max(n.length-(i?0:1),1),this._startValue=this.min-(i?.5:0);for(let i=t;i<=e;i++)s.push({value:i});return s}getLabelForValue(t){return po.call(this,t)}configure(){super.configure(),this.isHorizontal()||(this._reversePixels=!this._reversePixels)}getPixelForValue(t){return"number"!=typeof t&&(t=this.parse(t)),null===t?NaN:this.getPixelForDecimal((t-this._startValue)/this._valueRange)}getPixelForTick(t){const e=this.ticks;return t<0||t>e.length-1?null:this.getPixelForValue(e[t].value)}getValueForPixel(t){return Math.round(this._startValue+this.getDecimalForPixel(t)*this._valueRange)}getBasePixel(){return this.bottom}},LinearScale:xo,LogarithmicScale:ko,RadialLinearScale:Eo,TimeScale:No,TimeSeriesScale:class extends No{static id="timeseries";static defaults=No.defaults;constructor(t){super(t),this._table=[],this._minPos=void 0,this._tableRange=void 0}initOffsets(){const t=this._getTimestampsForTable(),e=this._table=this.buildLookupTable(t);this._minPos=Ho(e,this.min),this._tableRange=Ho(e,this.max)-this._minPos,super.initOffsets(t)}buildLookupTable(t){const{min:e,max:i}=this,s=[],n=[];let o,a,r,l,h;for(o=0,a=t.length;o=e&&l<=i&&s.push(l);if(s.length<2)return[{time:e,pos:0},{time:i,pos:1}];for(o=0,a=s.length;ot-e))}_getTimestampsForTable(){let t=this._cache.all||[];if(t.length)return t;const e=this.getDataTimestamps(),i=this.getLabelTimestamps();return t=e.length&&i.length?this.normalize(e.concat(i)):e.length?e:i,t=this._cache.all=t,t}getDecimalForValue(t){return(Ho(this._table,t)-this._minPos)/this._tableRange}getValueForPixel(t){const e=this._offsets,i=this.getDecimalForPixel(t)/e.factor-e.end;return Ho(this._table,i*this._tableRange+this._minPos,!0)}}});const $o=["rgb(54, 162, 235)","rgb(255, 99, 132)","rgb(255, 159, 64)","rgb(255, 205, 86)","rgb(75, 192, 192)","rgb(153, 102, 255)","rgb(201, 203, 207)"],Yo=$o.map((t=>t.replace("rgb(","rgba(").replace(")",", 0.5)")));function Uo(t){return $o[t%$o.length]}function Xo(t){return Yo[t%Yo.length]}function qo(t){let e=0;return(i,s)=>{const n=t.getDatasetMeta(s).controller;n instanceof jn?e=function(t,e){return t.backgroundColor=t.data.map((()=>Uo(e++))),e}(i,e):n instanceof $n?e=function(t,e){return t.backgroundColor=t.data.map((()=>Xo(e++))),e}(i,e):n&&(e=function(t,e){return t.borderColor=Uo(e),t.backgroundColor=Xo(e),++e}(i,e))}}function Ko(t){let e;for(e in t)if(t[e].borderColor||t[e].backgroundColor)return!0;return!1}var Go={id:"colors",defaults:{enabled:!0,forceOverride:!1},beforeLayout(t,e,i){if(!i.enabled)return;const{data:{datasets:s},options:n}=t.config,{elements:o}=n;if(!i.forceOverride&&(Ko(s)||(a=n)&&(a.borderColor||a.backgroundColor)||o&&Ko(o)))return;var a;const r=qo(t);s.forEach(r)}};function Zo(t){if(t._decimated){const e=t._data;delete t._decimated,delete t._data,Object.defineProperty(t,"data",{configurable:!0,enumerable:!0,writable:!0,value:e})}}function Jo(t){t.data.datasets.forEach((t=>{Zo(t)}))}var Qo={id:"decimation",defaults:{algorithm:"min-max",enabled:!1},beforeElementsUpdate:(t,e,i)=>{if(!i.enabled)return void Jo(t);const n=t.width;t.data.datasets.forEach(((e,o)=>{const{_data:a,indexAxis:r}=e,l=t.getDatasetMeta(o),h=a||e.data;if("y"===Pi([r,t.options.indexAxis]))return;if(!l.controller.supportsDecimation)return;const c=t.scales[l.xAxisID];if("linear"!==c.type&&"time"!==c.type)return;if(t.options.parsing)return;let{start:d,count:u}=function(t,e){const i=e.length;let s,n=0;const{iScale:o}=t,{min:a,max:r,minDefined:l,maxDefined:h}=o.getUserBounds();return l&&(n=J(it(e,o.axis,a).lo,0,i-1)),s=h?J(it(e,o.axis,r).hi+1,n,i)-n:i-n,{start:n,count:s}}(l,h);if(u<=(i.threshold||4*n))return void Zo(e);let f;switch(s(a)&&(e._data=h,delete e.data,Object.defineProperty(e,"data",{configurable:!0,enumerable:!0,get:function(){return this._decimated},set:function(t){this._data=t}})),i.algorithm){case"lttb":f=function(t,e,i,s,n){const o=n.samples||s;if(o>=i)return t.slice(e,e+i);const a=[],r=(i-2)/(o-2);let l=0;const h=e+i-1;let c,d,u,f,g,p=e;for(a[l++]=t[p],c=0;cu&&(u=f,d=t[s],g=s);a[l++]=d,p=g}return a[l++]=t[h],a}(h,d,u,n,i);break;case"min-max":f=function(t,e,i,n){let o,a,r,l,h,c,d,u,f,g,p=0,m=0;const b=[],x=e+i-1,_=t[e].x,y=t[x].x-_;for(o=e;og&&(g=l,d=o),p=(m*p+a.x)/++m;else{const i=o-1;if(!s(c)&&!s(d)){const e=Math.min(c,d),s=Math.max(c,d);e!==u&&e!==i&&b.push({...t[e],x:p}),s!==u&&s!==i&&b.push({...t[s],x:p})}o>0&&i!==u&&b.push(t[i]),b.push(a),h=e,m=0,f=g=l,c=d=u=o}}return b}(h,d,u,n);break;default:throw new Error(`Unsupported decimation algorithm '${i.algorithm}'`)}e._decimated=f}))},destroy(t){Jo(t)}};function ta(t,e,i,s){if(s)return;let n=e[t],o=i[t];return"angle"===t&&(n=G(n),o=G(o)),{property:t,start:n,end:o}}function ea(t,e,i){for(;e>t;e--){const t=i[e];if(!isNaN(t.x)&&!isNaN(t.y))break}return e}function ia(t,e,i,s){return t&&e?s(t[i],e[i]):t?t[i]:e?e[i]:0}function sa(t,e){let i=[],s=!1;return n(t)?(s=!0,i=t):i=function(t,e){const{x:i=null,y:s=null}=t||{},n=e.points,o=[];return e.segments.forEach((({start:t,end:e})=>{e=ea(t,e,n);const a=n[t],r=n[e];null!==s?(o.push({x:a.x,y:s}),o.push({x:r.x,y:s})):null!==i&&(o.push({x:i,y:a.y}),o.push({x:i,y:r.y}))})),o}(t,e),i.length?new no({points:i,options:{tension:0},_loop:s,_fullLoop:s}):null}function na(t){return t&&!1!==t.fill}function oa(t,e,i){let s=t[e].fill;const n=[e];let o;if(!i)return s;for(;!1!==s&&-1===n.indexOf(s);){if(!a(s))return s;if(o=t[s],!o)return!1;if(o.visible)return s;n.push(s),s=o.fill}return!1}function aa(t,e,i){const s=function(t){const e=t.options,i=e.fill;let s=l(i&&i.target,i);void 0===s&&(s=!!e.backgroundColor);if(!1===s||null===s)return!1;if(!0===s)return"origin";return s}(t);if(o(s))return!isNaN(s.value)&&s;let n=parseFloat(s);return a(n)&&Math.floor(n)===n?function(t,e,i,s){"-"!==t&&"+"!==t||(i=e+i);if(i===e||i<0||i>=s)return!1;return i}(s[0],e,n,i):["origin","start","end","stack","shape"].indexOf(s)>=0&&s}function ra(t,e,i){const s=[];for(let n=0;n=0;--e){const i=n[e].$filler;i&&(i.line.updateControlPoints(o,i.axis),s&&i.fill&&da(t.ctx,i,o))}},beforeDatasetsDraw(t,e,i){if("beforeDatasetsDraw"!==i.drawTime)return;const s=t.getSortedVisibleDatasetMetas();for(let e=s.length-1;e>=0;--e){const i=s[e].$filler;na(i)&&da(t.ctx,i,t.chartArea)}},beforeDatasetDraw(t,e,i){const s=e.meta.$filler;na(s)&&"beforeDatasetDraw"===i.drawTime&&da(t.ctx,s,t.chartArea)},defaults:{propagate:!0,drawTime:"beforeDatasetDraw"}};const ba=(t,e)=>{let{boxHeight:i=e,boxWidth:s=e}=t;return t.usePointStyle&&(i=Math.min(i,e),s=t.pointStyleWidth||Math.min(s,e)),{boxWidth:s,boxHeight:i,itemHeight:Math.max(e,i)}};class xa extends Hs{constructor(t){super(),this._added=!1,this.legendHitBoxes=[],this._hoveredItem=null,this.doughnutMode=!1,this.chart=t.chart,this.options=t.options,this.ctx=t.ctx,this.legendItems=void 0,this.columnSizes=void 0,this.lineWidths=void 0,this.maxHeight=void 0,this.maxWidth=void 0,this.top=void 0,this.bottom=void 0,this.left=void 0,this.right=void 0,this.height=void 0,this.width=void 0,this._margins=void 0,this.position=void 0,this.weight=void 0,this.fullSize=void 0}update(t,e,i){this.maxWidth=t,this.maxHeight=e,this._margins=i,this.setDimensions(),this.buildLabels(),this.fit()}setDimensions(){this.isHorizontal()?(this.width=this.maxWidth,this.left=this._margins.left,this.right=this.width):(this.height=this.maxHeight,this.top=this._margins.top,this.bottom=this.height)}buildLabels(){const t=this.options.labels||{};let e=d(t.generateLabels,[this.chart],this)||[];t.filter&&(e=e.filter((e=>t.filter(e,this.chart.data)))),t.sort&&(e=e.sort(((e,i)=>t.sort(e,i,this.chart.data)))),this.options.reverse&&e.reverse(),this.legendItems=e}fit(){const{options:t,ctx:e}=this;if(!t.display)return void(this.width=this.height=0);const i=t.labels,s=Si(i.font),n=s.size,o=this._computeTitleHeight(),{boxWidth:a,itemHeight:r}=ba(i,n);let l,h;e.font=s.string,this.isHorizontal()?(l=this.maxWidth,h=this._fitRows(o,n,a,r)+10):(h=this.maxHeight,l=this._fitCols(o,s,a,r)+10),this.width=Math.min(l,t.maxWidth||this.maxWidth),this.height=Math.min(h,t.maxHeight||this.maxHeight)}_fitRows(t,e,i,s){const{ctx:n,maxWidth:o,options:{labels:{padding:a}}}=this,r=this.legendHitBoxes=[],l=this.lineWidths=[0],h=s+a;let c=t;n.textAlign="left",n.textBaseline="middle";let d=-1,u=-h;return this.legendItems.forEach(((t,f)=>{const g=i+e/2+n.measureText(t.text).width;(0===f||l[l.length-1]+g+2*a>o)&&(c+=h,l[l.length-(f>0?0:1)]=0,u+=h,d++),r[f]={left:0,top:u,row:d,width:g,height:s},l[l.length-1]+=g+a})),c}_fitCols(t,e,i,s){const{ctx:n,maxHeight:o,options:{labels:{padding:a}}}=this,r=this.legendHitBoxes=[],l=this.columnSizes=[],h=o-t;let c=a,d=0,u=0,f=0,g=0;return this.legendItems.forEach(((t,o)=>{const{itemWidth:p,itemHeight:m}=function(t,e,i,s,n){const o=function(t,e,i,s){let n=t.text;n&&"string"!=typeof n&&(n=n.reduce(((t,e)=>t.length>e.length?t:e)));return e+i.size/2+s.measureText(n).width}(s,t,e,i),a=function(t,e,i){let s=t;"string"!=typeof e.text&&(s=_a(e,i));return s}(n,s,e.lineHeight);return{itemWidth:o,itemHeight:a}}(i,e,n,t,s);o>0&&u+m+2*a>h&&(c+=d+a,l.push({width:d,height:u}),f+=d+a,g++,d=u=0),r[o]={left:f,top:u,col:g,width:p,height:m},d=Math.max(d,p),u+=m+a})),c+=d,l.push({width:d,height:u}),c}adjustHitBoxes(){if(!this.options.display)return;const t=this._computeTitleHeight(),{legendHitBoxes:e,options:{align:i,labels:{padding:s},rtl:n}}=this,o=Oi(n,this.left,this.width);if(this.isHorizontal()){let n=0,a=ft(i,this.left+s,this.right-this.lineWidths[n]);for(const r of e)n!==r.row&&(n=r.row,a=ft(i,this.left+s,this.right-this.lineWidths[n])),r.top+=this.top+t+s,r.left=o.leftForLtr(o.x(a),r.width),a+=r.width+s}else{let n=0,a=ft(i,this.top+t+s,this.bottom-this.columnSizes[n].height);for(const r of e)r.col!==n&&(n=r.col,a=ft(i,this.top+t+s,this.bottom-this.columnSizes[n].height)),r.top=a,r.left+=this.left+s,r.left=o.leftForLtr(o.x(r.left),r.width),a+=r.height+s}}isHorizontal(){return"top"===this.options.position||"bottom"===this.options.position}draw(){if(this.options.display){const t=this.ctx;Ie(t,this),this._draw(),ze(t)}}_draw(){const{options:t,columnSizes:e,lineWidths:i,ctx:s}=this,{align:n,labels:o}=t,a=ue.color,r=Oi(t.rtl,this.left,this.width),h=Si(o.font),{padding:c}=o,d=h.size,u=d/2;let f;this.drawTitle(),s.textAlign=r.textAlign("left"),s.textBaseline="middle",s.lineWidth=.5,s.font=h.string;const{boxWidth:g,boxHeight:p,itemHeight:m}=ba(o,d),b=this.isHorizontal(),x=this._computeTitleHeight();f=b?{x:ft(n,this.left+c,this.right-i[0]),y:this.top+c+x,line:0}:{x:this.left+c,y:ft(n,this.top+x+c,this.bottom-e[0].height),line:0},Ai(this.ctx,t.textDirection);const _=m+c;this.legendItems.forEach(((y,v)=>{s.strokeStyle=y.fontColor,s.fillStyle=y.fontColor;const M=s.measureText(y.text).width,w=r.textAlign(y.textAlign||(y.textAlign=o.textAlign)),k=g+u+M;let S=f.x,P=f.y;r.setWidth(this.width),b?v>0&&S+k+c>this.right&&(P=f.y+=_,f.line++,S=f.x=ft(n,this.left+c,this.right-i[f.line])):v>0&&P+_>this.bottom&&(S=f.x=S+e[f.line].width+c,f.line++,P=f.y=ft(n,this.top+x+c,this.bottom-e[f.line].height));if(function(t,e,i){if(isNaN(g)||g<=0||isNaN(p)||p<0)return;s.save();const n=l(i.lineWidth,1);if(s.fillStyle=l(i.fillStyle,a),s.lineCap=l(i.lineCap,"butt"),s.lineDashOffset=l(i.lineDashOffset,0),s.lineJoin=l(i.lineJoin,"miter"),s.lineWidth=n,s.strokeStyle=l(i.strokeStyle,a),s.setLineDash(l(i.lineDash,[])),o.usePointStyle){const a={radius:p*Math.SQRT2/2,pointStyle:i.pointStyle,rotation:i.rotation,borderWidth:n},l=r.xPlus(t,g/2);Ee(s,a,l,e+u,o.pointStyleWidth&&g)}else{const o=e+Math.max((d-p)/2,0),a=r.leftForLtr(t,g),l=wi(i.borderRadius);s.beginPath(),Object.values(l).some((t=>0!==t))?He(s,{x:a,y:o,w:g,h:p,radius:l}):s.rect(a,o,g,p),s.fill(),0!==n&&s.stroke()}s.restore()}(r.x(S),P,y),S=gt(w,S+g+u,b?S+k:this.right,t.rtl),function(t,e,i){Ne(s,i.text,t,e+m/2,h,{strikethrough:i.hidden,textAlign:r.textAlign(i.textAlign)})}(r.x(S),P,y),b)f.x+=k+c;else if("string"!=typeof y.text){const t=h.lineHeight;f.y+=_a(y,t)+c}else f.y+=_})),Ti(this.ctx,t.textDirection)}drawTitle(){const t=this.options,e=t.title,i=Si(e.font),s=ki(e.padding);if(!e.display)return;const n=Oi(t.rtl,this.left,this.width),o=this.ctx,a=e.position,r=i.size/2,l=s.top+r;let h,c=this.left,d=this.width;if(this.isHorizontal())d=Math.max(...this.lineWidths),h=this.top+l,c=ft(t.align,c,this.right-d);else{const e=this.columnSizes.reduce(((t,e)=>Math.max(t,e.height)),0);h=l+ft(t.align,this.top,this.bottom-e-t.labels.padding-this._computeTitleHeight())}const u=ft(a,c,c+d);o.textAlign=n.textAlign(ut(a)),o.textBaseline="middle",o.strokeStyle=e.color,o.fillStyle=e.color,o.font=i.string,Ne(o,e.text,u,h,i)}_computeTitleHeight(){const t=this.options.title,e=Si(t.font),i=ki(t.padding);return t.display?e.lineHeight+i.height:0}_getLegendItemAt(t,e){let i,s,n;if(tt(t,this.left,this.right)&&tt(e,this.top,this.bottom))for(n=this.legendHitBoxes,i=0;it.chart.options.color,boxWidth:40,padding:10,generateLabels(t){const e=t.data.datasets,{labels:{usePointStyle:i,pointStyle:s,textAlign:n,color:o,useBorderRadius:a,borderRadius:r}}=t.legend.options;return t._getSortedDatasetMetas().map((t=>{const l=t.controller.getStyle(i?0:void 0),h=ki(l.borderWidth);return{text:e[t.index].label,fillStyle:l.backgroundColor,fontColor:o,hidden:!t.visible,lineCap:l.borderCapStyle,lineDash:l.borderDash,lineDashOffset:l.borderDashOffset,lineJoin:l.borderJoinStyle,lineWidth:(h.width+h.height)/4,strokeStyle:l.borderColor,pointStyle:s||l.pointStyle,rotation:l.rotation,textAlign:n||l.textAlign,borderRadius:a&&(r||l.borderRadius),datasetIndex:t.index}}),this)}},title:{color:t=>t.chart.options.color,display:!1,position:"center",text:""}},descriptors:{_scriptable:t=>!t.startsWith("on"),labels:{_scriptable:t=>!["generateLabels","filter","sort"].includes(t)}}};class va extends Hs{constructor(t){super(),this.chart=t.chart,this.options=t.options,this.ctx=t.ctx,this._padding=void 0,this.top=void 0,this.bottom=void 0,this.left=void 0,this.right=void 0,this.width=void 0,this.height=void 0,this.position=void 0,this.weight=void 0,this.fullSize=void 0}update(t,e){const i=this.options;if(this.left=0,this.top=0,!i.display)return void(this.width=this.height=this.right=this.bottom=0);this.width=this.right=t,this.height=this.bottom=e;const s=n(i.text)?i.text.length:1;this._padding=ki(i.padding);const o=s*Si(i.font).lineHeight+this._padding.height;this.isHorizontal()?this.height=o:this.width=o}isHorizontal(){const t=this.options.position;return"top"===t||"bottom"===t}_drawArgs(t){const{top:e,left:i,bottom:s,right:n,options:o}=this,a=o.align;let r,l,h,c=0;return this.isHorizontal()?(l=ft(a,i,n),h=e+t,r=n-i):("left"===o.position?(l=i+t,h=ft(a,s,e),c=-.5*C):(l=n-t,h=ft(a,e,s),c=.5*C),r=s-e),{titleX:l,titleY:h,maxWidth:r,rotation:c}}draw(){const t=this.ctx,e=this.options;if(!e.display)return;const i=Si(e.font),s=i.lineHeight/2+this._padding.top,{titleX:n,titleY:o,maxWidth:a,rotation:r}=this._drawArgs(s);Ne(t,e.text,0,0,i,{color:e.color,maxWidth:a,rotation:r,textAlign:ut(e.align),textBaseline:"middle",translation:[n,o]})}}var Ma={id:"title",_element:va,start(t,e,i){!function(t,e){const i=new va({ctx:t.ctx,options:e,chart:t});as.configure(t,i,e),as.addBox(t,i),t.titleBlock=i}(t,i)},stop(t){const e=t.titleBlock;as.removeBox(t,e),delete t.titleBlock},beforeUpdate(t,e,i){const s=t.titleBlock;as.configure(t,s,i),s.options=i},defaults:{align:"center",display:!1,font:{weight:"bold"},fullSize:!0,padding:10,position:"top",text:"",weight:2e3},defaultRoutes:{color:"color"},descriptors:{_scriptable:!0,_indexable:!1}};const wa=new WeakMap;var ka={id:"subtitle",start(t,e,i){const s=new va({ctx:t.ctx,options:i,chart:t});as.configure(t,s,i),as.addBox(t,s),wa.set(t,s)},stop(t){as.removeBox(t,wa.get(t)),wa.delete(t)},beforeUpdate(t,e,i){const s=wa.get(t);as.configure(t,s,i),s.options=i},defaults:{align:"center",display:!1,font:{weight:"normal"},fullSize:!0,padding:0,position:"top",text:"",weight:1500},defaultRoutes:{color:"color"},descriptors:{_scriptable:!0,_indexable:!1}};const Sa={average(t){if(!t.length)return!1;let e,i,s=0,n=0,o=0;for(e=0,i=t.length;e-1?t.split("\n"):t}function Ca(t,e){const{element:i,datasetIndex:s,index:n}=e,o=t.getDatasetMeta(s).controller,{label:a,value:r}=o.getLabelAndValue(n);return{chart:t,label:a,parsed:o.getParsed(n),raw:t.data.datasets[s].data[n],formattedValue:r,dataset:o.getDataset(),dataIndex:n,datasetIndex:s,element:i}}function Oa(t,e){const i=t.chart.ctx,{body:s,footer:n,title:o}=t,{boxWidth:a,boxHeight:r}=e,l=Si(e.bodyFont),h=Si(e.titleFont),c=Si(e.footerFont),d=o.length,f=n.length,g=s.length,p=ki(e.padding);let m=p.height,b=0,x=s.reduce(((t,e)=>t+e.before.length+e.lines.length+e.after.length),0);if(x+=t.beforeBody.length+t.afterBody.length,d&&(m+=d*h.lineHeight+(d-1)*e.titleSpacing+e.titleMarginBottom),x){m+=g*(e.displayColors?Math.max(r,l.lineHeight):l.lineHeight)+(x-g)*l.lineHeight+(x-1)*e.bodySpacing}f&&(m+=e.footerMarginTop+f*c.lineHeight+(f-1)*e.footerSpacing);let _=0;const y=function(t){b=Math.max(b,i.measureText(t).width+_)};return 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t=Sa[i.position].call(this,s,this._eventPosition);o=this._createItems(i),this.title=this.getTitle(o,i),this.beforeBody=this.getBeforeBody(o,i),this.body=this.getBody(o,i),this.afterBody=this.getAfterBody(o,i),this.footer=this.getFooter(o,i);const e=this._size=Oa(this,i),a=Object.assign({},t,e),r=Ta(this.chart,i,a),l=La(i,a,r,this.chart);this.xAlign=r.xAlign,this.yAlign=r.yAlign,n={opacity:1,x:l.x,y:l.y,width:e.width,height:e.height,caretX:t.x,caretY:t.y}}else 0!==this.opacity&&(n={opacity:0});this._tooltipItems=o,this.$context=void 0,n&&this._resolveAnimations().update(this,n),t&&i.external&&i.external.call(this,{chart:this.chart,tooltip:this,replay:e})}drawCaret(t,e,i,s){const n=this.getCaretPosition(t,i,s);e.lineTo(n.x1,n.y1),e.lineTo(n.x2,n.y2),e.lineTo(n.x3,n.y3)}getCaretPosition(t,e,i){const{xAlign:s,yAlign:n}=this,{caretSize:o,cornerRadius:a}=i,{topLeft:r,topRight:l,bottomLeft:h,bottomRight:c}=wi(a),{x:d,y:u}=t,{width:f,height:g}=e;let p,m,b,x,_,y;return"center"===n?(_=u+g/2,"left"===s?(p=d,m=p-o,x=_+o,y=_-o):(p=d+f,m=p+o,x=_-o,y=_+o),b=p):(m="left"===s?d+Math.max(r,h)+o:"right"===s?d+f-Math.max(l,c)-o:this.caretX,"top"===n?(x=u,_=x-o,p=m-o,b=m+o):(x=u+g,_=x+o,p=m+o,b=m-o),y=x),{x1:p,x2:m,x3:b,y1:x,y2:_,y3:y}}drawTitle(t,e,i){const s=this.title,n=s.length;let o,a,r;if(n){const l=Oi(i.rtl,this.x,this.width);for(t.x=Ea(this,i.titleAlign,i),e.textAlign=l.textAlign(i.titleAlign),e.textBaseline="middle",o=Si(i.titleFont),a=i.titleSpacing,e.fillStyle=i.titleColor,e.font=o.string,r=0;r0!==t))?(t.beginPath(),t.fillStyle=n.multiKeyBackground,He(t,{x:e,y:g,w:h,h:l,radius:r}),t.fill(),t.stroke(),t.fillStyle=a.backgroundColor,t.beginPath(),He(t,{x:i,y:g+1,w:h-2,h:l-2,radius:r}),t.fill()):(t.fillStyle=n.multiKeyBackground,t.fillRect(e,g,h,l),t.strokeRect(e,g,h,l),t.fillStyle=a.backgroundColor,t.fillRect(i,g+1,h-2,l-2))}t.fillStyle=this.labelTextColors[i]}drawBody(t,e,i){const{body:s}=this,{bodySpacing:n,bodyAlign:o,displayColors:a,boxHeight:r,boxWidth:l,boxPadding:h}=i,c=Si(i.bodyFont);let d=c.lineHeight,f=0;const g=Oi(i.rtl,this.x,this.width),p=function(i){e.fillText(i,g.x(t.x+f),t.y+d/2),t.y+=d+n},m=g.textAlign(o);let b,x,_,y,v,M,w;for(e.textAlign=o,e.textBaseline="middle",e.font=c.string,t.x=Ea(this,m,i),e.fillStyle=i.bodyColor,u(this.beforeBody,p),f=a&&"right"!==m?"center"===o?l/2+h:l+2+h:0,y=0,M=s.length;y0&&e.stroke()}_updateAnimationTarget(t){const e=this.chart,i=this.$animations,s=i&&i.x,n=i&&i.y;if(s||n){const i=Sa[t.position].call(this,this._active,this._eventPosition);if(!i)return;const o=this._size=Oa(this,t),a=Object.assign({},i,this._size),r=Ta(e,t,a),l=La(t,a,r,e);s._to===l.x&&n._to===l.y||(this.xAlign=r.xAlign,this.yAlign=r.yAlign,this.width=o.width,this.height=o.height,this.caretX=i.x,this.caretY=i.y,this._resolveAnimations().update(this,l))}}_willRender(){return!!this.opacity}draw(t){const e=this.options.setContext(this.getContext());let i=this.opacity;if(!i)return;this._updateAnimationTarget(e);const s={width:this.width,height:this.height},n={x:this.x,y:this.y};i=Math.abs(i)<.001?0:i;const o=ki(e.padding),a=this.title.length||this.beforeBody.length||this.body.length||this.afterBody.length||this.footer.length;e.enabled&&a&&(t.save(),t.globalAlpha=i,this.drawBackground(n,t,s,e),Ai(t,e.textDirection),n.y+=o.top,this.drawTitle(n,t,e),this.drawBody(n,t,e),this.drawFooter(n,t,e),Ti(t,e.textDirection),t.restore())}getActiveElements(){return this._active||[]}setActiveElements(t,e){const i=this._active,s=t.map((({datasetIndex:t,index:e})=>{const i=this.chart.getDatasetMeta(t);if(!i)throw new Error("Cannot find a dataset at index "+t);return{datasetIndex:t,element:i.data[e],index:e}})),n=!f(i,s),o=this._positionChanged(s,e);(n||o)&&(this._active=s,this._eventPosition=e,this._ignoreReplayEvents=!0,this.update(!0))}handleEvent(t,e,i=!0){if(e&&this._ignoreReplayEvents)return!1;this._ignoreReplayEvents=!1;const s=this.options,n=this._active||[],o=this._getActiveElements(t,n,e,i),a=this._positionChanged(o,t),r=e||!f(o,n)||a;return r&&(this._active=o,(s.enabled||s.external)&&(this._eventPosition={x:t.x,y:t.y},this.update(!0,e))),r}_getActiveElements(t,e,i,s){const n=this.options;if("mouseout"===t.type)return[];if(!s)return e;const o=this.chart.getElementsAtEventForMode(t,n.mode,n,i);return n.reverse&&o.reverse(),o}_positionChanged(t,e){const{caretX:i,caretY:s,options:n}=this,o=Sa[n.position].call(this,t,e);return!1!==o&&(i!==o.x||s!==o.y)}}var Ba={id:"tooltip",_element:Va,positioners:Sa,afterInit(t,e,i){i&&(t.tooltip=new Va({chart:t,options:i}))},beforeUpdate(t,e,i){t.tooltip&&t.tooltip.initialize(i)},reset(t,e,i){t.tooltip&&t.tooltip.initialize(i)},afterDraw(t){const e=t.tooltip;if(e&&e._willRender()){const i={tooltip:e};if(!1===t.notifyPlugins("beforeTooltipDraw",{...i,cancelable:!0}))return;e.draw(t.ctx),t.notifyPlugins("afterTooltipDraw",i)}},afterEvent(t,e){if(t.tooltip){const i=e.replay;t.tooltip.handleEvent(e.event,i,e.inChartArea)&&(e.changed=!0)}},defaults:{enabled:!0,external:null,position:"average",backgroundColor:"rgba(0,0,0,0.8)",titleColor:"#fff",titleFont:{weight:"bold"},titleSpacing:2,titleMarginBottom:6,titleAlign:"left",bodyColor:"#fff",bodySpacing:2,bodyFont:{},bodyAlign:"left",footerColor:"#fff",footerSpacing:2,footerMarginTop:6,footerFont:{weight:"bold"},footerAlign:"left",padding:6,caretPadding:2,caretSize:5,cornerRadius:6,boxHeight:(t,e)=>e.bodyFont.size,boxWidth:(t,e)=>e.bodyFont.size,multiKeyBackground:"#fff",displayColors:!0,boxPadding:0,borderColor:"rgba(0,0,0,0)",borderWidth:0,animation:{duration:400,easing:"easeOutQuart"},animations:{numbers:{type:"number",properties:["x","y","width","height","caretX","caretY"]},opacity:{easing:"linear",duration:200}},callbacks:za},defaultRoutes:{bodyFont:"font",footerFont:"font",titleFont:"font"},descriptors:{_scriptable:t=>"filter"!==t&&"itemSort"!==t&&"external"!==t,_indexable:!1,callbacks:{_scriptable:!1,_indexable:!1},animation:{_fallback:!1},animations:{_fallback:"animation"}},additionalOptionScopes:["interaction"]};return An.register(Yn,jo,fo,t),An.helpers={...Wi},An._adapters=Rn,An.Animation=Cs,An.Animations=Os,An.animator=xt,An.controllers=en.controllers.items,An.DatasetController=Ns,An.Element=Hs,An.elements=fo,An.Interaction=Xi,An.layouts=as,An.platforms=Ss,An.Scale=Js,An.Ticks=ae,Object.assign(An,Yn,jo,fo,t,Ss),An.Chart=An,"undefined"!=typeof window&&(window.Chart=An),An})); +//# sourceMappingURL=chart.umd.js.map diff --git a/public/js/date-filter.js b/public/js/date-filter.js new file mode 100644 index 0000000..6bbe27f --- /dev/null +++ b/public/js/date-filter.js @@ -0,0 +1,513 @@ +/** + * Date Filter Component + * Provides a reusable date filtering UI using seasons data + */ + +class DateFilter { + constructor(containerId, options = {}) { + this.container = document.getElementById(containerId); + if (!this.container) { + console.error(`[Date Filter] Container #${containerId} not found`); + return; + } + + this.options = { + onFilterChange: options.onFilterChange || (() => {}), + includeCustomRange: options.includeCustomRange !== false, + includeCumulative: options.includeCumulative !== false, + defaultFilter: options.defaultFilter || 'all-time', + ...options + }; + + this.seasonsFilter = window.seasonsFilter; + this.currentFilter = { + type: 'all-time', // 'all-time', 'season', 'week', 'custom', 'cumulative' + startDate: null, + endDate: null, + season: null, + week: null + }; + + this.init(); + } + + t(key, params = {}) { + let value = (window.__t && window.__t(key)) || key; + Object.entries(params).forEach(([name, replacement]) => { + value = value.replace(`{${name}}`, replacement); + }); + return value; + } + + async init() { + // Load seasons data + await this.seasonsFilter.loadSeasons(); + + // Render the UI + this.render(); + + // Apply default filter + if (this.options.defaultFilter !== 'all-time') { + this.applyPresetFilter(this.options.defaultFilter); + } + } + + render() { + const html = ` +
+
+ +
+ + + + ${this.options.includeCumulative ? ` + + ` : ''} + ${this.options.includeCustomRange ? ` + + ` : ''} +
+ + + + + + + + + + + + +
+
+ `; + + this.container.innerHTML = html; + this.attachEventListeners(); + this.populateSelectors(); + } + + attachEventListeners() { + // Filter type buttons + const filterButtons = this.container.querySelectorAll('[data-filter-type]'); + filterButtons.forEach(btn => { + btn.addEventListener('click', (e) => { + const filterType = e.currentTarget.dataset.filterType; + this.showFilterSection(filterType); + }); + }); + + // Season selection + const seasonSelect = this.container.querySelector('#season-select'); + if (seasonSelect) { + seasonSelect.addEventListener('change', (e) => { + const weekSelect = this.container.querySelector('#week-select'); + if (e.target.value) { + this.seasonsFilter.populateWeekSelect(weekSelect, e.target.value, true); + weekSelect.disabled = false; + } else { + weekSelect.disabled = true; + weekSelect.innerHTML = ``; + } + }); + } + + // Cumulative season selection + const cumulativeSeasonSelect = this.container.querySelector('#cumulative-season-select'); + if (cumulativeSeasonSelect) { + cumulativeSeasonSelect.addEventListener('change', (e) => { + const weekSelect = this.container.querySelector('#cumulative-week-select'); + if (e.target.value) { + this.seasonsFilter.populateWeekSelect(weekSelect, e.target.value, false); + weekSelect.disabled = false; + } else { + weekSelect.disabled = true; + weekSelect.innerHTML = ``; + } + }); + } + + // Apply buttons + const applySeasonBtn = this.container.querySelector('#apply-season-filter'); + if (applySeasonBtn) { + applySeasonBtn.addEventListener('click', () => this.applySeasonFilter()); + } + + const applyCumulativeBtn = this.container.querySelector('#apply-cumulative-filter'); + if (applyCumulativeBtn) { + applyCumulativeBtn.addEventListener('click', () => this.applyCumulativeFilter()); + } + + const applyCustomBtn = this.container.querySelector('#apply-custom-filter'); + if (applyCustomBtn) { + applyCustomBtn.addEventListener('click', () => this.applyCustomFilter()); + } + + // Clear filter + const clearBtn = this.container.querySelector('#clear-filter'); + if (clearBtn) { + clearBtn.addEventListener('click', () => this.clearFilter()); + } + } + + populateSelectors() { + const seasonSelect = this.container.querySelector('#season-select'); + const cumulativeSeasonSelect = this.container.querySelector('#cumulative-season-select'); + + if (seasonSelect) { + this.seasonsFilter.populateSeasonSelect(seasonSelect, false); + } + + if (cumulativeSeasonSelect) { + this.seasonsFilter.populateSeasonSelect(cumulativeSeasonSelect, false); + } + } + + showFilterSection(filterType) { + // Update button states + const buttons = this.container.querySelectorAll('[data-filter-type]'); + buttons.forEach(btn => { + if (btn.dataset.filterType === filterType) { + btn.classList.add('filter-button-active'); + btn.classList.remove('filter-button'); + } else { + btn.classList.remove('filter-button-active'); + btn.classList.add('filter-button'); + } + }); + + // Hide all sections + this.container.querySelector('#season-selector')?.classList.add('hidden'); + this.container.querySelector('#cumulative-selector')?.classList.add('hidden'); + this.container.querySelector('#custom-range-selector')?.classList.add('hidden'); + + // Show appropriate section + switch (filterType) { + case 'all-time': + this.applyAllTimeFilter(); + break; + case 'current-season': + this.applyCurrentSeasonFilter(); + break; + case 'season': + this.container.querySelector('#season-selector')?.classList.remove('hidden'); + break; + case 'cumulative': + this.container.querySelector('#cumulative-selector')?.classList.remove('hidden'); + break; + case 'custom': + this.container.querySelector('#custom-range-selector')?.classList.remove('hidden'); + break; + } + } + + applyAllTimeFilter() { + this.currentFilter = { + type: 'all-time', + startDate: null, + endDate: null, + season: null, + week: null + }; + this.updateFilterDisplay(this.t('dateFilter.allTimeStatistics')); + this.options.onFilterChange(this.currentFilter); + } + + applyCurrentSeasonFilter() { + const currentSeasonInfo = this.seasonsFilter.getCurrentSeason(); + if (!currentSeasonInfo) { + console.error('[Date Filter] No current season found'); + return; + } + + const dateRange = this.seasonsFilter.getSeasonDateRange(currentSeasonInfo.name); + if (!dateRange) return; + + this.currentFilter = { + type: 'season', + startDate: dateRange.startDate, + endDate: dateRange.endDate, + season: currentSeasonInfo.name, + week: null + }; + + this.updateFilterDisplay(this.t('dateFilter.currentSeasonValue', { season: currentSeasonInfo.name })); + this.options.onFilterChange(this.currentFilter); + } + + applySeasonFilter() { + const seasonSelect = this.container.querySelector('#season-select'); + const weekSelect = this.container.querySelector('#week-select'); + + const seasonName = seasonSelect.value; + if (!seasonName) { + alert(this.t('dateFilter.alertSelectSeason')); + return; + } + + const weekValue = weekSelect.value; + let dateRange; + let description; + + if (weekValue === 'all') { + // Entire season + dateRange = this.seasonsFilter.getSeasonDateRange(seasonName); + description = this.t('dateFilter.seasonValue', { season: seasonName }); + this.currentFilter = { + type: 'season', + startDate: dateRange.startDate, + endDate: dateRange.endDate, + season: seasonName, + week: null + }; + } else { + // Specific week + const weekNumber = weekValue === 'final' ? null : parseInt(weekValue); + dateRange = this.seasonsFilter.getWeekDateRange(seasonName, weekNumber); + const season = this.seasonsFilter.getSeason(seasonName); + const week = season.weeks.find(w => + (w.weekNumber === weekNumber) || (weekValue === 'final' && w.weekNumber === null) + ); + description = `${seasonName} - ${week.displayName}`; + this.currentFilter = { + type: 'week', + startDate: dateRange.startDate, + endDate: dateRange.endDate, + season: seasonName, + week: weekNumber + }; + } + + this.updateFilterDisplay(description); + this.options.onFilterChange(this.currentFilter); + } + + applyCumulativeFilter() { + const seasonSelect = this.container.querySelector('#cumulative-season-select'); + const weekSelect = this.container.querySelector('#cumulative-week-select'); + + const seasonName = seasonSelect.value; + const weekValue = weekSelect.value; + + if (!seasonName || !weekValue) { + alert(this.t('dateFilter.alertSelectSeasonWeek')); + return; + } + + const weekNumber = weekValue === 'final' ? null : parseInt(weekValue); + const dateRange = this.seasonsFilter.getWeekDateRange(seasonName, weekNumber); + + if (!dateRange) return; + + const season = this.seasonsFilter.getSeason(seasonName); + const week = season.weeks.find(w => + (w.weekNumber === weekNumber) || (weekValue === 'final' && w.weekNumber === null) + ); + + this.currentFilter = { + type: 'cumulative', + startDate: null, // No start date for cumulative + endDate: dateRange.endDate, + season: seasonName, + week: weekNumber + }; + + this.updateFilterDisplay(this.t('dateFilter.cumulativeValue', { season: seasonName, week: week.displayName })); + this.options.onFilterChange(this.currentFilter); + } + + applyCustomFilter() { + const startDateInput = this.container.querySelector('#start-date'); + const endDateInput = this.container.querySelector('#end-date'); + + const startDate = startDateInput.value ? new Date(startDateInput.value) : null; + const endDate = endDateInput.value ? new Date(endDateInput.value) : null; + + if (!startDate && !endDate) { + alert(this.t('dateFilter.alertSelectDate')); + return; + } + + if (startDate && endDate && startDate > endDate) { + alert(this.t('dateFilter.alertStartBeforeEnd')); + return; + } + + this.currentFilter = { + type: 'custom', + startDate: startDate, + endDate: endDate, + season: null, + week: null + }; + + let description = this.t('dateFilter.customRangePrefix') + ' '; + if (startDate && endDate) { + description += `${startDate.toLocaleDateString()} - ${endDate.toLocaleDateString()}`; + } else if (startDate) { + description += this.t('dateFilter.fromDate', { date: startDate.toLocaleDateString() }); + } else { + description += this.t('dateFilter.upToDate', { date: endDate.toLocaleDateString() }); + } + + this.updateFilterDisplay(description); + this.options.onFilterChange(this.currentFilter); + } + + clearFilter() { + this.applyAllTimeFilter(); + } + + updateFilterDisplay(description) { + const filterDisplay = this.container.querySelector('#current-filter-display'); + const filterDescription = this.container.querySelector('#filter-description'); + + if (this.currentFilter.type === 'all-time') { + filterDisplay?.classList.add('hidden'); + } else { + filterDisplay?.classList.remove('hidden'); + if (filterDescription) { + filterDescription.textContent = description; + } + } + } + + applyPresetFilter(preset) { + // Apply a preset filter (e.g., 'current-season', 'all-time') + this.showFilterSection(preset); + } + + getCurrentFilter() { + return this.currentFilter; + } + + getAPIQueryParams() { + // Generate query parameters for API requests + const params = new URLSearchParams(); + + if (this.currentFilter.type === 'all-time') { + // No params needed for all-time + return ''; + } + + if (this.currentFilter.startDate) { + const startDateISO = this.currentFilter.startDate.toISOString(); + params.append('start_date', startDateISO); + console.log('[Date Filter] Start Date:', this.currentFilter.startDate, '→', startDateISO); + } + + if (this.currentFilter.endDate) { + const endDate = new Date(this.currentFilter.endDate); + endDate.setHours(23, 59, 59, 999); + const endDateISO = endDate.toISOString(); + params.append('end_date', endDateISO); + console.log('[Date Filter] End Date:', endDate, '→', endDateISO); + } + + if (this.currentFilter.season) { + params.append('season', this.currentFilter.season); + } + + if (this.currentFilter.week !== null) { + params.append('week', this.currentFilter.week); + } + + const queryString = params.toString() ? '?' + params.toString() : ''; + console.log('[Date Filter] API Query Params:', queryString); + return queryString; + } +} + +// Export for use in other scripts +window.DateFilter = DateFilter; diff --git a/public/js/header-search.js b/public/js/header-search.js new file mode 100644 index 0000000..165fe4f --- /dev/null +++ b/public/js/header-search.js @@ -0,0 +1,82 @@ +// Universal Header Search Functionality +let headerSearchTimeout; + +async function headerSearchPlayers() { + const searchTerm = document.getElementById('headerPlayerSearch').value.trim(); + const resultsDiv = document.getElementById('headerSearchResults'); + + // Clear previous timeout + clearTimeout(headerSearchTimeout); + + if (searchTerm.length < 2) { + resultsDiv.classList.remove('show'); + return; + } + + // Debounce search (increased to 500ms for better performance) + headerSearchTimeout = setTimeout(async () => { + try { + const response = await window.apiClient.searchPlayers(searchTerm); + displayHeaderSearchResults(response.results, resultsDiv); + } catch (error) { + console.error('Search error:', error); + resultsDiv.innerHTML = '
' + (window.__t ? __t('js.searchError') : 'Search error. Please try again.') + '
'; + resultsDiv.classList.add('show'); + } + }, 500); +} + +function displayHeaderSearchResults(players, resultsDiv) { + if (!players || players.length === 0) { + resultsDiv.innerHTML = '
' + (window.__t ? __t('js.noPlayersFound') : 'No players found') + '
'; + } else { + resultsDiv.innerHTML = players.slice(0, 8).map(player => { + const squadronTag = player.squadron_name ? `${escapeHtml(player.squadron_name)}` : ''; + return ` +
+
${squadronTag}${escapeHtml(player.nick)}
+
${formatHeaderNumber(player.total_kills || 0)} ${window.__t ? __t('js.killsSuffix') : 'kills'} • ${(player.win_rate || 0).toFixed(1)}% ${window.__t ? __t('js.winRateSuffix') : 'win rate'}
+
+ `; + }).join(''); + } + resultsDiv.classList.add('show'); +} + +function navigateToPlayer(uid) { + window.location.href = `/players/${uid}`; +} + +function hideHeaderSearchResults() { + const el = document.getElementById('headerSearchResults'); + if (el) el.classList.remove('show'); +} + +function handleHeaderKeydown(event) { + if (event.key === 'Escape') { + hideHeaderSearchResults(); + document.getElementById('headerPlayerSearch').blur(); + } +} + +function formatHeaderNumber(num) { + if (num >= 1000000) { + return (num / 1000000).toFixed(1) + 'M'; + } else if (num >= 1000) { + return (num / 1000).toFixed(1) + 'K'; + } + return num.toString(); +} + +function escapeHtml(text) { + const div = document.createElement('div'); + div.textContent = text; + return div.innerHTML; +} + +// Hide search results when clicking outside +document.addEventListener('click', function(event) { + if (!event.target.closest('.nav-search')) { + hideHeaderSearchResults(); + } +}); diff --git a/public/js/main.js b/public/js/main.js new file mode 100644 index 0000000..660ba43 --- /dev/null +++ b/public/js/main.js @@ -0,0 +1,483 @@ +// DOM Content Loaded +document.addEventListener('DOMContentLoaded', function() { + // Mobile Navigation + const hamburger = document.querySelector('.hamburger'); + const navMenu = document.querySelector('.nav-menu'); + const navLinks = document.querySelectorAll('.nav-link'); + + if (hamburger && navMenu) { + hamburger.addEventListener('click', function() { + hamburger.classList.toggle('active'); + navMenu.classList.toggle('active'); + + // Prevent body scroll when menu is open + if (navMenu.classList.contains('active')) { + document.body.style.overflow = 'hidden'; + } else { + document.body.style.overflow = ''; + } + }); + + // Keyboard navigation support + hamburger.addEventListener('keydown', function(e) { + if (e.key === 'Enter' || e.key === ' ') { + e.preventDefault(); + hamburger.click(); + } + }); + + // Close mobile menu when clicking on nav links + navLinks.forEach(link => { + link.addEventListener('click', function() { + hamburger.classList.remove('active'); + navMenu.classList.remove('active'); + document.body.style.overflow = ''; + }); + }); + + // Close mobile menu when clicking outside + document.addEventListener('click', function(e) { + if (hamburger && navMenu && !hamburger.contains(e.target) && !navMenu.contains(e.target)) { + hamburger.classList.remove('active'); + navMenu.classList.remove('active'); + document.body.style.overflow = ''; + } + }); + + // Close mobile menu on window resize if desktop size + window.addEventListener('resize', function() { + if (window.innerWidth > 768) { + hamburger.classList.remove('active'); + navMenu.classList.remove('active'); + document.body.style.overflow = ''; + } + }); + } + + // Smooth Scrolling for Navigation Links + document.querySelectorAll('a[href^="#"]').forEach(anchor => { + anchor.addEventListener('click', function (e) { + e.preventDefault(); + const target = document.querySelector(this.getAttribute('href')); + if (target) { + target.scrollIntoView({ + behavior: 'smooth', + block: 'start' + }); + } + }); + }); + + // Button Click Handlers + const inviteButtons = [ + 'inviteBtn', + 'inviteBtnMobile', + 'heroInviteBtn', + 'ctaInviteBtn', + 'footerInviteBtn', + 'freePlanInviteBtn' + ]; + + const supportButtons = [ + 'supportBtn', + 'heroSupportBtn', + 'footerSupportBtn' + ]; + + // Handle Invite Button Clicks + inviteButtons.forEach(buttonId => { + const button = document.getElementById(buttonId); + if (button) { + button.addEventListener('click', function() { + handleInviteClick(); + }); + } + }); + + // Handle Support Button Clicks + supportButtons.forEach(buttonId => { + const button = document.getElementById(buttonId); + if (button) { + button.addEventListener('click', function() { + handleSupportClick(); + }); + } + }); + + // Fetch and Update Stats + updateStats(); + + // Update stats every 30 seconds + setInterval(updateStats, 30000); + + // New nav mobile menu toggle + const mobileMenuBtn = document.getElementById('mobileMenuBtn'); + const mobileMenu = document.getElementById('mobileMenu'); + if (mobileMenuBtn && mobileMenu) { + mobileMenuBtn.addEventListener('click', () => { + mobileMenu.classList.toggle('hidden'); + }); + } + + // Navbar Scroll Effect + const navbar = document.querySelector('.navbar'); + if (navbar) { + window.addEventListener('scroll', function() { + if (window.scrollY > 100) { + navbar.style.background = 'rgba(13, 14, 15, 0.98)'; + } else { + navbar.style.background = 'rgba(13, 14, 15, 1)'; + } + }); + } + + // Animate Numbers on Stats Section Intersection + const statsSection = document.querySelector('#stats'); + if (statsSection) { + const observer = new IntersectionObserver((entries) => { + entries.forEach(entry => { + if (entry.isIntersecting) { + animateNumbers(); + observer.unobserve(entry.target); + } + }); + }, { threshold: 0.5 }); + + observer.observe(statsSection); + } + + // Handle touch events for better mobile experience + let touchStartY = 0; + let touchEndY = 0; + + document.addEventListener('touchstart', function(e) { + touchStartY = e.changedTouches[0].screenY; + }, { passive: true }); + + document.addEventListener('touchend', function(e) { + touchEndY = e.changedTouches[0].screenY; + handleSwipe(); + }, { passive: true }); + + function handleSwipe() { + const swipeThreshold = 50; + const diff = touchStartY - touchEndY; + + // Close mobile menu on upward swipe when menu is open + if (navMenu && hamburger && navMenu.classList.contains('active') && diff > swipeThreshold) { + hamburger.classList.remove('active'); + navMenu.classList.remove('active'); + document.body.style.overflow = ''; + } + } +}); + +// Handle Invite Button Click +async function handleInviteClick() { + try { + // Direct invite URL for Toothless SQB Bot + const inviteUrl = 'https://discord.com/oauth2/authorize?client_id=1254679514466877540&permissions=2048&scope=bot%20applications.commands'; + + window.open(inviteUrl, '_blank'); + showNotification(window.__t ? __t('js.openingDiscordInvite') : 'Opening Discord invite!', 'success'); + } catch (error) { + console.error('Error opening invite link:', error); + showNotification(window.__t ? __t('js.errorOpeningInvite') : 'Error opening invite link. Please try again later.', 'error'); + + // Fallback - same URL but ensure it opens + const fallbackUrl = 'https://discord.com/oauth2/authorize?client_id=1254679514466877540&permissions=2048&scope=bot%20applications.commands'; + window.open(fallbackUrl, '_blank'); + } +} + +// Handle Support Button Click +async function handleSupportClick() { + try { + showNotification(window.__t ? __t('js.gettingSupportLink') : 'Getting support server link...', 'info'); + + const response = await fetch('/api/support'); + const data = await response.json(); + + if (data.supportUrl) { + window.open(data.supportUrl, '_blank'); + showNotification(window.__t ? __t('js.openingSupportServer') : 'Opening support server!', 'success'); + } else { + throw new Error('No support URL received'); + } + } catch (error) { + console.error('Error getting support link:', error); + showNotification(window.__t ? __t('js.errorGettingSupport') : 'Error getting support link. Please try again later.', 'error'); + + // Fallback - Real support server invite + const fallbackUrl = 'https://discord.gg/BCvkK8JhPe'; + window.open(fallbackUrl, '_blank'); + } +} + +// Update Stats from API +async function updateStats() { + try { + let stats; + + // Check if API client is available, if not use fallback + if (window.apiClient && window.apiClient.getStats) { + stats = await window.apiClient.getStats(); + } else { + // Fallback for pages without API client + const response = await fetch('/api/stats'); + + if (!response.ok) { + throw new Error(`HTTP error! status: ${response.status}`); + } + + stats = await response.json(); + } + + // Update server count + const serverCountEl = document.getElementById('serverCount'); + if (serverCountEl && stats.servers) { + serverCountEl.textContent = formatNumber(stats.servers); + } + + // Update user count + const userCountEl = document.getElementById('userCount'); + if (userCountEl && stats.users) { + userCountEl.textContent = formatNumber(stats.users) + '+'; + } + + // Update command count + const commandCountEl = document.getElementById('commandCount'); + if (commandCountEl && stats.commands) { + commandCountEl.textContent = stats.commands + '+'; + } + + } catch (error) { + // Silently ignore — stat counters are non-critical and failures flash an annoying banner + } +} + +// Format numbers with commas +function formatNumber(num) { + return num.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ","); +} + +// Animate numbers when stats section comes into view +function animateNumbers() { + const numbers = document.querySelectorAll('.stat-number'); + + numbers.forEach(number => { + const target = parseInt(number.textContent.replace(/[^0-9]/g, '')); + const duration = 2000; + const start = performance.now(); + + function updateNumber(currentTime) { + const elapsed = currentTime - start; + const progress = Math.min(elapsed / duration, 1); + + // Easing function + const easeOutQuart = 1 - Math.pow(1 - progress, 4); + const current = Math.floor(target * easeOutQuart); + + if (number.textContent.includes('+')) { + number.textContent = formatNumber(current) + '+'; + } else { + number.textContent = formatNumber(current); + } + + if (progress < 1) { + requestAnimationFrame(updateNumber); + } + } + + requestAnimationFrame(updateNumber); + }); +} + +// Show notification system +function showNotification(message, type = 'info') { + // Remove existing notifications + const existingNotification = document.querySelector('.notification'); + if (existingNotification) { + existingNotification.remove(); + } + + // Create notification element + const notification = document.createElement('div'); + notification.className = `notification notification-${type}`; + notification.textContent = message; + + // Style the notification + notification.style.cssText = ` + position: fixed; + top: 100px; + right: 20px; + background: ${type === 'success' ? '#4caf50' : type === 'error' ? '#f44336' : '#2196f3'}; + color: white; + padding: 15px 20px; + border-radius: 8px; + box-shadow: 0 4px 12px rgba(0,0,0,0.15); + z-index: 10000; + font-weight: 500; + opacity: 0; + transform: translateX(100%); + transition: all 0.3s ease; + `; + + document.body.appendChild(notification); + + // Animate in + setTimeout(() => { + notification.style.opacity = '1'; + notification.style.transform = 'translateX(0)'; + }, 100); + + // Auto remove after 3 seconds + setTimeout(() => { + notification.style.opacity = '0'; + notification.style.transform = 'translateX(100%)'; + setTimeout(() => { + if (notification.parentNode) { + notification.remove(); + } + }, 300); + }, 3000); +} + +// Easter egg - Konami code +let konamiCode = []; +const konamiSequence = [ + 'ArrowUp', 'ArrowUp', 'ArrowDown', 'ArrowDown', + 'ArrowLeft', 'ArrowRight', 'ArrowLeft', 'ArrowRight', + 'KeyB', 'KeyA' +]; + +function triggerKonamiEasterEgg() { + var t = typeof __t === 'function' ? __t : null; + + // --- 1. Screen shake --- + document.body.style.transition = 'none'; + var shakeFrames = [ + '3px 0', '-3px 1px', '2px -1px', '-2px 2px', + '1px -2px', '-1px 1px', '2px 0', '0 0' + ]; + var si = 0; + var shakeInterval = setInterval(function () { + if (si >= shakeFrames.length) { clearInterval(shakeInterval); document.body.style.transform = ''; return; } + document.body.style.transform = 'translate(' + shakeFrames[si] + ')'; + si++; + }, 40); + + // --- 2. Confetti burst --- + var colors = ['#ff6b6b', '#ffd93d', '#6bcb77', '#4d96ff', '#ff922b', '#cc5de8', '#20c997']; + var confettiCount = 80; + var container = document.createElement('div'); + container.style.cssText = 'position:fixed;top:0;left:0;width:100%;height:100%;pointer-events:none;z-index:99999;overflow:hidden;'; + document.body.appendChild(container); + for (var i = 0; i < confettiCount; i++) { + var piece = document.createElement('div'); + var size = Math.random() * 8 + 4; + var color = colors[Math.floor(Math.random() * colors.length)]; + var startX = 50 + (Math.random() - 0.5) * 20; + var startY = 50 + (Math.random() - 0.5) * 10; + var dx = (Math.random() - 0.5) * 120; + var dy = -(Math.random() * 60 + 30); + var rot = Math.random() * 720 - 360; + var dur = Math.random() * 1.5 + 1.5; + piece.style.cssText = + 'position:absolute;width:' + size + 'px;height:' + (size * 0.6) + 'px;' + + 'background:' + color + ';border-radius:2px;' + + 'left:' + startX + '%;top:' + startY + '%;' + + 'opacity:1;pointer-events:none;'; + piece.animate([ + { transform: 'translate(0,0) rotate(0deg)', opacity: 1 }, + { transform: 'translate(' + dx + 'vw,' + dy + 'vh) rotate(' + rot + 'deg)', opacity: 0 } + ], { duration: dur * 1000, easing: 'cubic-bezier(.25,.8,.25,1)', fill: 'forwards' }); + container.appendChild(piece); + } + setTimeout(function () { container.remove(); }, 4000); + + // --- 3. Barrel roll --- + setTimeout(function () { + var style = document.createElement('style'); + style.textContent = '@keyframes konamiBarrelRoll{from{transform:rotate(0deg)}to{transform:rotate(360deg)}}'; + document.head.appendChild(style); + document.body.style.transformOrigin = 'center center'; + document.body.style.animation = 'konamiBarrelRoll 1s ease-in-out'; + document.body.addEventListener('animationend', function handler() { + document.body.style.animation = ''; + document.body.style.transformOrigin = ''; + style.remove(); + document.body.removeEventListener('animationend', handler); + }); + }, 350); + + // --- 4. Themed notification --- + var msg = t ? t('js.konamiActivated') : 'Achievement Unlocked: Secret Code!'; + var notif = document.createElement('div'); + notif.style.cssText = + 'position:fixed;top:50%;left:50%;transform:translate(-50%,-50%) scale(0);' + + 'background:linear-gradient(135deg,rgba(30,30,30,0.95),rgba(50,50,50,0.95));' + + 'border:2px solid #ffd93d;color:#ffd93d;padding:20px 40px;border-radius:12px;' + + 'z-index:100000;font-size:1.4rem;font-weight:700;text-align:center;' + + 'box-shadow:0 0 40px rgba(255,217,61,0.3);pointer-events:none;' + + 'font-family:inherit;letter-spacing:1px;text-transform:uppercase;' + + 'transition:transform 0.4s cubic-bezier(.34,1.56,.64,1),opacity 0.3s ease;opacity:0;'; + notif.textContent = msg; + document.body.appendChild(notif); + setTimeout(function () { + notif.style.transform = 'translate(-50%,-50%) scale(1)'; + notif.style.opacity = '1'; + }, 50); + setTimeout(function () { + notif.style.transform = 'translate(-50%,-50%) scale(0.8)'; + notif.style.opacity = '0'; + setTimeout(function () { notif.remove(); }, 400); + }, 3000); +} + +document.addEventListener('keydown', function(e) { + konamiCode.push(e.code); + + if (konamiCode.length > konamiSequence.length) { + konamiCode.shift(); + } + + if (konamiCode.join(',') === konamiSequence.join(',')) { + triggerKonamiEasterEgg(); + konamiCode = []; + } +}); + +// Mobile menu toggle +function toggleMobileMenu() { + const navMenu = document.querySelector('.nav-menu'); + const hamburger = document.querySelector('.hamburger'); + + navMenu.classList.toggle('active'); + hamburger.classList.toggle('active'); +} + +// Languages dropdown toggle +function toggleLanguagesList() { + const languagesList = document.getElementById('languagesList'); + const dropdownToggle = document.querySelector('.dropdown-toggle'); + + languagesList.classList.toggle('show'); + dropdownToggle.classList.toggle('active'); +} + +// Language switcher (ENG/RUS) +function switchLanguage(lang) { + const next = lang || (document.documentElement.lang === 'en' ? 'ru' : 'en'); + if (next === document.documentElement.lang) return; + document.cookie = 'lang=' + next + ';path=/;max-age=31536000;SameSite=Lax'; + window.location.reload(); +} + +// Language dropdown: close on outside click +document.addEventListener('click', function(e) { + var dd = document.getElementById('langDropdown'); + if (dd && !dd.contains(e.target)) { + dd.classList.remove('open'); + } +}); \ No newline at end of file diff --git a/public/js/player-details-modal.js b/public/js/player-details-modal.js new file mode 100644 index 0000000..a60d04f --- /dev/null +++ b/public/js/player-details-modal.js @@ -0,0 +1,827 @@ +// Player Details Modal - Quick-peek popup for player stats +(function () { + let modalInjected = false; + let currentTab = 'overview'; + + function T(key) { + return (window.__t && window.__t(key)) || key; + } + + function escapeHtml(text) { + if (!text) return ''; + const div = document.createElement('div'); + div.textContent = text; + return div.innerHTML; + } + + function formatNumber(n) { + return (n || 0).toLocaleString(); + } + + function getWinRateColor(wr) { + if (wr >= 70) return '#90EE90'; + if (wr >= 60) return '#A8E6CF'; + if (wr >= 50) return '#FFD700'; + if (wr >= 40) return '#FFA500'; + return '#FF6B6B'; + } + + function getKDRColor(kdr) { + if (kdr >= 3) return '#90EE90'; + if (kdr >= 2) return '#A8E6CF'; + if (kdr >= 1.5) return '#FFD700'; + if (kdr >= 1) return '#FFA500'; + return '#FF6B6B'; + } + + function injectModal() { + if (modalInjected) return; + modalInjected = true; + + const style = document.createElement('style'); + style.textContent = ` + .pdm-overlay { + position: fixed; inset: 0; + background: rgba(0,0,0,0.7); + backdrop-filter: blur(4px); + z-index: 9999; + display: flex; align-items: center; justify-content: center; + opacity: 0; + transition: opacity 0.2s ease; + } + .pdm-overlay.pdm-visible { opacity: 1; } + .pdm-modal { + background: #1e1e1e; + border: 1px solid rgba(144,238,144,0.15); + border-radius: 12px; + max-width: 700px; width: 90%; + max-height: 85vh; + overflow-y: auto; + box-shadow: 0 20px 60px rgba(0,0,0,0.5); + transform: scale(0.95); + transition: transform 0.2s ease; + } + .pdm-overlay.pdm-visible .pdm-modal { transform: scale(1); } + .pdm-header { + display: flex; align-items: center; justify-content: space-between; + padding: 1rem 1.25rem; + border-bottom: 1px solid rgba(144,238,144,0.1); + position: sticky; top: 0; + background: #1e1e1e; + z-index: 1; + border-radius: 12px 12px 0 0; + } + .pdm-header-left { + display: flex; align-items: center; gap: 0.75rem; + min-width: 0; + } + .pdm-player-name { + font-size: 1.1rem; font-weight: 700; + color: #F5F5DC; + white-space: nowrap; overflow: hidden; text-overflow: ellipsis; + } + .pdm-profile-link { + font-size: 0.75rem; + color: #90EE90; + text-decoration: none; + white-space: nowrap; + opacity: 0.8; + transition: opacity 0.2s; + } + .pdm-profile-link:hover { opacity: 1; text-decoration: underline; } + .pdm-close { + background: none; border: none; + color: rgba(255,255,255,0.5); + font-size: 1.4rem; cursor: pointer; + padding: 0.25rem 0.5rem; + border-radius: 6px; + transition: color 0.2s, background 0.2s; + flex-shrink: 0; + } + .pdm-close:hover { color: #fff; background: rgba(255,255,255,0.1); } + .pdm-tabs { + display: flex; justify-content: center; + padding: 0.75rem 1.25rem 0; + } + .pdm-tab-group { + position: relative; + display: inline-flex; + background: rgba(255,255,255,0.05); + border-radius: 2rem; + padding: 3px; + border: 1px solid rgba(144,238,144,0.2); + } + .pdm-tab-slider { + position: absolute; + top: 3px; left: 3px; + height: calc(100% - 6px); + background: #90EE90; + border-radius: calc(2rem - 2px); + transition: left 0.25s cubic-bezier(0.4,0,0.2,1), width 0.25s cubic-bezier(0.4,0,0.2,1); + pointer-events: none; + } + .pdm-tab { + position: relative; z-index: 1; + background: transparent; border: none; + color: rgba(255,255,255,0.45); + padding: 0.4rem 1.3rem; + border-radius: calc(2rem - 2px); + cursor: pointer; + font-size: 0.82rem; font-weight: 600; + transition: color 0.25s ease; + white-space: nowrap; + } + .pdm-tab.active { color: #1b1b1b; } + .pdm-tab:hover:not(.active) { color: rgba(255,255,255,0.8); } + .pdm-body { padding: 1rem 1.25rem 1.25rem; } + .pdm-loading { + display: flex; flex-direction: column; + align-items: center; justify-content: center; + padding: 3rem; color: rgba(255,255,255,0.5); + gap: 0.75rem; + } + .pdm-spinner { + width: 32px; height: 32px; + border: 3px solid rgba(144,238,144,0.2); + border-top-color: #90EE90; + border-radius: 50%; + animation: pdm-spin 0.8s linear infinite; + } + @keyframes pdm-spin { to { transform: rotate(360deg); } } + .pdm-error { + text-align: center; padding: 2rem; + color: #ff6b6b; + } + .pdm-error i { font-size: 2rem; margin-bottom: 0.5rem; } + + /* Overview tab */ + .pdm-stats-grid { + display: grid; + grid-template-columns: repeat(3, 1fr); + gap: 0.6rem; + } + .pdm-stats-grid-last-row { + display: flex; + justify-content: center; + gap: 0.6rem; + margin-top: 0.6rem; + } + .pdm-stats-grid-last-row .pdm-stat-card { + flex: 0 1 calc(33.333% - 0.4rem); + } + .pdm-stat-card { + background: rgba(255,255,255,0.03); + border: 1px solid rgba(144,238,144,0.08); + border-radius: 8px; + padding: 0.6rem 0.75rem; + text-align: center; + } + .pdm-stat-value { + font-size: 1.1rem; font-weight: 700; + color: #90EE90; + } + .pdm-stat-toggle { + display: flex; + justify-content: center; + gap: 0.3rem; + margin-top: 0.15rem; + } + .pdm-stat-toggle span { + font-size: 0.7rem; + text-transform: uppercase; + letter-spacing: 0.5px; + cursor: pointer; + transition: color 0.2s; + } + .pdm-stat-toggle span.pdm-toggle-active { + color: #90EE90; + font-weight: 700; + } + .pdm-stat-toggle span.pdm-toggle-inactive { + color: rgba(255,255,255,0.3); + } + .pdm-stat-toggle span.pdm-toggle-inactive:hover { + color: rgba(255,255,255,0.55); + } + .pdm-stat-toggle .pdm-toggle-sep { + color: rgba(255,255,255,0.15); + cursor: default; + } + .pdm-stat-label { + font-size: 0.7rem; + color: rgba(255,255,255,0.5); + margin-top: 0.15rem; + text-transform: uppercase; + letter-spacing: 0.5px; + } + + /* Mini chart card */ + .pdm-chart-card { + background: rgba(255,255,255,0.03); + border: 1px solid rgba(144,238,144,0.08); + border-radius: 8px; + padding: 0.5rem 0.6rem; + margin-top: 0.6rem; + cursor: pointer; + position: relative; + overflow: hidden; + transition: border-color 0.2s; + } + .pdm-chart-card:hover { + border-color: rgba(144,238,144,0.25); + } + .pdm-chart-label { + font-size: 0.65rem; + color: rgba(255,255,255,0.5); + text-transform: uppercase; + letter-spacing: 0.5px; + text-align: center; + margin-bottom: 0.2rem; + } + .pdm-chart-hint { + font-size: 0.55rem; + color: rgba(255,255,255,0.25); + text-align: center; + margin-top: 0.15rem; + } + .pdm-mini-canvas-wrap { + position: relative; + width: 100%; + height: 60px; + } + .pdm-mini-canvas { + width: 100%; + height: 100%; + display: block; + } + + /* Vehicles tab */ + .pdm-vehicles-grid { + display: grid; + grid-template-columns: repeat(2, 1fr); + gap: 0.5rem; + max-height: 55vh; + overflow-y: auto; + } + .pdm-vehicle-card { + background: rgba(255,255,255,0.03); + border: 1px solid rgba(144,238,144,0.08); + border-radius: 8px; + padding: 0.6rem 0.75rem; + } + .pdm-vehicle-card.pdm-crown-card { + border-color: rgba(255,215,0,0.3); + background: rgba(255,215,0,0.03); + } + .pdm-vehicle-name { + font-weight: 600; font-size: 0.85rem; + color: #F5F5DC; + margin-bottom: 0.4rem; + white-space: nowrap; overflow: hidden; text-overflow: ellipsis; + } + .pdm-crown { + color: #FFD700; + margin-right: 0.3rem; + font-size: 0.75rem; + } + .pdm-vehicle-stats { + display: grid; + grid-template-columns: repeat(2, 1fr); + gap: 0.15rem 0.5rem; + font-size: 0.72rem; + color: rgba(255,255,255,0.6); + } + .pdm-vehicle-stats span { + white-space: nowrap; + } + .pdm-vs-val { font-weight: 600; } + + /* Sessions tab */ + .pdm-sessions-wrap { + max-height: 55vh; + overflow-y: auto; + } + .pdm-sessions-table { + width: 100%; + border-collapse: collapse; + font-size: 0.82rem; + } + .pdm-sessions-table th { + text-align: left; + padding: 0.55rem 0.6rem; + color: rgba(255,255,255,0.5); + font-weight: 600; + border-bottom: 1px solid rgba(144,238,144,0.1); + white-space: nowrap; + font-size: 0.72rem; + text-transform: uppercase; + letter-spacing: 0.3px; + } + .pdm-sessions-table td { + padding: 0.55rem 0.6rem; + color: rgba(255,255,255,0.75); + border-bottom: 1px solid rgba(255,255,255,0.03); + white-space: nowrap; + } + .pdm-sessions-table tr:hover td { + background: rgba(255,255,255,0.03); + } + .pdm-result-badge { + display: inline-block; + padding: 0.2rem 0.55rem; + border-radius: 4px; + font-size: 0.72rem; + font-weight: 700; + text-transform: uppercase; + } + .pdm-result-win { background: rgba(144,238,144,0.15); color: #90EE90; } + .pdm-result-loss { background: rgba(255,107,107,0.15); color: #ff6b6b; } + .pdm-no-data { + text-align: center; padding: 2rem; + color: rgba(255,255,255,0.4); + } + + /* Details button */ + .pdm-details-btn { + display: inline-flex; + align-items: center; + justify-content: center; + background: transparent; + border: 1px solid rgba(144,238,144,0.15); + color: rgba(144,238,144,0.5); + width: 22px; height: 22px; + border-radius: 4px; + cursor: pointer; + font-size: 0.65rem; + margin-left: 0.4rem; + vertical-align: middle; + transition: all 0.2s; + padding: 0; + line-height: 1; + flex-shrink: 0; + } + .pdm-details-btn:hover { + background: rgba(144,238,144,0.12); + color: #90EE90; + border-color: rgba(144,238,144,0.4); + } + + /* Scrollbar */ + .pdm-modal::-webkit-scrollbar, + .pdm-vehicles-grid::-webkit-scrollbar, + .pdm-sessions-wrap::-webkit-scrollbar { + width: 6px; + } + .pdm-modal::-webkit-scrollbar-track, + .pdm-vehicles-grid::-webkit-scrollbar-track, + .pdm-sessions-wrap::-webkit-scrollbar-track { + background: transparent; + } + .pdm-modal::-webkit-scrollbar-thumb, + .pdm-vehicles-grid::-webkit-scrollbar-thumb, + .pdm-sessions-wrap::-webkit-scrollbar-thumb { + background: rgba(144,238,144,0.15); + border-radius: 3px; + } + + @media (max-width: 640px) { + .pdm-stats-grid { grid-template-columns: repeat(2, 1fr); } + .pdm-vehicles-grid { grid-template-columns: 1fr; } + .pdm-sessions-table { font-size: 0.75rem; } + .pdm-sessions-table th, + .pdm-sessions-table td { padding: 0.45rem 0.4rem; } + } + `; + document.head.appendChild(style); + + const overlay = document.createElement('div'); + overlay.id = 'pdm-overlay'; + overlay.className = 'pdm-overlay'; + overlay.style.display = 'none'; + overlay.innerHTML = ` +
+ +
+
+
+ + + +
+
+
+
+
+ ${T('playerModal.loadingPlayerData')} +
+
+
+ `; + document.body.appendChild(overlay); + + // Events + overlay.addEventListener('click', function (e) { + if (e.target === overlay) closeModal(); + }); + document.getElementById('pdm-close').addEventListener('click', closeModal); + document.addEventListener('keydown', function (e) { + if (e.key === 'Escape' && overlay.style.display !== 'none') closeModal(); + }); + + // Tab switching + document.getElementById('pdm-tab-group').addEventListener('click', function (e) { + const btn = e.target.closest('.pdm-tab'); + if (!btn || btn.classList.contains('active')) return; + document.querySelectorAll('.pdm-tab').forEach(b => b.classList.remove('active')); + btn.classList.add('active'); + currentTab = btn.dataset.tab; + updateSlider(); + renderTab(); + }); + + // Prevent modal scroll from propagating + document.getElementById('pdm-modal').addEventListener('click', function (e) { + e.stopPropagation(); + }); + } + + function updateSlider() { + const group = document.getElementById('pdm-tab-group'); + const slider = document.getElementById('pdm-tab-slider'); + const active = group.querySelector('.pdm-tab.active'); + if (!active || !slider) return; + slider.style.left = active.offsetLeft + 'px'; + slider.style.width = active.offsetWidth + 'px'; + } + + let playerDataCache = null; + let gamesDataCache = null; + let historyDataCache = null; + let miniChart = null; + let miniChartMetric = 'kdr'; + let currentKdrKps = 'kdr'; + const miniChartMetrics = ['kdr', 'win_rate', 'battles']; + const miniChartConfig = { + kdr: { label: T('playerModal.kdr'), color: '#64b5f6', suffix: '' }, + win_rate: { label: T('playerModal.winRate'), color: '#90EE90', suffix: '%' }, + battles: { label: T('playerModal.battles'), color: '#ffb74d', suffix: '' } + }; + + function closeModal() { + const overlay = document.getElementById('pdm-overlay'); + overlay.classList.remove('pdm-visible'); + setTimeout(() => { + overlay.style.display = 'none'; + document.body.style.overflow = ''; + }, 200); + // Destroy mini chart to prevent canvas reuse issues + if (miniChart) { + miniChart.destroy(); + miniChart = null; + } + } + + function renderTab() { + const body = document.getElementById('pdm-body'); + if (!playerDataCache) return; + + // Destroy old mini chart before re-rendering + if (miniChart) { + miniChart.destroy(); + miniChart = null; + } + + if (currentTab === 'overview') { + body.innerHTML = renderOverview(playerDataCache); + initMiniChart(); + } else if (currentTab === 'vehicles') { + body.innerHTML = renderVehicles(playerDataCache); + initVehicleKdrToggle(); + } else if (currentTab === 'sessions') { + body.innerHTML = renderSessions(gamesDataCache); + } + } + + function renderOverview(data) { + const vehicles = (data.vehicles || []).filter(v => v.vehicle !== 'DISCONNECTED'); + let totalBattles = 0, wins = 0, groundKills = 0, airKills = 0, assists = 0, deaths = 0, captures = 0; + + vehicles.forEach(v => { + const s = v.stats; + totalBattles += s.total_battles || 0; + wins += s.wins || 0; + groundKills += s.ground_kills || 0; + airKills += s.air_kills || 0; + assists += s.assists || 0; + deaths += s.deaths || 0; + captures += s.captures || 0; + }); + + const totalKills = groundKills + airKills; + const winRate = totalBattles > 0 ? ((wins / totalBattles) * 100).toFixed(1) + '%' : '0.0%'; + const kdr = deaths > 0 ? (totalKills / deaths).toFixed(2) : totalKills.toFixed(2); + const kps = totalBattles > 0 ? (totalKills / totalBattles).toFixed(2) : '0.00'; + + const stats = [ + [T('playerModal.totalBattles'), formatNumber(totalBattles)], + [T('playerModal.wins'), formatNumber(wins)], + [T('playerModal.winRate'), winRate], + [T('playerModal.totalKills'), formatNumber(totalKills)], + [T('playerModal.kdr'), kdr], + [T('playerModal.kps'), kps], + [T('playerModal.airKills'), formatNumber(airKills)], + [T('playerModal.groundKills'), formatNumber(groundKills)], + [T('playerModal.assists'), formatNumber(assists)], + [T('playerModal.deaths'), formatNumber(deaths)], + [T('playerModal.captures'), formatNumber(captures)], + ]; + + const cfg = miniChartConfig[miniChartMetric]; + const chartCard = `
+
${cfg.label}
+
+
${T('playerModal.clickToCycle')}
+
`; + + const fullRows = stats.slice(0, Math.floor(stats.length / 3) * 3); + const remainder = stats.slice(fullRows.length); + const cardHtml = s => `
${s[1]}
${s[0]}
`; + const lastRow = remainder.length ? `
${remainder.map(cardHtml).join('')}
` : ''; + + return `
${fullRows.map(cardHtml).join('')}
${lastRow}${chartCard}`; + } + + + + function initVehicleKdrToggle() { + const toggle = document.getElementById('pdm-veh-kdr-toggle'); + if (!toggle) return; + toggle.addEventListener('click', function (e) { + const span = e.target.closest('[data-mode]'); + if (!span || span.classList.contains('pdm-toggle-active')) return; + currentKdrKps = span.dataset.mode; + renderTab(); + }); + } + + function initMiniChart() { + const card = document.getElementById('pdm-chart-card'); + if (!card) return; + + card.addEventListener('click', function () { + const idx = miniChartMetrics.indexOf(miniChartMetric); + miniChartMetric = miniChartMetrics[(idx + 1) % miniChartMetrics.length]; + renderMiniChart(); + }); + + // Load history data if not cached, then render + if (historyDataCache) { + renderMiniChart(); + } else if (currentUid) { + window.apiClient.request('/api/player/' + currentUid + '/history').then(data => { + historyDataCache = data; + renderMiniChart(); + }).catch(() => { + const canvas = document.getElementById('pdm-mini-canvas'); + if (canvas) { + const ctx = canvas.getContext('2d'); + ctx.fillStyle = 'rgba(255,255,255,0.3)'; + ctx.font = '11px sans-serif'; + ctx.textAlign = 'center'; + ctx.fillText(T('playerModal.noChartData'), canvas.width / 2, canvas.height / 2); + } + }); + } + } + + function renderMiniChart() { + if (!historyDataCache || !historyDataCache.history || !historyDataCache.history.length) return; + if (typeof Chart === 'undefined') return; + + const canvas = document.getElementById('pdm-mini-canvas'); + const label = document.getElementById('pdm-chart-metric-label'); + if (!canvas) return; + + const cfg = miniChartConfig[miniChartMetric]; + if (label) label.textContent = cfg.label; + + const history = historyDataCache.history; + const dataPoints = history + .filter(d => d[miniChartMetric] != null) + .map(d => ({ x: new Date(d.period + 'T00:00:00Z').getTime(), y: d[miniChartMetric] })); + if (!dataPoints.length) return; + + if (miniChart) { + miniChart.data.datasets[0].data = dataPoints; + miniChart.data.datasets[0].borderColor = cfg.color; + miniChart.data.datasets[0].backgroundColor = cfg.color + '18'; + miniChart.data.datasets[0].pointBackgroundColor = cfg.color; + miniChart.options.plugins.tooltip.borderColor = cfg.color; + miniChart.options.plugins.tooltip.bodyColor = cfg.color; + miniChart.options.plugins.tooltip.callbacks.label = ctx => `${cfg.label}: ${ctx.parsed.y}${cfg.suffix}`; + miniChart.update(); + return; + } + + miniChart = new Chart(canvas.getContext('2d'), { + type: 'line', + data: { + datasets: [{ + data: dataPoints, + borderColor: cfg.color, + backgroundColor: cfg.color + '18', + borderWidth: 1.5, + pointBackgroundColor: cfg.color, + pointRadius: 0, + pointHoverRadius: 3, + tension: 0.15, + fill: true + }] + }, + options: { + responsive: true, + maintainAspectRatio: false, + animation: { duration: 300 }, + plugins: { + legend: { display: false }, + tooltip: { + enabled: true, + backgroundColor: 'rgba(15,15,15,0.92)', + borderColor: cfg.color, + borderWidth: 1, + titleColor: 'rgba(255,255,255,0.75)', + bodyColor: cfg.color, + padding: 6, + displayColors: false, + callbacks: { + title: () => '', + label: ctx => `${cfg.label}: ${ctx.parsed.y}${cfg.suffix}` + } + } + }, + scales: { + x: { type: 'linear', display: false, min: (function() { var y = new Date(history[0].period + 'T00:00:00Z').getUTCFullYear(); return Date.UTC(y, 0, 1); })() }, + y: { display: false, beginAtZero: true } + } + } + }); + } + + let currentUid = null; + + function renderVehicles(data) { + const vehicles = (data.vehicles || []).filter(v => v.vehicle !== 'DISCONNECTED'); + if (!vehicles.length) return `
${T('playerModal.noVehicleData')}
`; + + // Sort by total battles desc + vehicles.sort((a, b) => (b.stats.total_battles || 0) - (a.stats.total_battles || 0)); + + // Find best WR vehicle with >15 games + let bestWrVehicle = null; + let bestWr = -1; + vehicles.forEach(v => { + const battles = v.stats.total_battles || 0; + if (battles > 15) { + const wr = (v.stats.wins || 0) / battles; + if (wr > bestWr) { + bestWr = wr; + bestWrVehicle = v.vehicle; + } + } + }); + + const mode = currentKdrKps || 'kdr'; + const kdrCls = mode === 'kdr' ? 'pdm-toggle-active' : 'pdm-toggle-inactive'; + const kpsCls = mode === 'kps' ? 'pdm-toggle-active' : 'pdm-toggle-inactive'; + const toggleHeader = `
+ KDR + / + KPS +
`; + + return `${toggleHeader}
${vehicles.map(v => { + const s = v.stats; + const totalKills = (s.ground_kills || 0) + (s.air_kills || 0); + const battles = s.total_battles || 0; + const wins = s.wins || 0; + const wrNum = battles > 0 ? (wins / battles) * 100 : 0; + const wr = wrNum.toFixed(1) + '%'; + const kdrNum = s.deaths > 0 ? totalKills / s.deaths : totalKills; + const kdr = kdrNum.toFixed(2); + const kpsNum = battles > 0 ? totalKills / battles : 0; + const kps = kpsNum.toFixed(2); + const isCrown = v.vehicle === bestWrVehicle; + const crownClass = isCrown ? ' pdm-crown-card' : ''; + const crownIcon = isCrown ? '' : ''; + const wrColor = getWinRateColor(wrNum); + const activeVal = mode === 'kdr' ? kdr : kps; + const activeNum = mode === 'kdr' ? kdrNum : kpsNum; + const activeColor = getKDRColor(activeNum); + const activeLabel = mode === 'kdr' ? T('playerModal.kdr') : T('playerModal.kps'); + return `
+
${crownIcon}${escapeHtml(v.vehicle)}
+
+ ${T('playerModal.battles')}: ${battles} + ${T('playerModal.wins')}: ${wins} + ${T('playerModal.winRate')}: ${wr} + ${activeLabel}: ${activeVal} + ${T('playerModal.ground')}: ${s.ground_kills || 0} + ${T('playerModal.air')}: ${s.air_kills || 0} + ${T('playerModal.assists')}: ${s.assists || 0} + ${T('playerModal.deaths')}: ${s.deaths || 0} +
+
`; + }).join('')}
`; + } + + function renderSessions(gamesData) { + if (!gamesData || !gamesData.games || !gamesData.games.length) { + return `
${T('playerModal.noSessionData')}
`; + } + + const games = gamesData.games + .slice() + .sort((a, b) => (b.timestamp || 0) - (a.timestamp || 0)) + .slice(0, 50); + + const rows = games.map(g => { + const date = new Date(g.timestamp * 1000); + const fmt = date.toLocaleDateString() + ' ' + date.toLocaleTimeString([], { hour: '2-digit', minute: '2-digit' }); + const result = g.result || T('playerModal.unknown'); + const isWin = result.toLowerCase() === 'win'; + const badgeClass = isWin ? 'pdm-result-win' : 'pdm-result-loss'; + return ` + ${fmt} + ${escapeHtml(g.vehicle || g.vehicle_internal || T('playerModal.unknown'))} + ${g.stats.ground_kills || 0} + ${g.stats.air_kills || 0} + ${g.stats.assists || 0} + ${g.stats.deaths || 0} + ${result} + `; + }).join(''); + + return `
+ + + + ${rows} +
${T('playerModal.date')}${T('playerModal.vehicle')}${T('playerModal.ground')}${T('playerModal.air')}${T('playerModal.assists')}${T('playerModal.deaths')}${T('playerModal.result')}
`; + } + + window.openPlayerDetailsModal = async function (uid, nick) { + injectModal(); + + const overlay = document.getElementById('pdm-overlay'); + const body = document.getElementById('pdm-body'); + const nameEl = document.getElementById('pdm-player-name'); + const linkEl = document.getElementById('pdm-profile-link'); + + // Reset state + currentTab = 'overview'; + miniChartMetric = 'kdr'; + currentKdrKps = 'kdr'; + playerDataCache = null; + gamesDataCache = null; + historyDataCache = null; + currentUid = uid; + if (miniChart) { + miniChart.destroy(); + miniChart = null; + } + document.querySelectorAll('.pdm-tab').forEach(b => b.classList.remove('active')); + document.querySelector('.pdm-tab[data-tab="overview"]').classList.add('active'); + + nameEl.textContent = nick || uid; + linkEl.href = '/players/' + encodeURIComponent(uid); + + body.innerHTML = `
${T('playerModal.loadingPlayerData')}
`; + + overlay.style.display = 'flex'; + document.body.style.overflow = 'hidden'; + // Trigger animation + requestAnimationFrame(() => { + overlay.classList.add('pdm-visible'); + updateSlider(); + }); + + try { + const [playerData, gamesData] = await Promise.all([ + window.apiClient.getPlayer(uid), + window.apiClient.getPlayerGames(uid) + ]); + playerDataCache = playerData; + gamesDataCache = gamesData; + renderTab(); + } catch (err) { + console.error('[Player Details Modal] Error:', err); + body.innerHTML = `
${T('playerModal.failedToLoadPlayerData')}
`; + } + }; +})(); diff --git a/public/js/recap-modal-player.js b/public/js/recap-modal-player.js new file mode 100644 index 0000000..c289374 --- /dev/null +++ b/public/js/recap-modal-player.js @@ -0,0 +1,91 @@ +(function () { + 'use strict'; + + const modal = document.getElementById('season-recap-modal'); + const btn = document.getElementById('season-recap-btn'); + const selectEl = document.getElementById('season-recap-select'); + const genBtn = document.getElementById('season-recap-generate'); + const img = document.getElementById('season-recap-image'); + const statusEl = document.getElementById('season-recap-status'); + + if (!modal || !btn || !selectEl || !genBtn || !img) { + console.warn('[recap-player] modal elements not found; skipping init'); + return; + } + + const scriptTag = document.currentScript; + const uid = scriptTag && scriptTag.dataset.uid; + if (!uid) { + console.warn('[recap-player] no uid on script tag; disabling button'); + btn.disabled = true; + return; + } + + function openModal() { + modal.classList.remove('hidden'); + modal.setAttribute('aria-hidden', 'false'); + } + function closeModal() { + modal.classList.add('hidden'); + modal.setAttribute('aria-hidden', 'true'); + } + modal.querySelectorAll('[data-close]').forEach(el => el.addEventListener('click', closeModal)); + btn.addEventListener('click', async () => { + openModal(); + if (!selectEl.options.length) await loadSeasons(); + }); + + function t(key) { + return (window.__t && window.__t('seasonCard.' + key)) || key; + } + + async function loadSeasons() { + statusEl.textContent = t('loadingSeasons'); + try { + if (!window.apiClient) throw new Error('apiClient not available'); + const seasons = await window.apiClient.request('/api/seasons'); + const entries = Object.entries(seasons).sort((a, b) => b[1].start - a[1].start); + selectEl.innerHTML = ''; + for (const [name, range] of entries) { + const opt = document.createElement('option'); + opt.value = name; + opt.textContent = range.status === 'in_progress' + ? `${name} ${t('inProgressSuffix')}` + : name; + selectEl.appendChild(opt); + } + statusEl.textContent = ''; + } catch (err) { + console.error('[recap-player] seasons fetch failed:', err); + statusEl.textContent = t('failedSeasons'); + } + } + + function selectedTheme() { + const checked = document.querySelector('input[name="season-recap-theme"]:checked'); + return (checked && checked.value) || 'dark'; + } + + genBtn.addEventListener('click', () => { + const season = selectEl.value; + if (!season) return; + const theme = selectedTheme(); + const lang = document.documentElement.lang || 'en'; + const base = `/players/${encodeURIComponent(uid)}/recap/${encodeURIComponent(season)}.png`; + const params = new URLSearchParams({ theme, lang }); + statusEl.textContent = t('generating'); + img.style.display = 'none'; + img.onload = () => { + statusEl.textContent = ''; + img.style.display = 'block'; + }; + img.onerror = () => { + statusEl.textContent = t('failedGenerate'); + }; + const currentOpt = selectEl.options[selectEl.selectedIndex]; + const inProgressLabel = t('inProgressSuffix'); + const isInProgress = !!(currentOpt && inProgressLabel && currentOpt.textContent.indexOf(inProgressLabel) !== -1); + if (isInProgress) params.set('t', String(Date.now())); + img.src = `${base}?${params.toString()}`; + }); +})(); diff --git a/public/js/recap-modal.js b/public/js/recap-modal.js new file mode 100644 index 0000000..cc974ed --- /dev/null +++ b/public/js/recap-modal.js @@ -0,0 +1,93 @@ +(function () { + 'use strict'; + + const modal = document.getElementById('season-recap-modal'); + const btn = document.getElementById('season-recap-btn'); + const selectEl = document.getElementById('season-recap-select'); + const genBtn = document.getElementById('season-recap-generate'); + const img = document.getElementById('season-recap-image'); + const statusEl = document.getElementById('season-recap-status'); + + if (!modal || !btn || !selectEl || !genBtn || !img) { + console.warn('[recap] modal elements not found; skipping init'); + return; + } + + const scriptTag = document.currentScript; + const clanId = scriptTag && scriptTag.dataset.clanId; + if (!clanId) { + console.warn('[recap] no clan_id on script tag; disabling button'); + btn.disabled = true; + return; + } + + function openModal() { + modal.classList.remove('hidden'); + modal.setAttribute('aria-hidden', 'false'); + } + function closeModal() { + modal.classList.add('hidden'); + modal.setAttribute('aria-hidden', 'true'); + } + modal.querySelectorAll('[data-close]').forEach(el => el.addEventListener('click', closeModal)); + btn.addEventListener('click', async () => { + openModal(); + if (!selectEl.options.length) await loadSeasons(); + }); + + function t(key) { + return (window.__t && window.__t('seasonCard.' + key)) || key; + } + + async function loadSeasons() { + statusEl.textContent = t('loadingSeasons'); + try { + if (!window.apiClient) { + throw new Error('apiClient not available'); + } + const seasons = await window.apiClient.request('/api/seasons'); + const entries = Object.entries(seasons).sort((a, b) => b[1].start - a[1].start); + selectEl.innerHTML = ''; + for (const [name, range] of entries) { + const opt = document.createElement('option'); + opt.value = name; + opt.textContent = range.status === 'in_progress' + ? `${name} ${t('inProgressSuffix')}` + : name; + selectEl.appendChild(opt); + } + statusEl.textContent = ''; + } catch (err) { + console.error('[recap] seasons fetch failed:', err); + statusEl.textContent = t('failedSeasons'); + } + } + + function selectedTheme() { + const checked = document.querySelector('input[name="season-recap-theme"]:checked'); + return (checked && checked.value) || 'dark'; + } + + genBtn.addEventListener('click', () => { + const season = selectEl.value; + if (!season) return; + const theme = selectedTheme(); + const lang = document.documentElement.lang || 'en'; + const base = `/squadron/${encodeURIComponent(clanId)}/recap/${encodeURIComponent(season)}.png`; + const params = new URLSearchParams({ theme, lang }); + statusEl.textContent = t('generating'); + img.style.display = 'none'; + img.onload = () => { + statusEl.textContent = ''; + img.style.display = 'block'; + }; + img.onerror = () => { + statusEl.textContent = t('failedGenerate'); + }; + const currentOpt = selectEl.options[selectEl.selectedIndex]; + const inProgressLabel = t('inProgressSuffix'); + const isInProgress = !!(currentOpt && inProgressLabel && currentOpt.textContent.indexOf(inProgressLabel) !== -1); + if (isInProgress) params.set('t', String(Date.now())); + img.src = `${base}?${params.toString()}`; + }); +})(); diff --git a/public/js/replay-canvas-3d.js b/public/js/replay-canvas-3d.js new file mode 100644 index 0000000..5778634 --- /dev/null +++ b/public/js/replay-canvas-3d.js @@ -0,0 +1,697 @@ +// Pure 3D replay view. No DOM beyond its own ; driven entirely by an +// external clock (setTime) so it stays in sync with the 2D ReplayCanvasEngine. +// Ported from the standalone REPLAY_VIEWER three.js viewer, stripped of all of +// its own UI (labels, axes, guide lines, controls, hover/active-list panels). + +import * as THREE from 'three' +import { OrbitControls } from 'three/addons/controls/OrbitControls.js' +import { OBJLoader } from 'three/addons/loaders/OBJLoader.js' + +const MODEL_PATH = '/models/t34/' +const MINIMAP_URL = (level) => `/api/match/minimap/${level}` +const MINIMAP_FULL_URL = (level) => `/api/match/minimap/${level}?type=full` + +const WIN_COLOR = '#00c800' +const LOSE_COLOR = '#dc1e1e' +const DRONE_COLOR = '#cbd5e1' + +const DIRECTION_SAMPLE_MS = 700 +const DIRECTION_BLEND = 0.22 +const KILL_LINE_WINDOW_MS = 3000 +const FLIP_MAP_TEXTURE_Z = true + +function coordsAreValid(c) { + return c && + Number.isFinite(Number(c.x0)) && Number.isFinite(Number(c.z0)) && + Number.isFinite(Number(c.x1)) && Number.isFinite(Number(c.z1)) && + Number(c.x0) !== Number(c.x1) && Number(c.z0) !== Number(c.z1) +} + +function normalizeCoords(c) { + if (!coordsAreValid(c)) return null + return { x0: Number(c.x0), z0: Number(c.z0), x1: Number(c.x1), z1: Number(c.z1) } +} + +function mapSourceRect(baseCoords, renderCoords) { + const base = normalizeCoords(baseCoords) + const render = normalizeCoords(renderCoords) + if (!base || !render) return { u: 0, v: 0, w: 1, h: 1 } + const dx = base.x1 - base.x0 + const dz = base.z1 - base.z0 + const xLo = Math.min(render.x0, render.x1) + const xHi = Math.max(render.x0, render.x1) + const zLo = Math.min(render.z0, render.z1) + const zHi = Math.max(render.z0, render.z1) + const u0 = (xLo - base.x0) / dx + const u1 = (xHi - base.x0) / dx + const v0 = (zLo - base.z0) / dz + const v1 = (zHi - base.z0) / dz + const uMin = Math.max(0, Math.min(1, Math.min(u0, u1))) + const uMax = Math.max(0, Math.min(1, Math.max(u0, u1))) + const vMin = Math.max(0, Math.min(1, Math.min(v0, v1))) + const vMax = Math.max(0, Math.min(1, Math.max(v0, v1))) + const w = uMax - uMin + const h = vMax - vMin + if (!(w > 0 && h > 0)) return { u: 0, v: 0, w: 1, h: 1 } + return { u: uMin, v: 1 - vMax, w, h } +} + +function fallbackBoundsCoords(bounds) { + const pad = Math.max(bounds.planarSpan * 0.15, 250) + return { x0: bounds.minX - pad, z0: bounds.minZ - pad, x1: bounds.maxX + pad, z1: bounds.maxZ + pad } +} + +function catmullRom(a, b, c, d, t) { + const t2 = t * t + const t3 = t2 * t + return 0.5 * ((2 * b) + (-a + c) * t + (2 * a - 5 * b + 4 * c - d) * t2 + (-a + 3 * b - 3 * c + d) * t3) +} + +class ReplayCanvas3D { + constructor(container, data) { + this.container = container + this.data = data + this.disposed = false + this.currentT = 0 + this.selectedPlayerId = null + this.smoothByEntity = new Map() + + this.players = {} + for (const p of data.players || []) this.players[p.id] = p + this.teamWon = data.teamWon + this.winnerSlot = Number(data.winnerSlot) || 0 + + this._buildEntities() + this._buildCaptureModel() + this.kills = (data.kills || []).filter((k) => k.killerPos && k.victimPos) + + this.bounds = this._computeBounds() + this.scale = 1200 / this.bounds.planarSpan + + this._initThree() + + this._mode = 'ground' + this.mapInfo = this._resolveMapInfo('ground') + + this._buildScene() + this._loadTankTemplate() + this._loadMapTexture() + + this._animate = this._animate.bind(this) + this._raf = requestAnimationFrame(this._animate) + this.setTime(0) + } + + // ---- data adaptation ----------------------------------------------------- + + _isWinner(entity) { + if (entity.playerId > 0) return this.players[entity.playerId]?.team === this.teamWon + return entity.droneTeam === this.teamWon + } + + _colorFor(entity) { + if (entity.playerId === 0 && entity.type === 'drone') return DRONE_COLOR + return this._isWinner(entity) ? WIN_COLOR : LOSE_COLOR + } + + _buildEntities() { + this.entities = [] + for (const e of this.data.entities || []) { + if (!Array.isArray(e.path) || !e.path.length) continue + const path = e.path.map((p) => ({ t: Number(p.t), x: Number(p.x), y: Number(p.y || 0), z: Number(p.z) })) + this.entities.push({ + playerId: e.playerId, + entityIndex: e.entityIndex, + type: e.type, + droneTeam: e.droneTeam, + path, + startT: path[0].t, + endT: path[path.length - 1].t, + }) + } + } + + _buildCaptureModel() { + const areas = Array.isArray(this.data.captureAreas) ? this.data.captureAreas : [] + const state = this.data.captureState || {} + this.captureZones = areas.map((area, index) => { + const letter = String.fromCharCode(65 + index) + const cap = Array.isArray(state[letter]) + ? state[letter].map(([t, v]) => [Number(t), Number(v)]).filter(([t, v]) => Number.isFinite(t) && Number.isFinite(v)) + : [] + const center = area.tm?.center || [area.x, 0, area.z] + return { + key: letter, + center: { x: Number(area.x ?? center[0]), y: Number(center[1] || 0), z: Number(area.z ?? center[2]) }, + radius: Math.max(1, Number(area.radius) || 1), + cap, + } + }) + } + + _computeBounds() { + const b = { minX: Infinity, maxX: -Infinity, minY: Infinity, maxY: -Infinity, minZ: Infinity, maxZ: -Infinity } + for (const e of this.entities) { + for (const p of e.path) { + b.minX = Math.min(b.minX, p.x); b.maxX = Math.max(b.maxX, p.x) + b.minY = Math.min(b.minY, p.y); b.maxY = Math.max(b.maxY, p.y) + b.minZ = Math.min(b.minZ, p.z); b.maxZ = Math.max(b.maxZ, p.z) + } + } + if (!Number.isFinite(b.minX)) { b.minX = 0; b.maxX = 1; b.minY = 0; b.maxY = 1; b.minZ = 0; b.maxZ = 1 } + b.centerX = (b.minX + b.maxX) / 2 + b.centerZ = (b.minZ + b.maxZ) / 2 + b.spanX = Math.max(1, b.maxX - b.minX) + b.spanZ = Math.max(1, b.maxZ - b.minZ) + b.planarSpan = Math.max(b.spanX, b.spanZ) + return b + } + + _resolveMapInfo(mode) { + const level = this.data.mission?.level + const full = this.data.fullMapLevel + if (mode === 'air' && full && normalizeCoords(this.data.mapCoords)) { + const coords = normalizeCoords(this.data.mapCoords) + return { image: MINIMAP_FULL_URL(full), coords, baseCoords: coords, sourceRect: { u: 0, v: 0, w: 1, h: 1 } } + } + const coords = normalizeCoords(this.data.levelCoords) || fallbackBoundsCoords(this.bounds) + const baseCoords = normalizeCoords(this.data.tankMapCoords) || coords + return { + image: level ? MINIMAP_URL(level) : null, + coords, + baseCoords, + sourceRect: mapSourceRect(baseCoords, coords), + } + } + + // ---- coordinate transforms ---------------------------------------------- + + _toWorld(p) { + const b = this.bounds + return new THREE.Vector3( + (p.x - b.centerX) * this.scale, + (p.y - b.minY) * this.scale, + (p.z - b.centerZ) * this.scale, + ) + } + + _renderPoint(p) { + if (!FLIP_MAP_TEXTURE_Z) return p + const coords = normalizeCoords(this.mapInfo?.coords) + if (!coords) return p + return { ...p, z: coords.z0 + coords.z1 - p.z } + } + + // ---- three.js setup ------------------------------------------------------ + + _initThree() { + const canvas = document.createElement('canvas') + canvas.className = 'rc3d-canvas' + this.canvasEl = canvas + this.container.appendChild(canvas) + + this.renderer = new THREE.WebGLRenderer({ canvas, antialias: true }) + this.renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2)) + this.renderer.setClearColor(0x0b0d10, 1) + + this.scene = new THREE.Scene() + this.camera = new THREE.PerspectiveCamera(55, 1, 0.1, 20000) + this.controls = new OrbitControls(this.camera, this.renderer.domElement) + this.controls.enableDamping = true + this.controls.dampingFactor = 0.08 + this.controls.screenSpacePanning = false + this.controls.maxPolarAngle = Math.PI * 0.49 + this.controls.mouseButtons.LEFT = THREE.MOUSE.ROTATE + this.controls.mouseButtons.MIDDLE = THREE.MOUSE.DOLLY + this.controls.mouseButtons.RIGHT = THREE.MOUSE.PAN + + this.root = new THREE.Group() + this.mapGroup = new THREE.Group() + this.pathGroup = new THREE.Group() + this.zoneGroup = new THREE.Group() + this.killLineGroup = new THREE.Group() + this.markerGroup = new THREE.Group() + this.root.add(this.mapGroup, this.pathGroup, this.zoneGroup, this.killLineGroup, this.markerGroup) + this.scene.add(this.root) + + this.scene.add(new THREE.AmbientLight(0xffffff, 0.72)) + const sun = new THREE.DirectionalLight(0xffffff, 1.1) + sun.position.set(240, 500, 180) + this.scene.add(sun) + + this.resize() + } + + _worldMapExtents(coords = this.mapInfo?.coords) { + const c = normalizeCoords(coords) + if (!c) return null + const a = this._toWorld({ x: c.x0, y: this.bounds.minY, z: c.z0 }) + const b = this._toWorld({ x: c.x1, y: this.bounds.minY, z: c.z1 }) + return { + minX: Math.min(a.x, b.x), maxX: Math.max(a.x, b.x), + minZ: Math.min(a.z, b.z), maxZ: Math.max(a.z, b.z), + width: Math.abs(b.x - a.x), depth: Math.abs(b.z - a.z), + } + } + + _resetCamera() { + const ext = this._worldMapExtents() + const span = Math.max(ext?.width || 1400, ext?.depth || 1400, 100) + this.camera.position.set(span * 0.45, span * 0.55, span * 0.72) + this.controls.target.set(0, 0, 0) + this.controls.minDistance = Math.max(18, span * 0.025) + this.controls.maxDistance = Math.max(320, span * 1.8) + this.camera.far = Math.max(9000, span * 8) + this.camera.updateProjectionMatrix() + this.controls.update() + } + + // ---- scene construction -------------------------------------------------- + + _buildScene() { + this._clearGroup(this.mapGroup) + this._clearGroup(this.pathGroup) + this._clearGroup(this.markerGroup) + this._clearGroup(this.zoneGroup) + this._clearGroup(this.killLineGroup) + this._buildMapPlane() + this._buildCaptureZones() + this._buildKillLines() + this.visualEntities = this.entities.map((e) => this._makeVisualEntity(e)) + this._applyHighlight() + this._resetCamera() + } + + _clearGroup(group) { + for (const child of [...group.children]) { + group.remove(child) + child.traverse?.((c) => { + if (c.geometry) c.geometry.dispose() + if (c.material) (Array.isArray(c.material) ? c.material : [c.material]).forEach((m) => m.dispose()) + }) + } + } + + _buildMapPlane() { + const info = this.mapInfo + if (!info || !coordsAreValid(info.coords)) return + const x0 = Math.min(info.coords.x0, info.coords.x1) + const x1 = Math.max(info.coords.x0, info.coords.x1) + const z0 = Math.min(info.coords.z0, info.coords.z1) + const z1 = Math.max(info.coords.z0, info.coords.z1) + const width = Math.max(1, (x1 - x0) * this.scale) + const depth = Math.max(1, (z1 - z0) * this.scale) + const center = this._toWorld({ x: (x0 + x1) / 2, y: this.bounds.minY, z: (z0 + z1) / 2 }) + + const geometry = new THREE.PlaneGeometry(width, depth, 1, 1) + this._applyPlaneUvs(geometry, info.sourceRect || { u: 0, v: 0, w: 1, h: 1 }) + geometry.rotateX(-Math.PI / 2) + + const material = new THREE.MeshBasicMaterial({ + color: 0x18202a, transparent: true, opacity: 0.92, depthWrite: false, side: THREE.DoubleSide, + }) + const plane = new THREE.Mesh(geometry, material) + plane.position.set(center.x, -0.12, center.z) + plane.renderOrder = -10 + this.mapGroup.add(plane) + this._mapMaterial = material + } + + _applyPlaneUvs(geometry, rect) { + const u0 = rect.u + const u1 = rect.u + rect.w + const vTop = rect.v + const vBottom = rect.v + rect.h + const uv = geometry.attributes.uv + if (FLIP_MAP_TEXTURE_Z) { + uv.setXY(0, u0, 1 - vTop); uv.setXY(1, u1, 1 - vTop) + uv.setXY(2, u0, 1 - vBottom); uv.setXY(3, u1, 1 - vBottom) + } else { + uv.setXY(0, u0, 1 - vBottom); uv.setXY(1, u1, 1 - vBottom) + uv.setXY(2, u0, 1 - vTop); uv.setXY(3, u1, 1 - vTop) + } + uv.needsUpdate = true + } + + _loadMapTexture() { + if (!this.mapInfo.image || !this._mapMaterial) return + const material = this._mapMaterial + new THREE.TextureLoader().load( + this.mapInfo.image, + (texture) => { + if (this.disposed) { texture.dispose(); return } + texture.colorSpace = THREE.SRGBColorSpace + texture.anisotropy = this.renderer.capabilities.getMaxAnisotropy() + material.map = texture + material.color.setHex(0xffffff) + material.needsUpdate = true + }, + undefined, + () => { material.color.setHex(0x1f2933); material.opacity = 0.6 }, + ) + } + + _makeVisualEntity(entity) { + const color = this._colorFor(entity) + const points = entity.path.map((p) => this._toWorld(this._renderPoint(p))) + const lineGeometry = new THREE.BufferGeometry().setFromPoints(points) + const lineMaterial = new THREE.LineBasicMaterial({ color, transparent: true, opacity: 0.42 }) + const line = new THREE.Line(lineGeometry, lineMaterial) + this.pathGroup.add(line) + + const radius = 4.4 + let model + if (this.unitTemplate && entity.type === 'ground') { + model = this.unitTemplate.clone(true) + model.traverse((child) => { + if (!child.isMesh) return + child.material = new THREE.MeshStandardMaterial({ + color, roughness: 0.72, metalness: 0.06, flatShading: true, + emissive: new THREE.Color(color).multiplyScalar(0.22), + }) + }) + } else { + const geo = new THREE.SphereGeometry(radius, 18, 12) + const mat = new THREE.MeshStandardMaterial({ + color, emissive: new THREE.Color(color).multiplyScalar(0.24), roughness: 0.45, metalness: 0.08, + }) + model = new THREE.Mesh(geo, mat) + } + + const arrow = new THREE.ArrowHelper( + new THREE.Vector3(1, 0, 0), new THREE.Vector3(0, 0, 0), + radius * 4.6, new THREE.Color(color), radius * 1.55, radius * 0.9, + ) + arrow.line.material.transparent = true + arrow.line.material.opacity = 0.78 + arrow.cone.material.transparent = true + arrow.cone.material.opacity = 0.95 + + const group = new THREE.Group() + group.add(model, arrow) + this.markerGroup.add(group) + + return { entity, line, group, model, arrow, radius, smoothedDirection: null, lastDirectionT: null } + } + + async _loadTankTemplate() { + try { + const object = await new Promise((resolve, reject) => { + const loader = new OBJLoader() + loader.setPath(MODEL_PATH) + loader.load('t_34_obj.obj', resolve, undefined, reject) + }) + if (this.disposed) return + + const planes = [] + object.traverse((child) => { + if (!child.isMesh) return + child.castShadow = false + child.receiveShadow = false + if (/^Plane/i.test(child.name || '')) { planes.push(child); return } + }) + for (const plane of planes) plane.removeFromParent() + + const box = new THREE.Box3() + object.traverse((child) => { if (child.isMesh) box.expandByObject(child) }) + if (box.isEmpty()) box.setFromObject(object) + const size = box.getSize(new THREE.Vector3()) + const maxDim = Math.max(size.x, size.y, size.z, 1) + const scale = 70 / maxDim + const center = box.getCenter(new THREE.Vector3()) + + const pivot = new THREE.Group() + object.position.x -= center.x + object.position.z -= center.z + object.position.y -= box.min.y + pivot.add(object) + pivot.scale.setScalar(scale) + this.unitTemplate = pivot + + // Rebuild ground entities now that the model is available. + this._buildScene() + this.setTime(this.currentT) + } catch { + // No model -> spheres are used; nothing else to do. + } + } + + // ---- capture zones ------------------------------------------------------- + + _buildCaptureZones() { + for (const zone of this.captureZones) { + const center = this._toWorld(this._renderPoint(zone.center)) + const radius = Math.max(8, zone.radius * this.scale) + const group = new THREE.Group() + group.position.set(center.x, 1.05, center.z) + + const ringGeo = new THREE.RingGeometry(radius * 0.92, radius, 96) + ringGeo.rotateX(-Math.PI / 2) + const ring = new THREE.Mesh(ringGeo, new THREE.MeshBasicMaterial({ + color: 0xdde6ee, transparent: true, opacity: 0.7, depthWrite: false, side: THREE.DoubleSide, + })) + ring.renderOrder = 8 + + const fillGeo = new THREE.CircleGeometry(radius * 0.82, 96) + fillGeo.rotateX(-Math.PI / 2) + const fill = new THREE.Mesh(fillGeo, new THREE.MeshBasicMaterial({ + color: 0xd8dee9, transparent: true, opacity: 0, depthWrite: false, side: THREE.DoubleSide, + })) + fill.position.y = 0.02 + fill.renderOrder = 7 + + group.add(fill, ring) + group.userData = { zone, fill } + this.zoneGroup.add(group) + } + } + + // Step interpolation, matching the 2D engine's _interpSeries(series, t, true). + _captureValueAt(zone, t) { + const cap = zone.cap + if (!cap.length) return 0 + if (t <= cap[0][0]) return cap[0][1] + const last = cap[cap.length - 1] + if (t >= last[0]) return last[1] + for (let i = 1; i < cap.length; i++) { + if (cap[i][0] >= t) return cap[i - 1][1] + } + return last[1] + } + + _updateCaptureZones() { + for (const group of this.zoneGroup.children) { + const { zone, fill } = group.userData + if (!zone || !fill) continue + // Same logic as the 2D engine: owner is slot 2 if value>0 else slot 1, + // coloured green when it matches the winning slot, red otherwise. + const value = this._captureValueAt(zone, this.currentT) + const frac = Math.min(1, Math.abs(value) / 100) + if (frac <= 0.01) { fill.visible = false; continue } + const ownerSlot = value > 0 ? 2 : 1 + fill.visible = true + fill.material.color.set(ownerSlot === this.winnerSlot ? WIN_COLOR : LOSE_COLOR) + fill.material.opacity = 0.18 + frac * 0.34 + const s = Math.sqrt(frac) + fill.scale.set(s, s, 1) + } + } + + // ---- kill lines ---------------------------------------------------------- + + _buildKillLines() { + this.killLines = [] + for (const k of this.kills) { + const start = this._toWorld(this._renderPoint({ x: k.killerPos.x, y: this.bounds.minY, z: k.killerPos.z })) + const end = this._toWorld(this._renderPoint({ x: k.victimPos.x, y: this.bounds.minY, z: k.victimPos.z })) + start.y += 12; end.y += 12 + const vec = end.clone().sub(start) + const length = vec.length() + if (length < 0.5) continue + const color = new THREE.Color(this.players[k.killerId]?.team === this.teamWon ? WIN_COLOR : LOSE_COLOR) + const arrow = new THREE.ArrowHelper(vec.clone().normalize(), start, length, color, + Math.min(28, Math.max(10, length * 0.12)), Math.min(16, Math.max(7, length * 0.055))) + for (const m of [arrow.line.material, arrow.cone.material]) { + m.transparent = true; m.opacity = 0; m.depthTest = false; m.depthWrite = false + } + arrow.renderOrder = 18 + arrow.visible = false + this.killLineGroup.add(arrow) + this.killLines.push({ time: k.time, arrow }) + } + } + + _updateKillLines() { + for (const { time, arrow } of this.killLines) { + const age = this.currentT - time + const visible = age >= 0 && age <= KILL_LINE_WINDOW_MS + arrow.visible = visible + if (!visible) continue + const opacity = 1 - age / KILL_LINE_WINDOW_MS + arrow.line.material.opacity = 0.18 + opacity * 0.62 + arrow.cone.material.opacity = 0.24 + opacity * 0.72 + } + } + + // ---- interpolation ------------------------------------------------------- + + _findSegment(entity, t) { + const path = entity.path + if (t < entity.startT || t > entity.endT) return null + let lo = 0, hi = path.length - 1 + while (lo < hi - 1) { + const mid = (lo + hi) >> 1 + if (path[mid].t <= t) lo = mid; else hi = mid + } + return { index: lo, a: path[lo], b: path[Math.min(lo + 1, path.length - 1)] } + } + + _interp(entity, t) { + const seg = this._findSegment(entity, t) + if (!seg) return null + const { index, a, b } = seg + const path = entity.path + const span = Math.max(1, b.t - a.t) + const alpha = Math.min(1, Math.max(0, (t - a.t) / span)) + const before = path[Math.max(0, index - 1)] + const after = path[Math.min(path.length - 1, index + 2)] + return { + t, + x: catmullRom(before.x, a.x, b.x, after.x, alpha), + y: catmullRom(before.y, a.y, b.y, after.y, alpha), + z: catmullRom(before.z, a.z, b.z, after.z, alpha), + } + } + + _directionAt(entity, t) { + const beforeT = Math.max(entity.startT, t - DIRECTION_SAMPLE_MS) + const afterT = Math.min(entity.endT, t + DIRECTION_SAMPLE_MS) + if (afterT <= beforeT) return null + const before = this._interp(entity, beforeT) + const after = this._interp(entity, afterT) + if (!before || !after) return null + const dir = this._toWorld(this._renderPoint(after)).sub(this._toWorld(this._renderPoint(before))) + if (dir.lengthSq() < 0.0001) return null + return dir.normalize() + } + + _blendedDirection(visual, t) { + const raw = this._directionAt(visual.entity, t) + if (!raw) return visual.smoothedDirection + const reset = visual.lastDirectionT == null || Math.abs(t - visual.lastDirectionT) > 1800 + if (reset || !visual.smoothedDirection) visual.smoothedDirection = raw.clone() + else visual.smoothedDirection.lerp(raw, DIRECTION_BLEND).normalize() + visual.lastDirectionT = t + return visual.smoothedDirection + } + + // ---- highlight / focus --------------------------------------------------- + + _applyHighlight() { + const sel = this.selectedPlayerId + if (!this.visualEntities) return + for (const visual of this.visualEntities) { + const isSel = sel != null && visual.entity.playerId === sel + const teamColor = this._colorFor(visual.entity) + const mat = visual.line.material + if (sel == null) { + mat.opacity = 0.42; mat.color.set(teamColor); visual.line.renderOrder = 0 + } else if (isSel) { + mat.opacity = 1; mat.color.set(teamColor).lerp(new THREE.Color(0xffffff), 0.35); visual.line.renderOrder = 30 + } else { + mat.opacity = 0.08; mat.color.set(teamColor); visual.line.renderOrder = 0 + } + if (visual.model?.isGroup) { + visual.model.traverse((child) => { + if (child.isMesh && child.material?.emissive) child.material.emissiveIntensity = isSel ? 2.6 : 1 + }) + } + } + } + + focus(playerId) { + this.selectedPlayerId = this.selectedPlayerId === playerId ? null : playerId + this._applyHighlight() + if (this.selectedPlayerId == null) return + const visual = (this.visualEntities || []).find((v) => v.entity.playerId === playerId && v.group.visible) + || (this.visualEntities || []).find((v) => v.entity.playerId === playerId) + if (!visual) return + const p = this._interp(visual.entity, this.currentT) + if (!p) return + const world = this._toWorld(this._renderPoint(p)) + const offset = this.camera.position.clone().sub(this.controls.target) + this.controls.target.copy(world) + this.camera.position.copy(world.clone().add(offset)) + this.controls.update() + } + + // ---- public API ---------------------------------------------------------- + + setTime(t) { + this.currentT = t + if (!this.visualEntities) return + for (const visual of this.visualEntities) { + const p = this._interp(visual.entity, t) + visual.group.visible = Boolean(p) + if (!p) continue + visual.group.position.copy(this._toWorld(this._renderPoint(p))) + const dir = this._blendedDirection(visual, t) + visual.arrow.visible = Boolean(dir) + if (dir) { + visual.arrow.setDirection(dir) + if (visual.model?.isGroup) { + const flat = dir.clone(); flat.y = 0 + if (flat.lengthSq() > 0) { + flat.normalize() + visual.model.quaternion.setFromUnitVectors(new THREE.Vector3(0, 0, 1), flat) + visual.model.rotateY(Math.PI) + visual.model.rotateY(-Math.PI / 2) + } + } + } + } + this._updateCaptureZones() + this._updateKillLines() + } + + setMode(mode) { + const next = mode === 'air' && normalizeCoords(this.data.mapCoords) ? 'air' : 'ground' + if (next === this._mode) return + this._mode = next + this.mapInfo = this._resolveMapInfo(next) + this.smoothByEntity.clear() + this._buildScene() + this._loadMapTexture() + this.setTime(this.currentT) + } + + resize() { + const w = this.container.clientWidth || this.container.offsetWidth || 720 + const h = this.container.clientHeight || w + this.renderer.setSize(w, h, false) + this.camera.aspect = w / Math.max(1, h) + this.camera.updateProjectionMatrix() + } + + _animate() { + if (this.disposed) return + this.controls.update() + this.renderer.render(this.scene, this.camera) + this._raf = requestAnimationFrame(this._animate) + } + + dispose() { + this.disposed = true + if (this._raf) cancelAnimationFrame(this._raf) + this.controls?.dispose() + this._clearGroup(this.mapGroup) + this._clearGroup(this.pathGroup) + this._clearGroup(this.markerGroup) + this._clearGroup(this.zoneGroup) + this._clearGroup(this.killLineGroup) + this.renderer?.dispose() + if (this.canvasEl?.parentNode) this.canvasEl.parentNode.removeChild(this.canvasEl) + } +} + +window.ReplayCanvas3D = ReplayCanvas3D diff --git a/public/js/replay-canvas.js b/public/js/replay-canvas.js new file mode 100644 index 0000000..3674558 --- /dev/null +++ b/public/js/replay-canvas.js @@ -0,0 +1,1205 @@ +/** + * replay-canvas.js + * + * Interactive HTML5 Canvas replay viewer for War Thunder GOB replays. + */ + +const RC = { + TRAIL_MS: 18000, AIR_TRAIL_MS: 4000, DRONE_TRAIL_MS: 2000, + KILL_TTL: 8000, DMG_TTL: 4000, GHOST_TTL: 3000, DEFAULT_SPEED: 4, + WIN: '#00c800', LOSE: '#dc1e1e', + WIN_DIM: 'rgba(0,200,0,', LOSE_DIM: 'rgba(220,30,30,', + WIN_TRAIL: 'rgba(0,120,0,', LOSE_TRAIL: 'rgba(132,18,18,', + DOT_R: 5, AIR_R: 4, DRONE_R: 3, +}; +const RC_CAP_STROKE_PX = 3; +const RC_CAP_ICON_ALPHA = 0.35; +const RC_CAP_ICON_MIN_SIZE = 10; +const RC_CAP_FILL_ALPHA = 0.5; + +function replayT(key) { + return (window.__t && window.__t(key)) || key; +} + +class ReplayCanvas { + constructor(containerEl, data) { + this.container = containerEl; + this.data = data; + this.playing = false; + this.speed = RC.DEFAULT_SPEED; + this.currentTime = 0; + this.tStart = Infinity; + this.tEnd = -Infinity; + this.lastFrameTime = 0; + this.highlightedPlayerId = null; + this.animFrameId = null; + this.canvasSize = 720; + this.canvas = null; + this.ctx = null; + this.mapCanvas = null; + this.mapCtx = null; + + // Store both coordinate sets + this._groundCoords = data.levelCoords; + this._tankMapCoords = data.tankMapCoords || data.levelCoords; + this._airCoords = data.mapCoords || null; + this._fullMapLevel = data.fullMapLevel || null; + this.captureAreas = Array.isArray(data.captureAreas) ? data.captureAreas : []; + // Dynamic capture-state + tickets timelines (Spectra v2+); null if absent + this._captureState = (data.captureState && typeof data.captureState === 'object' + && Object.keys(data.captureState).length) ? data.captureState : null; + this._tickets = (data.tickets && typeof data.tickets === 'object' + && Object.keys(data.tickets).length) ? data.tickets : null; + this._teamNames = (data.teamNames && typeof data.teamNames === 'object') ? data.teamNames : {}; + this._winnerSlot = Number(data.winnerSlot) || 0; // winning team slot (1/2) + this._mode = 'ground'; + this._viewMode = '2d'; + this.view3d = null; + this.supports3d = false; + const hasAircraft = data.entities.some(e => e.type === 'aircraft'); + this.hasAirMode = !!(this._airCoords && this._fullMapLevel && hasAircraft); + + this.x0 = data.levelCoords.x0; + this.z0 = data.levelCoords.z0; + this.xRange = data.levelCoords.x1 - data.levelCoords.x0; + this.zRange = data.levelCoords.z1 - data.levelCoords.z0; + // Source rect for minimap image (full image by default) + this._mapSrc = { u: 0, v: 0, w: 1, h: 1 }; + this._updateMapSourceRect(); + + this.players = {}; + for (const p of data.players) this.players[p.id] = p; + + this.entities = []; + for (const e of data.entities) { + if (!e.path || e.path.length === 0) continue; + const times = new Float64Array(e.path.length); + const positions = new Float32Array(e.path.length * 2); + for (let i = 0; i < e.path.length; i++) { + times[i] = e.path[i].t; + positions[i * 2] = e.path[i].x; + positions[i * 2 + 1] = e.path[i].z; + } + if (times[0] < this.tStart) this.tStart = times[0]; + if (times[times.length - 1] > this.tEnd) this.tEnd = times[times.length - 1]; + const isWinner = e.playerId > 0 + ? (this.players[e.playerId]?.team === data.teamWon) + : (e.droneTeam === data.teamWon); + this.entities.push({ + ...e, times, positions, isWinner, + deathTime: null, ghostEndTime: null, deathPos: null, + }); + } + + // Pre-compute deaths + this._computeDeaths(); + this.currentTime = this.tStart; + } + + _computeDeaths() { + // Reset deaths so they can be recomputed after coord changes + for (const ent of this.entities) { + ent.deathTime = null; + ent.ghostEndTime = null; + ent.deathPos = null; + } + for (const k of this.data.kills) { + for (const ent of this.entities) { + const matched = (k.victimEntityIndex && ent.entityIndex === k.victimEntityIndex) + || (k.victimId && ent.playerId === k.victimId && ent.playerId !== 0); + if (matched && ent.deathTime === null) { + ent.deathTime = k.time; + ent.ghostEndTime = k.time + RC.GHOST_TTL; + if (k.victimPos) ent.deathPos = this.worldToPixel(k.victimPos.x, k.victimPos.z); + break; + } + } + } + } + + worldToPixel(x, z) { + return [ + (x - this.x0) / this.xRange * this.canvasSize, + (this.z0 + this.zRange - z) / this.zRange * this.canvasSize + ]; + } + + getPositionAtTime(entity, time) { + const { times, positions } = entity; + if (time < times[0] || time > times[times.length - 1]) return null; + let lo = 0, hi = times.length - 1; + while (lo < hi - 1) { + const mid = (lo + hi) >> 1; + if (times[mid] <= time) lo = mid; else hi = mid; + } + const t0 = times[lo], t1 = times[hi]; + const frac = t1 > t0 ? (time - t0) / (t1 - t0) : 0; + const i0 = lo * 2, i1 = hi * 2; + return this.worldToPixel( + positions[i0] + (positions[i1] - positions[i0]) * frac, + positions[i0 + 1] + (positions[i1 + 1] - positions[i0 + 1]) * frac + ); + } + + getHeadingAtTime(entity, time) { + // Compute heading in radians (0=up/north, CW) from position delta + const dt = 500; // sample window in game ms + const p0 = this.getPositionAtTime(entity, time - dt); + const p1 = this.getPositionAtTime(entity, time); + if (!p0 || !p1) return null; + const dx = p1[0] - p0[0]; + const dy = p1[1] - p0[1]; + if (Math.abs(dx) < 0.1 && Math.abs(dy) < 0.1) return null; + return Math.atan2(dx, -dy); // 0=up, CW positive + } + + _entityScreenPos(entity, time) { + if (entity.deathTime !== null && time >= entity.deathTime) return entity.deathPos; + return this.getPositionAtTime(entity, time); + } + + _isEntityDead(entity, time) { + return entity.deathTime !== null && time >= entity.deathTime; + } + + _isEntityGone(entity, time) { + return entity.ghostEndTime !== null && time >= entity.ghostEndTime; + } + + async init() { + this._buildDOM(); + await Promise.all([this._loadMap(), this._loadEntityIcons()]); + this._initView3d(); + this._onResize = () => { if (this._viewMode === '3d') this.view3d?.resize(); }; + window.addEventListener('resize', this._onResize); + this.playing = true; + this.playBtn.innerHTML = ''; + this.lastFrameTime = performance.now(); + this._tick = this._tick.bind(this); + this.animFrameId = requestAnimationFrame(this._tick); + } + + _initView3d() { + try { + if (typeof window.ReplayCanvas3D !== 'function') return; + this.view3d = new window.ReplayCanvas3D(this.view3dContainer, this.data); + this.supports3d = true; + } catch (e) { + this.view3d = null; + this.supports3d = false; + } + } + + _renderActive() { + if (this._viewMode === '3d') { this.view3d?.setTime(this.currentTime); } + else { this.render(); } + } + + setViewMode(mode) { + const next = mode === '3d' && this.view3d ? '3d' : '2d'; + if (next === this._viewMode) return; + this._viewMode = next; + const is3d = next === '3d'; + this.canvas.classList.toggle('rc-hidden', is3d); + this.view3dContainer.classList.toggle('rc-hidden', !is3d); + if (is3d) { + this.view3d.setMode(this._mode); + this.view3d.resize(); + this.view3d.setTime(this.currentTime); + } else { + this.render(); + } + } + + focus(playerId) { + if (this._viewMode === '3d') this.view3d?.focus(playerId); + } + + _buildDOM() { + this.container.innerHTML = ''; + const layout = document.createElement('div'); + layout.className = 'rc-layout'; + + // Left panel (winners) + this.leftPanel = document.createElement('div'); + this.leftPanel.className = 'rc-panel rc-panel-win'; + this._buildTeamPanel(this.leftPanel, true); + + // Center + const center = document.createElement('div'); + center.className = 'rc-center'; + + // Tickets meter above the battle view (its top aligns with the team panels) + this._buildTicketsBar(center); + + const stage = document.createElement('div'); + stage.className = 'rc-stage'; + this.canvas = document.createElement('canvas'); + this.canvas.width = this.canvasSize; + this.canvas.height = this.canvasSize; + this.canvas.className = 'rc-canvas'; + this.ctx = this.canvas.getContext('2d'); + stage.appendChild(this.canvas); + this.view3dContainer = document.createElement('div'); + this.view3dContainer.className = 'rc-3d-container rc-hidden'; + stage.appendChild(this.view3dContainer); + center.appendChild(stage); + + // Controls + const controls = document.createElement('div'); + controls.className = 'rc-controls'; + controls.innerHTML = ` + +
+ + + + +
+ + 0:00 / 0:00 + `; + center.appendChild(controls); + + // Battle log + const logWrap = document.createElement('div'); + logWrap.className = 'rc-log-wrap'; + logWrap.innerHTML = '
'; + center.appendChild(logWrap); + this.battleLog = logWrap.querySelector('#rcBattleLog'); + + // Pre-build sorted event list for the log + this._buildEventList(); + + // Right panel (losers) + this.rightPanel = document.createElement('div'); + this.rightPanel.className = 'rc-panel rc-panel-lose'; + this._buildTeamPanel(this.rightPanel, false); + + layout.appendChild(this.leftPanel); + layout.appendChild(center); + layout.appendChild(this.rightPanel); + this.container.appendChild(layout); + + // Wire controls + this.playBtn = controls.querySelector('.rc-play'); + this.scrubber = controls.querySelector('.rc-scrub'); + this.timeDisplay = controls.querySelector('.rc-time'); + + this.playBtn.addEventListener('click', () => this._togglePlay()); + this.scrubber.addEventListener('input', () => { + this.currentTime = this.tStart + (this.scrubber.value / 1000) * (this.tEnd - this.tStart); + this._updatePanelDeathStates(); + this._updateBattleLog(); + this._renderActive(); + this._updateTicketsBar(this.currentTime); + }); + controls.querySelectorAll('.rc-sp').forEach(btn => { + btn.addEventListener('click', () => { + controls.querySelectorAll('.rc-sp').forEach(b => b.classList.remove('active')); + btn.classList.add('active'); + this.speed = parseInt(btn.dataset.speed); + }); + }); + + // Canvas hover — store mouse pos, re-evaluate each frame + this._mouseOnCanvas = false; + this._mouseX = 0; + this._mouseY = 0; + this.canvas.addEventListener('mousemove', (ev) => { + this._mouseOnCanvas = true; + const rect = this.canvas.getBoundingClientRect(); + this._mouseX = (ev.clientX - rect.left) * (this.canvasSize / rect.width); + this._mouseY = (ev.clientY - rect.top) * (this.canvasSize / rect.height); + }); + this.canvas.addEventListener('mouseleave', () => { + this._mouseOnCanvas = false; + this._setHighlight(null); + }); + + // Offscreen map canvas + this.mapCanvas = document.createElement('canvas'); + this.mapCanvas.width = this.canvasSize; + this.mapCanvas.height = this.canvasSize; + this.mapCtx = this.mapCanvas.getContext('2d'); + } + + _buildTeamPanel(panel, isWinner) { + // Show all players on this team, using their first entity (prefer ground) + const teamEntities = this.entities.filter(e => e.playerId > 0 && e.isWinner === isWinner); + const seen = new Set(); + const unique = []; + // First pass: ground entities + for (const e of teamEntities) { + if (e.type === 'ground' && !seen.has(e.playerId)) { seen.add(e.playerId); unique.push(e); } + } + // Second pass: any remaining players (aircraft etc) + for (const e of teamEntities) { + if (!seen.has(e.playerId)) { seen.add(e.playerId); unique.push(e); } + } + + const color = isWinner ? RC.WIN : RC.LOSE; + const dimColor = isWinner ? 'rgba(0,200,0,0.15)' : 'rgba(220,30,30,0.15)'; + // Use squadron clan tag rendered with skyquake font + const firstPlayer = unique.length > 0 ? this.players[unique[0].playerId] : null; + const clanTag = firstPlayer?.clan || ''; + const label = clanTag + ? `${this._esc(clanTag)}` + : (isWinner ? 'Winners' : 'Losers'); + + let html = `
+ ${label} +
`; + + for (const ent of unique) { + const p = this.players[ent.playerId]; + const name = p ? this._esc(p.name) : '?'; + const veh = this._esc(ent.vehicleName); + const panelIcon = ent.miniIcon ? ent.miniIcon.replace('mini:', '') : (ent.iconKey || 'medium'); + html += `
+ +
+ ${name} + ${veh} +
+ +
`; + } + html += '
'; + panel.innerHTML = html; + + // Hover + panel.querySelectorAll('.rc-row').forEach(row => { + row.addEventListener('mouseenter', () => { + const pid = parseInt(row.dataset.playerId); + const eidx = parseInt(row.dataset.entityIndex); + const ent = this.entities.find(e => e.entityIndex === eidx); + if (ent && !this._isEntityGone(ent, this.currentTime)) { + this._setHighlight(pid); + } + }); + row.addEventListener('mouseleave', () => this._setHighlight(null)); + row.addEventListener('click', () => this.focus(parseInt(row.dataset.playerId))); + }); + } + + _updatePanelDeathStates() { + const t = this.currentTime; + this.container.querySelectorAll('.rc-row').forEach(row => { + const eidx = parseInt(row.dataset.entityIndex); + const ent = this.entities.find(e => e.entityIndex === eidx); + if (!ent) return; + const dead = this._isEntityDead(ent, t); + const gone = this._isEntityGone(ent, t); + row.classList.toggle('rc-dead', dead); + row.classList.toggle('rc-gone', gone); + const status = row.querySelector('.rc-row-status'); + if (gone) { + status.innerHTML = ''; + row.style.cursor = 'default'; + } else if (dead) { + status.innerHTML = ''; + row.style.cursor = 'default'; + } else { + status.innerHTML = ''; + row.style.cursor = 'pointer'; + } + }); + } + + _setHighlight(playerId) { + if (this.highlightedPlayerId === playerId) return; + this.highlightedPlayerId = playerId; + this.container.querySelectorAll('.rc-row').forEach(row => { + row.classList.toggle('rc-hl', parseInt(row.dataset.playerId) === playerId); + }); + if (!this.playing) this.render(); + } + + _esc(s) { const d = document.createElement('div'); d.textContent = s; return d.innerHTML; } + + _buildEventList() { + // Merge kills and damages into a single sorted timeline + this._events = []; + for (const k of this.data.kills) { + const killer = this.players[k.killerId]; + // Find victim name + let victimName = '?'; + let victimTeam = -1; + if (k.victimId && this.players[k.victimId]) { + victimName = this.players[k.victimId].name; + victimTeam = this.players[k.victimId].team; + } else if (k.victimVehicle) { + victimName = k.victimVehicle; + } + let html; + if (!killer) { + // No killer (crash / environment kill) + const victimIsWin = victimTeam === this.data.teamWon; + html = `${this._esc(victimName)}` + + ` ${replayT('replay.crashed')}`; + } else { + const killerIsWin = killer.team === this.data.teamWon; + html = `${this._esc(killer.name)}` + + ` ${replayT('replay.destroyed')} ` + + `${this._esc(victimName)}` + + (k.weapon ? `[${this._esc(k.weapon)}]` : ''); + } + this._events.push({ + time: k.time, + type: 'kill', + html, + }); + } + for (const dm of this.data.damages) { + const atk = this.players[dm.offenderId]; + const vic = this.players[dm.offendedId]; + if (!atk || !vic) continue; + const atkIsWin = atk.team === this.data.teamWon; + this._events.push({ + time: dm.time, + type: 'damage', + html: `${this._esc(atk.name)}` + + ` ${replayT('replay.hit')} ` + + `${this._esc(vic.name)}`, + }); + } + this._events.sort((a, b) => a.time - b.time); + this._lastLogIndex = -1; + } + + _updateBattleLog() { + const t = this.currentTime; + // Find how many events should be visible + let idx = -1; + for (let i = 0; i < this._events.length; i++) { + if (this._events[i].time <= t) idx = i; + else break; + } + if (idx === this._lastLogIndex) return; + this._lastLogIndex = idx; + // Rebuild log content + const log = this.battleLog; + log.innerHTML = ''; + for (let i = 0; i <= idx; i++) { + const ev = this._events[i]; + const el = document.createElement('div'); + el.className = `rc-ev rc-ev-${ev.type}`; + const elapsed = (ev.time - this.tStart) / 1000; + const mm = Math.floor(elapsed / 60); + const ss = Math.floor(elapsed % 60); + el.innerHTML = `${mm}:${String(ss).padStart(2,'0')}${ev.html}`; + log.appendChild(el); + } + // Auto-scroll to bottom + log.scrollTop = log.scrollHeight; + } + + _getTintedIcon(iconKey, color, size) { + const cacheKey = `${iconKey}_${color}_${size}`; + if (!this._tintCache) this._tintCache = {}; + if (this._tintCache[cacheKey]) return this._tintCache[cacheKey]; + const img = this._iconCache?.[iconKey]; + if (!img || !img.naturalWidth) return null; + try { + const c = document.createElement('canvas'); + c.width = size; c.height = size; + const cx = c.getContext('2d'); + const [dx, dy, dw, dh] = this._containedImageRect(img, size); + cx.drawImage(img, dx, dy, dw, dh); + cx.globalCompositeOperation = 'source-atop'; + cx.fillStyle = color; + cx.fillRect(0, 0, size, size); + cx.globalCompositeOperation = 'source-over'; + this._tintCache[cacheKey] = c; + return c; + } catch (e) { + // CORS or other canvas tainting — fall back to untinted + this._tintCache[cacheKey] = null; + return null; + } + } + + _containedImageRect(img, size) { + const ratio = img.naturalWidth && img.naturalHeight ? img.naturalWidth / img.naturalHeight : 1; + let w = size, h = size; + if (ratio > 1) h = size / ratio; + else w = size * ratio; + return [(size - w) / 2, (size - h) / 2, w, h]; + } + + _drawContainedIcon(ctx, img, x, y, size) { + const [dx, dy, dw, dh] = this._containedImageRect(img, size); + ctx.drawImage(img, x - size / 2 + dx, y - size / 2 + dy, dw, dh); + } + + _updateMapSourceRect() { + // Air/full-map mode always uses the full source image. + if (this._mode !== 'ground') { + this._mapSrc = { u: 0, v: 0, w: 1, h: 1 }; + return; + } + const base = this._tankMapCoords || this._groundCoords; + const render = this._groundCoords; + if (!base || !render) { + this._mapSrc = { u: 0, v: 0, w: 1, h: 1 }; + return; + } + + const bx0 = Number(base.x0), bz0 = Number(base.z0); + const bx1 = Number(base.x1), bz1 = Number(base.z1); + const rx0 = Number(render.x0), rz0 = Number(render.z0); + const rx1 = Number(render.x1), rz1 = Number(render.z1); + const dx = bx1 - bx0; + const dz = bz1 - bz0; + if (!Number.isFinite(dx) || !Number.isFinite(dz) || dx === 0 || dz === 0) { + this._mapSrc = { u: 0, v: 0, w: 1, h: 1 }; + return; + } + + const xLo = Math.min(rx0, rx1), xHi = Math.max(rx0, rx1); + const zLo = Math.min(rz0, rz1), zHi = Math.max(rz0, rz1); + + const u0 = (xLo - bx0) / dx; + const u1 = (xHi - bx0) / dx; + const v0 = (zLo - bz0) / dz; + const v1 = (zHi - bz0) / dz; + + const uMin = Math.max(0, Math.min(1, Math.min(u0, u1))); + const uMax = Math.max(0, Math.min(1, Math.max(u0, u1))); + const vMin = Math.max(0, Math.min(1, Math.min(v0, v1))); + const vMax = Math.max(0, Math.min(1, Math.max(v0, v1))); + const w = uMax - uMin; + const h = vMax - vMin; + if (!(w > 0 && h > 0)) { + this._mapSrc = { u: 0, v: 0, w: 1, h: 1 }; + return; + } + + // Source top-left in image space: X -> uMin, Z -> (1 - vMax) + this._mapSrc = { u: uMin, v: 1 - vMax, w, h }; + } + + _capOutlinePoints(cap) { + const tm = cap?.tm; + if (!tm || !Array.isArray(tm.a0) || !Array.isArray(tm.a2) || !Array.isArray(tm.center)) return []; + const ax0 = Number(tm.a0[0]), az0 = Number(tm.a0[2]); + const ax2 = Number(tm.a2[0]), az2 = Number(tm.a2[2]); + const cx = Number(tm.center[0]), cz = Number(tm.center[2]); + if (!Number.isFinite(ax0) || !Number.isFinite(az0) || !Number.isFinite(ax2) || !Number.isFinite(az2) + || !Number.isFinite(cx) || !Number.isFinite(cz)) return []; + + const capType = String(cap?.type || '').toLowerCase(); + const points = []; + if (capType === 'sphere' || capType === 'cylinder') { + const steps = 64; + for (let i = 0; i < steps; i++) { + const t = (2 * Math.PI * i) / steps; + const wx = cx + Math.cos(t) * ax0 + Math.sin(t) * ax2; + const wz = cz + Math.cos(t) * az0 + Math.sin(t) * az2; + points.push(this.worldToPixel(wx, wz)); + } + return points; + } + if (capType === 'box') { + const corners = [[-0.5, -0.5], [0.5, -0.5], [0.5, 0.5], [-0.5, 0.5]]; + for (const [sx, sz] of corners) { + const wx = cx + sx * ax0 + sz * ax2; + const wz = cz + sx * az0 + sz * az2; + points.push(this.worldToPixel(wx, wz)); + } + return points; + } + return []; + } + + _pickContrastOutlineColor(points) { + if (!points || points.length === 0) return '#fff'; + const W = this.canvasSize; + const H = this.canvasSize; + let lumaSum = 0; + let n = 0; + for (const [px, py] of points) { + const x = Math.max(0, Math.min(W - 1, Math.round(px))); + const y = Math.max(0, Math.min(H - 1, Math.round(py))); + try { + const d = this.mapCtx.getImageData(x, y, 1, 1).data; + const luma = 0.2126 * d[0] + 0.7152 * d[1] + 0.0722 * d[2]; + lumaSum += luma; + n++; + } catch (_) { + continue; + } + } + if (n === 0) return '#fff'; + return (lumaSum / n) < 128 ? '#fff' : '#000'; + } + + _capIconForLabel(label) { + const key = String(label || '').toLowerCase(); + if (!this._capIconCache) return null; + return this._capIconCache[`capture_${key}`] || this._capIconCache.cap_icon || null; + } + + _drawCaptureIcon(label, px, py, size) { + const img = this._capIconForLabel(label); + if (!img || !img.naturalWidth) return; + const s = Math.max(RC_CAP_ICON_MIN_SIZE, Math.round(size)); + this.mapCtx.save(); + this.mapCtx.globalAlpha = RC_CAP_ICON_ALPHA; + this.mapCtx.drawImage(img, px - s / 2, py - s / 2, s, s); + this.mapCtx.restore(); + } + + _drawCaptureAreasOnMap() { + if (this._mode !== 'ground') return; + if (!this.captureAreas || this.captureAreas.length === 0) return; + + const labels = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'; + for (let i = 0; i < this.captureAreas.length; i++) { + const cap = this.captureAreas[i]; + const label = labels[i] || String(i + 1); + const cx = Number(cap?.x || 0); + const cz = Number(cap?.z || 0); + const [px, py] = this.worldToPixel(cx, cz); + const outlinePoints = this._capOutlinePoints(cap); + + let iconSize = 18; + if (outlinePoints.length >= 3) { + this.mapCtx.strokeStyle = '#fff'; + this.mapCtx.lineWidth = RC_CAP_STROKE_PX; + this.mapCtx.beginPath(); + this.mapCtx.moveTo(outlinePoints[0][0], outlinePoints[0][1]); + for (let p = 1; p < outlinePoints.length; p++) { + this.mapCtx.lineTo(outlinePoints[p][0], outlinePoints[p][1]); + } + this.mapCtx.closePath(); + this.mapCtx.stroke(); + + let area2 = 0; + const nPts = outlinePoints.length; + for (let p = 0; p < nPts; p++) { + const a = outlinePoints[p]; + const b = outlinePoints[(p + 1) % nPts]; + area2 += a[0] * b[1] - b[0] * a[1]; + } + const capArea = Math.abs(area2) * 0.5; + if (capArea > 0) { + iconSize = Math.max(RC_CAP_ICON_MIN_SIZE, Math.min(this.canvasSize, Math.round(Math.sqrt(capArea / 2)))); + } + } else { + const rr = Math.max(0, Number(cap?.radius || 0)); + let rp = Math.round(rr * ((this.canvasSize / this.xRange + this.canvasSize / this.zRange) * 0.5)); + rp = Math.max(8, rp); + if (px < -rp || py < -rp || px > this.canvasSize + rp || py > this.canvasSize + rp) continue; + + const ringSamples = [ + [px + rp, py], [px - rp, py], [px, py + rp], [px, py - rp], + [px + Math.round(rp * 0.707), py + Math.round(rp * 0.707)], + [px - Math.round(rp * 0.707), py + Math.round(rp * 0.707)], + [px + Math.round(rp * 0.707), py - Math.round(rp * 0.707)], + [px - Math.round(rp * 0.707), py - Math.round(rp * 0.707)], + ]; + this.mapCtx.strokeStyle = '#fff'; + this.mapCtx.lineWidth = RC_CAP_STROKE_PX; + this.mapCtx.beginPath(); + this.mapCtx.arc(px, py, rp, 0, Math.PI * 2); + this.mapCtx.stroke(); + const capArea = Math.PI * rp * rp; + iconSize = Math.max(RC_CAP_ICON_MIN_SIZE, Math.min(this.canvasSize, Math.round(Math.sqrt(capArea / 2)))); + } + this._drawCaptureIcon(label, px, py, iconSize); + } + } + + // ── Dynamic capture state ────────────────────────────────────────────── + _capSeriesForIndex(i) { + if (!this._captureState) return null; + const letter = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'[i]; + return (letter && this._captureState[letter]) || null; + } + + _interpSeries(series, t, step = false) { + if (!series || !series.length) return null; + if (t <= series[0][0]) return series[0][1]; + const last = series[series.length - 1]; + if (t >= last[0]) return last[1]; + for (let i = 1; i < series.length; i++) { + if (series[i][0] >= t) { + // Zero-order hold for caps: hold last value until the next change + // (avoids a false early fill across the initial [0,0] gap). + if (step) return series[i - 1][1]; + const t0 = series[i - 1][0], v0 = series[i - 1][1]; + const t1 = series[i][0], v1 = series[i][1]; + const f = t1 === t0 ? 0 : (t - t0) / (t1 - t0); + return v0 + (v1 - v0) * f; + } + } + return last[1]; + } + + _capCircleRadiusPx(cap) { + const rr = Math.max(0, Number(cap?.radius || 0)); + let rp = Math.round(rr * ((this.canvasSize / this.xRange + this.canvasSize / this.zRange) * 0.5)); + return Math.max(8, rp); + } + + _drawCaptureState(ctx, t) { + if (this._mode !== 'ground' || !this._captureState) return; + for (let i = 0; i < this.captureAreas.length; i++) { + const series = this._capSeriesForIndex(i); + if (!series) continue; + const val = this._interpSeries(series, t, true); // step-hold + if (val === null) continue; + const frac = Math.min(1, Math.abs(val) / 100); + if (frac <= 0.01) continue; + // cap sign is the owning team slot (positive == slot 2, negative == slot 1) + const ownerSlot = val > 0 ? 2 : 1; + const color = ownerSlot === this._winnerSlot ? RC.WIN : RC.LOSE; + const cap = this.captureAreas[i]; + const [cx, cy] = this.worldToPixel(Number(cap?.x || 0), Number(cap?.z || 0)); + const outline = this._capOutlinePoints(cap); + + ctx.save(); + ctx.beginPath(); + if (outline.length >= 3) { + ctx.moveTo(outline[0][0], outline[0][1]); + for (let p = 1; p < outline.length; p++) ctx.lineTo(outline[p][0], outline[p][1]); + ctx.closePath(); + } else { + ctx.arc(cx, cy, this._capCircleRadiusPx(cap), 0, Math.PI * 2); + } + ctx.clip(); + // Radial (pie) sweep from top, clockwise, proportional to capture % + const start = -Math.PI / 2; + const end = start + 2 * Math.PI * frac; + ctx.globalAlpha = RC_CAP_FILL_ALPHA; + ctx.fillStyle = color; + ctx.beginPath(); + ctx.moveTo(cx, cy); + ctx.arc(cx, cy, this.canvasSize, start, end); + ctx.closePath(); + ctx.fill(); + ctx.restore(); + } + } + + // ── Tickets meter ────────────────────────────────────────────────────── + _buildTicketsBar(center) { + if (!this._tickets) return; + const winSlot = this._winnerSlot || 1; + this._tkWinSlot = winSlot; + this._tkLoseSlot = winSlot === 1 ? 2 : 1; + const bar = document.createElement('div'); + bar.className = 'rc-tickets'; + // No team names here — the win/lose team sections flank the bar already. + bar.innerHTML = ` + 0 +
+
+
+
+ 0`; + center.appendChild(bar); + this.ticketsBar = bar; + this._tkWinFill = bar.querySelector('.rc-tk-fill-win'); + this._tkLoseFill = bar.querySelector('.rc-tk-fill-lose'); + this._tkWinVal = bar.querySelector('.rc-tk-val-win'); + this._tkLoseVal = bar.querySelector('.rc-tk-val-lose'); + } + + _updateTicketsBar(t) { + if (!this._tickets || !this.ticketsBar) return; + const w = Math.max(0, Math.round(this._interpSeries(this._tickets[String(this._tkWinSlot)], t) ?? 0)); + const l = Math.max(0, Math.round(this._interpSeries(this._tickets[String(this._tkLoseSlot)], t) ?? 0)); + const total = w + l; + const wPct = total > 0 ? (w / total) * 100 : 50; + this._tkWinFill.style.width = wPct.toFixed(1) + '%'; + this._tkLoseFill.style.width = (100 - wPct).toFixed(1) + '%'; + this._tkWinVal.textContent = w; + this._tkLoseVal.textContent = l; + // Game over (loser bled out) → glow the winning side (bar, number, and + // the winning team panel). Class goes on the shared container so the CSS + // can reach both the bar and the side panel. + this.container.classList.toggle('rc-game-over', l <= 0); + } + + async _loadEntityIcons() { + this._iconCache = {}; + this._iconDebug = {}; + const keysToLoad = new Set(); + for (const ent of this.entities) { + if (ent.miniIcon) { + const miniKey = ent.miniIcon.replace('mini:', ''); + keysToLoad.add(miniKey); + ent._canvasIconKey = miniKey; + } else if (ent.iconKey) { + keysToLoad.add(ent.iconKey); + ent._canvasIconKey = ent.iconKey; + } + } + const promises = []; + for (const key of keysToLoad) { + promises.push(new Promise((resolve) => { + const img = new Image(); + img.onload = () => { + this._iconCache[key] = img; + this._iconDebug[key] = 'ok'; + resolve(); + }; + img.onerror = () => { + this._iconDebug[key] = 'err'; + resolve(); + }; + img.src = `/api/icons/type/${key}`; + })); + } + await Promise.all(promises); + } + + async _loadMap() { + const level = this.data.mission?.level; + if (!level) { this.mapCtx.fillStyle = '#111'; this.mapCtx.fillRect(0, 0, this.canvasSize, this.canvasSize); return; } + + const loadImg = (src) => new Promise((resolve) => { + const img = new Image(); + img.crossOrigin = 'anonymous'; + img.onload = () => resolve(img); + img.onerror = () => resolve(null); + img.src = src; + }); + + // Load ground (tank) map + this._groundMapImg = await loadImg(`/api/match/minimap/${level}`); + + // Load full (air) map if available + if (this._fullMapLevel) { + this._airMapImg = await loadImg(`/api/match/minimap/${this._fullMapLevel}?type=full`); + } else { + this._airMapImg = null; + } + this._capIconCache = { + cap_icon: await loadImg('/api/icons/type/cap_icon'), + }; + const capLetters = new Set(); + for (let i = 0; i < this.captureAreas.length && i < 26; i++) capLetters.add(String.fromCharCode(97 + i)); + for (const letter of capLetters) { + this._capIconCache[`capture_${letter}`] = await loadImg(`/api/icons/type/capture_${letter}`); + } + + this._drawMapToCanvas(); + } + + _drawMapToCanvas() { + const img = this._mode === 'air' ? (this._airMapImg || this._groundMapImg) : this._groundMapImg; + this.mapCtx.clearRect(0, 0, this.canvasSize, this.canvasSize); + if (!img) { + this.mapCtx.fillStyle = '#111'; + this.mapCtx.fillRect(0, 0, this.canvasSize, this.canvasSize); + return; + } + const { u, v, w, h } = this._mapSrc; + const sx = u * img.naturalWidth, sy = v * img.naturalHeight; + const sw = w * img.naturalWidth, sh = h * img.naturalHeight; + this.mapCtx.drawImage(img, sx, sy, sw, sh, 0, 0, this.canvasSize, this.canvasSize); + this._drawCaptureAreasOnMap(); + } + + setMode(mode) { + if (mode === this._mode) return; + if (mode === 'air' && !this.hasAirMode) return; + this._mode = mode; + + // Swap coordinate system + const coords = mode === 'air' ? this._airCoords : this._groundCoords; + this.x0 = coords.x0; + this.z0 = coords.z0; + this.xRange = coords.x1 - coords.x0; + this.zRange = coords.z1 - coords.z0; + this._updateMapSourceRect(); + + // Redraw map background with new crop region + this._drawMapToCanvas(); + // Recompute death positions in new coordinate space + this._computeDeaths(); + this.view3d?.setMode(mode); + // Render immediately + this._renderActive(); + } + + _togglePlay() { + this.playing = !this.playing; + this.playBtn.innerHTML = this.playing ? '' : ''; + if (this.playing) { + if (this.currentTime >= this.tEnd) this.currentTime = this.tStart; + this.lastFrameTime = performance.now(); + } + } + + _tick(now) { + if (this.playing) { + const dt = now - this.lastFrameTime; + this.lastFrameTime = now; + this.currentTime += dt * this.speed; + if (this.currentTime >= this.tEnd) { + this.currentTime = this.tEnd; + this.playing = false; + this.playBtn.innerHTML = ''; + } + } + this._renderActive(); + this._updateTicketsBar(this.currentTime); + this._updateControls(); + // Update panel death states + battle log every ~250ms + if (!this._lastPanelUpdate || now - this._lastPanelUpdate > 250) { + this._updatePanelDeathStates(); + this._updateBattleLog(); + this._lastPanelUpdate = now; + } + this.animFrameId = requestAnimationFrame(this._tick); + } + + _updateControls() { + const frac = (this.currentTime - this.tStart) / (this.tEnd - this.tStart); + const pct = Math.round(frac * 1000); + this.scrubber.value = pct; + this.scrubber.style.setProperty('--rc-progress', (frac * 100).toFixed(1) + '%'); + const cur = (this.currentTime - this.tStart) / 1000; + const total = (this.tEnd - this.tStart) / 1000; + const fmt = (s) => `${Math.floor(s/60)}:${String(Math.floor(s%60)).padStart(2,'0')}`; + this.timeDisplay.textContent = `${fmt(cur)} / ${fmt(total)}`; + } + + _updateCanvasHighlight() { + if (!this._mouseOnCanvas) return; + let bestId = null, bestDist = 400; + for (const ent of this.entities) { + if (ent.playerId === 0) continue; + if (this._isEntityGone(ent, this.currentTime)) continue; + const pos = this._entityScreenPos(ent, this.currentTime); + if (!pos) continue; + const dx = pos[0] - this._mouseX, dy = pos[1] - this._mouseY; + const dist = dx * dx + dy * dy; + if (dist < bestDist) { bestDist = dist; bestId = ent.playerId; } + } + this._setHighlight(bestId); + } + + render() { + const ctx = this.ctx; + const t = this.currentTime; + this._updateCanvasHighlight(); + ctx.drawImage(this.mapCanvas, 0, 0); + this._drawCaptureState(ctx, t); + this._drawTrails(ctx, t); + this._drawDamageLines(ctx, t); + this._drawKillLines(ctx, t); + this._drawEntities(ctx, t); + } + + _drawTrails(ctx, time) { + for (const ent of this.entities) { + if (this._isEntityGone(ent, time)) continue; + const endT = ent.deathTime !== null ? Math.min(time, ent.deathTime) : time; + const trailLen = ent.type === 'ground' ? RC.TRAIL_MS + : ent.type === 'aircraft' ? (this._mode === 'air' ? RC.TRAIL_MS : RC.AIR_TRAIL_MS) + : RC.DRONE_TRAIL_MS; + const tMin = endT - trailLen; + const baseColor = ent.isWinner ? RC.WIN_TRAIL : RC.LOSE_TRAIL; + const { times, positions } = ent; + + ctx.lineWidth = ent.type === 'ground' ? 2 : (this._mode === 'air' ? 2 : 1.5); + ctx.lineCap = 'round'; + + // Aircraft in air mode: interpolate at fixed time steps so trail + // segments are always pixel-visible (raw path points can be sub-pixel + // apart at full-map scale). + if (this._mode === 'air' && ent.type === 'aircraft') { + const step = 200; // ms between interpolated trail points + let prevPx = null, prevPy = null; + for (let t = Math.max(tMin, times[0]); t <= Math.min(endT, times[times.length - 1]); t += step) { + const pos = this.getPositionAtTime(ent, t); + if (!pos) continue; + const [px, py] = pos; + if (prevPx !== null) { + const age = time - t; + const alpha = Math.max(0.08, 1 - age / trailLen); + ctx.strokeStyle = baseColor + alpha.toFixed(2) + ')'; + ctx.beginPath(); + ctx.moveTo(prevPx, prevPy); + ctx.lineTo(px, py); + ctx.stroke(); + } + prevPx = px; prevPy = py; + } + continue; + } + + let prevPx = null, prevPy = null; + for (let i = 0; i < times.length; i++) { + if (times[i] < tMin) continue; + if (times[i] > endT) break; + const [px, py] = this.worldToPixel(positions[i*2], positions[i*2+1]); + if (prevPx !== null) { + const age = time - times[i]; + const alpha = Math.max(0.08, 1 - age / trailLen); + ctx.strokeStyle = baseColor + alpha.toFixed(2) + ')'; + ctx.beginPath(); + ctx.moveTo(prevPx, prevPy); + ctx.lineTo(px, py); + ctx.stroke(); + } + prevPx = px; prevPy = py; + } + } + } + + _drawDamageLines(ctx, time) { + for (const dm of this.data.damages) { + const age = time - dm.time; + if (age < 0 || age > RC.DMG_TTL) continue; + // Find attacker and victim positions at damage time + const attacker = this.entities.find(e => e.playerId === dm.offenderId); + const victim = this.entities.find(e => e.playerId === dm.offendedId); + if (!attacker || !victim) continue; + const aPos = this.getPositionAtTime(attacker, dm.time); + const vPos = this.getPositionAtTime(victim, dm.time); + if (!aPos || !vPos) continue; + const alpha = Math.max(0, 1 - age / RC.DMG_TTL); + ctx.globalAlpha = alpha * 0.4; + ctx.strokeStyle = '#ffcc44'; + ctx.lineWidth = 1; + ctx.setLineDash([3, 4]); + ctx.beginPath(); ctx.moveTo(aPos[0], aPos[1]); ctx.lineTo(vPos[0], vPos[1]); ctx.stroke(); + ctx.setLineDash([]); + ctx.globalAlpha = 1; + } + } + + _drawKillLines(ctx, time) { + for (const k of this.data.kills) { + const age = time - k.time; + if (age < 0 || age > RC.KILL_TTL) continue; + if (!k.killerPos || !k.victimPos) continue; + const alpha = Math.max(0, 1 - age / RC.KILL_TTL); + const [kx, ky] = this.worldToPixel(k.killerPos.x, k.killerPos.z); + const [vx, vy] = this.worldToPixel(k.victimPos.x, k.victimPos.z); + + ctx.globalAlpha = alpha * 0.6; + ctx.strokeStyle = '#ff3333'; + ctx.lineWidth = 1.5; + ctx.setLineDash([4, 3]); + ctx.beginPath(); ctx.moveTo(kx, ky); ctx.lineTo(vx, vy); ctx.stroke(); + ctx.setLineDash([]); + + // X marker + ctx.globalAlpha = alpha * 0.9; + ctx.strokeStyle = '#ff3333'; + ctx.lineWidth = 2; + const s = 5; + ctx.beginPath(); + ctx.moveTo(vx-s, vy-s); ctx.lineTo(vx+s, vy+s); + ctx.moveTo(vx+s, vy-s); ctx.lineTo(vx-s, vy+s); + ctx.stroke(); + + // Weapon label + if (k.weapon && alpha > 0.4) { + ctx.font = '600 9px system-ui, sans-serif'; + ctx.fillStyle = `rgba(255,230,100,${(alpha * 0.85).toFixed(2)})`; + ctx.fillText(k.weapon, (kx+vx)/2 + 6, (ky+vy)/2 - 6); + } + ctx.globalAlpha = 1; + } + } + + _drawEntities(ctx, time) { + const hl = this.highlightedPlayerId; + + // Draw dead entities first (fading) + for (const ent of this.entities) { + if (!this._isEntityDead(ent, time)) continue; + if (this._isEntityGone(ent, time)) continue; + const pos = ent.deathPos; + if (!pos) continue; + const [px, py] = pos; + const fade = 1 - (time - ent.deathTime) / RC.GHOST_TTL; + ctx.globalAlpha = Math.max(0, fade * 0.5); + ctx.fillStyle = '#333'; + const r = ent.type === 'ground' ? RC.DOT_R : ent.type === 'aircraft' ? RC.AIR_R : RC.DRONE_R; + ctx.beginPath(); ctx.arc(px, py, r, 0, Math.PI*2); ctx.fill(); + ctx.globalAlpha = 1; + } + + // Draw alive entities + for (const ent of this.entities) { + if (this._isEntityDead(ent, time)) continue; + const pos = this.getPositionAtTime(ent, time); + if (!pos) continue; + const [px, py] = pos; + if (px < -20 || py < -20 || px > this.canvasSize+20 || py > this.canvasSize+20) continue; + + let alpha = 1; + if (hl !== null && ent.playerId !== hl && ent.playerId !== 0) alpha = 0.25; + + const color = ent.isWinner ? RC.WIN : RC.LOSE; + const iconSize = ent.type === 'ground' ? 12 : ent.type === 'aircraft' ? 20 : 14; + const iconImg = this._iconCache?.[ent._canvasIconKey]; + + ctx.globalAlpha = alpha; + + // Highlight ring + if (hl === ent.playerId && ent.playerId !== 0) { + const hr = iconSize / 2 + 5; + ctx.strokeStyle = '#fff'; + ctx.lineWidth = 2; + ctx.beginPath(); ctx.arc(px, py, hr, 0, Math.PI*2); ctx.stroke(); + ctx.strokeStyle = color; + ctx.lineWidth = 1; + ctx.beginPath(); ctx.arc(px, py, hr - 2, 0, Math.PI*2); ctx.stroke(); + } + + if (iconImg && iconImg.naturalWidth) { + const s = iconSize; + const tinted = this._getTintedIcon(ent._canvasIconKey, color, s); + const drawSrc = tinted || iconImg; + // Rotate aircraft/drones to face their heading + if (ent.type === 'aircraft' || ent.type === 'drone') { + const heading = this.getHeadingAtTime(ent, time); + if (heading !== null) { + ctx.save(); + ctx.translate(px, py); + ctx.rotate(heading); + if (tinted) ctx.drawImage(drawSrc, -s/2, -s/2); + else this._drawContainedIcon(ctx, drawSrc, 0, 0, s); + ctx.restore(); + } else { + if (tinted) ctx.drawImage(drawSrc, px-s/2, py-s/2); + else this._drawContainedIcon(ctx, drawSrc, px, py, s); + } + } else { + if (tinted) ctx.drawImage(drawSrc, px-s/2, py-s/2); + else this._drawContainedIcon(ctx, drawSrc, px, py, s); + } + } else { + // Fallback: circle dot + const r = ent.type === 'ground' ? RC.DOT_R : ent.type === 'aircraft' ? RC.AIR_R : RC.DRONE_R; + ctx.fillStyle = color; + ctx.beginPath(); ctx.arc(px, py, r, 0, Math.PI*2); ctx.fill(); + ctx.strokeStyle = 'rgba(0,0,0,0.5)'; + ctx.lineWidth = 1; + ctx.stroke(); + } + ctx.globalAlpha = 1; + } + } + + destroy() { + if (this.animFrameId) { cancelAnimationFrame(this.animFrameId); this.animFrameId = null; } + if (this._onResize) window.removeEventListener('resize', this._onResize); + this.view3d?.dispose(); + this.view3d = null; + this.container.innerHTML = ''; + } +} + +window.ReplayCanvas = ReplayCanvas; diff --git a/public/js/seasons-filter.js b/public/js/seasons-filter.js new file mode 100644 index 0000000..a5c51f3 --- /dev/null +++ b/public/js/seasons-filter.js @@ -0,0 +1,332 @@ +// Seasons Filter Utility +// Parses and manages season/week data from the seasons constant file + +class SeasonsFilter { + constructor() { + this.seasons = []; + this.loaded = false; + } + + // Parse seasons text content into structured data + parseSeasons(content) { + const seasons = []; + const lines = content.split('\n'); + let currentSeason = null; + + for (let i = 0; i < lines.length; i++) { + const line = lines[i].trim(); + + if (!line) continue; + + // Check if it's a season header (e.g., "2025-V") + const seasonMatch = line.match(/^(\d{4}-[IVX]+)$/); + if (seasonMatch) { + if (currentSeason) { + seasons.push(currentSeason); + } + currentSeason = { + name: seasonMatch[1], + weeks: [] + }; + continue; + } + + // Check if it's a week line + // Format: "week 1 (01.09 – 07.09) : max BR 14.0" + // or: "until eos (27.10 – 31.10) : max BR 5.0" + const weekMatch = line.match(/(?:week\s+(\d+)|until eos)\s+\((\d{2})\.(\d{2})\s*[–—]\s*(\d{2})\.(\d{2})\)\s*/); + if (weekMatch && currentSeason) { + const weekNum = weekMatch[1] ? parseInt(weekMatch[1]) : null; + const startDay = parseInt(weekMatch[2]); + const startMonth = parseInt(weekMatch[3]); + const endDay = parseInt(weekMatch[4]); + const endMonth = parseInt(weekMatch[5]); + const timestamp = parseInt(weekMatch[6]); + + // Extract max BR if present (preserve .0 formatting) + const brMatch = line.match(/max BR ([\d.]+)/); + const maxBR = brMatch ? brMatch[1] : null; // Keep as string to preserve ".0" + + // Use the Unix timestamp directly from the file (it's already correct!) + // The timestamp is the START of the week + const startDate = new Date(timestamp * 1000); // Convert to milliseconds + + // Calculate end date: 7 days from start (or until end of season for "until eos") + // For "until eos" entries, we'll need to calculate based on the actual end day + let endDate; + + // Determine year from season name (e.g., "2025-V" -> 2025) + const yearMatch = currentSeason.name.match(/^(\d{4})/); + const year = yearMatch ? parseInt(yearMatch[1]) : new Date().getFullYear(); + + // Build end date from the parsed end day/month + // Need to handle year rollover (e.g., December -> January) + let endYear = year; + if (endMonth < startMonth) { + endYear = year + 1; // Crossed into next year + } + endDate = new Date(endYear, endMonth - 1, endDay, 23, 59, 59, 999); + + // Build display name with max BR (preserve decimal formatting like 14.0) + let displayName; + if (weekNum) { + displayName = `Week ${weekNum} (${weekMatch[2]}.${weekMatch[3]} – ${weekMatch[4]}.${weekMatch[5]})`; + if (maxBR) displayName += ` - BR ${maxBR}`; + } else { + displayName = `Until EOS (${weekMatch[2]}.${weekMatch[3]} – ${weekMatch[4]}.${weekMatch[5]})`; + if (maxBR) displayName += ` - BR ${maxBR}`; + } + + currentSeason.weeks.push({ + weekNumber: weekNum, + name: weekNum ? `Week ${weekNum}` : 'Until EOS', + startDate: startDate, + endDate: endDate, + startTimestamp: timestamp, // Store original Unix timestamp (seconds) + maxBR: maxBR, + displayName: displayName + }); + } + } + + // Add the last season + if (currentSeason) { + seasons.push(currentSeason); + } + + // Post-process: set each week's endDate to the next week's startDate - 1ms + // This uses the exact Unix timestamps instead of the approximate text-parsed dates + seasons.forEach(season => { + season.weeks.forEach((week, i) => { + if (i + 1 < season.weeks.length) { + week.endDate = new Date(season.weeks[i + 1].startDate.getTime() - 1); + } + // Last week of each season keeps its text-parsed endDate + }); + }); + + return seasons; + } + + // Load seasons data from the constant file + async loadSeasons() { + if (this.loaded) { + return this.seasons; + } + + try { + const response = await fetch('/constants/seasons'); + if (!response.ok) { + throw new Error(`Failed to load seasons: ${response.status}`); + } + + const content = await response.text(); + this.seasons = this.parseSeasons(content); + this.loaded = true; + + console.log('[Seasons Filter] Loaded seasons:', this.seasons); + return this.seasons; + } catch (error) { + console.error('[Seasons Filter] Error loading seasons:', error); + this.seasons = []; + this.loaded = false; + return []; + } + } + + // Get all seasons + getSeasons() { + return this.seasons; + } + + // Get a specific season by name + getSeason(seasonName) { + return this.seasons.find(s => s.name === seasonName); + } + + // Get current season (based on current date) + getCurrentSeason() { + const now = new Date(); + + for (const season of this.seasons) { + for (const week of season.weeks) { + if (now >= week.startDate && now <= week.endDate) { + return season; + } + } + } + + // If no current season found, return the most recent one + return this.seasons.length > 0 ? this.seasons[this.seasons.length - 1] : null; + } + + // Get current week (based on current date) + getCurrentWeek() { + const now = new Date(); + + for (const season of this.seasons) { + for (const week of season.weeks) { + if (now >= week.startDate && now <= week.endDate) { + return { season, week }; + } + } + } + + return null; + } + + // Get date range for a specific season + getSeasonDateRange(seasonName) { + const season = this.getSeason(seasonName); + if (!season || season.weeks.length === 0) { + return null; + } + + return { + startDate: season.weeks[0].startDate, + endDate: season.weeks[season.weeks.length - 1].endDate, + season: season + }; + } + + // Get date range for a specific week in a season + getWeekDateRange(seasonName, weekNumber) { + const season = this.getSeason(seasonName); + if (!season) { + return null; + } + + const week = season.weeks.find(w => w.weekNumber === weekNumber); + if (!week) { + return null; + } + + return { + startDate: week.startDate, + endDate: week.endDate, + week: week + }; + } + + // Get all unique BR values across all seasons (returns array of strings, preserving ".0") + getAllBRValues() { + const brSet = new Set(); + + this.seasons.forEach(season => { + season.weeks.forEach(week => { + if (week.maxBR) { + brSet.add(week.maxBR); + } + }); + }); + + // Sort descending (convert to float for comparison, but keep as strings) + return Array.from(brSet).sort((a, b) => parseFloat(b) - parseFloat(a)); + } + + // Get all weeks that match a specific BR + getWeeksByBR(maxBR) { + const matchingWeeks = []; + + this.seasons.forEach(season => { + season.weeks.forEach(week => { + if (week.maxBR === maxBR) { + matchingWeeks.push({ + season: season, + week: week, + displayName: `${season.name} - ${week.name}` + }); + } + }); + }); + + return matchingWeeks; + } + + // Get combined date range for all weeks with a specific BR (for filtering multiple weeks) + getDateRangeForBR(maxBR) { + const weeks = this.getWeeksByBR(maxBR); + + if (weeks.length === 0) { + return null; + } + + // Return array of date ranges (one for each week with this BR) + return weeks.map(({ season, week }) => ({ + startDate: week.startDate, + endDate: week.endDate, + seasonName: season.name, + weekName: week.name, + displayName: `${season.name} - ${week.displayName}` + })); + } + + // Populate a select element with season options + populateSeasonSelect(selectElement, includeAllOption = true) { + selectElement.innerHTML = ''; + + if (includeAllOption) { + const allOption = document.createElement('option'); + allOption.value = 'all'; + allOption.textContent = window.__t ? window.__t('leaderboard.allSeasons') : 'All Seasons'; + selectElement.appendChild(allOption); + } + + // Add seasons in reverse order (most recent first) + for (let i = this.seasons.length - 1; i >= 0; i--) { + const season = this.seasons[i]; + const option = document.createElement('option'); + option.value = season.name; + option.textContent = season.name; + selectElement.appendChild(option); + } + } + + // Populate a select element with BR options + populateBRSelect(selectElement, includeAllOption = true) { + selectElement.innerHTML = ''; + + if (includeAllOption) { + const allOption = document.createElement('option'); + allOption.value = ''; + allOption.textContent = window.__t ? window.__t('leaderboard.allBR') : 'All BR'; + selectElement.appendChild(allOption); + } + + const brValues = this.getAllBRValues(); + brValues.forEach(br => { + const option = document.createElement('option'); + option.value = br; + option.textContent = `BR ${br}`; + selectElement.appendChild(option); + }); + } + + // Populate a select element with week options for a given season + populateWeekSelect(selectElement, seasonName, includeAllOption = true) { + selectElement.innerHTML = ''; + + if (includeAllOption) { + const allOption = document.createElement('option'); + allOption.value = 'all'; + allOption.textContent = window.__t ? window.__t('leaderboard.allWeeks') : 'All Weeks'; + selectElement.appendChild(allOption); + } + + const season = this.getSeason(seasonName); + if (!season) { + return; + } + + season.weeks.forEach(week => { + const option = document.createElement('option'); + option.value = week.weekNumber !== null ? week.weekNumber.toString() : 'final'; + option.textContent = week.displayName; + selectElement.appendChild(option); + }); + } +} + +// Global instance +window.seasonsFilter = window.seasonsFilter || new SeasonsFilter(); + diff --git a/public/js/vehicle-i18n.js b/public/js/vehicle-i18n.js new file mode 100644 index 0000000..781a8c3 --- /dev/null +++ b/public/js/vehicle-i18n.js @@ -0,0 +1,227 @@ +// Client-side vehicle name translator. +// +// Loads the localized vehicle name map produced by the bot's +// init_vehicle_translation_cache() (BOT/utils.py) and exposes: +// +// 1. window.vehicleI18n.translate(internal, fallback, lang?) +// Synchronous lookup. Returns the localized name when available, +// otherwise English, otherwise the supplied fallback. +// +// 2. window.vehicleI18n.apply(root?) +// Walks `root` (defaults to ) and rewrites the textContent of +// every element carrying `data-vehicle-internal=""` to the +// localized name. The element's *original* text is captured into +// `data-vehicle-fallback` on first apply so re-applies (e.g. after +// lang switch) don't lose the fallback. +// +// On startup the module: +// - Eagerly loads the multilang map (via window.apiClient — /api/* is +// gated by the website's apiSecurityCheck middleware). +// - On first successful load + DOMContentLoaded, runs apply(document.body) +// and installs a MutationObserver so any future inserts auto-translate. +// +// Server-side EJS or client-side template strings only need to add the +// data attribute — no per-page wiring required. + +(function () { + const STORAGE_KEY = 'vehicleI18nCache_v2'; + const TTL_MS = 24 * 60 * 60 * 1000; + + let _map = null; // { internal: { en, ru, ... } } + let _source = null; // 'multilang' | 'english_only' | 'none' + let _loadingPromise = null; + let _observerInstalled = false; + + function readCache() { + try { + const raw = localStorage.getItem(STORAGE_KEY); + if (!raw) return null; + const parsed = JSON.parse(raw); + if (!parsed || !parsed.fetchedAt || (Date.now() - parsed.fetchedAt) > TTL_MS) return null; + if (parsed.source !== 'multilang') return null; + return parsed.vehicles || null; + } catch (e) { + return null; + } + } + + function writeCache(vehicles, source) { + if (source !== 'multilang') return; + try { + localStorage.setItem(STORAGE_KEY, JSON.stringify({ fetchedAt: Date.now(), source, vehicles })); + } catch (e) { + // quota exceeded or storage disabled + } + } + + function fireReady(detail) { + // Defer to next tick so any listeners installed after this module + // executes still see the event. + setTimeout(() => document.dispatchEvent(new CustomEvent('vehicle-i18n-ready', { detail })), 0); + } + + async function ensureLoaded() { + if (_map) return _map; + const cached = readCache(); + if (cached) { + _map = cached; + _source = 'multilang'; + fireReady({ source: 'multilang', cached: true }); + return _map; + } + if (_loadingPromise) return _loadingPromise; + _loadingPromise = (async () => { + try { + if (!window.apiClient) { + await new Promise((resolve) => { + const tick = () => window.apiClient ? resolve() : setTimeout(tick, 50); + tick(); + }); + } + const body = await window.apiClient.request('/api/i18n/vehicles'); + _map = body && body.vehicles ? body.vehicles : {}; + _source = body && body.source ? body.source : 'none'; + writeCache(_map, _source); + fireReady({ source: _source }); + return _map; + } catch (e) { + console.error('vehicle i18n load failed', e); + _map = {}; + _source = 'none'; + return _map; + } finally { + _loadingPromise = null; + } + })(); + return _loadingPromise; + } + + function currentLang() { + const m = (document.cookie || '').match(/(?:^|;\s*)lang=([\w-]+)/); + return (m && m[1]) || (document.documentElement.lang || 'en'); + } + + // Case-insensitive map lookup. The DB historically stored mixed casings of + // vehicle_internal (e.g. germ_leopard_I vs germ_leopard_i), and the API + // now lowercases them; the bot's translation cache may or may not match + // that casing depending on its source. Try the literal key first, then + // lowercase, then a one-time-built lowercased index for everything else. + let _lowerIndex = null; + function lookup(internal) { + if (!_map || !internal) return null; + if (_map[internal]) return _map[internal]; + const lower = String(internal).toLowerCase(); + if (_map[lower]) return _map[lower]; + if (!_lowerIndex) { + _lowerIndex = {}; + for (const k of Object.keys(_map)) _lowerIndex[k.toLowerCase()] = _map[k]; + } + return _lowerIndex[lower] || null; + } + + function translate(internal, fallback, lang) { + const lng = lang || currentLang(); + if (!_map || !internal) return fallback || internal || ''; + const entry = lookup(internal); + if (!entry) return fallback || internal; + const localized = entry[lng] || entry.en || fallback || internal; + // The player-rendered display the DB stores can have a leading + // country-leak / event glyph (▄ ◘ ◢ ␗ etc.) that WT's client prepends + // at draw time. The translation map only knows the canonical name + // without that prefix, so naive replacement would lose it — making + // e.g. "▄F-16A ADF" (Italy) and "F-16A ADF" (no leak) look identical. + // Preserve any leading run of non-letter / non-digit / non-space chars + // from the original fallback when the translation doesn't already + // include it. + if (fallback) { + const m = String(fallback).match(/^[^\p{L}\p{N}\s]+/u); + if (m && !localized.startsWith(m[0])) return m[0] + localized; + } + return localized; + } + + function applyToElement(el) { + if (!el || !el.dataset || !el.dataset.vehicleInternal) return; + const internal = el.dataset.vehicleInternal; + if (!internal) return; + // Capture the rendered fallback once so language re-switches still have + // something to fall back on if the map ever loses an entry. + if (el.dataset.vehicleFallback === undefined) { + el.dataset.vehicleFallback = el.textContent || ''; + } + const lng = currentLang(); + // Cache the lang we last applied so we don't fight the DOM on every + // mutation tick. + if (el.dataset.vehicleAppliedLang === lng) return; + el.textContent = translate(internal, el.dataset.vehicleFallback, lng); + el.dataset.vehicleAppliedLang = lng; + } + + function apply(root) { + if (!_map) return; + const node = root || document.body; + if (!node) return; + if (node.nodeType === 1 && node.dataset && node.dataset.vehicleInternal) { + applyToElement(node); + } + if (node.querySelectorAll) { + node.querySelectorAll('[data-vehicle-internal]').forEach(applyToElement); + } + } + + function installMutationObserver() { + if (_observerInstalled || typeof MutationObserver === 'undefined' || !document.body) return; + _observerInstalled = true; + const obs = new MutationObserver((mutations) => { + for (const m of mutations) { + for (const node of m.addedNodes) { + if (node.nodeType === 1) apply(node); + } + if (m.type === 'attributes' && m.target && m.target.dataset && m.target.dataset.vehicleInternal) { + delete m.target.dataset.vehicleAppliedLang; + applyToElement(m.target); + } + } + }); + obs.observe(document.body, { + childList: true, + subtree: true, + attributes: true, + attributeFilter: ['data-vehicle-internal'], + }); + } + + function autoApply() { + if (!document.body) return; + apply(document.body); + installMutationObserver(); + } + + document.addEventListener('vehicle-i18n-ready', autoApply); + + window.vehicleI18n = { + ensureLoaded, + translate, + apply, + get ready() { return _map !== null; }, + get source() { return _source; }, + get currentLang() { return currentLang(); }, + invalidate() { + try { localStorage.removeItem(STORAGE_KEY); } catch (e) { /* ignore */ } + _map = null; + _source = null; + _lowerIndex = null; + // Also clear apply-state markers so a refresh re-translates. + document.querySelectorAll('[data-vehicle-applied-lang]').forEach(el => { + delete el.dataset.vehicleAppliedLang; + }); + }, + }; + + // Kick off load. apply() runs from the ready event handler above. + if (document.readyState === 'loading') { + document.addEventListener('DOMContentLoaded', ensureLoaded); + } else { + ensureLoaded(); + } +})(); diff --git a/public/models/t34/t_34_obj.mtl b/public/models/t34/t_34_obj.mtl new file mode 100644 index 0000000..ff0b8d0 --- /dev/null +++ b/public/models/t34/t_34_obj.mtl @@ -0,0 +1,12 @@ +# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware +# File Created: 27.04.2017 18:23:39 + +newmtl wire_022022022 + Ns 32 + d 1 + Tr 0 + Tf 1 1 1 + illum 2 + Ka 0.0863 0.0863 0.0863 + Kd 0.0863 0.0863 0.0863 + Ks 0.3500 0.3500 0.3500 diff --git a/public/models/t34/t_34_obj.obj b/public/models/t34/t_34_obj.obj new file mode 100644 index 0000000..c74ba5d --- /dev/null +++ b/public/models/t34/t_34_obj.obj @@ -0,0 +1,13929 @@ +# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware +# File Created: 27.04.2017 18:23:39 + +mtllib t_34_obj.mtl + +# +# object Box027 +# + +v -3.1215 13.8429 12.0213 +v -3.1204 14.0294 12.0213 +v -2.6664 14.0259 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615//569 +s 4 +f 615//570 618//574 616//575 613//570 +s 1 +f 616//571 619//576 620//577 617//572 +s 2 +f 617//573 620//578 621//564 622//578 618//573 +s 4 +f 618//574 622//579 619//580 616//575 +s 8 +f 610//581 612//581 607//581 +s 1 +f 623//582 624//583 625//583 626//582 +s 2 +f 626//584 625//585 627//585 628//584 +s 4 +f 628//586 627//587 624//587 623//586 +s 1 +f 629//588 623//582 626//582 630//588 +s 2 +f 630//589 626//584 628//584 631//589 +s 4 +f 631//590 628//586 623//586 629//590 +s 1 +f 632//591 629//588 630//588 633//592 +s 2 +f 633//593 630//589 631//589 634//593 +s 4 +f 634//594 631//590 629//590 632//595 +s 1 +f 632//591 633//592 620//596 619//597 +s 2 +f 633//593 634//593 622//598 621//564 620//598 +s 4 +f 634//594 632//595 619//599 622//600 +s 8 +f 627//581 625//581 624//581 +# 24 polygons - 2 triangles + +# +# object Line010 +# + +v 3.0461 10.6600 12.1344 +v 3.3581 10.6969 12.1356 +v 3.3376 10.7319 12.0708 +v 3.0420 10.6970 12.0696 +v 3.3464 10.6577 12.0710 +v 3.0508 10.6228 12.0698 +v 3.5126 10.7150 12.0515 +v 3.4589 10.7461 12.0046 +v 3.4677 10.6719 12.0048 +v 3.6150 10.7265 11.8307 +v 3.5492 10.7563 11.8102 +v 3.5580 10.6821 11.8104 +v 3.6299 10.7259 10.9492 +v 3.5612 10.7554 10.9488 +v 3.5641 10.7308 10.9489 +v 3.5700 10.6812 10.9490 +v 3.3685 10.6918 9.7605 +v 3.0566 10.6549 9.7592 +v 3.0519 10.6921 9.8238 +v 3.3475 10.7271 9.8250 +v 3.0607 10.6179 9.8240 +v 3.3562 10.6529 9.8252 +v 3.5222 10.7102 9.8460 +v 3.4682 10.7415 9.8922 +v 3.4770 10.6674 9.8924 +v 3.6228 10.7227 10.0676 +v 3.5568 10.7525 10.0874 +v 3.5655 10.6784 10.0876 +# 28 vertices + +vn -0.1039 0.8611 0.4977 +vn 0.0154 0.8819 0.4712 +vn 0.0044 -0.0022 -1.0000 +vn -0.2416 -0.0312 -0.9699 +vn 0.0996 -0.8589 0.5023 +vn 0.2205 -0.8515 0.4758 +vn 0.2443 0.9128 0.3274 +vn -0.7225 -0.0873 -0.6858 +vn 0.4504 -0.8288 0.3320 +vn 0.3793 0.9183 0.1135 +vn 0.3830 0.9180 0.1030 +vn -0.9679 -0.1151 -0.2235 +vn 0.5860 -0.8030 0.1083 +vn 0.5833 -0.8036 0.1188 +vn 0.3945 0.9189 0.0060 +vn 0.3953 0.9185 0.0060 +vn -0.9930 -0.1175 -0.0137 +vn 0.5980 -0.8014 0.0092 +vn 0.5988 -0.8009 0.0093 +vn -0.9931 -0.1175 -0.0041 +vn 0.0196 0.8799 -0.4748 +vn -0.0996 0.8589 -0.5023 +vn -0.2501 -0.0270 0.9678 +vn -0.0044 0.0022 1.0000 +vn 0.2246 -0.8535 -0.4702 +vn 0.1039 -0.8611 -0.4977 +vn 0.2472 0.9113 -0.3292 +vn -0.7285 -0.0844 0.6798 +vn 0.4533 -0.8302 -0.3245 +vn 0.3803 0.9178 -0.1141 +vn 0.3839 0.9175 -0.1036 +vn -0.9698 -0.1142 0.2154 +vn 0.5869 -0.8035 -0.0997 +vn 0.5843 -0.8041 -0.1102 +vn 0.3954 0.9185 -0.0065 +vn 0.3946 0.9188 -0.0065 +vn -0.9931 -0.1175 0.0055 +vn 0.5988 -0.8009 -0.0005 +vn 0.5981 -0.8014 -0.0005 +# 39 vertex normals + +g Line010 +usemtl wire_022022022 +s 1 +f 635//601 636//602 637//602 638//601 +s 2 +f 638//603 637//604 639//604 640//603 +s 4 +f 640//605 639//606 636//606 635//605 +s 1 +f 636//602 641//607 642//607 637//602 +s 2 +f 637//604 642//608 643//608 639//604 +s 4 +f 639//606 643//609 641//609 636//606 +s 1 +f 641//607 644//610 645//611 642//607 +s 2 +f 642//608 645//612 646//612 643//608 +s 4 +f 643//609 646//613 644//614 641//609 +s 1 +f 644//610 647//615 648//616 645//611 +s 2 +f 645//612 648//617 649//603 650//617 646//612 +s 4 +f 646//613 650//618 647//619 644//614 +s 8 +f 638//620 640//620 635//620 +s 1 +f 651//621 652//622 653//622 654//621 +s 2 +f 654//623 653//624 655//624 656//623 +s 4 +f 656//625 655//626 652//626 651//625 +s 1 +f 657//627 651//621 654//621 658//627 +s 2 +f 658//628 654//623 656//623 659//628 +s 4 +f 659//629 656//625 651//625 657//629 +s 1 +f 660//630 657//627 658//627 661//631 +s 2 +f 661//632 658//628 659//628 662//632 +s 4 +f 662//633 659//629 657//629 660//634 +s 1 +f 660//630 661//631 648//635 647//636 +s 2 +f 661//632 662//632 650//637 649//603 648//637 +s 4 +f 662//633 660//634 647//638 650//639 +s 8 +f 655//620 653//620 652//620 +# 24 polygons - 2 triangles + +# +# object Line001 +# + +v -1.9210 11.1869 16.0558 +v -1.8636 11.2238 16.3625 +v -1.8030 11.2575 16.3301 +v -1.8574 11.2226 16.0396 +v -1.8030 11.1834 16.3391 +v -1.8574 11.1484 16.0486 +v -1.7519 11.2402 16.4985 +v -1.7152 11.2704 16.4370 +v -1.7152 11.1962 16.4460 +v -1.5157 11.2474 16.5582 +v -1.5073 11.2767 16.4896 +v -1.5073 11.2026 16.4985 +v -0.6470 11.2294 16.4090 +v -0.6588 11.2589 16.3414 +v -0.6588 11.2343 16.3443 +v -0.6588 11.1847 16.3503 +v 0.4715 11.1720 15.9316 +v 0.4141 11.1351 15.6249 +v 0.3505 11.1735 15.6322 +v 0.4049 11.2085 15.9227 +v 0.3505 11.0994 15.6411 +v 0.4049 11.1343 15.9316 +v 0.4165 11.1920 16.0984 +v 0.3617 11.2243 16.0538 +v 0.3617 11.1501 16.0627 +v 0.2177 11.2089 16.2383 +v 0.1866 11.2391 16.1770 +v 0.1866 11.1649 16.1859 +# 28 vertices + +vn -0.4916 0.8707 -0.0128 +vn -0.4429 0.8910 0.0995 +vn 0.9832 -0.0218 -0.1814 +vn 0.9073 -0.0502 -0.4175 +vn -0.4916 -0.8489 0.1942 +vn -0.4429 -0.8420 0.3081 +vn -0.2586 0.9190 0.2976 +vn 0.5378 -0.1007 -0.8370 +vn -0.2586 -0.8221 0.5072 +vn -0.0233 0.9203 0.3905 +vn -0.0123 0.9198 0.3922 +vn 0.0375 -0.1194 -0.9921 +vn -0.0131 -0.8008 0.5988 +vn -0.0239 -0.8011 0.5980 +vn 0.0852 0.9188 0.3855 +vn 0.0854 0.9184 0.3863 +vn -0.1733 -0.1177 -0.9778 +vn 0.0866 -0.8011 0.5922 +vn 0.0866 -0.8006 0.5929 +vn -0.1827 -0.1175 -0.9761 +vn 0.4871 0.8704 -0.0721 +vn 0.4916 0.8489 -0.1942 +vn -0.9978 -0.0079 -0.0659 +vn -0.9832 0.0218 0.1814 +vn 0.4871 -0.8626 0.1364 +vn 0.4916 -0.8707 0.0128 +vn 0.4871 -0.8626 0.1365 +vn 0.3869 0.9047 0.1785 +vn -0.8048 -0.0709 -0.5892 +vn 0.3869 -0.8365 0.3881 +vn 0.2005 0.9153 0.3492 +vn 0.1908 0.9153 0.3547 +vn -0.3940 -0.1098 -0.9125 +vn 0.1914 -0.8053 0.5611 +vn 0.2012 -0.8061 0.5565 +vn 0.0976 0.9181 0.3840 +vn 0.0975 0.9185 0.3832 +vn -0.1922 -0.1173 -0.9743 +vn 0.0963 -0.8008 0.5912 +vn 0.0961 -0.8013 0.5904 +# 40 vertex normals + +g Line001 +usemtl wire_022022022 +s 1 +f 663//640 664//641 665//641 666//640 +s 2 +f 666//642 665//643 667//643 668//642 +s 4 +f 668//644 667//645 664//645 663//644 +s 1 +f 664//641 669//646 670//646 665//641 +s 2 +f 665//643 670//647 671//647 667//643 +s 4 +f 667//645 671//648 669//648 664//645 +s 1 +f 669//646 672//649 673//650 670//646 +s 2 +f 670//647 673//651 674//651 671//647 +s 4 +f 671//648 674//652 672//653 669//648 +s 1 +f 672//649 675//654 676//655 673//650 +s 2 +f 673//651 676//656 677//642 678//656 674//651 +s 4 +f 674//652 678//657 675//658 672//653 +s 8 +f 666//659 668//659 663//659 +s 1 +f 679//660 680//661 681//661 682//660 +s 2 +f 682//662 681//663 683//663 684//662 +s 4 +f 684//664 683//665 680//665 679//666 +s 1 +f 685//667 679//660 682//660 686//667 +s 2 +f 686//668 682//662 684//662 687//668 +s 4 +f 687//669 684//664 679//666 685//669 +s 1 +f 688//670 685//667 686//667 689//671 +s 2 +f 689//672 686//668 687//668 690//672 +s 4 +f 690//673 687//669 685//669 688//674 +s 1 +f 688//670 689//671 676//675 675//676 +s 2 +f 689//672 690//672 678//677 677//642 676//677 +s 4 +f 690//673 688//674 675//678 678//679 +s 8 +f 683//659 681//659 680//659 +# 24 polygons - 2 triangles + +# +# object Line004 +# + +v -1.2959 6.9155 17.3895 +v -1.2959 7.1131 17.6337 +v -1.2312 7.1317 17.5973 +v -1.2312 6.9445 17.3660 +v -1.2312 7.0737 17.6443 +v -1.2312 6.8865 17.4130 +v -1.2110 7.2107 17.7543 +v -1.1645 7.2084 17.6921 +v -1.1645 7.1504 17.7391 +v -0.9898 7.2750 17.8337 +v -0.9697 7.2651 17.7621 +v -0.9697 7.2070 17.8091 +v -0.1083 7.2820 17.8423 +v -0.1083 7.2703 17.7685 +v -0.1083 7.2510 17.7841 +v -0.1083 7.2122 17.8155 +v 1.0793 7.1131 17.6337 +v 1.0793 6.9155 17.3895 +v 1.0146 6.9445 17.3660 +v 1.0146 7.1317 17.5973 +v 1.0146 6.8865 17.4130 +v 1.0146 7.0737 17.6443 +v 0.9944 7.2107 17.7543 +v 0.9479 7.2084 17.6921 +v 0.9479 7.1504 17.7391 +v 0.7732 7.2750 17.8337 +v 0.7531 7.2651 17.7621 +v 0.7531 7.2070 17.8091 +# 28 vertices + +vn -0.5000 0.6732 -0.5448 +vn -0.4730 0.7544 -0.4551 +vn 1.0000 0.0000 -0.0000 +vn 0.9689 -0.1558 -0.1925 +vn -0.5000 -0.6732 0.5448 +vn -0.4730 -0.6024 0.6430 +vn -0.3283 0.9026 -0.2786 +vn 0.6828 -0.4596 -0.5679 +vn -0.3283 -0.4606 0.8246 +vn -0.1138 0.9791 -0.1685 +vn -0.1033 0.9808 -0.1652 +vn 0.2194 -0.6138 -0.7584 +vn -0.1040 -0.3666 0.9245 +vn -0.1145 -0.3685 0.9225 +vn -0.0063 0.9877 -0.1564 +vn -0.0062 0.9878 -0.1555 +vn 0.0096 -0.6291 -0.7773 +vn -0.0048 -0.3589 0.9334 +vn -0.0049 -0.3580 0.9337 +vn 0.0000 -0.6291 -0.7773 +vn 0.4730 0.7544 -0.4551 +vn 0.5000 0.6732 -0.5448 +vn -0.9689 -0.1558 -0.1925 +vn -1.0000 0.0000 -0.0000 +vn 0.4730 -0.6024 0.6430 +vn 0.5000 -0.6732 0.5448 +vn 0.3283 0.9026 -0.2786 +vn -0.6828 -0.4596 -0.5679 +vn 0.3283 -0.4606 0.8246 +vn 0.1138 0.9791 -0.1685 +vn 0.1033 0.9808 -0.1652 +vn -0.2194 -0.6138 -0.7584 +vn 0.1040 -0.3666 0.9245 +vn 0.1145 -0.3685 0.9225 +vn 0.0062 0.9878 -0.1555 +vn 0.0063 0.9877 -0.1564 +vn -0.0096 -0.6291 -0.7773 +vn 0.0049 -0.3580 0.9337 +vn 0.0048 -0.3589 0.9334 +# 39 vertex normals + +g Line004 +usemtl wire_022022022 +s 1 +f 691//680 692//681 693//681 694//680 +s 2 +f 694//682 693//683 695//683 696//682 +s 4 +f 696//684 695//685 692//685 691//684 +s 1 +f 692//681 697//686 698//686 693//681 +s 2 +f 693//683 698//687 699//687 695//683 +s 4 +f 695//685 699//688 697//688 692//685 +s 1 +f 697//686 700//689 701//690 698//686 +s 2 +f 698//687 701//691 702//691 699//687 +s 4 +f 699//688 702//692 700//693 697//688 +s 1 +f 700//689 703//694 704//695 701//690 +s 2 +f 701//691 704//696 705//682 706//696 702//691 +s 4 +f 702//692 706//697 703//698 700//693 +s 8 +f 694//699 696//699 691//699 +s 1 +f 707//700 708//701 709//701 710//700 +s 2 +f 710//702 709//703 711//703 712//702 +s 4 +f 712//704 711//705 708//705 707//704 +s 1 +f 713//706 707//700 710//700 714//706 +s 2 +f 714//707 710//702 712//702 715//707 +s 4 +f 715//708 712//704 707//704 713//708 +s 1 +f 716//709 713//706 714//706 717//710 +s 2 +f 717//711 714//707 715//707 718//711 +s 4 +f 718//712 715//708 713//708 716//713 +s 1 +f 716//709 717//710 704//714 703//715 +s 2 +f 717//711 718//711 706//716 705//682 704//716 +s 4 +f 718//712 716//713 703//717 706//718 +s 8 +f 711//699 709//699 708//699 +# 24 polygons - 2 triangles + +# +# object Line005 +# + +v -4.1062 6.9155 17.3895 +v -4.1062 7.1131 17.6337 +v -4.0416 7.1317 17.5973 +v -4.0416 6.9445 17.3660 +v -4.0416 7.0737 17.6443 +v -4.0416 6.8865 17.4130 +v -4.0214 7.2107 17.7543 +v -3.9749 7.2084 17.6921 +v -3.9749 7.1504 17.7391 +v -3.8002 7.2750 17.8337 +v -3.7801 7.2651 17.7621 +v -3.7801 7.2070 17.8091 +v -2.9187 7.2820 17.8423 +v -2.9187 7.2703 17.7685 +v -2.9187 7.2510 17.7841 +v -2.9187 7.2122 17.8155 +v -1.7311 7.1131 17.6337 +v -1.7311 6.9155 17.3895 +v -1.7958 6.9445 17.3660 +v -1.7958 7.1317 17.5973 +v -1.7958 6.8865 17.4130 +v -1.7958 7.0737 17.6443 +v -1.8159 7.2107 17.7543 +v -1.8624 7.2084 17.6921 +v -1.8624 7.1504 17.7391 +v -2.0371 7.2750 17.8337 +v -2.0572 7.2651 17.7621 +v -2.0572 7.2070 17.8091 +# 28 vertices + +vn -0.5000 0.6732 -0.5448 +vn -0.4730 0.7544 -0.4551 +vn 1.0000 0.0000 -0.0000 +vn 0.9689 -0.1558 -0.1925 +vn -0.5000 -0.6732 0.5448 +vn -0.4730 -0.6024 0.6430 +vn -0.3283 0.9026 -0.2786 +vn 0.6828 -0.4596 -0.5679 +vn -0.3283 -0.4606 0.8246 +vn -0.1138 0.9791 -0.1685 +vn -0.1033 0.9808 -0.1652 +vn 0.2194 -0.6138 -0.7584 +vn -0.1040 -0.3666 0.9245 +vn -0.1145 -0.3685 0.9225 +vn -0.0063 0.9877 -0.1564 +vn -0.0062 0.9878 -0.1555 +vn 0.0096 -0.6291 -0.7773 +vn -0.0048 -0.3589 0.9334 +vn -0.0049 -0.3580 0.9337 +vn 0.0000 -0.6291 -0.7773 +vn 0.4730 0.7544 -0.4551 +vn 0.5000 0.6732 -0.5448 +vn -0.9689 -0.1558 -0.1925 +vn -1.0000 0.0000 -0.0000 +vn 0.4730 -0.6024 0.6430 +vn 0.5000 -0.6732 0.5448 +vn 0.3283 0.9026 -0.2786 +vn -0.6828 -0.4596 -0.5679 +vn 0.3283 -0.4606 0.8246 +vn 0.1138 0.9791 -0.1685 +vn 0.1033 0.9808 -0.1652 +vn -0.2194 -0.6138 -0.7584 +vn 0.1040 -0.3666 0.9245 +vn 0.1145 -0.3685 0.9225 +vn 0.0062 0.9878 -0.1555 +vn 0.0063 0.9877 -0.1564 +vn -0.0096 -0.6291 -0.7773 +vn 0.0049 -0.3580 0.9337 +vn 0.0048 -0.3589 0.9334 +# 39 vertex normals + +g Line005 +usemtl wire_022022022 +s 1 +f 719//719 720//720 721//720 722//719 +s 2 +f 722//721 721//722 723//722 724//721 +s 4 +f 724//723 723//724 720//724 719//723 +s 1 +f 720//720 725//725 726//725 721//720 +s 2 +f 721//722 726//726 727//726 723//722 +s 4 +f 723//724 727//727 725//727 720//724 +s 1 +f 725//725 728//728 729//729 726//725 +s 2 +f 726//726 729//730 730//730 727//726 +s 4 +f 727//727 730//731 728//732 725//727 +s 1 +f 728//728 731//733 732//734 729//729 +s 2 +f 729//730 732//735 733//721 734//735 730//730 +s 4 +f 730//731 734//736 731//737 728//732 +s 8 +f 722//738 724//738 719//738 +s 1 +f 735//739 736//740 737//740 738//739 +s 2 +f 738//741 737//742 739//742 740//741 +s 4 +f 740//743 739//744 736//744 735//743 +s 1 +f 741//745 735//739 738//739 742//745 +s 2 +f 742//746 738//741 740//741 743//746 +s 4 +f 743//747 740//743 735//743 741//747 +s 1 +f 744//748 741//745 742//745 745//749 +s 2 +f 745//750 742//746 743//746 746//750 +s 4 +f 746//751 743//747 741//747 744//752 +s 1 +f 744//748 745//749 732//753 731//754 +s 2 +f 745//750 746//750 734//755 733//721 732//755 +s 4 +f 746//751 744//752 731//756 734//757 +s 8 +f 739//738 737//738 736//738 +# 24 polygons - 2 triangles + +# +# object Line008 +# + +v -9.3306 6.5758 17.6956 +v -9.3306 6.7735 17.9398 +v -9.2659 6.7921 17.9035 +v -9.2659 6.6049 17.6721 +v -9.2659 6.7340 17.9505 +v -9.2659 6.5468 17.7191 +v -9.2458 6.8711 18.0604 +v -9.1993 6.8688 17.9982 +v -9.1993 6.8107 18.0452 +v -9.0246 6.9354 18.1399 +v -9.0045 6.9254 18.0682 +v -9.0045 6.8673 18.1152 +v -8.1430 6.9423 18.1485 +v -8.1430 6.9306 18.0746 +v -8.1430 6.9114 18.0902 +v -8.1430 6.8726 18.1216 +v -6.9555 6.7735 17.9398 +v -6.9555 6.5758 17.6956 +v -7.0201 6.6049 17.6721 +v -7.0201 6.7921 17.9035 +v -7.0201 6.5468 17.7191 +v -7.0201 6.7340 17.9505 +v -7.0403 6.8711 18.0604 +v -7.0868 6.8688 17.9982 +v -7.0868 6.8107 18.0452 +v -7.2615 6.9354 18.1399 +v -7.2816 6.9254 18.0682 +v -7.2816 6.8673 18.1152 +# 28 vertices + +vn -0.5000 0.6732 -0.5448 +vn -0.4730 0.7544 -0.4551 +vn 1.0000 0.0000 -0.0000 +vn 0.9689 -0.1558 -0.1925 +vn -0.5000 -0.6732 0.5448 +vn -0.4730 -0.6024 0.6430 +vn -0.3283 0.9026 -0.2786 +vn 0.6828 -0.4596 -0.5679 +vn -0.3283 -0.4606 0.8246 +vn -0.1138 0.9791 -0.1685 +vn -0.1033 0.9808 -0.1652 +vn 0.2194 -0.6138 -0.7584 +vn -0.1040 -0.3666 0.9245 +vn -0.1145 -0.3685 0.9225 +vn -0.0063 0.9877 -0.1564 +vn -0.0062 0.9878 -0.1555 +vn 0.0096 -0.6291 -0.7773 +vn -0.0048 -0.3589 0.9334 +vn -0.0049 -0.3580 0.9337 +vn 0.0000 -0.6291 -0.7773 +vn 0.4730 0.7544 -0.4551 +vn 0.5000 0.6732 -0.5448 +vn -0.9689 -0.1558 -0.1925 +vn -1.0000 0.0000 -0.0000 +vn 0.4730 -0.6024 0.6430 +vn 0.5000 -0.6732 0.5448 +vn 0.3283 0.9026 -0.2786 +vn -0.6828 -0.4596 -0.5679 +vn 0.3283 -0.4606 0.8246 +vn 0.1138 0.9791 -0.1685 +vn 0.1033 0.9808 -0.1652 +vn -0.2194 -0.6138 -0.7584 +vn 0.1040 -0.3666 0.9245 +vn 0.1145 -0.3685 0.9225 +vn 0.0062 0.9878 -0.1555 +vn 0.0063 0.9877 -0.1564 +vn -0.0096 -0.6291 -0.7773 +vn 0.0049 -0.3580 0.9337 +vn 0.0048 -0.3589 0.9334 +# 39 vertex normals + +g Line008 +usemtl wire_022022022 +s 1 +f 747//758 748//759 749//759 750//758 +s 2 +f 750//760 749//761 751//761 752//760 +s 4 +f 752//762 751//763 748//763 747//762 +s 1 +f 748//759 753//764 754//764 749//759 +s 2 +f 749//761 754//765 755//765 751//761 +s 4 +f 751//763 755//766 753//766 748//763 +s 1 +f 753//764 756//767 757//768 754//764 +s 2 +f 754//765 757//769 758//769 755//765 +s 4 +f 755//766 758//770 756//771 753//766 +s 1 +f 756//767 759//772 760//773 757//768 +s 2 +f 757//769 760//774 761//760 762//774 758//769 +s 4 +f 758//770 762//775 759//776 756//771 +s 8 +f 750//777 752//777 747//777 +s 1 +f 763//778 764//779 765//779 766//778 +s 2 +f 766//780 765//781 767//781 768//780 +s 4 +f 768//782 767//783 764//783 763//782 +s 1 +f 769//784 763//778 766//778 770//784 +s 2 +f 770//785 766//780 768//780 771//785 +s 4 +f 771//786 768//782 763//782 769//786 +s 1 +f 772//787 769//784 770//784 773//788 +s 2 +f 773//789 770//785 771//785 774//789 +s 4 +f 774//790 771//786 769//786 772//791 +s 1 +f 772//787 773//788 760//792 759//793 +s 2 +f 773//789 774//789 762//794 761//760 760//794 +s 4 +f 774//790 772//791 759//795 762//796 +s 8 +f 767//777 765//777 764//777 +# 24 polygons - 2 triangles + +# +# object Line011 +# + +v 7.8350 7.9240 15.4408 +v 7.8342 8.2360 15.4777 +v 7.7694 8.2150 15.5126 +v 7.7702 7.9195 15.4776 +v 7.7697 8.2238 15.4384 +v 7.7705 7.9283 15.4035 +v 7.7489 8.3899 15.4956 +v 7.7024 8.3360 15.5266 +v 7.7027 8.3447 15.4525 +v 7.5275 8.4909 15.5066 +v 7.5074 8.4249 15.5364 +v 7.5077 8.4337 15.4622 +v 6.6459 8.5000 15.5041 +v 6.6459 8.4313 15.5335 +v 6.6460 8.4342 15.5089 +v 6.6462 8.4401 15.4594 +v 5.4591 8.2308 15.4673 +v 5.4599 7.9189 15.4304 +v 5.5244 7.9146 15.4678 +v 5.5236 8.2102 15.5027 +v 5.5247 7.9234 15.3936 +v 5.5239 8.2190 15.4286 +v 5.5435 8.3851 15.4859 +v 5.5900 8.3314 15.5174 +v 5.5903 8.3402 15.4432 +v 5.7644 8.4871 15.4989 +v 5.7845 8.4212 15.5288 +v 5.7848 8.4300 15.4546 +# 28 vertices + +vn 0.4964 -0.1007 0.8622 +vn 0.4691 0.0185 0.8830 +vn -1.0000 -0.0022 -0.0044 +vn -0.9682 -0.2480 -0.0333 +vn 0.5036 0.1028 -0.8578 +vn 0.4762 0.2236 -0.8504 +vn 0.3237 0.2465 0.9135 +vn -0.6809 -0.7270 -0.0888 +vn 0.3309 0.4525 -0.8281 +vn 0.1090 0.3800 0.9185 +vn 0.0984 0.3837 0.9182 +vn -0.2168 -0.9693 -0.1156 +vn 0.1063 0.5867 -0.8028 +vn 0.1168 0.5840 -0.8033 +vn 0.0014 0.3945 0.9189 +vn 0.0013 0.3954 0.9185 +vn -0.0070 -0.9930 -0.1175 +vn 0.0070 0.5981 -0.8014 +vn 0.0071 0.5988 -0.8008 +vn 0.0027 -0.9931 -0.1175 +vn -0.4769 0.0165 0.8788 +vn -0.5036 -0.1028 0.8578 +vn 0.9695 -0.2438 -0.0248 +vn 1.0000 0.0022 0.0044 +vn -0.4697 0.2216 -0.8546 +vn -0.4964 0.1007 -0.8622 +vn -0.3328 0.2450 0.9106 +vn 0.6848 -0.7240 -0.0828 +vn -0.3256 0.4511 -0.8310 +vn -0.1187 0.3795 0.9175 +vn -0.1081 0.3832 0.9173 +vn 0.2220 -0.9684 -0.1137 +vn -0.1018 0.5862 -0.8037 +vn -0.1122 0.5835 -0.8043 +vn -0.0111 0.3954 0.9185 +vn -0.0112 0.3945 0.9188 +vn 0.0123 -0.9930 -0.1174 +vn -0.0027 0.5988 -0.8009 +vn -0.0026 0.5981 -0.8014 +# 39 vertex normals + +g Line011 +usemtl wire_022022022 +s 1 +f 775//797 776//798 777//798 778//797 +s 2 +f 778//799 777//800 779//800 780//799 +s 4 +f 780//801 779//802 776//802 775//801 +s 1 +f 776//798 781//803 782//803 777//798 +s 2 +f 777//800 782//804 783//804 779//800 +s 4 +f 779//802 783//805 781//805 776//802 +s 1 +f 781//803 784//806 785//807 782//803 +s 2 +f 782//804 785//808 786//808 783//804 +s 4 +f 783//805 786//809 784//810 781//805 +s 1 +f 784//806 787//811 788//812 785//807 +s 2 +f 785//808 788//813 789//799 790//813 786//808 +s 4 +f 786//809 790//814 787//815 784//810 +s 8 +f 778//816 780//816 775//816 +s 1 +f 791//817 792//818 793//818 794//817 +s 2 +f 794//819 793//820 795//820 796//819 +s 4 +f 796//821 795//822 792//822 791//821 +s 1 +f 797//823 791//817 794//817 798//823 +s 2 +f 798//824 794//819 796//819 799//824 +s 4 +f 799//825 796//821 791//821 797//825 +s 1 +f 800//826 797//823 798//823 801//827 +s 2 +f 801//828 798//824 799//824 802//828 +s 4 +f 802//829 799//825 797//825 800//830 +s 1 +f 800//826 801//827 788//831 787//832 +s 2 +f 801//828 802//828 790//833 789//799 788//833 +s 4 +f 802//829 800//830 787//834 790//835 +s 8 +f 795//816 793//816 792//816 +# 24 polygons - 2 triangles + +# +# object Line012 +# + +v 5.4583 7.9240 6.4280 +v 5.4592 8.2360 6.3911 +v 5.5240 8.2150 6.3562 +v 5.5232 7.9195 6.3912 +v 5.5237 8.2238 6.4304 +v 5.5229 7.9283 6.4653 +v 5.5444 8.3899 6.3732 +v 5.5910 8.3360 6.3422 +v 5.5907 8.3447 6.4164 +v 5.7659 8.4909 6.3622 +v 5.7860 8.4249 6.3325 +v 5.7857 8.4337 6.4066 +v 6.6475 8.5000 6.3647 +v 6.6474 8.4313 6.3353 +v 6.6473 8.4342 6.3599 +v 6.6471 8.4401 6.4094 +v 7.8343 8.2308 6.4015 +v 7.8335 7.9189 6.4384 +v 7.7689 7.9146 6.4010 +v 7.7697 8.2102 6.3661 +v 7.7686 7.9234 6.4752 +v 7.7694 8.2190 6.4403 +v 7.7499 8.3851 6.3829 +v 7.7034 8.3314 6.3515 +v 7.7031 8.3402 6.4256 +v 7.5289 8.4871 6.3699 +v 7.5088 8.4212 6.3400 +v 7.5085 8.4300 6.4142 +# 28 vertices + +vn -0.4964 -0.1007 -0.8622 +vn -0.4691 0.0185 -0.8830 +vn 1.0000 -0.0022 0.0044 +vn 0.9682 -0.2480 0.0333 +vn -0.5036 0.1028 0.8578 +vn -0.4762 0.2236 0.8504 +vn -0.3237 0.2465 -0.9135 +vn 0.6809 -0.7270 0.0888 +vn -0.3309 0.4525 0.8281 +vn -0.1090 0.3800 -0.9185 +vn -0.0984 0.3837 -0.9182 +vn 0.2168 -0.9693 0.1156 +vn -0.1063 0.5867 0.8028 +vn -0.1168 0.5840 0.8033 +vn -0.0014 0.3945 -0.9189 +vn -0.0013 0.3954 -0.9185 +vn 0.0070 -0.9930 0.1175 +vn -0.0070 0.5981 0.8014 +vn -0.0071 0.5988 0.8008 +vn -0.0027 -0.9931 0.1175 +vn 0.4769 0.0165 -0.8788 +vn 0.5036 -0.1028 -0.8578 +vn -0.9695 -0.2438 0.0248 +vn -1.0000 0.0022 -0.0044 +vn 0.4697 0.2216 0.8546 +vn 0.4964 0.1007 0.8622 +vn 0.3328 0.2450 -0.9106 +vn -0.6848 -0.7240 0.0828 +vn 0.3256 0.4511 0.8310 +vn 0.1187 0.3795 -0.9175 +vn 0.1081 0.3832 -0.9173 +vn -0.2220 -0.9684 0.1137 +vn 0.1018 0.5862 0.8037 +vn 0.1122 0.5835 0.8043 +vn 0.0111 0.3954 -0.9185 +vn 0.0112 0.3945 -0.9188 +vn -0.0123 -0.9930 0.1174 +vn 0.0027 0.5988 0.8009 +vn 0.0026 0.5981 0.8014 +# 39 vertex normals + +g Line012 +usemtl wire_022022022 +s 1 +f 803//836 804//837 805//837 806//836 +s 2 +f 806//838 805//839 807//839 808//838 +s 4 +f 808//840 807//841 804//841 803//840 +s 1 +f 804//837 809//842 810//842 805//837 +s 2 +f 805//839 810//843 811//843 807//839 +s 4 +f 807//841 811//844 809//844 804//841 +s 1 +f 809//842 812//845 813//846 810//842 +s 2 +f 810//843 813//847 814//847 811//843 +s 4 +f 811//844 814//848 812//849 809//844 +s 1 +f 812//845 815//850 816//851 813//846 +s 2 +f 813//847 816//852 817//838 818//852 814//847 +s 4 +f 814//848 818//853 815//854 812//849 +s 8 +f 806//855 808//855 803//855 +s 1 +f 819//856 820//857 821//857 822//856 +s 2 +f 822//858 821//859 823//859 824//858 +s 4 +f 824//860 823//861 820//861 819//860 +s 1 +f 825//862 819//856 822//856 826//862 +s 2 +f 826//863 822//858 824//858 827//863 +s 4 +f 827//864 824//860 819//860 825//864 +s 1 +f 828//865 825//862 826//862 829//866 +s 2 +f 829//867 826//863 827//863 830//867 +s 4 +f 830//868 827//864 825//864 828//869 +s 1 +f 828//865 829//866 816//870 815//871 +s 2 +f 829//867 830//867 818//872 817//838 816//872 +s 4 +f 830//868 828//869 815//873 818//874 +s 8 +f 823//855 821//855 820//855 +# 24 polygons - 2 triangles + +# +# object Line007 +# + +v 1.0793 6.9155 4.6631 +v 1.0793 7.1131 4.4189 +v 1.0146 7.1317 4.4552 +v 1.0146 6.9445 4.6866 +v 1.0146 7.0737 4.4083 +v 1.0146 6.8865 4.6396 +v 0.9944 7.2107 4.2983 +v 0.9479 7.2084 4.3605 +v 0.9479 7.1504 4.3135 +v 0.7732 7.2750 4.2188 +v 0.7531 7.2651 4.2905 +v 0.7531 7.2070 4.2435 +v -0.1083 7.2820 4.2102 +v -0.1083 7.2703 4.2841 +v -0.1083 7.2510 4.2685 +v -0.1083 7.2122 4.2371 +v -1.2959 7.1131 4.4189 +v -1.2959 6.9155 4.6631 +v -1.2312 6.9445 4.6866 +v -1.2312 7.1317 4.4552 +v -1.2312 6.8865 4.6396 +v -1.2312 7.0737 4.4083 +v -1.2110 7.2107 4.2983 +v -1.1645 7.2084 4.3605 +v -1.1645 7.1504 4.3135 +v -0.9898 7.2750 4.2188 +v -0.9697 7.2651 4.2905 +v -0.9697 7.2070 4.2435 +# 28 vertices + +vn 0.5000 0.6732 0.5448 +vn 0.4730 0.7544 0.4551 +vn -1.0000 0.0000 -0.0000 +vn -0.9689 -0.1558 0.1925 +vn 0.5000 -0.6732 -0.5448 +vn 0.4730 -0.6024 -0.6430 +vn 0.3283 0.9026 0.2786 +vn -0.6828 -0.4596 0.5679 +vn 0.3283 -0.4606 -0.8246 +vn 0.1138 0.9791 0.1685 +vn 0.1033 0.9808 0.1652 +vn -0.2194 -0.6138 0.7584 +vn 0.1040 -0.3666 -0.9245 +vn 0.1145 -0.3685 -0.9225 +vn 0.0063 0.9877 0.1564 +vn 0.0062 0.9878 0.1555 +vn -0.0096 -0.6291 0.7773 +vn 0.0048 -0.3589 -0.9334 +vn 0.0049 -0.3580 -0.9337 +vn -0.0000 -0.6291 0.7773 +vn -0.4730 0.7544 0.4551 +vn -0.5000 0.6732 0.5448 +vn 0.9689 -0.1558 0.1925 +vn 1.0000 0.0000 0.0000 +vn -0.4730 -0.6024 -0.6430 +vn -0.5000 -0.6732 -0.5448 +vn -0.3283 0.9026 0.2786 +vn 0.6828 -0.4596 0.5679 +vn -0.3283 -0.4606 -0.8246 +vn -0.1138 0.9791 0.1685 +vn -0.1033 0.9808 0.1652 +vn 0.2194 -0.6138 0.7584 +vn -0.1040 -0.3666 -0.9245 +vn -0.1145 -0.3685 -0.9225 +vn -0.0062 0.9878 0.1555 +vn -0.0063 0.9877 0.1564 +vn 0.0096 -0.6291 0.7773 +vn -0.0049 -0.3580 -0.9337 +vn -0.0048 -0.3589 -0.9334 +# 39 vertex normals + +g Line007 +usemtl wire_022022022 +s 1 +f 831//875 832//876 833//876 834//875 +s 2 +f 834//877 833//878 835//878 836//877 +s 4 +f 836//879 835//880 832//880 831//879 +s 1 +f 832//876 837//881 838//881 833//876 +s 2 +f 833//878 838//882 839//882 835//878 +s 4 +f 835//880 839//883 837//883 832//880 +s 1 +f 837//881 840//884 841//885 838//881 +s 2 +f 838//882 841//886 842//886 839//882 +s 4 +f 839//883 842//887 840//888 837//883 +s 1 +f 840//884 843//889 844//890 841//885 +s 2 +f 841//886 844//891 845//877 846//891 842//886 +s 4 +f 842//887 846//892 843//893 840//888 +s 8 +f 834//894 836//894 831//894 +s 1 +f 847//895 848//896 849//896 850//895 +s 2 +f 850//897 849//898 851//898 852//897 +s 4 +f 852//899 851//900 848//900 847//899 +s 1 +f 853//901 847//895 850//895 854//901 +s 2 +f 854//902 850//897 852//897 855//902 +s 4 +f 855//903 852//899 847//899 853//903 +s 1 +f 856//904 853//901 854//901 857//905 +s 2 +f 857//906 854//902 855//902 858//906 +s 4 +f 858//907 855//903 853//903 856//908 +s 1 +f 856//904 857//905 844//909 843//910 +s 2 +f 857//906 858//906 846//911 845//877 844//911 +s 4 +f 858//907 856//908 843//912 846//913 +s 8 +f 851//894 849//894 848//894 +# 24 polygons - 2 triangles + +# +# object Line006 +# + +v -1.7311 6.9155 4.6631 +v -1.7311 7.1131 4.4189 +v -1.7958 7.1317 4.4552 +v -1.7958 6.9445 4.6866 +v -1.7958 7.0737 4.4083 +v -1.7958 6.8865 4.6396 +v -1.8159 7.2107 4.2983 +v -1.8624 7.2084 4.3605 +v -1.8624 7.1504 4.3135 +v -2.0371 7.2750 4.2188 +v -2.0572 7.2651 4.2905 +v -2.0572 7.2070 4.2435 +v -2.9187 7.2820 4.2102 +v -2.9187 7.2703 4.2841 +v -2.9187 7.2510 4.2685 +v -2.9187 7.2122 4.2371 +v -4.1062 7.1131 4.4189 +v -4.1062 6.9155 4.6631 +v -4.0416 6.9445 4.6866 +v -4.0416 7.1317 4.4552 +v -4.0416 6.8865 4.6396 +v -4.0416 7.0737 4.4083 +v -4.0214 7.2107 4.2983 +v -3.9749 7.2084 4.3605 +v -3.9749 7.1504 4.3135 +v -3.8002 7.2750 4.2188 +v -3.7801 7.2651 4.2905 +v -3.7801 7.2070 4.2435 +# 28 vertices + +vn 0.5000 0.6732 0.5448 +vn 0.4730 0.7544 0.4551 +vn -1.0000 0.0000 -0.0000 +vn -0.9689 -0.1558 0.1925 +vn 0.5000 -0.6732 -0.5448 +vn 0.4730 -0.6024 -0.6430 +vn 0.3283 0.9026 0.2786 +vn -0.6828 -0.4596 0.5679 +vn 0.3283 -0.4606 -0.8246 +vn 0.1138 0.9791 0.1685 +vn 0.1033 0.9808 0.1652 +vn -0.2194 -0.6138 0.7584 +vn 0.1040 -0.3666 -0.9245 +vn 0.1145 -0.3685 -0.9225 +vn 0.0063 0.9877 0.1564 +vn 0.0062 0.9878 0.1555 +vn -0.0096 -0.6291 0.7773 +vn 0.0048 -0.3589 -0.9334 +vn 0.0049 -0.3580 -0.9337 +vn -0.0000 -0.6291 0.7773 +vn -0.4730 0.7544 0.4551 +vn -0.5000 0.6732 0.5448 +vn 0.9689 -0.1558 0.1925 +vn 1.0000 0.0000 0.0000 +vn -0.4730 -0.6024 -0.6430 +vn -0.5000 -0.6732 -0.5448 +vn -0.3283 0.9026 0.2786 +vn 0.6828 -0.4596 0.5679 +vn -0.3283 -0.4606 -0.8246 +vn -0.1138 0.9791 0.1685 +vn -0.1033 0.9808 0.1652 +vn 0.2194 -0.6138 0.7584 +vn -0.1040 -0.3666 -0.9245 +vn -0.1145 -0.3685 -0.9225 +vn -0.0062 0.9878 0.1555 +vn -0.0063 0.9877 0.1564 +vn 0.0096 -0.6291 0.7773 +vn -0.0049 -0.3580 -0.9337 +vn -0.0048 -0.3589 -0.9334 +# 39 vertex normals + +g Line006 +usemtl wire_022022022 +s 1 +f 859//914 860//915 861//915 862//914 +s 2 +f 862//916 861//917 863//917 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3362/2631/2593 3361/2632/2593 3359/2629/2594 +s 64 +f 3359/2630/2595 3361/2631/2595 3360/2632/2595 3356/2629/2596 +# 6 polygons + +# +# object Box023 +# + +v -12.1498 6.4980 17.8582 +v -12.1498 6.1903 18.1764 +v -12.1498 6.6483 18.1764 +v -12.1498 6.6483 17.8582 +v -11.7109 6.4980 17.8582 +v -11.7109 6.6483 17.8582 +v -11.7109 6.6483 18.1764 +v -11.7109 6.1903 18.1764 +# 8 vertices + +vn -1.0000 -0.0000 -0.0000 +vn 1.0000 -0.0000 0.0000 +vn 1.0000 0.0000 0.0000 +vn 1.0000 0.0000 -0.0000 +vn 0.0000 -0.7190 -0.6951 +vn -0.0000 -0.0000 1.0000 +vn -0.0000 1.0000 0.0000 +vn 0.0000 0.0000 -1.0000 +vn 0.0000 -0.0000 -1.0000 +# 9 vertex normals + +vt 1.0000 0.0000 0.0000 +vt 0.0000 0.0000 0.0000 +vt 0.0000 1.0000 0.0000 +vt 1.0000 1.0000 0.0000 +# 4 texture coords + +g Box023 +usemtl wire_022022022 +s 2 +f 3364/2633/2597 3365/2634/2597 3366/2635/2597 3367/2636/2597 +s 4 +f 3368/2634/2598 3369/2635/2598 3370/2636/2599 3371/2633/2600 +s 8 +f 3364/2634/2601 3368/2635/2601 3371/2636/2601 3365/2633/2601 +s 16 +f 3365/2634/2602 3371/2635/2602 3370/2636/2602 3366/2633/2602 +s 32 +f 3366/2634/2603 3370/2635/2603 3369/2636/2603 3367/2633/2603 +s 64 +f 3367/2634/2604 3369/2635/2604 3368/2636/2604 3364/2633/2605 +# 6 polygons + +# +# object Sphere001 +# + +v -12.2063 7.3126 18.0028 +v -12.2057 7.6978 18.0028 +v -12.2057 7.6077 17.7552 +v -12.2057 7.3795 17.6235 +v -12.2057 7.1200 17.6692 +v -12.2057 6.9506 17.8711 +v -12.2057 6.9506 18.1346 +v -12.2057 7.1200 18.3365 +v -12.2057 7.3795 18.3822 +v -12.2057 7.6077 18.2505 +v -12.2045 7.8395 18.0028 +v -12.2045 7.7163 17.6641 +v -12.2045 7.4041 17.4839 +v -12.2045 7.0491 17.5465 +v -12.2045 6.8174 17.8226 +v -12.2045 6.8174 18.1831 +v -12.2045 7.0491 18.4592 +v -12.2045 7.4041 18.5218 +v -12.2045 7.7163 18.3416 +v -12.2492 7.9028 18.0028 +v -11.5732 7.8316 18.0028 +v -11.5732 7.7102 17.6692 +v -12.2492 7.7647 17.6235 +v -11.5732 7.4027 17.4917 +v -12.2492 7.4151 17.4216 +v -11.5732 7.0531 17.5534 +v -12.2492 7.0175 17.4917 +v -11.5732 6.8249 17.8253 +v -12.2492 6.7580 17.8010 +v -11.5732 6.8249 18.1804 +v -12.2492 6.7580 18.2047 +v -11.5732 7.0531 18.4523 +v -12.2492 7.0175 18.5140 +v -11.5732 7.4027 18.5140 +v -12.2492 7.4151 18.5841 +v -11.5732 7.7102 18.3365 +v -12.2492 7.7647 18.3822 +v -11.2735 7.3126 18.0028 +# 38 vertices + +vn -1.0000 -0.0000 0.0000 +vn -1.0000 0.0056 0.0000 +vn -1.0000 0.0043 -0.0036 +vn -1.0000 0.0010 -0.0055 +vn -1.0000 -0.0028 -0.0048 +vn -1.0000 -0.0052 -0.0019 +vn -1.0000 -0.0052 0.0019 +vn -1.0000 -0.0028 0.0048 +vn -1.0000 0.0010 0.0055 +vn -1.0000 0.0043 0.0036 +vn -1.0000 0.0080 0.0000 +vn -1.0000 0.0061 -0.0051 +vn -1.0000 0.0014 -0.0078 +vn -1.0000 -0.0040 -0.0069 +vn -1.0000 -0.0075 -0.0027 +vn -1.0000 -0.0075 0.0027 +vn -1.0000 -0.0040 0.0069 +vn -1.0000 0.0014 0.0078 +vn -1.0000 0.0061 0.0051 +vn 0.1047 0.9945 0.0000 +vn 0.5037 0.8639 0.0000 +vn 0.5037 0.6618 -0.5553 +vn 0.1047 0.7618 -0.6393 +vn 0.5037 0.1500 -0.8507 +vn 0.1047 0.1727 -0.9794 +vn 0.5037 -0.4319 -0.7481 +vn 0.1047 -0.4973 -0.8613 +vn 0.5037 -0.8118 -0.2955 +vn 0.1047 -0.9345 -0.3401 +vn 0.5037 -0.8118 0.2955 +vn 0.1047 -0.9345 0.3401 +vn 0.5037 -0.4319 0.7481 +vn 0.1047 -0.4973 0.8613 +vn 0.5037 0.1500 0.8507 +vn 0.1047 0.1727 0.9794 +vn 0.5037 0.6618 0.5553 +vn 0.1047 0.7618 0.6393 +vn 1.0000 0.0000 0.0000 +vn -0.7992 -0.5648 0.2056 +vn -0.7992 -0.3005 0.5205 +vn -0.7992 0.1044 0.5919 +vn -0.7992 0.4604 0.3863 +vn -0.7992 0.6010 -0.0000 +vn -0.7992 0.4604 -0.3863 +vn -0.7992 0.1044 -0.5919 +vn -0.7992 -0.3005 -0.5205 +vn -0.7992 -0.5648 -0.2056 +# 47 vertex normals + +vt 0.0000 1.0000 0.0000 +vt 0.0000 0.7778 0.0000 +vt 0.1111 0.7778 0.0000 +vt 0.1111 1.0000 0.0000 +vt 0.2222 0.7778 0.0000 +vt 0.2222 1.0000 0.0000 +vt 0.3333 0.7778 0.0000 +vt 0.3333 1.0000 0.0000 +vt 0.4444 0.7778 0.0000 +vt 0.4444 1.0000 0.0000 +vt 0.5556 0.7778 0.0000 +vt 0.5556 1.0000 0.0000 +vt 0.6667 0.7778 0.0000 +vt 0.6667 1.0000 0.0000 +vt 0.7778 0.7778 0.0000 +vt 0.7778 1.0000 0.0000 +vt 0.8889 0.7778 0.0000 +vt 0.8889 1.0000 0.0000 +vt 1.0000 0.7778 0.0000 +vt 0.0000 0.5556 0.0000 +vt 0.1111 0.5556 0.0000 +vt 0.2222 0.5556 0.0000 +vt 0.3333 0.5556 0.0000 +vt 0.4444 0.5556 0.0000 +vt 0.5556 0.5556 0.0000 +vt 0.6667 0.5556 0.0000 +vt 0.7778 0.5556 0.0000 +vt 0.8889 0.5556 0.0000 +vt 1.0000 0.5556 0.0000 +vt 0.0000 0.3333 0.0000 +vt 0.1111 0.3333 0.0000 +vt 0.2222 0.3333 0.0000 +vt 0.3333 0.3333 0.0000 +vt 0.4444 0.3333 0.0000 +vt 0.5556 0.3333 0.0000 +vt 0.6667 0.3333 0.0000 +vt 0.7778 0.3333 0.0000 +vt 0.8889 0.3333 0.0000 +vt 1.0000 0.3333 0.0000 +vt 0.0000 0.1111 0.0000 +vt 0.1111 0.1111 0.0000 +vt 0.2222 0.1111 0.0000 +vt 0.3333 0.1111 0.0000 +vt 0.4444 0.1111 0.0000 +vt 0.5556 0.1111 0.0000 +vt 0.6667 0.1111 0.0000 +vt 0.7778 0.1111 0.0000 +vt 0.8889 0.1111 0.0000 +# 48 texture coords + +g Sphere001 +usemtl wire_022022022 +s 1 +f 3372/2637/2606 3373/2638/2607 3374/2639/2608 +f 3372/2640/2606 3374/2639/2608 3375/2641/2609 +f 3372/2642/2606 3375/2641/2609 3376/2643/2610 +f 3372/2644/2606 3376/2643/2610 3377/2645/2611 +f 3372/2646/2606 3377/2645/2611 3378/2647/2612 +f 3372/2648/2606 3378/2647/2612 3379/2649/2613 +f 3372/2650/2606 3379/2649/2613 3380/2651/2614 +f 3372/2652/2606 3380/2651/2614 3381/2653/2615 +f 3372/2654/2606 3381/2653/2615 3373/2655/2607 +f 3373/2638/2607 3382/2656/2616 3383/2657/2617 3374/2639/2608 +f 3374/2639/2608 3383/2657/2617 3384/2658/2618 3375/2641/2609 +f 3375/2641/2609 3384/2658/2618 3385/2659/2619 3376/2643/2610 +f 3376/2643/2610 3385/2659/2619 3386/2660/2620 3377/2645/2611 +f 3377/2645/2611 3386/2660/2620 3387/2661/2621 3378/2647/2612 +f 3378/2647/2612 3387/2661/2621 3388/2662/2622 3379/2649/2613 +f 3379/2649/2613 3388/2662/2622 3389/2663/2623 3380/2651/2614 +f 3380/2651/2614 3389/2663/2623 3390/2664/2624 3381/2653/2615 +f 3381/2653/2615 3390/2664/2624 3382/2665/2616 3373/2655/2607 +f 3391/2656/2625 3392/2666/2626 3393/2667/2627 3394/2657/2628 +f 3394/2657/2628 3393/2667/2627 3395/2668/2629 3396/2658/2630 +f 3396/2658/2630 3395/2668/2629 3397/2669/2631 3398/2659/2632 +f 3398/2659/2632 3397/2669/2631 3399/2670/2633 3400/2660/2634 +f 3400/2660/2634 3399/2670/2633 3401/2671/2635 3402/2661/2636 +f 3402/2661/2636 3401/2671/2635 3403/2672/2637 3404/2662/2638 +f 3404/2662/2638 3403/2672/2637 3405/2673/2639 3406/2663/2640 +f 3406/2663/2640 3405/2673/2639 3407/2674/2641 3408/2664/2642 +f 3408/2664/2642 3407/2674/2641 3392/2675/2626 3391/2665/2625 +f 3409/2676/2643 3393/2667/2627 3392/2666/2626 +f 3409/2677/2643 3395/2668/2629 3393/2667/2627 +f 3409/2678/2643 3397/2669/2631 3395/2668/2629 +f 3409/2679/2643 3399/2670/2633 3397/2669/2631 +f 3409/2680/2643 3401/2671/2635 3399/2670/2633 +f 3409/2681/2643 3403/2672/2637 3401/2671/2635 +f 3409/2682/2643 3405/2673/2639 3403/2672/2637 +f 3409/2683/2643 3407/2674/2641 3405/2673/2639 +f 3409/2684/2643 3392/2675/2626 3407/2674/2641 +s off +f 3391/2656/2644 3394/2657/2644 3383/2657/2644 3382/2656/2644 +f 3394/2657/2645 3396/2658/2645 3384/2658/2645 3383/2657/2645 +f 3396/2658/2646 3398/2659/2646 3385/2659/2646 3384/2658/2646 +f 3398/2659/2647 3400/2660/2647 3386/2660/2647 3385/2659/2647 +f 3400/2660/2648 3402/2661/2648 3387/2661/2648 3386/2660/2648 +f 3402/2661/2649 3404/2662/2649 3388/2662/2649 3387/2661/2649 +f 3404/2662/2650 3406/2663/2650 3389/2663/2650 3388/2662/2650 +f 3406/2663/2651 3408/2664/2651 3390/2664/2651 3389/2663/2651 +f 3408/2664/2652 3391/2665/2652 3382/2665/2652 3390/2664/2652 +# 27 polygons - 18 triangles + +# +# object Box005 +# + +v -16.9246 4.6030 7.2559 +v -20.8323 2.8041 7.2559 +v -20.8323 2.8041 14.6007 +v -16.9246 4.6030 14.6007 +v -20.4419 2.7141 14.0820 +v -17.1101 4.2479 14.0820 +v -17.1101 4.2479 7.7746 +v -20.4419 2.7141 7.7746 +# 8 vertices + +vn -0.4182 0.9084 -0.0000 +vn 0.3781 -0.8214 0.4270 +vn 0.8863 -0.4631 -0.0000 +vn 0.3781 -0.8214 -0.4270 +vn -0.2245 -0.9745 -0.0000 +# 5 vertex normals + +vt 1.0000 1.0000 0.0000 +vt 0.0000 1.0000 0.0000 +vt 0.0000 0.0000 0.0000 +vt 1.0000 0.0000 0.0000 +# 4 texture coords + +g Box005 +usemtl wire_022022022 +s 4 +f 3410/2685/2653 3411/2686/2653 3412/2687/2653 3413/2688/2653 +s 8 +f 3414/2687/2654 3415/2688/2654 3413/2685/2654 3412/2686/2654 +s 16 +f 3415/2687/2655 3416/2688/2655 3410/2685/2655 3413/2686/2655 +s 32 +f 3416/2687/2656 3417/2688/2656 3411/2685/2656 3410/2686/2656 +s 64 +f 3417/2687/2657 3414/2688/2657 3412/2685/2657 3411/2686/2657 +# 5 polygons + +# +# object Box006 +# + +v -18.6942 3.7730 12.1612 +v -19.1406 4.5744 12.3531 +v -19.1406 4.5744 12.9279 +v -18.6942 3.7730 13.1197 +v -18.8271 3.7123 12.1612 +v -18.8271 3.7123 13.1197 +# 6 vertices + +vn 0.8736 0.4867 0.0000 +vn -0.9398 -0.3418 -0.0000 +vn 0.4156 -0.9096 0.0000 +vn -0.0853 0.1867 0.9787 +vn -0.0853 0.1867 -0.9787 +# 5 vertex normals + +vt 1.0000 0.0000 0.0000 +vt 1.0000 1.0000 0.0000 +vt 0.0000 1.0000 0.0000 +vt 0.0000 0.0000 0.0000 +vt 1.0000 0.5000 0.0000 +vt 0.0000 0.5000 0.0000 +# 6 texture coords + +g Box006 +usemtl wire_022022022 +s 2 +f 3418/2689/2658 3419/2690/2658 3420/2691/2658 3421/2692/2658 +s 4 +f 3422/2692/2659 3423/2689/2659 3420/2690/2659 3419/2691/2659 +s 8 +f 3418/2692/2660 3421/2689/2660 3423/2690/2660 3422/2691/2660 +s 16 +f 3421/2692/2661 3420/2693/2661 3423/2691/2661 +s 64 +f 3419/2694/2662 3418/2689/2662 3422/2690/2662 +# 3 polygons - 2 triangles + +# +# object Box007 +# + +v -18.6942 3.7730 8.7467 +v -19.1406 4.5744 8.9385 +v -19.1406 4.5744 9.5133 +v -18.6942 3.7730 9.7051 +v -18.8271 3.7123 8.7467 +v -18.8271 3.7123 9.7051 +# 6 vertices + +vn 0.8736 0.4867 0.0000 +vn -0.9398 -0.3418 -0.0000 +vn 0.4156 -0.9096 0.0000 +vn -0.0853 0.1867 0.9787 +vn -0.0853 0.1867 -0.9787 +# 5 vertex normals + +vt 1.0000 0.0000 0.0000 +vt 1.0000 1.0000 0.0000 +vt 0.0000 1.0000 0.0000 +vt 0.0000 0.0000 0.0000 +vt 1.0000 0.5000 0.0000 +vt 0.0000 0.5000 0.0000 +# 6 texture coords + +g Box007 +usemtl wire_022022022 +s 2 +f 3424/2695/2663 3425/2696/2663 3426/2697/2663 3427/2698/2663 +s 4 +f 3428/2698/2664 3429/2695/2664 3426/2696/2664 3425/2697/2664 +s 8 +f 3424/2698/2665 3427/2695/2665 3429/2696/2665 3428/2697/2665 +s 16 +f 3427/2698/2666 3426/2699/2666 3429/2697/2666 +s 64 +f 3425/2700/2667 3424/2695/2667 3428/2696/2667 +# 3 polygons - 2 triangles + +# +# object Plane010 +# + +v -63.1373 -2.9779 -46.1438 +v -63.1373 -2.9779 73.8562 +v 56.8627 -2.9779 73.8562 +v 56.8627 -2.9779 -46.1438 +# 4 vertices + +vn 0.0000 1.0000 -0.0000 +# 1 vertex normals + +vt 0.0000 1.0000 0.0000 +vt 0.0000 0.0000 0.0000 +vt 1.0000 0.0000 0.0000 +vt 1.0000 1.0000 0.0000 +# 4 texture coords + +g Plane010 +usemtl wire_022022022 +s 1 +f 3430/2701/2668 3431/2702/2668 3432/2703/2668 3433/2704/2668 +# 1 polygons + diff --git a/public/robots.txt b/public/robots.txt new file mode 100644 index 0000000..8e7c3fc --- /dev/null +++ b/public/robots.txt @@ -0,0 +1,8 @@ +# Robots.txt for Toothless SQB Bot Website +# This file prevents web crawlers from scraping the site + +User-agent: * +Disallow: / + +# Block all crawlers from all content +# This includes search engines, scrapers, and bots \ No newline at end of file diff --git a/public/vendor/three/addons/controls/OrbitControls.js b/public/vendor/three/addons/controls/OrbitControls.js new file mode 100644 index 0000000..6060cd4 --- /dev/null +++ b/public/vendor/three/addons/controls/OrbitControls.js @@ -0,0 +1,1963 @@ +import { + Controls, + MOUSE, + Quaternion, + Spherical, + TOUCH, + Vector2, + Vector3, + Plane, + Ray, + MathUtils +} from 'three'; + +/** + * Fires when the camera has been transformed by the controls. + * + * @event OrbitControls#change + * @type {Object} + */ +const _changeEvent = { type: 'change' }; + +/** + * Fires when an interaction was initiated. + * + * @event OrbitControls#start + * @type {Object} + */ +const _startEvent = { type: 'start' }; + +/** + * Fires when an interaction has finished. + * + * @event OrbitControls#end + * @type {Object} + */ +const _endEvent = { type: 'end' }; + +const _ray = new Ray(); +const _plane = new Plane(); +const _TILT_LIMIT = Math.cos( 70 * MathUtils.DEG2RAD ); + +const _v = new Vector3(); +const _twoPI = 2 * Math.PI; + +const _STATE = { + NONE: - 1, + ROTATE: 0, + DOLLY: 1, + PAN: 2, + TOUCH_ROTATE: 3, + TOUCH_PAN: 4, + TOUCH_DOLLY_PAN: 5, + TOUCH_DOLLY_ROTATE: 6 +}; +const _EPS = 0.000001; + + +/** + * Orbit controls allow the camera to orbit around a target. + * + * OrbitControls performs orbiting, dollying (zooming), and panning. Unlike {@link TrackballControls}, + * it maintains the "up" direction `object.up` (+Y by default). + * + * - Orbit: Left mouse / touch: one-finger move. + * - Zoom: Middle mouse, or mousewheel / touch: two-finger spread or squish. + * - Pan: Right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move. + * + * ```js + * const controls = new OrbitControls( camera, renderer.domElement ); + * + * // controls.update() must be called after any manual changes to the camera's transform + * camera.position.set( 0, 20, 100 ); + * controls.update(); + * + * function animate() { + * + * // required if controls.enableDamping or controls.autoRotate are set to true + * controls.update(); + * + * renderer.render( scene, camera ); + * + * } + * ``` + * + * @augments Controls + * @three_import import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; + */ +class OrbitControls extends Controls { + + /** + * Constructs a new controls instance. + * + * @param {Object3D} object - The object that is managed by the controls. + * @param {?HTMLElement} domElement - The HTML element used for event listeners. + */ + constructor( object, domElement = null ) { + + super( object, domElement ); + + this.state = _STATE.NONE; + + /** + * The focus point of the controls, the `object` orbits around this. + * It can be updated manually at any point to change the focus of the controls. + * + * @type {Vector3} + */ + this.target = new Vector3(); + + /** + * The focus point of the `minTargetRadius` and `maxTargetRadius` limits. + * It can be updated manually at any point to change the center of interest + * for the `target`. + * + * @type {Vector3} + */ + this.cursor = new Vector3(); + + /** + * How far you can dolly in (perspective camera only). + * + * @type {number} + * @default 0 + */ + this.minDistance = 0; + + /** + * How far you can dolly out (perspective camera only). + * + * @type {number} + * @default Infinity + */ + this.maxDistance = Infinity; + + /** + * How far you can zoom in (orthographic camera only). + * + * @type {number} + * @default 0 + */ + this.minZoom = 0; + + /** + * How far you can zoom out (orthographic camera only). + * + * @type {number} + * @default Infinity + */ + this.maxZoom = Infinity; + + /** + * How close you can get the target to the 3D `cursor`. + * + * @type {number} + * @default 0 + */ + this.minTargetRadius = 0; + + /** + * How far you can move the target from the 3D `cursor`. + * + * @type {number} + * @default Infinity + */ + this.maxTargetRadius = Infinity; + + /** + * How far you can orbit vertically, lower limit. Range is `[0, Math.PI]` radians. + * + * @type {number} + * @default 0 + */ + this.minPolarAngle = 0; + + /** + * How far you can orbit vertically, upper limit. Range is `[0, Math.PI]` radians. + * + * @type {number} + * @default Math.PI + */ + this.maxPolarAngle = Math.PI; + + /** + * How far you can orbit horizontally, lower limit. If set, the interval `[ min, max ]` + * must be a sub-interval of `[ - 2 PI, 2 PI ]`, with `( max - min < 2 PI )`. + * + * @type {number} + * @default -Infinity + */ + this.minAzimuthAngle = - Infinity; + + /** + * How far you can orbit horizontally, upper limit. If set, the interval `[ min, max ]` + * must be a sub-interval of `[ - 2 PI, 2 PI ]`, with `( max - min < 2 PI )`. + * + * @type {number} + * @default -Infinity + */ + this.maxAzimuthAngle = Infinity; + + /** + * Set to `true` to enable damping (inertia), which can be used to give a sense of weight + * to the controls. Note that if this is enabled, you must call `update()` in your animation + * loop. + * + * @type {boolean} + * @default false + */ + this.enableDamping = false; + + /** + * The damping inertia used if `enableDamping` is set to `true`. + * + * Note that for this to work, you must call `update()` in your animation loop. + * + * @type {number} + * @default 0.05 + */ + this.dampingFactor = 0.05; + + /** + * Enable or disable zooming (dollying) of the camera. + * + * @type {boolean} + * @default true + */ + this.enableZoom = true; + + /** + * Speed of zooming / dollying. + * + * @type {number} + * @default 1 + */ + this.zoomSpeed = 1.0; + + /** + * Enable or disable horizontal and vertical rotation of the camera. + * + * Note that it is possible to disable a single axis by setting the min and max of the + * `minPolarAngle` or `minAzimuthAngle` to the same value, which will cause the vertical + * or horizontal rotation to be fixed at that value. + * + * @type {boolean} + * @default true + */ + this.enableRotate = true; + + /** + * Speed of rotation. + * + * @type {number} + * @default 1 + */ + this.rotateSpeed = 1.0; + + /** + * How fast to rotate the camera when the keyboard is used. + * + * @type {number} + * @default 1 + */ + this.keyRotateSpeed = 1.0; + + /** + * Enable or disable camera panning. + * + * @type {boolean} + * @default true + */ + this.enablePan = true; + + /** + * Speed of panning. + * + * @type {number} + * @default 1 + */ + this.panSpeed = 1.0; + + /** + * Defines how the camera's position is translated when panning. If `true`, the camera pans + * in screen space. Otherwise, the camera pans in the plane orthogonal to the camera's up + * direction. + * + * @type {boolean} + * @default true + */ + this.screenSpacePanning = true; + + /** + * How fast to pan the camera when the keyboard is used in + * pixels per keypress. + * + * @type {number} + * @default 7 + */ + this.keyPanSpeed = 7.0; + + /** + * Setting this property to `true` allows to zoom to the cursor's position. + * + * @type {boolean} + * @default false + */ + this.zoomToCursor = false; + + /** + * Set to true to automatically rotate around the target + * + * Note that if this is enabled, you must call `update()` in your animation loop. + * If you want the auto-rotate speed to be independent of the frame rate (the refresh + * rate of the display), you must pass the time `deltaTime`, in seconds, to `update()`. + * + * @type {boolean} + * @default false + */ + this.autoRotate = false; + + /** + * How fast to rotate around the target if `autoRotate` is `true`. The default equates to 30 seconds + * per orbit at 60fps. + * + * Note that if `autoRotate` is enabled, you must call `update()` in your animation loop. + * + * @type {number} + * @default 2 + */ + this.autoRotateSpeed = 2.0; + + /** + * This object contains references to the keycodes for controlling camera panning. + * + * ```js + * controls.keys = { + * LEFT: 'ArrowLeft', //left arrow + * UP: 'ArrowUp', // up arrow + * RIGHT: 'ArrowRight', // right arrow + * BOTTOM: 'ArrowDown' // down arrow + * } + * ``` + * @type {Object} + */ + this.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }; + + /** + * This object contains references to the mouse actions used by the controls. + * + * ```js + * controls.mouseButtons = { + * LEFT: THREE.MOUSE.ROTATE, + * MIDDLE: THREE.MOUSE.DOLLY, + * RIGHT: THREE.MOUSE.PAN + * } + * ``` + * @type {Object} + */ + this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN }; + + /** + * This object contains references to the touch actions used by the controls. + * + * ```js + * controls.mouseButtons = { + * ONE: THREE.TOUCH.ROTATE, + * TWO: THREE.TOUCH.DOLLY_PAN + * } + * ``` + * @type {Object} + */ + this.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }; + + /** + * Used internally by `saveState()` and `reset()`. + * + * @type {Vector3} + */ + this.target0 = this.target.clone(); + + /** + * Used internally by `saveState()` and `reset()`. + * + * @type {Vector3} + */ + this.position0 = this.object.position.clone(); + + /** + * Used internally by `saveState()` and `reset()`. + * + * @type {number} + */ + this.zoom0 = this.object.zoom; + + this._cursorStyle = 'auto'; + + // the target DOM element for key events + this._domElementKeyEvents = null; + + // internals + + this._lastPosition = new Vector3(); + this._lastQuaternion = new Quaternion(); + this._lastTargetPosition = new Vector3(); + + // so camera.up is the orbit axis + this._quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) ); + this._quatInverse = this._quat.clone().invert(); + + // current position in spherical coordinates + this._spherical = new Spherical(); + this._sphericalDelta = new Spherical(); + + this._scale = 1; + this._panOffset = new Vector3(); + + this._rotateStart = new Vector2(); + this._rotateEnd = new Vector2(); + this._rotateDelta = new Vector2(); + + this._panStart = new Vector2(); + this._panEnd = new Vector2(); + this._panDelta = new Vector2(); + + this._dollyStart = new Vector2(); + this._dollyEnd = new Vector2(); + this._dollyDelta = new Vector2(); + + this._dollyDirection = new Vector3(); + this._mouse = new Vector2(); + this._performCursorZoom = false; + + this._pointers = []; + this._pointerPositions = {}; + + this._controlActive = false; + + // event listeners + + this._onPointerMove = onPointerMove.bind( this ); + this._onPointerDown = onPointerDown.bind( this ); + this._onPointerUp = onPointerUp.bind( this ); + this._onContextMenu = onContextMenu.bind( this ); + this._onMouseWheel = onMouseWheel.bind( this ); + this._onKeyDown = onKeyDown.bind( this ); + + this._onTouchStart = onTouchStart.bind( this ); + this._onTouchMove = onTouchMove.bind( this ); + + this._onMouseDown = onMouseDown.bind( this ); + this._onMouseMove = onMouseMove.bind( this ); + + this._interceptControlDown = interceptControlDown.bind( this ); + this._interceptControlUp = interceptControlUp.bind( this ); + + // + + if ( this.domElement !== null ) { + + this.connect( this.domElement ); + + } + + this.update(); + + } + + /** + * Defines the visual representation of the cursor. + * + * @type {('auto'|'grab')} + * @default 'auto' + */ + set cursorStyle( type ) { + + this._cursorStyle = type; + + if ( type === 'grab' ) { + + this.domElement.style.cursor = 'grab'; + + } else { + + this.domElement.style.cursor = 'auto'; + + } + + } + + get cursorStyle() { + + return this._cursorStyle; + + } + + connect( element ) { + + super.connect( element ); + + this.domElement.addEventListener( 'pointerdown', this._onPointerDown ); + this.domElement.addEventListener( 'pointercancel', this._onPointerUp ); + + this.domElement.addEventListener( 'contextmenu', this._onContextMenu ); + this.domElement.addEventListener( 'wheel', this._onMouseWheel, { passive: false } ); + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + document.addEventListener( 'keydown', this._interceptControlDown, { passive: true, capture: true } ); + + this.domElement.style.touchAction = 'none'; // Disable touch scroll + + } + + disconnect() { + + this.domElement.removeEventListener( 'pointerdown', this._onPointerDown ); + this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove ); + this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp ); + this.domElement.removeEventListener( 'pointercancel', this._onPointerUp ); + + this.domElement.removeEventListener( 'wheel', this._onMouseWheel ); + this.domElement.removeEventListener( 'contextmenu', this._onContextMenu ); + + this.stopListenToKeyEvents(); + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + document.removeEventListener( 'keydown', this._interceptControlDown, { capture: true } ); + + this.domElement.style.touchAction = ''; // Restore touch scroll + + } + + dispose() { + + this.disconnect(); + + } + + /** + * Get the current vertical rotation, in radians. + * + * @return {number} The current vertical rotation, in radians. + */ + getPolarAngle() { + + return this._spherical.phi; + + } + + /** + * Get the current horizontal rotation, in radians. + * + * @return {number} The current horizontal rotation, in radians. + */ + getAzimuthalAngle() { + + return this._spherical.theta; + + } + + /** + * Returns the distance from the camera to the target. + * + * @return {number} The distance from the camera to the target. + */ + getDistance() { + + return this.object.position.distanceTo( this.target ); + + } + + /** + * Adds key event listeners to the given DOM element. + * `window` is a recommended argument for using this method. + * + * @param {HTMLElement} domElement - The DOM element + */ + listenToKeyEvents( domElement ) { + + domElement.addEventListener( 'keydown', this._onKeyDown ); + this._domElementKeyEvents = domElement; + + } + + /** + * Removes the key event listener previously defined with `listenToKeyEvents()`. + */ + stopListenToKeyEvents() { + + if ( this._domElementKeyEvents !== null ) { + + this._domElementKeyEvents.removeEventListener( 'keydown', this._onKeyDown ); + this._domElementKeyEvents = null; + + } + + } + + /** + * Save the current state of the controls. This can later be recovered with `reset()`. + */ + saveState() { + + this.target0.copy( this.target ); + this.position0.copy( this.object.position ); + this.zoom0 = this.object.zoom; + + } + + /** + * Reset the controls to their state from either the last time the `saveState()` + * was called, or the initial state. + */ + reset() { + + this.target.copy( this.target0 ); + this.object.position.copy( this.position0 ); + this.object.zoom = this.zoom0; + + this.object.updateProjectionMatrix(); + this.dispatchEvent( _changeEvent ); + + this.update(); + + this.state = _STATE.NONE; + + } + + /** + * Programmatically pan the camera. + * + * @param {number} deltaX - The horizontal pan amount in pixels. + * @param {number} deltaY - The vertical pan amount in pixels. + */ + pan( deltaX, deltaY ) { + + this._pan( deltaX, deltaY ); + this.update(); + + } + + /** + * Programmatically dolly in (zoom in for perspective camera). + * + * @param {number} dollyScale - The dolly scale factor. + */ + dollyIn( dollyScale ) { + + this._dollyIn( dollyScale ); + this.update(); + + } + + /** + * Programmatically dolly out (zoom out for perspective camera). + * + * @param {number} dollyScale - The dolly scale factor. + */ + dollyOut( dollyScale ) { + + this._dollyOut( dollyScale ); + this.update(); + + } + + /** + * Programmatically rotate the camera left (around the vertical axis). + * + * @param {number} angle - The rotation angle in radians. + */ + rotateLeft( angle ) { + + this._rotateLeft( angle ); + this.update(); + + } + + /** + * Programmatically rotate the camera up (around the horizontal axis). + * + * @param {number} angle - The rotation angle in radians. + */ + rotateUp( angle ) { + + this._rotateUp( angle ); + this.update(); + + } + + update( deltaTime = null ) { + + const position = this.object.position; + + _v.copy( position ).sub( this.target ); + + // rotate offset to "y-axis-is-up" space + _v.applyQuaternion( this._quat ); + + // angle from z-axis around y-axis + this._spherical.setFromVector3( _v ); + + if ( this.autoRotate && this.state === _STATE.NONE ) { + + this._rotateLeft( this._getAutoRotationAngle( deltaTime ) ); + + } + + if ( this.enableDamping ) { + + this._spherical.theta += this._sphericalDelta.theta * this.dampingFactor; + this._spherical.phi += this._sphericalDelta.phi * this.dampingFactor; + + } else { + + this._spherical.theta += this._sphericalDelta.theta; + this._spherical.phi += this._sphericalDelta.phi; + + } + + // restrict theta to be between desired limits + + let min = this.minAzimuthAngle; + let max = this.maxAzimuthAngle; + + if ( isFinite( min ) && isFinite( max ) ) { + + if ( min < - Math.PI ) min += _twoPI; else if ( min > Math.PI ) min -= _twoPI; + + if ( max < - Math.PI ) max += _twoPI; else if ( max > Math.PI ) max -= _twoPI; + + if ( min <= max ) { + + this._spherical.theta = Math.max( min, Math.min( max, this._spherical.theta ) ); + + } else { + + this._spherical.theta = ( this._spherical.theta > ( min + max ) / 2 ) ? + Math.max( min, this._spherical.theta ) : + Math.min( max, this._spherical.theta ); + + } + + } + + // restrict phi to be between desired limits + this._spherical.phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, this._spherical.phi ) ); + + this._spherical.makeSafe(); + + + // move target to panned location + + if ( this.enableDamping === true ) { + + this.target.addScaledVector( this._panOffset, this.dampingFactor ); + + } else { + + this.target.add( this._panOffset ); + + } + + // Limit the target distance from the cursor to create a sphere around the center of interest + this.target.sub( this.cursor ); + this.target.clampLength( this.minTargetRadius, this.maxTargetRadius ); + this.target.add( this.cursor ); + + let zoomChanged = false; + // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera + // we adjust zoom later in these cases + if ( this.zoomToCursor && this._performCursorZoom || this.object.isOrthographicCamera ) { + + this._spherical.radius = this._clampDistance( this._spherical.radius ); + + } else { + + const prevRadius = this._spherical.radius; + this._spherical.radius = this._clampDistance( this._spherical.radius * this._scale ); + zoomChanged = prevRadius != this._spherical.radius; + + } + + _v.setFromSpherical( this._spherical ); + + // rotate offset back to "camera-up-vector-is-up" space + _v.applyQuaternion( this._quatInverse ); + + position.copy( this.target ).add( _v ); + + this.object.lookAt( this.target ); + + if ( this.enableDamping === true ) { + + this._sphericalDelta.theta *= ( 1 - this.dampingFactor ); + this._sphericalDelta.phi *= ( 1 - this.dampingFactor ); + + this._panOffset.multiplyScalar( 1 - this.dampingFactor ); + + } else { + + this._sphericalDelta.set( 0, 0, 0 ); + + this._panOffset.set( 0, 0, 0 ); + + } + + // adjust camera position + if ( this.zoomToCursor && this._performCursorZoom ) { + + let newRadius = null; + if ( this.object.isPerspectiveCamera ) { + + // move the camera down the pointer ray + // this method avoids floating point error + const prevRadius = _v.length(); + newRadius = this._clampDistance( prevRadius * this._scale ); + + const radiusDelta = prevRadius - newRadius; + this.object.position.addScaledVector( this._dollyDirection, radiusDelta ); + this.object.updateMatrixWorld(); + + zoomChanged = !! radiusDelta; + + } else if ( this.object.isOrthographicCamera ) { + + // adjust the ortho camera position based on zoom changes + const mouseBefore = new Vector3( this._mouse.x, this._mouse.y, 0 ); + mouseBefore.unproject( this.object ); + + const prevZoom = this.object.zoom; + this.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / this._scale ) ); + this.object.updateProjectionMatrix(); + + zoomChanged = prevZoom !== this.object.zoom; + + const mouseAfter = new Vector3( this._mouse.x, this._mouse.y, 0 ); + mouseAfter.unproject( this.object ); + + this.object.position.sub( mouseAfter ).add( mouseBefore ); + this.object.updateMatrixWorld(); + + newRadius = _v.length(); + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.' ); + this.zoomToCursor = false; + + } + + // handle the placement of the target + if ( newRadius !== null ) { + + if ( this.screenSpacePanning ) { + + // position the orbit target in front of the new camera position + this.target.set( 0, 0, - 1 ) + .transformDirection( this.object.matrix ) + .multiplyScalar( newRadius ) + .add( this.object.position ); + + } else { + + // get the ray and translation plane to compute target + _ray.origin.copy( this.object.position ); + _ray.direction.set( 0, 0, - 1 ).transformDirection( this.object.matrix ); + + // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid + // extremely large values + if ( Math.abs( this.object.up.dot( _ray.direction ) ) < _TILT_LIMIT ) { + + this.object.lookAt( this.target ); + + } else { + + _plane.setFromNormalAndCoplanarPoint( this.object.up, this.target ); + _ray.intersectPlane( _plane, this.target ); + + } + + } + + } + + } else if ( this.object.isOrthographicCamera ) { + + const prevZoom = this.object.zoom; + this.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / this._scale ) ); + + if ( prevZoom !== this.object.zoom ) { + + this.object.updateProjectionMatrix(); + zoomChanged = true; + + } + + } + + this._scale = 1; + this._performCursorZoom = false; + + // update condition is: + // min(camera displacement, camera rotation in radians)^2 > EPS + // using small-angle approximation cos(x/2) = 1 - x^2 / 8 + + if ( zoomChanged || + this._lastPosition.distanceToSquared( this.object.position ) > _EPS || + 8 * ( 1 - this._lastQuaternion.dot( this.object.quaternion ) ) > _EPS || + this._lastTargetPosition.distanceToSquared( this.target ) > _EPS ) { + + this.dispatchEvent( _changeEvent ); + + this._lastPosition.copy( this.object.position ); + this._lastQuaternion.copy( this.object.quaternion ); + this._lastTargetPosition.copy( this.target ); + + return true; + + } + + return false; + + } + + _getAutoRotationAngle( deltaTime ) { + + if ( deltaTime !== null ) { + + return ( _twoPI / 60 * this.autoRotateSpeed ) * deltaTime; + + } else { + + return _twoPI / 60 / 60 * this.autoRotateSpeed; + + } + + } + + _getZoomScale( delta ) { + + const normalizedDelta = Math.abs( delta * 0.01 ); + return Math.pow( 0.95, this.zoomSpeed * normalizedDelta ); + + } + + _rotateLeft( angle ) { + + this._sphericalDelta.theta -= angle; + + } + + _rotateUp( angle ) { + + this._sphericalDelta.phi -= angle; + + } + + _panLeft( distance, objectMatrix ) { + + _v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix + _v.multiplyScalar( - distance ); + + this._panOffset.add( _v ); + + } + + _panUp( distance, objectMatrix ) { + + if ( this.screenSpacePanning === true ) { + + _v.setFromMatrixColumn( objectMatrix, 1 ); + + } else { + + _v.setFromMatrixColumn( objectMatrix, 0 ); + _v.crossVectors( this.object.up, _v ); + + } + + _v.multiplyScalar( distance ); + + this._panOffset.add( _v ); + + } + + // deltaX and deltaY are in pixels; right and down are positive + _pan( deltaX, deltaY ) { + + const element = this.domElement; + + if ( this.object.isPerspectiveCamera ) { + + // perspective + const position = this.object.position; + _v.copy( position ).sub( this.target ); + let targetDistance = _v.length(); + + // half of the fov is center to top of screen + targetDistance *= Math.tan( ( this.object.fov / 2 ) * Math.PI / 180.0 ); + + // we use only clientHeight here so aspect ratio does not distort speed + this._panLeft( 2 * deltaX * targetDistance / element.clientHeight, this.object.matrix ); + this._panUp( 2 * deltaY * targetDistance / element.clientHeight, this.object.matrix ); + + } else if ( this.object.isOrthographicCamera ) { + + // orthographic + this._panLeft( deltaX * ( this.object.right - this.object.left ) / this.object.zoom / element.clientWidth, this.object.matrix ); + this._panUp( deltaY * ( this.object.top - this.object.bottom ) / this.object.zoom / element.clientHeight, this.object.matrix ); + + } else { + + // camera neither orthographic nor perspective + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' ); + this.enablePan = false; + + } + + } + + _dollyOut( dollyScale ) { + + if ( this.object.isPerspectiveCamera || this.object.isOrthographicCamera ) { + + this._scale /= dollyScale; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + this.enableZoom = false; + + } + + } + + _dollyIn( dollyScale ) { + + if ( this.object.isPerspectiveCamera || this.object.isOrthographicCamera ) { + + this._scale *= dollyScale; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + this.enableZoom = false; + + } + + } + + _updateZoomParameters( x, y ) { + + if ( ! this.zoomToCursor ) { + + return; + + } + + this._performCursorZoom = true; + + const rect = this.domElement.getBoundingClientRect(); + const dx = x - rect.left; + const dy = y - rect.top; + const w = rect.width; + const h = rect.height; + + this._mouse.x = ( dx / w ) * 2 - 1; + this._mouse.y = - ( dy / h ) * 2 + 1; + + this._dollyDirection.set( this._mouse.x, this._mouse.y, 1 ).unproject( this.object ).sub( this.object.position ).normalize(); + + } + + _clampDistance( dist ) { + + return Math.max( this.minDistance, Math.min( this.maxDistance, dist ) ); + + } + + // + // event callbacks - update the object state + // + + _handleMouseDownRotate( event ) { + + this._rotateStart.set( event.clientX, event.clientY ); + + } + + _handleMouseDownDolly( event ) { + + this._updateZoomParameters( event.clientX, event.clientX ); + this._dollyStart.set( event.clientX, event.clientY ); + + } + + _handleMouseDownPan( event ) { + + this._panStart.set( event.clientX, event.clientY ); + + } + + _handleMouseMoveRotate( event ) { + + this._rotateEnd.set( event.clientX, event.clientY ); + + this._rotateDelta.subVectors( this._rotateEnd, this._rotateStart ).multiplyScalar( this.rotateSpeed ); + + const element = this.domElement; + + this._rotateLeft( _twoPI * this._rotateDelta.x / element.clientHeight ); // yes, height + + this._rotateUp( _twoPI * this._rotateDelta.y / element.clientHeight ); + + this._rotateStart.copy( this._rotateEnd ); + + this.update(); + + } + + _handleMouseMoveDolly( event ) { + + this._dollyEnd.set( event.clientX, event.clientY ); + + this._dollyDelta.subVectors( this._dollyEnd, this._dollyStart ); + + if ( this._dollyDelta.y > 0 ) { + + this._dollyOut( this._getZoomScale( this._dollyDelta.y ) ); + + } else if ( this._dollyDelta.y < 0 ) { + + this._dollyIn( this._getZoomScale( this._dollyDelta.y ) ); + + } + + this._dollyStart.copy( this._dollyEnd ); + + this.update(); + + } + + _handleMouseMovePan( event ) { + + this._panEnd.set( event.clientX, event.clientY ); + + this._panDelta.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.panSpeed ); + + this._pan( this._panDelta.x, this._panDelta.y ); + + this._panStart.copy( this._panEnd ); + + this.update(); + + } + + _handleMouseWheel( event ) { + + this._updateZoomParameters( event.clientX, event.clientY ); + + if ( event.deltaY < 0 ) { + + this._dollyIn( this._getZoomScale( event.deltaY ) ); + + } else if ( event.deltaY > 0 ) { + + this._dollyOut( this._getZoomScale( event.deltaY ) ); + + } + + this.update(); + + } + + _handleKeyDown( event ) { + + let needsUpdate = false; + + switch ( event.code ) { + + case this.keys.UP: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateUp( _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( 0, this.keyPanSpeed ); + + } + + } + + needsUpdate = true; + break; + + case this.keys.BOTTOM: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateUp( - _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( 0, - this.keyPanSpeed ); + + } + + } + + needsUpdate = true; + break; + + case this.keys.LEFT: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateLeft( _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( this.keyPanSpeed, 0 ); + + } + + } + + needsUpdate = true; + break; + + case this.keys.RIGHT: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateLeft( - _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( - this.keyPanSpeed, 0 ); + + } + + } + + needsUpdate = true; + break; + + } + + if ( needsUpdate ) { + + // prevent the browser from scrolling on cursor keys + event.preventDefault(); + + this.update(); + + } + + + } + + _handleTouchStartRotate( event ) { + + if ( this._pointers.length === 1 ) { + + this._rotateStart.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._rotateStart.set( x, y ); + + } + + } + + _handleTouchStartPan( event ) { + + if ( this._pointers.length === 1 ) { + + this._panStart.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._panStart.set( x, y ); + + } + + } + + _handleTouchStartDolly( event ) { + + const position = this._getSecondPointerPosition( event ); + + const dx = event.pageX - position.x; + const dy = event.pageY - position.y; + + const distance = Math.sqrt( dx * dx + dy * dy ); + + this._dollyStart.set( 0, distance ); + + } + + _handleTouchStartDollyPan( event ) { + + if ( this.enableZoom ) this._handleTouchStartDolly( event ); + + if ( this.enablePan ) this._handleTouchStartPan( event ); + + } + + _handleTouchStartDollyRotate( event ) { + + if ( this.enableZoom ) this._handleTouchStartDolly( event ); + + if ( this.enableRotate ) this._handleTouchStartRotate( event ); + + } + + _handleTouchMoveRotate( event ) { + + if ( this._pointers.length == 1 ) { + + this._rotateEnd.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._rotateEnd.set( x, y ); + + } + + this._rotateDelta.subVectors( this._rotateEnd, this._rotateStart ).multiplyScalar( this.rotateSpeed ); + + const element = this.domElement; + + this._rotateLeft( _twoPI * this._rotateDelta.x / element.clientHeight ); // yes, height + + this._rotateUp( _twoPI * this._rotateDelta.y / element.clientHeight ); + + this._rotateStart.copy( this._rotateEnd ); + + } + + _handleTouchMovePan( event ) { + + if ( this._pointers.length === 1 ) { + + this._panEnd.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._panEnd.set( x, y ); + + } + + this._panDelta.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.panSpeed ); + + this._pan( this._panDelta.x, this._panDelta.y ); + + this._panStart.copy( this._panEnd ); + + } + + _handleTouchMoveDolly( event ) { + + const position = this._getSecondPointerPosition( event ); + + const dx = event.pageX - position.x; + const dy = event.pageY - position.y; + + const distance = Math.sqrt( dx * dx + dy * dy ); + + this._dollyEnd.set( 0, distance ); + + this._dollyDelta.set( 0, Math.pow( this._dollyEnd.y / this._dollyStart.y, this.zoomSpeed ) ); + + this._dollyOut( this._dollyDelta.y ); + + this._dollyStart.copy( this._dollyEnd ); + + const centerX = ( event.pageX + position.x ) * 0.5; + const centerY = ( event.pageY + position.y ) * 0.5; + + this._updateZoomParameters( centerX, centerY ); + + } + + _handleTouchMoveDollyPan( event ) { + + if ( this.enableZoom ) this._handleTouchMoveDolly( event ); + + if ( this.enablePan ) this._handleTouchMovePan( event ); + + } + + _handleTouchMoveDollyRotate( event ) { + + if ( this.enableZoom ) this._handleTouchMoveDolly( event ); + + if ( this.enableRotate ) this._handleTouchMoveRotate( event ); + + } + + // pointers + + _addPointer( event ) { + + this._pointers.push( event.pointerId ); + + } + + _removePointer( event ) { + + delete this._pointerPositions[ event.pointerId ]; + + for ( let i = 0; i < this._pointers.length; i ++ ) { + + if ( this._pointers[ i ] == event.pointerId ) { + + this._pointers.splice( i, 1 ); + return; + + } + + } + + } + + _isTrackingPointer( event ) { + + for ( let i = 0; i < this._pointers.length; i ++ ) { + + if ( this._pointers[ i ] == event.pointerId ) return true; + + } + + return false; + + } + + _trackPointer( event ) { + + let position = this._pointerPositions[ event.pointerId ]; + + if ( position === undefined ) { + + position = new Vector2(); + this._pointerPositions[ event.pointerId ] = position; + + } + + position.set( event.pageX, event.pageY ); + + } + + _getSecondPointerPosition( event ) { + + const pointerId = ( event.pointerId === this._pointers[ 0 ] ) ? this._pointers[ 1 ] : this._pointers[ 0 ]; + + return this._pointerPositions[ pointerId ]; + + } + + // + + _customWheelEvent( event ) { + + const mode = event.deltaMode; + + // minimal wheel event altered to meet delta-zoom demand + const newEvent = { + clientX: event.clientX, + clientY: event.clientY, + deltaY: event.deltaY, + }; + + switch ( mode ) { + + case 1: // LINE_MODE + newEvent.deltaY *= 16; + break; + + case 2: // PAGE_MODE + newEvent.deltaY *= 100; + break; + + } + + // detect if event was triggered by pinching + if ( event.ctrlKey && ! this._controlActive ) { + + newEvent.deltaY *= 10; + + } + + return newEvent; + + } + +} + +function onPointerDown( event ) { + + if ( this.enabled === false ) return; + + if ( this._pointers.length === 0 ) { + + this.domElement.setPointerCapture( event.pointerId ); + + this.domElement.ownerDocument.addEventListener( 'pointermove', this._onPointerMove ); + this.domElement.ownerDocument.addEventListener( 'pointerup', this._onPointerUp ); + + } + + // + + if ( this._isTrackingPointer( event ) ) return; + + // + + this._addPointer( event ); + + if ( event.pointerType === 'touch' ) { + + this._onTouchStart( event ); + + } else { + + this._onMouseDown( event ); + + } + + if ( this._cursorStyle === 'grab' ) { + + this.domElement.style.cursor = 'grabbing'; + + } + +} + +function onPointerMove( event ) { + + if ( this.enabled === false ) return; + + if ( event.pointerType === 'touch' ) { + + this._onTouchMove( event ); + + } else { + + this._onMouseMove( event ); + + } + +} + +function onPointerUp( event ) { + + this._removePointer( event ); + + switch ( this._pointers.length ) { + + case 0: + + this.domElement.releasePointerCapture( event.pointerId ); + + this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove ); + this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp ); + + this.dispatchEvent( _endEvent ); + + this.state = _STATE.NONE; + + if ( this._cursorStyle === 'grab' ) { + + this.domElement.style.cursor = 'grab'; + + } + + break; + + case 1: + + const pointerId = this._pointers[ 0 ]; + const position = this._pointerPositions[ pointerId ]; + + // minimal placeholder event - allows state correction on pointer-up + this._onTouchStart( { pointerId: pointerId, pageX: position.x, pageY: position.y } ); + + break; + + } + +} + +function onMouseDown( event ) { + + let mouseAction; + + switch ( event.button ) { + + case 0: + + mouseAction = this.mouseButtons.LEFT; + break; + + case 1: + + mouseAction = this.mouseButtons.MIDDLE; + break; + + case 2: + + mouseAction = this.mouseButtons.RIGHT; + break; + + default: + + mouseAction = - 1; + + } + + switch ( mouseAction ) { + + case MOUSE.DOLLY: + + if ( this.enableZoom === false ) return; + + this._handleMouseDownDolly( event ); + + this.state = _STATE.DOLLY; + + break; + + case MOUSE.ROTATE: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enablePan === false ) return; + + this._handleMouseDownPan( event ); + + this.state = _STATE.PAN; + + } else { + + if ( this.enableRotate === false ) return; + + this._handleMouseDownRotate( event ); + + this.state = _STATE.ROTATE; + + } + + break; + + case MOUSE.PAN: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate === false ) return; + + this._handleMouseDownRotate( event ); + + this.state = _STATE.ROTATE; + + } else { + + if ( this.enablePan === false ) return; + + this._handleMouseDownPan( event ); + + this.state = _STATE.PAN; + + } + + break; + + default: + + this.state = _STATE.NONE; + + } + + if ( this.state !== _STATE.NONE ) { + + this.dispatchEvent( _startEvent ); + + } + +} + +function onMouseMove( event ) { + + switch ( this.state ) { + + case _STATE.ROTATE: + + if ( this.enableRotate === false ) return; + + this._handleMouseMoveRotate( event ); + + break; + + case _STATE.DOLLY: + + if ( this.enableZoom === false ) return; + + this._handleMouseMoveDolly( event ); + + break; + + case _STATE.PAN: + + if ( this.enablePan === false ) return; + + this._handleMouseMovePan( event ); + + break; + + } + +} + +function onMouseWheel( event ) { + + if ( this.enabled === false || this.enableZoom === false || this.state !== _STATE.NONE ) return; + + event.preventDefault(); + + this.dispatchEvent( _startEvent ); + + this._handleMouseWheel( this._customWheelEvent( event ) ); + + this.dispatchEvent( _endEvent ); + +} + +function onKeyDown( event ) { + + if ( this.enabled === false ) return; + + this._handleKeyDown( event ); + +} + +function onTouchStart( event ) { + + this._trackPointer( event ); + + switch ( this._pointers.length ) { + + case 1: + + switch ( this.touches.ONE ) { + + case TOUCH.ROTATE: + + if ( this.enableRotate === false ) return; + + this._handleTouchStartRotate( event ); + + this.state = _STATE.TOUCH_ROTATE; + + break; + + case TOUCH.PAN: + + if ( this.enablePan === false ) return; + + this._handleTouchStartPan( event ); + + this.state = _STATE.TOUCH_PAN; + + break; + + default: + + this.state = _STATE.NONE; + + } + + break; + + case 2: + + switch ( this.touches.TWO ) { + + case TOUCH.DOLLY_PAN: + + if ( this.enableZoom === false && this.enablePan === false ) return; + + this._handleTouchStartDollyPan( event ); + + this.state = _STATE.TOUCH_DOLLY_PAN; + + break; + + case TOUCH.DOLLY_ROTATE: + + if ( this.enableZoom === false && this.enableRotate === false ) return; + + this._handleTouchStartDollyRotate( event ); + + this.state = _STATE.TOUCH_DOLLY_ROTATE; + + break; + + default: + + this.state = _STATE.NONE; + + } + + break; + + default: + + this.state = _STATE.NONE; + + } + + if ( this.state !== _STATE.NONE ) { + + this.dispatchEvent( _startEvent ); + + } + +} + +function onTouchMove( event ) { + + this._trackPointer( event ); + + switch ( this.state ) { + + case _STATE.TOUCH_ROTATE: + + if ( this.enableRotate === false ) return; + + this._handleTouchMoveRotate( event ); + + this.update(); + + break; + + case _STATE.TOUCH_PAN: + + if ( this.enablePan === false ) return; + + this._handleTouchMovePan( event ); + + this.update(); + + break; + + case _STATE.TOUCH_DOLLY_PAN: + + if ( this.enableZoom === false && this.enablePan === false ) return; + + this._handleTouchMoveDollyPan( event ); + + this.update(); + + break; + + case _STATE.TOUCH_DOLLY_ROTATE: + + if ( this.enableZoom === false && this.enableRotate === false ) return; + + this._handleTouchMoveDollyRotate( event ); + + this.update(); + + break; + + default: + + this.state = _STATE.NONE; + + } + +} + +function onContextMenu( event ) { + + if ( this.enabled === false ) return; + + event.preventDefault(); + +} + +function interceptControlDown( event ) { + + if ( event.key === 'Control' ) { + + this._controlActive = true; + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + + document.addEventListener( 'keyup', this._interceptControlUp, { passive: true, capture: true } ); + + } + +} + +function interceptControlUp( event ) { + + if ( event.key === 'Control' ) { + + this._controlActive = false; + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + + document.removeEventListener( 'keyup', this._interceptControlUp, { passive: true, capture: true } ); + + } + +} + +export { OrbitControls }; diff --git a/public/vendor/three/addons/loaders/OBJLoader.js b/public/vendor/three/addons/loaders/OBJLoader.js new file mode 100644 index 0000000..6f33fb4 --- /dev/null +++ b/public/vendor/three/addons/loaders/OBJLoader.js @@ -0,0 +1,955 @@ +import { + BufferGeometry, + FileLoader, + Float32BufferAttribute, + Group, + LineBasicMaterial, + LineSegments, + Loader, + Material, + Mesh, + MeshPhongMaterial, + Points, + PointsMaterial, + Vector3, + Color, + SRGBColorSpace +} from 'three'; + +// o object_name | g group_name +const _object_pattern = /^[og]\s*(.+)?/; +// mtllib file_reference +const _material_library_pattern = /^mtllib /; +// usemtl material_name +const _material_use_pattern = /^usemtl /; +// usemap map_name +const _map_use_pattern = /^usemap /; +const _face_vertex_data_separator_pattern = /\s+/; + +const _vA = new Vector3(); +const _vB = new Vector3(); +const _vC = new Vector3(); + +const _ab = new Vector3(); +const _cb = new Vector3(); + +const _color = new Color(); + +function ParserState() { + + const state = { + objects: [], + object: {}, + + vertices: [], + normals: [], + colors: [], + uvs: [], + + materials: {}, + materialLibraries: [], + + startObject: function ( name, fromDeclaration ) { + + // If the current object (initial from reset) is not from a g/o declaration in the parsed + // file. We need to use it for the first parsed g/o to keep things in sync. + if ( this.object && this.object.fromDeclaration === false ) { + + this.object.name = name; + this.object.fromDeclaration = ( fromDeclaration !== false ); + return; + + } + + const previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined ); + + if ( this.object && typeof this.object._finalize === 'function' ) { + + this.object._finalize( true ); + + } + + this.object = { + name: name || '', + fromDeclaration: ( fromDeclaration !== false ), + + geometry: { + vertices: [], + normals: [], + colors: [], + uvs: [], + hasUVIndices: false + }, + materials: [], + smooth: true, + + startMaterial: function ( name, libraries ) { + + const previous = this._finalize( false ); + + // New usemtl declaration overwrites an inherited material, except if faces were declared + // after the material, then it must be preserved for proper MultiMaterial continuation. + if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) { + + this.materials.splice( previous.index, 1 ); + + } + + const material = { + index: this.materials.length, + name: name || '', + mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ), + smooth: ( previous !== undefined ? previous.smooth : this.smooth ), + groupStart: ( previous !== undefined ? previous.groupEnd : 0 ), + groupEnd: - 1, + groupCount: - 1, + inherited: false, + + clone: function ( index ) { + + const cloned = { + index: ( typeof index === 'number' ? index : this.index ), + name: this.name, + mtllib: this.mtllib, + smooth: this.smooth, + groupStart: 0, + groupEnd: - 1, + groupCount: - 1, + inherited: false + }; + cloned.clone = this.clone.bind( cloned ); + return cloned; + + } + }; + + this.materials.push( material ); + + return material; + + }, + + currentMaterial: function () { + + if ( this.materials.length > 0 ) { + + return this.materials[ this.materials.length - 1 ]; + + } + + return undefined; + + }, + + _finalize: function ( end ) { + + const lastMultiMaterial = this.currentMaterial(); + if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) { + + lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3; + lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart; + lastMultiMaterial.inherited = false; + + } + + // Ignore objects tail materials if no face declarations followed them before a new o/g started. + if ( end && this.materials.length > 1 ) { + + for ( let mi = this.materials.length - 1; mi >= 0; mi -- ) { + + if ( this.materials[ mi ].groupCount <= 0 ) { + + this.materials.splice( mi, 1 ); + + } + + } + + } + + // Guarantee at least one empty material, this makes the creation later more straight forward. + if ( end && this.materials.length === 0 ) { + + this.materials.push( { + name: '', + smooth: this.smooth + } ); + + } + + return lastMultiMaterial; + + } + }; + + // Inherit previous objects material. + // Spec tells us that a declared material must be set to all objects until a new material is declared. + // If a usemtl declaration is encountered while this new object is being parsed, it will + // overwrite the inherited material. Exception being that there was already face declarations + // to the inherited material, then it will be preserved for proper MultiMaterial continuation. + + if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) { + + const declared = previousMaterial.clone( 0 ); + declared.inherited = true; + this.object.materials.push( declared ); + + } + + this.objects.push( this.object ); + + }, + + finalize: function () { + + if ( this.object && typeof this.object._finalize === 'function' ) { + + this.object._finalize( true ); + + } + + }, + + parseVertexIndex: function ( value, len ) { + + const index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; + + }, + + parseNormalIndex: function ( value, len ) { + + const index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; + + }, + + parseUVIndex: function ( value, len ) { + + const index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 2 ) * 2; + + }, + + addVertex: function ( a, b, c ) { + + const src = this.vertices; + const dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addVertexPoint: function ( a ) { + + const src = this.vertices; + const dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + + }, + + addVertexLine: function ( a ) { + + const src = this.vertices; + const dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + + }, + + addNormal: function ( a, b, c ) { + + const src = this.normals; + const dst = this.object.geometry.normals; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addFaceNormal: function ( a, b, c ) { + + const src = this.vertices; + const dst = this.object.geometry.normals; + + _vA.fromArray( src, a ); + _vB.fromArray( src, b ); + _vC.fromArray( src, c ); + + _cb.subVectors( _vC, _vB ); + _ab.subVectors( _vA, _vB ); + _cb.cross( _ab ); + + _cb.normalize(); + + dst.push( _cb.x, _cb.y, _cb.z ); + dst.push( _cb.x, _cb.y, _cb.z ); + dst.push( _cb.x, _cb.y, _cb.z ); + + }, + + addColor: function ( a, b, c ) { + + const src = this.colors; + const dst = this.object.geometry.colors; + + if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addUV: function ( a, b, c ) { + + const src = this.uvs; + const dst = this.object.geometry.uvs; + + dst.push( src[ a + 0 ], src[ a + 1 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ] ); + + }, + + addDefaultUV: function () { + + const dst = this.object.geometry.uvs; + + dst.push( 0, 0 ); + dst.push( 0, 0 ); + dst.push( 0, 0 ); + + }, + + addUVLine: function ( a ) { + + const src = this.uvs; + const dst = this.object.geometry.uvs; + + dst.push( src[ a + 0 ], src[ a + 1 ] ); + + }, + + addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) { + + const vLen = this.vertices.length; + + let ia = this.parseVertexIndex( a, vLen ); + let ib = this.parseVertexIndex( b, vLen ); + let ic = this.parseVertexIndex( c, vLen ); + + this.addVertex( ia, ib, ic ); + this.addColor( ia, ib, ic ); + + // normals + + if ( na !== undefined && na !== '' ) { + + const nLen = this.normals.length; + + ia = this.parseNormalIndex( na, nLen ); + ib = this.parseNormalIndex( nb, nLen ); + ic = this.parseNormalIndex( nc, nLen ); + + this.addNormal( ia, ib, ic ); + + } else { + + this.addFaceNormal( ia, ib, ic ); + + } + + // uvs + + if ( ua !== undefined && ua !== '' ) { + + const uvLen = this.uvs.length; + + ia = this.parseUVIndex( ua, uvLen ); + ib = this.parseUVIndex( ub, uvLen ); + ic = this.parseUVIndex( uc, uvLen ); + + this.addUV( ia, ib, ic ); + + this.object.geometry.hasUVIndices = true; + + } else { + + // add placeholder values (for inconsistent face definitions) + + this.addDefaultUV(); + + } + + }, + + addPointGeometry: function ( vertices ) { + + this.object.geometry.type = 'Points'; + + const vLen = this.vertices.length; + + for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) { + + const index = this.parseVertexIndex( vertices[ vi ], vLen ); + + this.addVertexPoint( index ); + this.addColor( index ); + + } + + }, + + addLineGeometry: function ( vertices, uvs ) { + + this.object.geometry.type = 'Line'; + + const vLen = this.vertices.length; + const uvLen = this.uvs.length; + + for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) { + + this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) ); + + } + + for ( let uvi = 0, l = uvs.length; uvi < l; uvi ++ ) { + + this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) ); + + } + + } + + }; + + state.startObject( '', false ); + + return state; + +} + + +/** + * A loader for the OBJ format. + * + * The [OBJ format](https://en.wikipedia.org/wiki/Wavefront_.obj_file) is a simple data-format that + * represents 3D geometry in a human readable format as the position of each vertex, the UV position of + * each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list + * of vertices, and texture vertices. + * + * ```js + * const loader = new OBJLoader(); + * const object = await loader.loadAsync( 'models/monster.obj' ); + * scene.add( object ); + * ``` + * + * @augments Loader + * @three_import import { OBJLoader } from 'three/addons/loaders/OBJLoader.js'; + */ +class OBJLoader extends Loader { + + /** + * Constructs a new OBJ loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + /** + * A reference to a material creator. + * + * @type {?MaterialCreator} + * @default null + */ + this.materials = null; + + } + + /** + * Starts loading from the given URL and passes the loaded OBJ asset + * to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Group)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + 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( text ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + /** + * Sets the material creator for this OBJ. This object is loaded via {@link MTLLoader}. + * + * @param {MaterialCreator} materials - An object that creates the materials for this OBJ. + * @return {OBJLoader} A reference to this loader. + */ + setMaterials( materials ) { + + this.materials = materials; + + return this; + + } + + /** + * Parses the given OBJ data and returns the resulting group. + * + * @param {string} text - The raw OBJ data as a string. + * @return {Group} The parsed OBJ. + */ + parse( text ) { + + const state = new ParserState(); + + if ( text.indexOf( '\r\n' ) !== - 1 ) { + + // This is faster than String.split with regex that splits on both + text = text.replace( /\r\n/g, '\n' ); + + } + + if ( text.indexOf( '\\\n' ) !== - 1 ) { + + // join lines separated by a line continuation character (\) + text = text.replace( /\\\n/g, '' ); + + } + + const lines = text.split( '\n' ); + let result = []; + + for ( let i = 0, l = lines.length; i < l; i ++ ) { + + const line = lines[ i ].trimStart(); + + if ( line.length === 0 ) continue; + + const lineFirstChar = line.charAt( 0 ); + + // @todo invoke passed in handler if any + if ( lineFirstChar === '#' ) continue; // skip comments + + if ( lineFirstChar === 'v' ) { + + const data = line.split( _face_vertex_data_separator_pattern ); + + switch ( data[ 0 ] ) { + + case 'v': + state.vertices.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ), + parseFloat( data[ 3 ] ) + ); + if ( data.length >= 7 ) { + + _color.setRGB( + parseFloat( data[ 4 ] ), + parseFloat( data[ 5 ] ), + parseFloat( data[ 6 ] ), + SRGBColorSpace + ); + + state.colors.push( _color.r, _color.g, _color.b ); + + } else { + + // if no colors are defined, add placeholders so color and vertex indices match + + state.colors.push( undefined, undefined, undefined ); + + } + + break; + case 'vn': + state.normals.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ), + parseFloat( data[ 3 ] ) + ); + break; + case 'vt': + state.uvs.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ) + ); + break; + + } + + } else if ( lineFirstChar === 'f' ) { + + const lineData = line.slice( 1 ).trim(); + const vertexData = lineData.split( _face_vertex_data_separator_pattern ); + const faceVertices = []; + + // Parse the face vertex data into an easy to work with format + + for ( let j = 0, jl = vertexData.length; j < jl; j ++ ) { + + const vertex = vertexData[ j ]; + + if ( vertex.length > 0 ) { + + const vertexParts = vertex.split( '/' ); + faceVertices.push( vertexParts ); + + } + + } + + // Draw an edge between the first vertex and all subsequent vertices to form an n-gon + + const v1 = faceVertices[ 0 ]; + + for ( let j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) { + + const v2 = faceVertices[ j ]; + const v3 = faceVertices[ j + 1 ]; + + state.addFace( + v1[ 0 ], v2[ 0 ], v3[ 0 ], + v1[ 1 ], v2[ 1 ], v3[ 1 ], + v1[ 2 ], v2[ 2 ], v3[ 2 ] + ); + + } + + } else if ( lineFirstChar === 'l' ) { + + const lineParts = line.substring( 1 ).trim().split( ' ' ); + let lineVertices = []; + const lineUVs = []; + + if ( line.indexOf( '/' ) === - 1 ) { + + lineVertices = lineParts; + + } else { + + for ( let li = 0, llen = lineParts.length; li < llen; li ++ ) { + + const parts = lineParts[ li ].split( '/' ); + + if ( parts[ 0 ] !== '' ) lineVertices.push( parts[ 0 ] ); + if ( parts[ 1 ] !== '' ) lineUVs.push( parts[ 1 ] ); + + } + + } + + state.addLineGeometry( lineVertices, lineUVs ); + + } else if ( lineFirstChar === 'p' ) { + + const lineData = line.slice( 1 ).trim(); + const pointData = lineData.split( ' ' ); + + state.addPointGeometry( pointData ); + + } else if ( ( result = _object_pattern.exec( line ) ) !== null ) { + + // o object_name + // or + // g group_name + + // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869 + // let name = result[ 0 ].slice( 1 ).trim(); + const name = ( ' ' + result[ 0 ].slice( 1 ).trim() ).slice( 1 ); + + state.startObject( name ); + + } else if ( _material_use_pattern.test( line ) ) { + + // material + + state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries ); + + } else if ( _material_library_pattern.test( line ) ) { + + // mtl file + + state.materialLibraries.push( line.substring( 7 ).trim() ); + + } else if ( _map_use_pattern.test( line ) ) { + + // the line is parsed but ignored since the loader assumes textures are defined MTL files + // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method) + + console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' ); + + } else if ( lineFirstChar === 's' ) { + + result = line.split( ' ' ); + + // smooth shading + + // @todo Handle files that have varying smooth values for a set of faces inside one geometry, + // but does not define a usemtl for each face set. + // This should be detected and a dummy material created (later MultiMaterial and geometry groups). + // This requires some care to not create extra material on each smooth value for "normal" obj files. + // where explicit usemtl defines geometry groups. + // Example asset: examples/models/obj/cerberus/Cerberus.obj + + /* + * http://paulbourke.net/dataformats/obj/ + * + * From chapter "Grouping" Syntax explanation "s group_number": + * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off. + * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form + * surfaces, smoothing groups are either turned on or off; there is no difference between values greater + * than 0." + */ + if ( result.length > 1 ) { + + const value = result[ 1 ].trim().toLowerCase(); + state.object.smooth = ( value !== '0' && value !== 'off' ); + + } else { + + // ZBrush can produce "s" lines #11707 + state.object.smooth = true; + + } + + const material = state.object.currentMaterial(); + if ( material ) material.smooth = state.object.smooth; + + } else { + + // Handle null terminated files without exception + if ( line === '\0' ) continue; + + console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' ); + + } + + } + + state.finalize(); + + const container = new Group(); + container.materialLibraries = [].concat( state.materialLibraries ); + + const hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 ); + + if ( hasPrimitives === true ) { + + for ( let i = 0, l = state.objects.length; i < l; i ++ ) { + + const object = state.objects[ i ]; + const geometry = object.geometry; + const materials = object.materials; + const isLine = ( geometry.type === 'Line' ); + const isPoints = ( geometry.type === 'Points' ); + let hasVertexColors = false; + + // Skip o/g line declarations that did not follow with any faces + if ( geometry.vertices.length === 0 ) continue; + + const buffergeometry = new BufferGeometry(); + + buffergeometry.setAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) ); + + if ( geometry.normals.length > 0 ) { + + buffergeometry.setAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) ); + + } + + if ( geometry.colors.length > 0 ) { + + hasVertexColors = true; + buffergeometry.setAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) ); + + } + + if ( geometry.hasUVIndices === true ) { + + buffergeometry.setAttribute( 'uv', new Float32BufferAttribute( geometry.uvs, 2 ) ); + + } + + // Create materials + + const createdMaterials = []; + + for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) { + + const sourceMaterial = materials[ mi ]; + const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors; + let material = state.materials[ materialHash ]; + + if ( this.materials !== null ) { + + material = this.materials.create( sourceMaterial.name ); + + // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material. + if ( isLine && material && ! ( material instanceof LineBasicMaterial ) ) { + + const materialLine = new LineBasicMaterial(); + Material.prototype.copy.call( materialLine, material ); + materialLine.color.copy( material.color ); + material = materialLine; + + } else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) { + + const materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } ); + Material.prototype.copy.call( materialPoints, material ); + materialPoints.color.copy( material.color ); + materialPoints.map = material.map; + material = materialPoints; + + } + + } + + if ( material === undefined ) { + + if ( isLine ) { + + material = new LineBasicMaterial(); + + } else if ( isPoints ) { + + material = new PointsMaterial( { size: 1, sizeAttenuation: false } ); + + } else { + + material = new MeshPhongMaterial(); + + } + + material.name = sourceMaterial.name; + material.flatShading = sourceMaterial.smooth ? false : true; + material.vertexColors = hasVertexColors; + + state.materials[ materialHash ] = material; + + } + + createdMaterials.push( material ); + + } + + // Create mesh + + let mesh; + + if ( createdMaterials.length > 1 ) { + + for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) { + + const sourceMaterial = materials[ mi ]; + buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi ); + + } + + if ( isLine ) { + + mesh = new LineSegments( buffergeometry, createdMaterials ); + + } else if ( isPoints ) { + + mesh = new Points( buffergeometry, createdMaterials ); + + } else { + + mesh = new Mesh( buffergeometry, createdMaterials ); + + } + + } else { + + if ( isLine ) { + + mesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] ); + + } else if ( isPoints ) { + + mesh = new Points( buffergeometry, createdMaterials[ 0 ] ); + + } else { + + mesh = new Mesh( buffergeometry, createdMaterials[ 0 ] ); + + } + + } + + mesh.name = object.name; + + container.add( mesh ); + + } + + } else { + + // if there is only the default parser state object with no geometry data, interpret data as point cloud + + if ( state.vertices.length > 0 ) { + + const material = new PointsMaterial( { size: 1, sizeAttenuation: false } ); + + const buffergeometry = new BufferGeometry(); + + buffergeometry.setAttribute( 'position', new Float32BufferAttribute( state.vertices, 3 ) ); + + if ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) { + + buffergeometry.setAttribute( 'color', new Float32BufferAttribute( state.colors, 3 ) ); + material.vertexColors = true; + + } + + const points = new Points( buffergeometry, material ); + container.add( points ); + + } + + } + + return container; + + } + +} + +export { OBJLoader }; diff --git a/public/vendor/three/three.core.js b/public/vendor/three/three.core.js new file mode 100644 index 0000000..ef68594 --- /dev/null +++ b/public/vendor/three/three.core.js @@ -0,0 +1,59732 @@ +/** + * @license + * Copyright 2010-2026 Three.js Authors + * SPDX-License-Identifier: MIT + */ +const REVISION = '184'; + +/** + * Represents mouse buttons and interaction types in context of controls. + * + * @type {ConstantsMouse} + * @constant + */ +const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; + +/** + * Represents touch interaction types in context of controls. + * + * @type {ConstantsTouch} + * @constant + */ +const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; + +/** + * Disables face culling. + * + * @type {number} + * @constant + */ +const CullFaceNone = 0; + +/** + * Culls back faces. + * + * @type {number} + * @constant + */ +const CullFaceBack = 1; + +/** + * Culls front faces. + * + * @type {number} + * @constant + */ +const CullFaceFront = 2; + +/** + * Culls both front and back faces. + * + * @type {number} + * @constant + */ +const CullFaceFrontBack = 3; + +/** + * Gives unfiltered shadow maps - fastest, but lowest quality. + * + * @type {number} + * @constant + */ +const BasicShadowMap = 0; + +/** + * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm. + * + * @type {number} + * @constant + */ +const PCFShadowMap = 1; + +/** + * Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with + * better soft shadows especially when using low-resolution shadow maps. + * + * @type {number} + * @constant + */ +const PCFSoftShadowMap = 2; + +/** + * Filters shadow maps using the Variance Shadow Map (VSM) algorithm. + * When using VSMShadowMap all shadow receivers will also cast shadows. + * + * @type {number} + * @constant + */ +const VSMShadowMap = 3; + +/** + * Only front faces are rendered. + * + * @type {number} + * @constant + */ +const FrontSide = 0; + +/** + * Only back faces are rendered. + * + * @type {number} + * @constant + */ +const BackSide = 1; + +/** + * Both front and back faces are rendered. + * + * @type {number} + * @constant + */ +const DoubleSide = 2; + +/** + * No blending is performed which effectively disables + * alpha transparency. + * + * @type {number} + * @constant + */ +const NoBlending = 0; + +/** + * The default blending. + * + * @type {number} + * @constant + */ +const NormalBlending = 1; + +/** + * Represents additive blending. + * + * @type {number} + * @constant + */ +const AdditiveBlending = 2; + +/** + * Represents subtractive blending. + * + * @type {number} + * @constant + */ +const SubtractiveBlending = 3; + +/** + * Represents multiply blending. + * + * @type {number} + * @constant + */ +const MultiplyBlending = 4; + +/** + * Represents custom blending. + * + * @type {number} + * @constant + */ +const CustomBlending = 5; + +/** + * Represents material blending. + * + * @type {number} + * @constant + */ +const MaterialBlending = 6; + +/** + * A `source + destination` blending equation. + * + * @type {number} + * @constant + */ +const AddEquation = 100; + +/** + * A `source - destination` blending equation. + * + * @type {number} + * @constant + */ +const SubtractEquation = 101; + +/** + * A `destination - source` blending equation. + * + * @type {number} + * @constant + */ +const ReverseSubtractEquation = 102; + +/** + * A blend equation that uses the minimum of source and destination. + * + * @type {number} + * @constant + */ +const MinEquation = 103; + +/** + * A blend equation that uses the maximum of source and destination. + * + * @type {number} + * @constant + */ +const MaxEquation = 104; + +/** + * Multiplies all colors by `0`. + * + * @type {number} + * @constant + */ +const ZeroFactor = 200; + +/** + * Multiplies all colors by `1`. + * + * @type {number} + * @constant + */ +const OneFactor = 201; + +/** + * Multiplies all colors by the source colors. + * + * @type {number} + * @constant + */ +const SrcColorFactor = 202; + +/** + * Multiplies all colors by `1` minus each source color. + * + * @type {number} + * @constant + */ +const OneMinusSrcColorFactor = 203; + +/** + * Multiplies all colors by the source alpha value. + * + * @type {number} + * @constant + */ +const SrcAlphaFactor = 204; + +/** + * Multiplies all colors by 1 minus the source alpha value. + * + * @type {number} + * @constant + */ +const OneMinusSrcAlphaFactor = 205; + +/** + * Multiplies all colors by the destination alpha value. + * + * @type {number} + * @constant + */ +const DstAlphaFactor = 206; + +/** + * Multiplies all colors by `1` minus the destination alpha value. + * + * @type {number} + * @constant + */ +const OneMinusDstAlphaFactor = 207; + +/** + * Multiplies all colors by the destination color. + * + * @type {number} + * @constant + */ +const DstColorFactor = 208; + +/** + * Multiplies all colors by `1` minus each destination color. + * + * @type {number} + * @constant + */ +const OneMinusDstColorFactor = 209; + +/** + * Multiplies the RGB colors by the smaller of either the source alpha + * value or the value of `1` minus the destination alpha value. The alpha + * value is multiplied by `1`. + * + * @type {number} + * @constant + */ +const SrcAlphaSaturateFactor = 210; + +/** + * Multiplies all colors by a constant color. + * + * @type {number} + * @constant + */ +const ConstantColorFactor = 211; + +/** + * Multiplies all colors by `1` minus a constant color. + * + * @type {number} + * @constant + */ +const OneMinusConstantColorFactor = 212; + +/** + * Multiplies all colors by a constant alpha value. + * + * @type {number} + * @constant + */ +const ConstantAlphaFactor = 213; + +/** + * Multiplies all colors by 1 minus a constant alpha value. + * + * @type {number} + * @constant + */ +const OneMinusConstantAlphaFactor = 214; + +/** + * Never pass. + * + * @type {number} + * @constant + */ +const NeverDepth = 0; + +/** + * Always pass. + * + * @type {number} + * @constant + */ +const AlwaysDepth = 1; + +/** + * Pass if the incoming value is less than the depth buffer value. + * + * @type {number} + * @constant + */ +const LessDepth = 2; + +/** + * Pass if the incoming value is less than or equal to the depth buffer value. + * + * @type {number} + * @constant + */ +const LessEqualDepth = 3; + +/** + * Pass if the incoming value equals the depth buffer value. + * + * @type {number} + * @constant + */ +const EqualDepth = 4; + +/** + * Pass if the incoming value is greater than or equal to the depth buffer value. + * + * @type {number} + * @constant + */ +const GreaterEqualDepth = 5; + +/** + * Pass if the incoming value is greater than the depth buffer value. + * + * @type {number} + * @constant + */ +const GreaterDepth = 6; + +/** + * Pass if the incoming value is not equal to the depth buffer value. + * + * @type {number} + * @constant + */ +const NotEqualDepth = 7; + +/** + * Multiplies the environment map color with the surface color. + * + * @type {number} + * @constant + */ +const MultiplyOperation = 0; + +/** + * Uses reflectivity to blend between the two colors. + * + * @type {number} + * @constant + */ +const MixOperation = 1; + +/** + * Adds the two colors. + * + * @type {number} + * @constant + */ +const AddOperation = 2; + +/** + * No tone mapping is applied. + * + * @type {number} + * @constant + */ +const NoToneMapping = 0; + +/** + * Linear tone mapping. + * + * @type {number} + * @constant + */ +const LinearToneMapping = 1; + +/** + * Reinhard tone mapping. + * + * @type {number} + * @constant + */ +const ReinhardToneMapping = 2; + +/** + * Cineon tone mapping. + * + * @type {number} + * @constant + */ +const CineonToneMapping = 3; + +/** + * ACES Filmic tone mapping. + * + * @type {number} + * @constant + */ +const ACESFilmicToneMapping = 4; + +/** + * Custom tone mapping. + * + * Expects a custom implementation by modifying shader code of the material's fragment shader. + * + * @type {number} + * @constant + */ +const CustomToneMapping = 5; + +/** + * AgX tone mapping. + * + * @type {number} + * @constant + */ +const AgXToneMapping = 6; + +/** + * Neutral tone mapping. + * + * Implementation based on the Khronos 3D Commerce Group standard tone mapping. + * + * @type {number} + * @constant + */ +const NeutralToneMapping = 7; + +/** + * The skinned mesh shares the same world space as the skeleton. + * + * @type {string} + * @constant + */ +const AttachedBindMode = 'attached'; + +/** + * The skinned mesh does not share the same world space as the skeleton. + * This is useful when a skeleton is shared across multiple skinned meshes. + * + * @type {string} + * @constant + */ +const DetachedBindMode = 'detached'; + +/** + * Maps textures using the geometry's UV coordinates. + * + * @type {number} + * @constant + */ +const UVMapping = 300; + +/** + * Reflection mapping for cube textures. + * + * @type {number} + * @constant + */ +const CubeReflectionMapping = 301; + +/** + * Refraction mapping for cube textures. + * + * @type {number} + * @constant + */ +const CubeRefractionMapping = 302; + +/** + * Reflection mapping for equirectangular textures. + * + * @type {number} + * @constant + */ +const EquirectangularReflectionMapping = 303; + +/** + * Refraction mapping for equirectangular textures. + * + * @type {number} + * @constant + */ +const EquirectangularRefractionMapping = 304; + +/** + * Reflection mapping for PMREM textures. + * + * @type {number} + * @constant + */ +const CubeUVReflectionMapping = 306; + +/** + * The texture will simply repeat to infinity. + * + * @type {number} + * @constant + */ +const RepeatWrapping = 1000; + +/** + * The last pixel of the texture stretches to the edge of the mesh. + * + * @type {number} + * @constant + */ +const ClampToEdgeWrapping = 1001; + +/** + * The texture will repeats to infinity, mirroring on each repeat. + * + * @type {number} + * @constant + */ +const MirroredRepeatWrapping = 1002; + +/** + * Returns the value of the texture element that is nearest (in Manhattan distance) + * to the specified texture coordinates. + * + * @type {number} + * @constant + */ +const NearestFilter = 1003; + +/** + * Chooses the mipmap that most closely matches the size of the pixel being textured + * and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel) + * to produce a texture value. + * + * @type {number} + * @constant + */ +const NearestMipmapNearestFilter = 1004; +const NearestMipMapNearestFilter = 1004; // legacy + +/** + * Chooses the two mipmaps that most closely match the size of the pixel being textured and + * uses the `NearestFilter` criterion to produce a texture value from each mipmap. + * The final texture value is a weighted average of those two values. + * + * @type {number} + * @constant + */ +const NearestMipmapLinearFilter = 1005; +const NearestMipMapLinearFilter = 1005; // legacy + +/** + * Returns the weighted average of the four texture elements that are closest to the specified + * texture coordinates, and can include items wrapped or repeated from other parts of a texture, + * depending on the values of `wrapS` and `wrapT`, and on the exact mapping. + * + * @type {number} + * @constant + */ +const LinearFilter = 1006; + +/** + * Chooses the mipmap that most closely matches the size of the pixel being textured and uses + * the `LinearFilter` criterion (a weighted average of the four texels that are closest to the + * center of the pixel) to produce a texture value. + * + * @type {number} + * @constant + */ +const LinearMipmapNearestFilter = 1007; +const LinearMipMapNearestFilter = 1007; // legacy + +/** + * Chooses the two mipmaps that most closely match the size of the pixel being textured and uses + * the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value + * is a weighted average of those two values. + * + * @type {number} + * @constant + */ +const LinearMipmapLinearFilter = 1008; +const LinearMipMapLinearFilter = 1008; // legacy + +/** + * An unsigned byte data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedByteType = 1009; + +/** + * A byte data type for textures. + * + * @type {number} + * @constant + */ +const ByteType = 1010; + +/** + * A short data type for textures. + * + * @type {number} + * @constant + */ +const ShortType = 1011; + +/** + * An unsigned short data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedShortType = 1012; + +/** + * An int data type for textures. + * + * @type {number} + * @constant + */ +const IntType = 1013; + +/** + * An unsigned int data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedIntType = 1014; + +/** + * A float data type for textures. + * + * @type {number} + * @constant + */ +const FloatType = 1015; + +/** + * A half float data type for textures. + * + * @type {number} + * @constant + */ +const HalfFloatType = 1016; + +/** + * An unsigned short 4_4_4_4 (packed) data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedShort4444Type = 1017; + +/** + * An unsigned short 5_5_5_1 (packed) data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedShort5551Type = 1018; + +/** + * An unsigned int 24_8 data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedInt248Type = 1020; + +/** + * An unsigned int 5_9_9_9 (packed) data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedInt5999Type = 35902; + +/** + * An unsigned int 10_11_11 (packed) data type for textures. + * + * @type {number} + * @constant + */ +const UnsignedInt101111Type = 35899; + +/** + * Discards the red, green and blue components and reads just the alpha component. + * + * @type {number} + * @constant + */ +const AlphaFormat = 1021; + +/** + * Discards the alpha component and reads the red, green and blue component. + * + * @type {number} + * @constant + */ +const RGBFormat = 1022; + +/** + * Reads the red, green, blue and alpha components. + * + * @type {number} + * @constant + */ +const RGBAFormat = 1023; + +/** + * Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`. + * + * @type {number} + * @constant + */ +const DepthFormat = 1026; + +/** + * Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as + * in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format. + * + * @type {number} + * @constant + */ +const DepthStencilFormat = 1027; + +/** + * Discards the green, blue and alpha components and reads just the red component. + * + * @type {number} + * @constant + */ +const RedFormat = 1028; + +/** + * Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point. + * + * @type {number} + * @constant + */ +const RedIntegerFormat = 1029; + +/** + * Discards the alpha, and blue components and reads the red, and green components. + * + * @type {number} + * @constant + */ +const RGFormat = 1030; + +/** + * Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point. + * + * @type {number} + * @constant + */ +const RGIntegerFormat = 1031; + +/** + * Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point. + * + * @type {number} + * @constant + */ +const RGBIntegerFormat = 1032; + +/** + * Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point. + * + * @type {number} + * @constant + */ +const RGBAIntegerFormat = 1033; + +/** + * A DXT1-compressed image in an RGB image format. + * + * @type {number} + * @constant + */ +const RGB_S3TC_DXT1_Format = 33776; + +/** + * A DXT1-compressed image in an RGB image format with a simple on/off alpha value. + * + * @type {number} + * @constant + */ +const RGBA_S3TC_DXT1_Format = 33777; + +/** + * A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression. + * + * @type {number} + * @constant + */ +const RGBA_S3TC_DXT3_Format = 33778; + +/** + * A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3 + * compression in how the alpha compression is done. + * + * @type {number} + * @constant + */ +const RGBA_S3TC_DXT5_Format = 33779; + +/** + * PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels. + * + * @type {number} + * @constant + */ +const RGB_PVRTC_4BPPV1_Format = 35840; + +/** + * PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels. + * + * @type {number} + * @constant + */ +const RGB_PVRTC_2BPPV1_Format = 35841; + +/** + * PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels. + * + * @type {number} + * @constant + */ +const RGBA_PVRTC_4BPPV1_Format = 35842; + +/** + * PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels. + * + * @type {number} + * @constant + */ +const RGBA_PVRTC_2BPPV1_Format = 35843; + +/** + * ETC1 RGB format. + * + * @type {number} + * @constant + */ +const RGB_ETC1_Format = 36196; + +/** + * ETC2 RGB format. + * + * @type {number} + * @constant + */ +const RGB_ETC2_Format = 37492; + +/** + * ETC2 RGBA format. + * + * @type {number} + * @constant + */ +const RGBA_ETC2_EAC_Format = 37496; + +/** + * EAC R11 UNORM format. + * + * @type {number} + * @constant + */ +const R11_EAC_Format = 37488; // 0x9270 + +/** + * EAC R11 SNORM format. + * + * @type {number} + * @constant + */ +const SIGNED_R11_EAC_Format = 37489; // 0x9271 + +/** + * EAC RG11 UNORM format. + * + * @type {number} + * @constant + */ +const RG11_EAC_Format = 37490; // 0x9272 + +/** + * EAC RG11 SNORM format. + * + * @type {number} + * @constant + */ +const SIGNED_RG11_EAC_Format = 37491; // 0x9273 + +/** + * ASTC RGBA 4x4 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_4x4_Format = 37808; + +/** + * ASTC RGBA 5x4 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_5x4_Format = 37809; + +/** + * ASTC RGBA 5x5 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_5x5_Format = 37810; + +/** + * ASTC RGBA 6x5 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_6x5_Format = 37811; + +/** + * ASTC RGBA 6x6 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_6x6_Format = 37812; + +/** + * ASTC RGBA 8x5 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_8x5_Format = 37813; + +/** + * ASTC RGBA 8x6 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_8x6_Format = 37814; + +/** + * ASTC RGBA 8x8 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_8x8_Format = 37815; + +/** + * ASTC RGBA 10x5 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_10x5_Format = 37816; + +/** + * ASTC RGBA 10x6 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_10x6_Format = 37817; + +/** + * ASTC RGBA 10x8 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_10x8_Format = 37818; + +/** + * ASTC RGBA 10x10 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_10x10_Format = 37819; + +/** + * ASTC RGBA 12x10 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_12x10_Format = 37820; + +/** + * ASTC RGBA 12x12 format. + * + * @type {number} + * @constant + */ +const RGBA_ASTC_12x12_Format = 37821; + +/** + * BPTC RGBA format. + * + * @type {number} + * @constant + */ +const RGBA_BPTC_Format = 36492; + +/** + * BPTC Signed RGB format. + * + * @type {number} + * @constant + */ +const RGB_BPTC_SIGNED_Format = 36494; + +/** + * BPTC Unsigned RGB format. + * + * @type {number} + * @constant + */ +const RGB_BPTC_UNSIGNED_Format = 36495; + +/** + * RGTC1 Red format. + * + * @type {number} + * @constant + */ +const RED_RGTC1_Format = 36283; + +/** + * RGTC1 Signed Red format. + * + * @type {number} + * @constant + */ +const SIGNED_RED_RGTC1_Format = 36284; + +/** + * RGTC2 Red Green format. + * + * @type {number} + * @constant + */ +const RED_GREEN_RGTC2_Format = 36285; + +/** + * RGTC2 Signed Red Green format. + * + * @type {number} + * @constant + */ +const SIGNED_RED_GREEN_RGTC2_Format = 36286; + +/** + * Animations are played once. + * + * @type {number} + * @constant + */ +const LoopOnce = 2200; + +/** + * Animations are played with a chosen number of repetitions, each time jumping from + * the end of the clip directly to its beginning. + * + * @type {number} + * @constant + */ +const LoopRepeat = 2201; + +/** + * Animations are played with a chosen number of repetitions, alternately playing forward + * and backward. + * + * @type {number} + * @constant + */ +const LoopPingPong = 2202; + +/** + * Discrete interpolation mode for keyframe tracks. + * + * @type {number} + * @constant + */ +const InterpolateDiscrete = 2300; + +/** + * Linear interpolation mode for keyframe tracks. + * + * @type {number} + * @constant + */ +const InterpolateLinear = 2301; + +/** + * Smooth interpolation mode for keyframe tracks. + * + * @type {number} + * @constant + */ +const InterpolateSmooth = 2302; + +/** + * Bezier interpolation mode for keyframe tracks. + * + * Uses cubic Bezier curves with explicit 2D control points. + * Requires tangent data to be set on the track. + * + * @type {number} + * @constant + */ +const InterpolateBezier = 2303; + +/** + * Zero curvature ending for animations. + * + * @type {number} + * @constant + */ +const ZeroCurvatureEnding = 2400; + +/** + * Zero slope ending for animations. + * + * @type {number} + * @constant + */ +const ZeroSlopeEnding = 2401; + +/** + * Wrap around ending for animations. + * + * @type {number} + * @constant + */ +const WrapAroundEnding = 2402; + +/** + * Default animation blend mode. + * + * @type {number} + * @constant + */ +const NormalAnimationBlendMode = 2500; + +/** + * Additive animation blend mode. Can be used to layer motions on top of + * each other to build complex performances from smaller re-usable assets. + * + * @type {number} + * @constant + */ +const AdditiveAnimationBlendMode = 2501; + +/** + * For every three vertices draw a single triangle. + * + * @type {number} + * @constant + */ +const TrianglesDrawMode = 0; + +/** + * For each vertex draw a triangle from the last three vertices. + * + * @type {number} + * @constant + */ +const TriangleStripDrawMode = 1; + +/** + * For each vertex draw a triangle from the first vertex and the last two vertices. + * + * @type {number} + * @constant + */ +const TriangleFanDrawMode = 2; + +/** + * The depth value is inverted (1.0 - z) for visualization purposes. + * + * @type {number} + * @constant + */ +const BasicDepthPacking = 3200; + +/** + * The depth value is packed into 32 bit RGBA. + * + * @type {number} + * @constant + */ +const RGBADepthPacking = 3201; + +/** + * The depth value is packed into 24 bit RGB. + * + * @type {number} + * @constant + */ +const RGBDepthPacking = 3202; + +/** + * The depth value is packed into 16 bit RG. + * + * @type {number} + * @constant + */ +const RGDepthPacking = 3203; + +/** + * Normal information is relative to the underlying surface. + * + * @type {number} + * @constant + */ +const TangentSpaceNormalMap = 0; + +/** + * Normal information is relative to the object orientation. + * + * @type {number} + * @constant + */ +const ObjectSpaceNormalMap = 1; + +// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available. + +/** + * No color space. + * + * @type {string} + * @constant + */ +const NoColorSpace = ''; + +/** + * sRGB color space. + * + * @type {string} + * @constant + */ +const SRGBColorSpace = 'srgb'; + +/** + * sRGB-linear color space. + * + * @type {string} + * @constant + */ +const LinearSRGBColorSpace = 'srgb-linear'; + +/** + * Linear transfer function. + * + * @type {string} + * @constant + */ +const LinearTransfer = 'linear'; + +/** + * sRGB transfer function. + * + * @type {string} + * @constant + */ +const SRGBTransfer = 'srgb'; + +/** + * No normal map packing. + * + * @type {string} + * @constant + */ +const NoNormalPacking = ''; + +/** + * Normal RG packing. + * + * @type {string} + * @constant + */ +const NormalRGPacking = 'rg'; + +/** + * Normal GA packing. + * + * @type {string} + * @constant + */ +const NormalGAPacking = 'ga'; + +/** + * Sets the stencil buffer value to `0`. + * + * @type {number} + * @constant + */ +const ZeroStencilOp = 0; + +/** + * Keeps the current value. + * + * @type {number} + * @constant + */ +const KeepStencilOp = 7680; + +/** + * Sets the stencil buffer value to the specified reference value. + * + * @type {number} + * @constant + */ +const ReplaceStencilOp = 7681; + +/** + * Increments the current stencil buffer value. Clamps to the maximum representable unsigned value. + * + * @type {number} + * @constant + */ +const IncrementStencilOp = 7682; + +/** + * Decrements the current stencil buffer value. Clamps to `0`. + * + * @type {number} + * @constant + */ +const DecrementStencilOp = 7683; + +/** + * Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing + * the maximum representable unsigned value. + * + * @type {number} + * @constant + */ +const IncrementWrapStencilOp = 34055; + +/** + * Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable + * unsigned value when decrementing a stencil buffer value of `0`. + * + * @type {number} + * @constant + */ +const DecrementWrapStencilOp = 34056; + +/** + * Inverts the current stencil buffer value bitwise. + * + * @type {number} + * @constant + */ +const InvertStencilOp = 5386; + +/** + * Will never return true. + * + * @type {number} + * @constant + */ +const NeverStencilFunc = 512; + +/** + * Will return true if the stencil reference value is less than the current stencil value. + * + * @type {number} + * @constant + */ +const LessStencilFunc = 513; + +/** + * Will return true if the stencil reference value is equal to the current stencil value. + * + * @type {number} + * @constant + */ +const EqualStencilFunc = 514; + +/** + * Will return true if the stencil reference value is less than or equal to the current stencil value. + * + * @type {number} + * @constant + */ +const LessEqualStencilFunc = 515; + +/** + * Will return true if the stencil reference value is greater than the current stencil value. + * + * @type {number} + * @constant + */ +const GreaterStencilFunc = 516; + +/** + * Will return true if the stencil reference value is not equal to the current stencil value. + * + * @type {number} + * @constant + */ +const NotEqualStencilFunc = 517; + +/** + * Will return true if the stencil reference value is greater than or equal to the current stencil value. + * + * @type {number} + * @constant + */ +const GreaterEqualStencilFunc = 518; + +/** + * Will always return true. + * + * @type {number} + * @constant + */ +const AlwaysStencilFunc = 519; + +/** + * Never pass. + * + * @type {number} + * @constant + */ +const NeverCompare = 512; + +/** + * Pass if the incoming value is less than the texture value. + * + * @type {number} + * @constant + */ +const LessCompare = 513; + +/** + * Pass if the incoming value equals the texture value. + * + * @type {number} + * @constant + */ +const EqualCompare = 514; + +/** + * Pass if the incoming value is less than or equal to the texture value. + * + * @type {number} + * @constant + */ +const LessEqualCompare = 515; + +/** + * Pass if the incoming value is greater than the texture value. + * + * @type {number} + * @constant + */ +const GreaterCompare = 516; + +/** + * Pass if the incoming value is not equal to the texture value. + * + * @type {number} + * @constant + */ +const NotEqualCompare = 517; + +/** + * Pass if the incoming value is greater than or equal to the texture value. + * + * @type {number} + * @constant + */ +const GreaterEqualCompare = 518; + +/** + * Always pass. + * + * @type {number} + * @constant + */ +const AlwaysCompare = 519; + +/** + * The contents are intended to be specified once by the application, and used many + * times as the source for drawing and image specification commands. + * + * @type {number} + * @constant + */ +const StaticDrawUsage = 35044; + +/** + * The contents are intended to be respecified repeatedly by the application, and + * used many times as the source for drawing and image specification commands. + * + * @type {number} + * @constant + */ +const DynamicDrawUsage = 35048; + +/** + * The contents are intended to be specified once by the application, and used at most + * a few times as the source for drawing and image specification commands. + * + * @type {number} + * @constant + */ +const StreamDrawUsage = 35040; + +/** + * The contents are intended to be specified once by reading data from the 3D API, and queried + * many times by the application. + * + * @type {number} + * @constant + */ +const StaticReadUsage = 35045; + +/** + * The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried + * many times by the application. + * + * @type {number} + * @constant + */ +const DynamicReadUsage = 35049; + +/** + * The contents are intended to be specified once by reading data from the 3D API, and queried at most + * a few times by the application + * + * @type {number} + * @constant + */ +const StreamReadUsage = 35041; + +/** + * The contents are intended to be specified once by reading data from the 3D API, and used many times as + * the source for WebGL drawing and image specification commands. + * + * @type {number} + * @constant + */ +const StaticCopyUsage = 35046; + +/** + * The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times + * as the source for WebGL drawing and image specification commands. + * + * @type {number} + * @constant + */ +const DynamicCopyUsage = 35050; + +/** + * The contents are intended to be specified once by reading data from the 3D API, and used at most a few times + * as the source for WebGL drawing and image specification commands. + * + * @type {number} + * @constant + */ +const StreamCopyUsage = 35042; + +/** + * GLSL 1 shader code. + * + * @type {string} + * @constant + */ +const GLSL1 = '100'; + +/** + * GLSL 3 shader code. + * + * @type {string} + * @constant + */ +const GLSL3 = '300 es'; + +/** + * WebGL coordinate system. + * + * @type {number} + * @constant + */ +const WebGLCoordinateSystem = 2000; + +/** + * WebGPU coordinate system. + * + * @type {number} + * @constant + */ +const WebGPUCoordinateSystem = 2001; + +/** + * Represents the different timestamp query types. + * + * @type {ConstantsTimestampQuery} + * @constant + */ +const TimestampQuery = { + COMPUTE: 'compute', + RENDER: 'render' +}; + +/** + * Represents mouse buttons and interaction types in context of controls. + * + * @type {ConstantsInterpolationSamplingType} + * @constant + */ +const InterpolationSamplingType = { + PERSPECTIVE: 'perspective', + LINEAR: 'linear', + FLAT: 'flat' +}; + +/** + * Represents the different interpolation sampling modes. + * + * @type {ConstantsInterpolationSamplingMode} + * @constant + */ +const InterpolationSamplingMode = { + NORMAL: 'normal', + CENTROID: 'centroid', + SAMPLE: 'sample', + FIRST: 'first', + EITHER: 'either' +}; + +/** + * Compatibility flags for features that may not be supported across all platforms. + * + * @type {Object} + * @constant + */ +const Compatibility = { + TEXTURE_COMPARE: 'depthTextureCompare' +}; + +/** + * This type represents mouse buttons and interaction types in context of controls. + * + * @typedef {Object} ConstantsMouse + * @property {number} MIDDLE - The left mouse button. + * @property {number} LEFT - The middle mouse button. + * @property {number} RIGHT - The right mouse button. + * @property {number} ROTATE - A rotate interaction. + * @property {number} DOLLY - A dolly interaction. + * @property {number} PAN - A pan interaction. + **/ + +/** + * This type represents touch interaction types in context of controls. + * + * @typedef {Object} ConstantsTouch + * @property {number} ROTATE - A rotate interaction. + * @property {number} PAN - A pan interaction. + * @property {number} DOLLY_PAN - The dolly-pan interaction. + * @property {number} DOLLY_ROTATE - A dolly-rotate interaction. + **/ + +/** + * This type represents the different timestamp query types. + * + * @typedef {Object} ConstantsTimestampQuery + * @property {string} COMPUTE - A `compute` timestamp query. + * @property {string} RENDER - A `render` timestamp query. + **/ + +/** + * Represents the different interpolation sampling types. + * + * @typedef {Object} ConstantsInterpolationSamplingType + * @property {string} PERSPECTIVE - Perspective-correct interpolation. + * @property {string} LINEAR - Linear interpolation. + * @property {string} FLAT - Flat interpolation. + */ + +/** + * Represents the different interpolation sampling modes. + * + * @typedef {Object} ConstantsInterpolationSamplingMode + * @property {string} NORMAL - Normal sampling mode. + * @property {string} CENTROID - Centroid sampling mode. + * @property {string} SAMPLE - Sample-specific sampling mode. + * @property {string} FIRST - Flat interpolation using the first vertex. + * @property {string} EITHER - Flat interpolation using either vertex. + */ + +/** + * Checks if an array contains values that require Uint32 representation. + * + * This function determines whether the array contains any values >= 65535, + * which would require a Uint32Array rather than a Uint16Array for proper storage. + * The function iterates from the end of the array, assuming larger values are + * typically located at the end. + * + * @private + * @param {Array} array - The array to check. + * @return {boolean} True if the array contains values >= 65535, false otherwise. + */ +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; + +} + +/** + * Map of typed array constructor names to their constructors. + * This mapping enables dynamic creation of typed arrays based on string type names. + * + * @private + * @constant + * @type {Object} + */ +const TYPED_ARRAYS = { + Int8Array: Int8Array, + Uint8Array: Uint8Array, + Uint8ClampedArray: Uint8ClampedArray, + Int16Array: Int16Array, + Uint16Array: Uint16Array, + Int32Array: Int32Array, + Uint32Array: Uint32Array, + Float32Array: Float32Array, + Float64Array: Float64Array +}; + +/** + * Creates a typed array of the specified type from the given buffer. + * + * @private + * @param {string} type - The name of the typed array type (e.g., 'Float32Array', 'Uint16Array'). + * @param {ArrayBuffer} buffer - The buffer to create the typed array from. + * @return {TypedArray} A new typed array of the specified type. + */ +function getTypedArray( type, buffer ) { + + return new TYPED_ARRAYS[ type ]( buffer ); + +} + +/** + * Returns `true` if the given object is a typed array. + * + * @param {any} array - The object to check. + * @return {boolean} Whether the given object is a typed array. + */ +function isTypedArray( array ) { + + return ArrayBuffer.isView( array ) && ! ( array instanceof DataView ); + +} + +/** + * Creates an XHTML element with the specified tag name. + * + * This function uses the XHTML namespace to create DOM elements, + * ensuring proper element creation in XML-based contexts. + * + * @private + * @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div'). + * @return {HTMLElement} The created XHTML element. + */ +function createElementNS( name ) { + + return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); + +} + +/** + * Creates a canvas element configured for block display. + * + * This is a convenience function that creates a canvas element with + * display style set to 'block', which is commonly used in three.js + * rendering contexts to avoid inline element spacing issues. + * + * @return {HTMLCanvasElement} A canvas element with display set to 'block'. + */ +function createCanvasElement() { + + const canvas = createElementNS( 'canvas' ); + canvas.style.display = 'block'; + return canvas; + +} + +/** + * Internal cache for tracking warning messages to prevent duplicate warnings. + * + * @private + * @type {Object} + */ +const _cache = {}; + +/** + * Custom console function handler for intercepting log, warn, and error calls. + * + * @private + * @type {Function|null} + */ +let _setConsoleFunction = null; + +/** + * Sets a custom function to handle console output. + * + * This allows external code to intercept and handle console.log, console.warn, + * and console.error calls made by three.js, which is useful for custom logging, + * testing, or debugging workflows. + * + * @param {Function} fn - The function to handle console output. Should accept + * (type, message, ...params) where type is 'log', 'warn', or 'error'. + */ +function setConsoleFunction( fn ) { + + _setConsoleFunction = fn; + +} + +/** + * Gets the currently set custom console function. + * + * @return {Function|null} The custom console function, or null if not set. + */ +function getConsoleFunction() { + + return _setConsoleFunction; + +} + +/** + * Logs an informational message with the 'THREE.' prefix. + * + * If a custom console function is set via setConsoleFunction(), it will be used + * instead of the native console.log. The first parameter is treated as the + * method name and is automatically prefixed with 'THREE.'. + * + * @param {...any} params - The message components. The first param is used as + * the method name and prefixed with 'THREE.'. + */ +function log( ...params ) { + + const message = 'THREE.' + params.shift(); + + if ( _setConsoleFunction ) { + + _setConsoleFunction( 'log', message, ...params ); + + } else { + + console.log( message, ...params ); + + } + +} + +/** + * Enhances log/warn/error messages related to TSL. + * + * @param {Array} params - The original message parameters. + * @returns {Array} The filtered and enhanced message parameters. + */ +function enhanceLogMessage( params ) { + + const message = params[ 0 ]; + + if ( typeof message === 'string' && message.startsWith( 'TSL:' ) ) { + + const stackTrace = params[ 1 ]; + + if ( stackTrace && stackTrace.isStackTrace ) { + + params[ 0 ] += ' ' + stackTrace.getLocation(); + + } else { + + params[ 1 ] = 'Stack trace not available. Enable "THREE.Node.captureStackTrace" to capture stack traces.'; + + } + + } + + return params; + +} + +/** + * Logs a warning message with the 'THREE.' prefix. + * + * If a custom console function is set via setConsoleFunction(), it will be used + * instead of the native console.warn. The first parameter is treated as the + * method name and is automatically prefixed with 'THREE.'. + * + * @param {...any} params - The message components. The first param is used as + * the method name and prefixed with 'THREE.'. + */ +function warn( ...params ) { + + params = enhanceLogMessage( params ); + + const message = 'THREE.' + params.shift(); + + if ( _setConsoleFunction ) { + + _setConsoleFunction( 'warn', message, ...params ); + + } else { + + const stackTrace = params[ 0 ]; + + if ( stackTrace && stackTrace.isStackTrace ) { + + console.warn( stackTrace.getError( message ) ); + + } else { + + console.warn( message, ...params ); + + } + + } + +} + +/** + * Logs an error message with the 'THREE.' prefix. + * + * If a custom console function is set via setConsoleFunction(), it will be used + * instead of the native console.error. The first parameter is treated as the + * method name and is automatically prefixed with 'THREE.'. + * + * @param {...any} params - The message components. The first param is used as + * the method name and prefixed with 'THREE.'. + */ +function error( ...params ) { + + params = enhanceLogMessage( params ); + + const message = 'THREE.' + params.shift(); + + if ( _setConsoleFunction ) { + + _setConsoleFunction( 'error', message, ...params ); + + } else { + + const stackTrace = params[ 0 ]; + + if ( stackTrace && stackTrace.isStackTrace ) { + + console.error( stackTrace.getError( message ) ); + + } else { + + console.error( message, ...params ); + + } + + } + +} + +/** + * Logs a warning message only once, preventing duplicate warnings. + * + * This function maintains an internal cache of warning messages and will only + * output each unique warning message once. Useful for warnings that may be + * triggered repeatedly but should only be shown to the user once. + * + * @param {...any} params - The warning message components. + */ +function warnOnce( ...params ) { + + const message = params.join( ' ' ); + + if ( message in _cache ) return; + + _cache[ message ] = true; + + warn( ...params ); + +} + +/** + * Yields execution to the main thread to allow rendering and other tasks. + * Uses scheduler.yield() when available (Chrome 115+), falls back to requestAnimationFrame. + * + * @return {Promise} + */ +function yieldToMain() { + + if ( typeof self !== 'undefined' && typeof self.scheduler !== 'undefined' && typeof self.scheduler.yield !== 'undefined' ) { + + return self.scheduler.yield(); + + } + + return new Promise( resolve => { + + requestAnimationFrame( resolve ); + + } ); + +} + +/** + * Asynchronously probes for WebGL sync object completion. + * + * This function creates a promise that resolves when the WebGL sync object + * signals completion or rejects if the sync operation fails. It uses polling + * at the specified interval to check the sync status without blocking the + * main thread. This is useful for GPU-CPU synchronization in WebGL contexts. + * + * @private + * @param {WebGL2RenderingContext} gl - The WebGL rendering context. + * @param {WebGLSync} sync - The WebGL sync object to wait for. + * @param {number} interval - The polling interval in milliseconds. + * @return {Promise} A promise that resolves when the sync completes or rejects if it fails. + */ +function probeAsync( gl, sync, interval ) { + + return new Promise( function ( resolve, reject ) { + + function probe() { + + switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) { + + case gl.WAIT_FAILED: + reject(); + break; + + case gl.TIMEOUT_EXPIRED: + setTimeout( probe, interval ); + break; + + default: + resolve(); + + } + + } + + setTimeout( probe, interval ); + + } ); + +} + +/** + * Used to select the correct depth functions + * when reversed depth buffer is used. + * + * @private + * @type {Object} + */ +const ReversedDepthFuncs = { + [ NeverDepth ]: AlwaysDepth, + [ LessDepth ]: GreaterDepth, + [ EqualDepth ]: NotEqualDepth, + [ LessEqualDepth ]: GreaterEqualDepth, + + [ AlwaysDepth ]: NeverDepth, + [ GreaterDepth ]: LessDepth, + [ NotEqualDepth ]: EqualDepth, + [ GreaterEqualDepth ]: LessEqualDepth, +}; + +/** + * This modules allows to dispatch event objects on custom JavaScript objects. + * + * Main repository: [eventdispatcher.js](https://github.com/mrdoob/eventdispatcher.js/) + * + * Code Example: + * ```js + * class Car extends EventDispatcher { + * start() { + * this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } ); + * } + *}; + * + * // Using events with the custom object + * const car = new Car(); + * car.addEventListener( 'start', function ( event ) { + * alert( event.message ); + * } ); + * + * car.start(); + * ``` + */ +class EventDispatcher { + + /** + * Adds the given event listener to the given event type. + * + * @param {string} type - The type of event to listen to. + * @param {Function} listener - The function that gets called when the event is fired. + */ + 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 ); + + } + + } + + /** + * Returns `true` if the given event listener has been added to the given event type. + * + * @param {string} type - The type of event. + * @param {Function} listener - The listener to check. + * @return {boolean} Whether the given event listener has been added to the given event type. + */ + hasEventListener( type, listener ) { + + const listeners = this._listeners; + + if ( listeners === undefined ) return false; + + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1; + + } + + /** + * Removes the given event listener from the given event type. + * + * @param {string} type - The type of event. + * @param {Function} listener - The listener to remove. + */ + removeEventListener( type, listener ) { + + const listeners = this._listeners; + + if ( listeners === undefined ) return; + + const listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + const index = listenerArray.indexOf( listener ); + + if ( index !== -1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + } + + /** + * Dispatches an event object. + * + * @param {Object} event - The event that gets fired. + */ + dispatchEvent( event ) { + + const listeners = this._listeners; + + if ( listeners === undefined ) return; + + 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; + +/** + * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier) + * (universally unique identifier). + * + * @return {string} The UUID. + */ +function generateUUID() { + + // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 + + 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(); + +} + +/** + * Clamps the given value between min and max. + * + * @param {number} value - The value to clamp. + * @param {number} min - The min value. + * @param {number} max - The max value. + * @return {number} The clamped value. + */ +function clamp( value, min, max ) { + + return Math.max( min, Math.min( max, value ) ); + +} + +/** + * Computes the Euclidean modulo of the given parameters that + * is `( ( n % m ) + m ) % m`. + * + * @param {number} n - The first parameter. + * @param {number} m - The second parameter. + * @return {number} The Euclidean modulo. + */ +function euclideanModulo( n, m ) { + + // https://en.wikipedia.org/wiki/Modulo_operation + + return ( ( n % m ) + m ) % m; + +} + +/** + * Performs a linear mapping from range `` to range `` + * for the given value. `a2` must be greater than `a1`. + * + * @param {number} x - The value to be mapped. + * @param {number} a1 - Minimum value for range A. + * @param {number} a2 - Maximum value for range A. + * @param {number} b1 - Minimum value for range B. + * @param {number} b2 - Maximum value for range B. + * @return {number} The mapped value. + */ +function mapLinear( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + +} + +/** + * Returns the percentage in the closed interval `[0, 1]` of the given value + * between the start and end point. + * + * @param {number} x - The start point + * @param {number} y - The end point. + * @param {number} value - A value between start and end. + * @return {number} The interpolation factor. + */ +function inverseLerp( x, y, value ) { + + // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ + + if ( x !== y ) { + + return ( value - x ) / ( y - x ); + + } else { + + return 0; + + } + +} + +/** + * Returns a value linearly interpolated from two known points based on the given interval - + * `t = 0` will return `x` and `t = 1` will return `y`. + * + * @param {number} x - The start point + * @param {number} y - The end point. + * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. + * @return {number} The interpolated value. + */ +function lerp( x, y, t ) { + + return ( 1 - t ) * x + t * y; + +} + +/** + * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta + * time to maintain frame rate independent movement. For details, see + * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/). + * + * @param {number} x - The current point. + * @param {number} y - The target point. + * @param {number} lambda - A higher lambda value will make the movement more sudden, + * and a lower value will make the movement more gradual. + * @param {number} dt - Delta time in seconds. + * @return {number} The interpolated value. + */ +function damp( x, y, lambda, dt ) { + + return lerp( x, y, 1 - Math.exp( - lambda * dt ) ); + +} + +/** + * Returns a value that alternates between `0` and the given `length` parameter. + * + * @param {number} x - The value to pingpong. + * @param {number} [length=1] - The positive value the function will pingpong to. + * @return {number} The alternated value. + */ +function pingpong( x, length = 1 ) { + + // https://www.desmos.com/calculator/vcsjnyz7x4 + + return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); + +} + +/** + * Returns a value in the range `[0,1]` that represents the percentage that `x` has + * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to + * the `min` and `max`. + * + * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details. + * + * @param {number} x - The value to evaluate based on its position between `min` and `max`. + * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`. + * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`. + * @return {number} The alternated value. + */ +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 ); + +} + +/** + * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations) + * that has zero 1st and 2nd order derivatives at `x=0` and `x=1`. + * + * @param {number} x - The value to evaluate based on its position between `min` and `max`. + * @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`. + * @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`. + * @return {number} The alternated value. + */ +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 ); + +} + +/** + * Returns a random integer from `` interval. + * + * @param {number} low - The lower value boundary. + * @param {number} high - The upper value boundary + * @return {number} A random integer. + */ +function randInt( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + +} + +/** + * Returns a random float from `` interval. + * + * @param {number} low - The lower value boundary. + * @param {number} high - The upper value boundary + * @return {number} A random float. + */ +function randFloat( low, high ) { + + return low + Math.random() * ( high - low ); + +} + +/** + * Returns a random integer from `<-range/2, range/2>` interval. + * + * @param {number} range - Defines the value range. + * @return {number} A random float. + */ +function randFloatSpread( range ) { + + return range * ( 0.5 - Math.random() ); + +} + +/** + * Returns a deterministic pseudo-random float in the interval `[0, 1]`. + * + * @param {number} [s] - The integer seed. + * @return {number} A random float. + */ +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; + +} + +/** + * Converts degrees to radians. + * + * @param {number} degrees - A value in degrees. + * @return {number} The converted value in radians. + */ +function degToRad( degrees ) { + + return degrees * DEG2RAD; + +} + +/** + * Converts radians to degrees. + * + * @param {number} radians - A value in radians. + * @return {number} The converted value in degrees. + */ +function radToDeg( radians ) { + + return radians * RAD2DEG; + +} + +/** + * Returns `true` if the given number is a power of two. + * + * @param {number} value - The value to check. + * @return {boolean} Whether the given number is a power of two or not. + */ +function isPowerOfTwo( value ) { + + return ( value & ( value - 1 ) ) === 0 && value !== 0; + +} + +/** + * Returns the smallest power of two that is greater than or equal to the given number. + * + * @param {number} value - The value to find a POT for. Must be greater than `0`. + * @return {number} The smallest power of two that is greater than or equal to the given number. + */ +function ceilPowerOfTwo( value ) { + + return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); + +} + +/** + * Returns the largest power of two that is less than or equal to the given number. + * + * @param {number} value - The value to find a POT for. Must be greater than `0`. + * @return {number} The largest power of two that is less than or equal to the given number. + */ +function floorPowerOfTwo( value ) { + + return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); + +} + +/** + * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles) + * defined by the given angles and order. + * + * 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`. + * + * @param {Quaternion} q - The quaternion to set. + * @param {number} a - The rotation applied to the first axis, in radians. + * @param {number} b - The rotation applied to the second axis, in radians. + * @param {number} c - The rotation applied to the third axis, in radians. + * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order. + */ +function setQuaternionFromProperEuler( q, a, b, c, order ) { + + 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: + warn( 'MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); + + } + +} + +/** + * Denormalizes the given value according to the given typed array. + * + * @param {number} value - The value to denormalize. + * @param {TypedArray} array - The typed array that defines the data type of the value. + * @return {number} The denormalize (float) value in the range `[0,1]`. + */ +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 ); + + case Int16Array: + + return Math.max( value / 32767.0, -1 ); + + case Int8Array: + + return Math.max( value / 127.0, -1 ); + + default: + + throw new Error( 'Invalid component type.' ); + + } + +} + +/** + * Normalizes the given value according to the given typed array. + * + * @param {number} value - The float value in the range `[0,1]` to normalize. + * @param {TypedArray} array - The typed array that defines the data type of the value. + * @return {number} The normalize value. + */ +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.' ); + + } + +} + +/** + * @class + * @classdesc A collection of math utility functions. + * @hideconstructor + */ +const MathUtils = { + DEG2RAD: DEG2RAD, + RAD2DEG: RAD2DEG, + /** + * Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier) + * (universally unique identifier). + * + * @static + * @method + * @return {string} The UUID. + */ + generateUUID: generateUUID, + /** + * Clamps the given value between min and max. + * + * @static + * @method + * @param {number} value - The value to clamp. + * @param {number} min - The min value. + * @param {number} max - The max value. + * @return {number} The clamped value. + */ + clamp: clamp, + /** + * Computes the Euclidean modulo of the given parameters that + * is `( ( n % m ) + m ) % m`. + * + * @static + * @method + * @param {number} n - The first parameter. + * @param {number} m - The second parameter. + * @return {number} The Euclidean modulo. + */ + euclideanModulo: euclideanModulo, + /** + * Performs a linear mapping from range `` to range `` + * for the given value. + * + * @static + * @method + * @param {number} x - The value to be mapped. + * @param {number} a1 - Minimum value for range A. + * @param {number} a2 - Maximum value for range A. + * @param {number} b1 - Minimum value for range B. + * @param {number} b2 - Maximum value for range B. + * @return {number} The mapped value. + */ + mapLinear: mapLinear, + /** + * Returns the percentage in the closed interval `[0, 1]` of the given value + * between the start and end point. + * + * @static + * @method + * @param {number} x - The start point + * @param {number} y - The end point. + * @param {number} value - A value between start and end. + * @return {number} The interpolation factor. + */ + inverseLerp: inverseLerp, + /** + * Returns a value linearly interpolated from two known points based on the given interval - + * `t = 0` will return `x` and `t = 1` will return `y`. + * + * @static + * @method + * @param {number} x - The start point + * @param {number} y - The end point. + * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. + * @return {number} The interpolated value. + */ + lerp: lerp, + /** + * Smoothly interpolate a number from `x` to `y` in a spring-like manner using a delta + * time to maintain frame rate independent movement. For details, see + * [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/). + * + * @static + * @method + * @param {number} x - The current point. + * @param {number} y - The target point. + * @param {number} lambda - A higher lambda value will make the movement more sudden, + * and a lower value will make the movement more gradual. + * @param {number} dt - Delta time in seconds. + * @return {number} The interpolated value. + */ + damp: damp, + /** + * Returns a value that alternates between `0` and the given `length` parameter. + * + * @static + * @method + * @param {number} x - The value to pingpong. + * @param {number} [length=1] - The positive value the function will pingpong to. + * @return {number} The alternated value. + */ + pingpong: pingpong, + /** + * Returns a value in the range `[0,1]` that represents the percentage that `x` has + * moved between `min` and `max`, but smoothed or slowed down the closer `x` is to + * the `min` and `max`. + * + * See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details. + * + * @static + * @method + * @param {number} x - The value to evaluate based on its position between min and max. + * @param {number} min - The min value. Any x value below min will be `0`. + * @param {number} max - The max value. Any x value above max will be `1`. + * @return {number} The alternated value. + */ + smoothstep: smoothstep, + /** + * A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations) + * that has zero 1st and 2nd order derivatives at x=0 and x=1. + * + * @static + * @method + * @param {number} x - The value to evaluate based on its position between min and max. + * @param {number} min - The min value. Any x value below min will be `0`. + * @param {number} max - The max value. Any x value above max will be `1`. + * @return {number} The alternated value. + */ + smootherstep: smootherstep, + /** + * Returns a random integer from `` interval. + * + * @static + * @method + * @param {number} low - The lower value boundary. + * @param {number} high - The upper value boundary + * @return {number} A random integer. + */ + randInt: randInt, + /** + * Returns a random float from `` interval. + * + * @static + * @method + * @param {number} low - The lower value boundary. + * @param {number} high - The upper value boundary + * @return {number} A random float. + */ + randFloat: randFloat, + /** + * Returns a random integer from `<-range/2, range/2>` interval. + * + * @static + * @method + * @param {number} range - Defines the value range. + * @return {number} A random float. + */ + randFloatSpread: randFloatSpread, + /** + * Returns a deterministic pseudo-random float in the interval `[0, 1]`. + * + * @static + * @method + * @param {number} [s] - The integer seed. + * @return {number} A random float. + */ + seededRandom: seededRandom, + /** + * Converts degrees to radians. + * + * @static + * @method + * @param {number} degrees - A value in degrees. + * @return {number} The converted value in radians. + */ + degToRad: degToRad, + /** + * Converts radians to degrees. + * + * @static + * @method + * @param {number} radians - A value in radians. + * @return {number} The converted value in degrees. + */ + radToDeg: radToDeg, + /** + * Returns `true` if the given number is a power of two. + * + * @static + * @method + * @param {number} value - The value to check. + * @return {boolean} Whether the given number is a power of two or not. + */ + isPowerOfTwo: isPowerOfTwo, + /** + * Returns the smallest power of two that is greater than or equal to the given number. + * + * @static + * @method + * @param {number} value - The value to find a POT for. + * @return {number} The smallest power of two that is greater than or equal to the given number. + */ + ceilPowerOfTwo: ceilPowerOfTwo, + /** + * Returns the largest power of two that is less than or equal to the given number. + * + * @static + * @method + * @param {number} value - The value to find a POT for. + * @return {number} The largest power of two that is less than or equal to the given number. + */ + floorPowerOfTwo: floorPowerOfTwo, + /** + * Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles) + * defined by the given angles and order. + * + * 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`. + * + * @static + * @method + * @param {Quaternion} q - The quaternion to set. + * @param {number} a - The rotation applied to the first axis, in radians. + * @param {number} b - The rotation applied to the second axis, in radians. + * @param {number} c - The rotation applied to the third axis, in radians. + * @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order. + */ + setQuaternionFromProperEuler: setQuaternionFromProperEuler, + /** + * Normalizes the given value according to the given typed array. + * + * @static + * @method + * @param {number} value - The float value in the range `[0,1]` to normalize. + * @param {TypedArray} array - The typed array that defines the data type of the value. + * @return {number} The normalize value. + */ + normalize: normalize, + /** + * Denormalizes the given value according to the given typed array. + * + * @static + * @method + * @param {number} value - The value to denormalize. + * @param {TypedArray} array - The typed array that defines the data type of the value. + * @return {number} The denormalize (float) value in the range `[0,1]`. + */ + denormalize: denormalize +}; + +/** + * Class representing a 2D vector. A 2D vector is an ordered pair of numbers + * (labeled x and y), which can be used to represent a number of things, such as: + * + * - A point in 2D space (i.e. a position on a plane). + * - A direction and length across a plane. In three.js the length will + * always be the Euclidean distance(straight-line distance) from `(0, 0)` to `(x, y)` + * and the direction is also measured from `(0, 0)` towards `(x, y)`. + * - Any arbitrary ordered pair of numbers. + * + * There are other things a 2D vector can be used to represent, such as + * momentum vectors, complex numbers and so on, however these are the most + * common uses in three.js. + * + * Iterating through a vector instance will yield its components `(x, y)` in + * the corresponding order. + * ```js + * const a = new THREE.Vector2( 0, 1 ); + * + * //no arguments; will be initialised to (0, 0) + * const b = new THREE.Vector2( ); + * + * const d = a.distanceTo( b ); + * ``` + */ +class Vector2 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Vector2.prototype.isVector2 = true; + + } + + /** + * Constructs a new 2D vector. + * + * @param {number} [x=0] - The x value of this vector. + * @param {number} [y=0] - The y value of this vector. + */ + constructor( x = 0, y = 0 ) { + + /** + * The x value of this vector. + * + * @type {number} + */ + this.x = x; + + /** + * The y value of this vector. + * + * @type {number} + */ + this.y = y; + + } + + /** + * Alias for {@link Vector2#x}. + * + * @type {number} + */ + get width() { + + return this.x; + + } + + set width( value ) { + + this.x = value; + + } + + /** + * Alias for {@link Vector2#y}. + * + * @type {number} + */ + get height() { + + return this.y; + + } + + set height( value ) { + + this.y = value; + + } + + /** + * Sets the vector components. + * + * @param {number} x - The value of the x component. + * @param {number} y - The value of the y component. + * @return {Vector2} A reference to this vector. + */ + set( x, y ) { + + this.x = x; + this.y = y; + + return this; + + } + + /** + * Sets the vector components to the same value. + * + * @param {number} scalar - The value to set for all vector components. + * @return {Vector2} A reference to this vector. + */ + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + + return this; + + } + + /** + * Sets the vector's x component to the given value + * + * @param {number} x - The value to set. + * @return {Vector2} A reference to this vector. + */ + setX( x ) { + + this.x = x; + + return this; + + } + + /** + * Sets the vector's y component to the given value + * + * @param {number} y - The value to set. + * @return {Vector2} A reference to this vector. + */ + setY( y ) { + + this.y = y; + + return this; + + } + + /** + * Allows to set a vector component with an index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y. + * @param {number} value - The value to set. + * @return {Vector2} A reference to this vector. + */ + 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; + + } + + /** + * Returns the value of the vector component which matches the given index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y. + * @return {number} A vector component value. + */ + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + /** + * Returns a new vector with copied values from this instance. + * + * @return {Vector2} A clone of this instance. + */ + clone() { + + return new this.constructor( this.x, this.y ); + + } + + /** + * Copies the values of the given vector to this instance. + * + * @param {Vector2} v - The vector to copy. + * @return {Vector2} A reference to this vector. + */ + copy( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + } + + /** + * Adds the given vector to this instance. + * + * @param {Vector2} v - The vector to add. + * @return {Vector2} A reference to this vector. + */ + add( v ) { + + this.x += v.x; + this.y += v.y; + + return this; + + } + + /** + * Adds the given scalar value to all components of this instance. + * + * @param {number} s - The scalar to add. + * @return {Vector2} A reference to this vector. + */ + addScalar( s ) { + + this.x += s; + this.y += s; + + return this; + + } + + /** + * Adds the given vectors and stores the result in this instance. + * + * @param {Vector2} a - The first vector. + * @param {Vector2} b - The second vector. + * @return {Vector2} A reference to this vector. + */ + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + } + + /** + * Adds the given vector scaled by the given factor to this instance. + * + * @param {Vector2} v - The vector. + * @param {number} s - The factor that scales `v`. + * @return {Vector2} A reference to this vector. + */ + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + } + + /** + * Subtracts the given vector from this instance. + * + * @param {Vector2} v - The vector to subtract. + * @return {Vector2} A reference to this vector. + */ + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + + return this; + + } + + /** + * Subtracts the given scalar value from all components of this instance. + * + * @param {number} s - The scalar to subtract. + * @return {Vector2} A reference to this vector. + */ + subScalar( s ) { + + this.x -= s; + this.y -= s; + + return this; + + } + + /** + * Subtracts the given vectors and stores the result in this instance. + * + * @param {Vector2} a - The first vector. + * @param {Vector2} b - The second vector. + * @return {Vector2} A reference to this vector. + */ + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + } + + /** + * Multiplies the given vector with this instance. + * + * @param {Vector2} v - The vector to multiply. + * @return {Vector2} A reference to this vector. + */ + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + } + + /** + * Multiplies the given scalar value with all components of this instance. + * + * @param {number} scalar - The scalar to multiply. + * @return {Vector2} A reference to this vector. + */ + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + + return this; + + } + + /** + * Divides this instance by the given vector. + * + * @param {Vector2} v - The vector to divide. + * @return {Vector2} A reference to this vector. + */ + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + } + + /** + * Divides this vector by the given scalar. + * + * @param {number} scalar - The scalar to divide. + * @return {Vector2} A reference to this vector. + */ + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + /** + * Multiplies this vector (with an implicit 1 as the 3rd component) by + * the given 3x3 matrix. + * + * @param {Matrix3} m - The matrix to apply. + * @return {Vector2} A reference to this vector. + */ + 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; + + } + + /** + * If this vector's x or y value is greater than the given vector's x or y + * value, replace that value with the corresponding min value. + * + * @param {Vector2} v - The vector. + * @return {Vector2} A reference to this vector. + */ + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + } + + /** + * If this vector's x or y value is less than the given vector's x or y + * value, replace that value with the corresponding max value. + * + * @param {Vector2} v - The vector. + * @return {Vector2} A reference to this vector. + */ + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + + return this; + + } + + /** + * If this vector's x or y value is greater than the max vector's x or y + * value, it is replaced by the corresponding value. + * If this vector's x or y value is less than the min vector's x or y value, + * it is replaced by the corresponding value. + * + * @param {Vector2} min - The minimum x and y values. + * @param {Vector2} max - The maximum x and y values in the desired range. + * @return {Vector2} A reference to this vector. + */ + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = clamp( this.x, min.x, max.x ); + this.y = clamp( this.y, min.y, max.y ); + + return this; + + } + + /** + * If this vector's x or y values are greater than the max value, they are + * replaced by the max value. + * If this vector's x or y values are less than the min value, they are + * replaced by the min value. + * + * @param {number} minVal - The minimum value the components will be clamped to. + * @param {number} maxVal - The maximum value the components will be clamped to. + * @return {Vector2} A reference to this vector. + */ + clampScalar( minVal, maxVal ) { + + this.x = clamp( this.x, minVal, maxVal ); + this.y = clamp( this.y, minVal, maxVal ); + + return this; + + } + + /** + * If this vector's length is greater than the max value, it is replaced by + * the max value. + * If this vector's length is less than the min value, it is replaced by the + * min value. + * + * @param {number} min - The minimum value the vector length will be clamped to. + * @param {number} max - The maximum value the vector length will be clamped to. + * @return {Vector2} A reference to this vector. + */ + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) ); + + } + + /** + * The components of this vector are rounded down to the nearest integer value. + * + * @return {Vector2} A reference to this vector. + */ + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + } + + /** + * The components of this vector are rounded up to the nearest integer value. + * + * @return {Vector2} A reference to this vector. + */ + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + } + + /** + * The components of this vector are rounded to the nearest integer value + * + * @return {Vector2} A reference to this vector. + */ + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + } + + /** + * The components of this vector are rounded towards zero (up if negative, + * down if positive) to an integer value. + * + * @return {Vector2} A reference to this vector. + */ + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + + return this; + + } + + /** + * Inverts this vector - i.e. sets x = -x and y = -y. + * + * @return {Vector2} A reference to this vector. + */ + negate() { + + this.x = - this.x; + this.y = - this.y; + + return this; + + } + + /** + * Calculates the dot product of the given vector with this instance. + * + * @param {Vector2} v - The vector to compute the dot product with. + * @return {number} The result of the dot product. + */ + dot( v ) { + + return this.x * v.x + this.y * v.y; + + } + + /** + * Calculates the cross product of the given vector with this instance. + * + * @param {Vector2} v - The vector to compute the cross product with. + * @return {number} The result of the cross product. + */ + cross( v ) { + + return this.x * v.y - this.y * v.x; + + } + + /** + * Computes the square of the Euclidean length (straight-line length) from + * (0, 0) to (x, y). If you are comparing the lengths of vectors, you should + * compare the length squared instead as it is slightly more efficient to calculate. + * + * @return {number} The square length of this vector. + */ + lengthSq() { + + return this.x * this.x + this.y * this.y; + + } + + /** + * Computes the Euclidean length (straight-line length) from (0, 0) to (x, y). + * + * @return {number} The length of this vector. + */ + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + } + + /** + * Computes the Manhattan length of this vector. + * + * @return {number} The length of this vector. + */ + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ); + + } + + /** + * Converts this vector to a unit vector - that is, sets it equal to a vector + * with the same direction as this one, but with a vector length of `1`. + * + * @return {Vector2} A reference to this vector. + */ + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + /** + * Computes the angle in radians of this vector with respect to the positive x-axis. + * + * @return {number} The angle in radians. + */ + angle() { + + const angle = Math.atan2( - this.y, - this.x ) + Math.PI; + + return angle; + + } + + /** + * Returns the angle between the given vector and this instance in radians. + * + * @param {Vector2} v - The vector to compute the angle with. + * @return {number} The angle in radians. + */ + 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 ) ); + + } + + /** + * Computes the distance from the given vector to this instance. + * + * @param {Vector2} v - The vector to compute the distance to. + * @return {number} The distance. + */ + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + /** + * Computes the squared distance from the given vector to this instance. + * If you are just comparing the distance with another distance, you should compare + * the distance squared instead as it is slightly more efficient to calculate. + * + * @param {Vector2} v - The vector to compute the squared distance to. + * @return {number} The squared distance. + */ + distanceToSquared( v ) { + + const dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + } + + /** + * Computes the Manhattan distance from the given vector to this instance. + * + * @param {Vector2} v - The vector to compute the Manhattan distance to. + * @return {number} The Manhattan distance. + */ + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + } + + /** + * Sets this vector to a vector with the same direction as this one, but + * with the specified length. + * + * @param {number} length - The new length of this vector. + * @return {Vector2} A reference to this vector. + */ + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + /** + * Linearly interpolates between the given vector and this instance, where + * alpha is the percent distance along the line - alpha = 0 will be this + * vector, and alpha = 1 will be the given one. + * + * @param {Vector2} v - The vector to interpolate towards. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector2} A reference to this vector. + */ + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + } + + /** + * Linearly interpolates between the given vectors, where alpha is the percent + * distance along the line - alpha = 0 will be first vector, and alpha = 1 will + * be the second one. The result is stored in this instance. + * + * @param {Vector2} v1 - The first vector. + * @param {Vector2} v2 - The second vector. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector2} A reference to this vector. + */ + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + + return this; + + } + + /** + * Returns `true` if this vector is equal with the given one. + * + * @param {Vector2} v - The vector to test for equality. + * @return {boolean} Whether this vector is equal with the given one. + */ + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + } + + /** + * Sets this vector's x value to be `array[ offset ]` and y + * value to be `array[ offset + 1 ]`. + * + * @param {Array} array - An array holding the vector component values. + * @param {number} [offset=0] - The offset into the array. + * @return {Vector2} A reference to this vector. + */ + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + } + + /** + * Writes the components of this vector to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the vector components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The vector components. + */ + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + } + + /** + * Sets the components of this vector from the given buffer attribute. + * + * @param {BufferAttribute} attribute - The buffer attribute holding vector data. + * @param {number} index - The index into the attribute. + * @return {Vector2} A reference to this vector. + */ + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + + return this; + + } + + /** + * Rotates this vector around the given center by the given angle. + * + * @param {Vector2} center - The point around which to rotate. + * @param {number} angle - The angle to rotate, in radians. + * @return {Vector2} A reference to this vector. + */ + 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; + + } + + /** + * Sets each component of this vector to a pseudo-random value between `0` and + * `1`, excluding `1`. + * + * @return {Vector2} A reference to this vector. + */ + random() { + + this.x = Math.random(); + this.y = Math.random(); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + + } + +} + +/** + * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations. + * + * Iterating through a vector instance will yield its components `(x, y, z, w)` in + * the corresponding order. + * + * Note that three.js expects Quaternions to be normalized. + * ```js + * const quaternion = new THREE.Quaternion(); + * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 ); + * + * const vector = new THREE.Vector3( 1, 0, 0 ); + * vector.applyQuaternion( quaternion ); + * ``` + */ +class Quaternion { + + /** + * Constructs a new quaternion. + * + * @param {number} [x=0] - The x value of this quaternion. + * @param {number} [y=0] - The y value of this quaternion. + * @param {number} [z=0] - The z value of this quaternion. + * @param {number} [w=1] - The w value of this quaternion. + */ + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isQuaternion = true; + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + } + + /** + * Interpolates between two quaternions via SLERP. This implementation assumes the + * quaternion data are managed in flat arrays. + * + * @param {Array} dst - The destination array. + * @param {number} dstOffset - An offset into the destination array. + * @param {Array} src0 - The source array of the first quaternion. + * @param {number} srcOffset0 - An offset into the first source array. + * @param {Array} src1 - The source array of the second quaternion. + * @param {number} srcOffset1 - An offset into the second source array. + * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate. + * @see {@link Quaternion#slerp} + */ + static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + let x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ]; + + let x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1; + + if ( dot < 0 ) { + + x1 = - x1; + y1 = - y1; + z1 = - z1; + w1 = - w1; + + dot = - dot; + + } + + let s = 1 - t; + + if ( dot < 0.9995 ) { + + // slerp + + const theta = Math.acos( dot ); + const sin = Math.sin( theta ); + + s = Math.sin( s * theta ) / sin; + t = Math.sin( t * theta ) / sin; + + x0 = x0 * s + x1 * t; + y0 = y0 * s + y1 * t; + z0 = z0 * s + z1 * t; + w0 = w0 * s + w1 * t; + + } else { + + // for small angles, lerp then normalize + + x0 = x0 * s + x1 * t; + y0 = y0 * s + y1 * t; + z0 = z0 * s + z1 * t; + w0 = w0 * s + w1 * 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; + + } + + /** + * Multiplies two quaternions. This implementation assumes the quaternion data are managed + * in flat arrays. + * + * @param {Array} dst - The destination array. + * @param {number} dstOffset - An offset into the destination array. + * @param {Array} src0 - The source array of the first quaternion. + * @param {number} srcOffset0 - An offset into the first source array. + * @param {Array} src1 - The source array of the second quaternion. + * @param {number} srcOffset1 - An offset into the second source array. + * @return {Array} The destination array. + * @see {@link Quaternion#multiplyQuaternions}. + */ + 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; + + } + + /** + * The x value of this quaternion. + * + * @type {number} + * @default 0 + */ + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + /** + * The y value of this quaternion. + * + * @type {number} + * @default 0 + */ + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + /** + * The z value of this quaternion. + * + * @type {number} + * @default 0 + */ + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + /** + * The w value of this quaternion. + * + * @type {number} + * @default 1 + */ + get w() { + + return this._w; + + } + + set w( value ) { + + this._w = value; + this._onChangeCallback(); + + } + + /** + * Sets the quaternion components. + * + * @param {number} x - The x value of this quaternion. + * @param {number} y - The y value of this quaternion. + * @param {number} z - The z value of this quaternion. + * @param {number} w - The w value of this quaternion. + * @return {Quaternion} A reference to this quaternion. + */ + set( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this._onChangeCallback(); + + return this; + + } + + /** + * Returns a new quaternion with copied values from this instance. + * + * @return {Quaternion} A clone of this instance. + */ + clone() { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + } + + /** + * Copies the values of the given quaternion to this instance. + * + * @param {Quaternion} quaternion - The quaternion to copy. + * @return {Quaternion} A reference to this quaternion. + */ + copy( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this._onChangeCallback(); + + return this; + + } + + /** + * Sets this quaternion from the rotation specified by the given + * Euler angles. + * + * @param {Euler} euler - The Euler angles. + * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. + * @return {Quaternion} A reference to this quaternion. + */ + setFromEuler( euler, update = true ) { + + const x = euler._x, y = euler._y, z = euler._z, order = euler._order; + + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m + + const cos = Math.cos; + const sin = Math.sin; + + const c1 = cos( x / 2 ); + const c2 = cos( y / 2 ); + const c3 = cos( z / 2 ); + + const s1 = sin( x / 2 ); + const s2 = sin( y / 2 ); + const s3 = sin( z / 2 ); + + switch ( order ) { + + case 'XYZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'YXZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'ZXY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'ZYX': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'YZX': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'XZY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + default: + warn( 'Quaternion: .setFromEuler() encountered an unknown order: ' + order ); + + } + + if ( update === true ) this._onChangeCallback(); + + return this; + + } + + /** + * Sets this quaternion from the given axis and angle. + * + * @param {Vector3} axis - The normalized axis. + * @param {number} angle - The angle in radians. + * @return {Quaternion} A reference to this quaternion. + */ + setFromAxisAngle( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + 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; + + } + + /** + * Sets this quaternion from the given rotation matrix. + * + * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled). + * @return {Quaternion} A reference to this quaternion. + */ + 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; + + } + + /** + * Sets this quaternion to the rotation required to rotate the direction vector + * `vFrom` to the direction vector `vTo`. + * + * @param {Vector3} vFrom - The first (normalized) direction vector. + * @param {Vector3} vTo - The second (normalized) direction vector. + * @return {Quaternion} A reference to this quaternion. + */ + setFromUnitVectors( vFrom, vTo ) { + + // assumes direction vectors vFrom and vTo are normalized + + let r = vFrom.dot( vTo ) + 1; + + if ( r < 1e-8 ) { // the epsilon value has been discussed in #31286 + + // 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(); + + } + + /** + * Returns the angle between this quaternion and the given one in radians. + * + * @param {Quaternion} q - The quaternion to compute the angle with. + * @return {number} The angle in radians. + */ + angleTo( q ) { + + return 2 * Math.acos( Math.abs( clamp( this.dot( q ), -1, 1 ) ) ); + + } + + /** + * Rotates this quaternion by a given angular step to the given quaternion. + * The method ensures that the final quaternion will not overshoot `q`. + * + * @param {Quaternion} q - The target quaternion. + * @param {number} step - The angular step in radians. + * @return {Quaternion} A reference to this quaternion. + */ + 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; + + } + + /** + * Sets this quaternion to the identity quaternion; that is, to the + * quaternion that represents "no rotation". + * + * @return {Quaternion} A reference to this quaternion. + */ + identity() { + + return this.set( 0, 0, 0, 1 ); + + } + + /** + * Inverts this quaternion via {@link Quaternion#conjugate}. The + * quaternion is assumed to have unit length. + * + * @return {Quaternion} A reference to this quaternion. + */ + invert() { + + return this.conjugate(); + + } + + /** + * Returns the rotational conjugate of this quaternion. The conjugate of a + * quaternion represents the same rotation in the opposite direction about + * the rotational axis. + * + * @return {Quaternion} A reference to this quaternion. + */ + conjugate() { + + this._x *= -1; + this._y *= -1; + this._z *= -1; + + this._onChangeCallback(); + + return this; + + } + + /** + * Calculates the dot product of this quaternion and the given one. + * + * @param {Quaternion} v - The quaternion to compute the dot product with. + * @return {number} The result of the dot product. + */ + dot( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + } + + /** + * Computes the squared Euclidean length (straight-line length) of this quaternion, + * considered as a 4 dimensional vector. This can be useful if you are comparing the + * lengths of two quaternions, as this is a slightly more efficient calculation than + * {@link Quaternion#length}. + * + * @return {number} The squared Euclidean length. + */ + lengthSq() { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + } + + /** + * Computes the Euclidean length (straight-line length) of this quaternion, + * considered as a 4 dimensional vector. + * + * @return {number} The Euclidean length. + */ + length() { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + } + + /** + * Normalizes this quaternion - that is, calculated the quaternion that performs + * the same rotation as this one, but has a length equal to `1`. + * + * @return {Quaternion} A reference to this quaternion. + */ + 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; + + } + + /** + * Multiplies this quaternion by the given one. + * + * @param {Quaternion} q - The quaternion. + * @return {Quaternion} A reference to this quaternion. + */ + multiply( q ) { + + return this.multiplyQuaternions( this, q ); + + } + + /** + * Pre-multiplies this quaternion by the given one. + * + * @param {Quaternion} q - The quaternion. + * @return {Quaternion} A reference to this quaternion. + */ + premultiply( q ) { + + return this.multiplyQuaternions( q, this ); + + } + + /** + * Multiplies the given quaternions and stores the result in this instance. + * + * @param {Quaternion} a - The first quaternion. + * @param {Quaternion} b - The second quaternion. + * @return {Quaternion} A reference to this quaternion. + */ + 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; + + } + + /** + * Performs a spherical linear interpolation between this quaternion and the target quaternion. + * + * @param {Quaternion} qb - The target quaternion. + * @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate. + * @return {Quaternion} A reference to this quaternion. + */ + slerp( qb, t ) { + + let x = qb._x, y = qb._y, z = qb._z, w = qb._w; + + let dot = this.dot( qb ); + + if ( dot < 0 ) { + + x = - x; + y = - y; + z = - z; + w = - w; + + dot = - dot; + + } + + let s = 1 - t; + + if ( dot < 0.9995 ) { + + // slerp + + const theta = Math.acos( dot ); + const sin = Math.sin( theta ); + + s = Math.sin( s * theta ) / sin; + t = Math.sin( t * theta ) / sin; + + this._x = this._x * s + x * t; + this._y = this._y * s + y * t; + this._z = this._z * s + z * t; + this._w = this._w * s + w * t; + + this._onChangeCallback(); + + } else { + + // for small angles, lerp then normalize + + this._x = this._x * s + x * t; + this._y = this._y * s + y * t; + this._z = this._z * s + z * t; + this._w = this._w * s + w * t; + + this.normalize(); // normalize calls _onChangeCallback() + + } + + return this; + + } + + /** + * Performs a spherical linear interpolation between the given quaternions + * and stores the result in this quaternion. + * + * @param {Quaternion} qa - The source quaternion. + * @param {Quaternion} qb - The target quaternion. + * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. + * @return {Quaternion} A reference to this quaternion. + */ + slerpQuaternions( qa, qb, t ) { + + return this.copy( qa ).slerp( qb, t ); + + } + + /** + * Sets this quaternion to a uniformly random, normalized quaternion. + * + * @return {Quaternion} A reference to this quaternion. + */ + random() { + + // Ken Shoemake + // Uniform random rotations + // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992. + + const theta1 = 2 * Math.PI * Math.random(); + const theta2 = 2 * Math.PI * Math.random(); + + const x0 = Math.random(); + const r1 = Math.sqrt( 1 - x0 ); + const r2 = Math.sqrt( x0 ); + + return this.set( + r1 * Math.sin( theta1 ), + r1 * Math.cos( theta1 ), + r2 * Math.sin( theta2 ), + r2 * Math.cos( theta2 ), + ); + + } + + /** + * Returns `true` if this quaternion is equal with the given one. + * + * @param {Quaternion} quaternion - The quaternion to test for equality. + * @return {boolean} Whether this quaternion is equal with the given one. + */ + equals( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + } + + /** + * Sets this quaternion's components from the given array. + * + * @param {Array} array - An array holding the quaternion component values. + * @param {number} [offset=0] - The offset into the array. + * @return {Quaternion} A reference to this quaternion. + */ + 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; + + } + + /** + * Writes the components of this quaternion to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the quaternion components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The quaternion components. + */ + 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; + + } + + /** + * Sets the components of this quaternion from the given buffer attribute. + * + * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data. + * @param {number} index - The index into the attribute. + * @return {Quaternion} A reference to this quaternion. + */ + fromBufferAttribute( attribute, index ) { + + this._x = attribute.getX( index ); + this._y = attribute.getY( index ); + this._z = attribute.getZ( index ); + this._w = attribute.getW( index ); + + this._onChangeCallback(); + + return this; + + } + + /** + * This methods defines the serialization result of this class. Returns the + * numerical elements of this quaternion in an array of format `[x, y, z, w]`. + * + * @return {Array} The serialized quaternion. + */ + 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 representing a 3D vector. A 3D vector is an ordered triplet of numbers + * (labeled x, y and z), which can be used to represent a number of things, such as: + * + * - A point in 3D space. + * - A direction and length in 3D space. In three.js the length will + * always be the Euclidean distance(straight-line distance) from `(0, 0, 0)` to `(x, y, z)` + * and the direction is also measured from `(0, 0, 0)` towards `(x, y, z)`. + * - Any arbitrary ordered triplet of numbers. + * + * There are other things a 3D vector can be used to represent, such as + * momentum vectors and so on, however these are the most + * common uses in three.js. + * + * Iterating through a vector instance will yield its components `(x, y, z)` in + * the corresponding order. + * ```js + * const a = new THREE.Vector3( 0, 1, 0 ); + * + * //no arguments; will be initialised to (0, 0, 0) + * const b = new THREE.Vector3( ); + * + * const d = a.distanceTo( b ); + * ``` + */ +class Vector3 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Vector3.prototype.isVector3 = true; + + } + + /** + * Constructs a new 3D vector. + * + * @param {number} [x=0] - The x value of this vector. + * @param {number} [y=0] - The y value of this vector. + * @param {number} [z=0] - The z value of this vector. + */ + constructor( x = 0, y = 0, z = 0 ) { + + /** + * The x value of this vector. + * + * @type {number} + */ + this.x = x; + + /** + * The y value of this vector. + * + * @type {number} + */ + this.y = y; + + /** + * The z value of this vector. + * + * @type {number} + */ + this.z = z; + + } + + /** + * Sets the vector components. + * + * @param {number} x - The value of the x component. + * @param {number} y - The value of the y component. + * @param {number} z - The value of the z component. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * Sets the vector components to the same value. + * + * @param {number} scalar - The value to set for all vector components. + * @return {Vector3} A reference to this vector. + */ + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + } + + /** + * Sets the vector's x component to the given value. + * + * @param {number} x - The value to set. + * @return {Vector3} A reference to this vector. + */ + setX( x ) { + + this.x = x; + + return this; + + } + + /** + * Sets the vector's y component to the given value. + * + * @param {number} y - The value to set. + * @return {Vector3} A reference to this vector. + */ + setY( y ) { + + this.y = y; + + return this; + + } + + /** + * Sets the vector's z component to the given value. + * + * @param {number} z - The value to set. + * @return {Vector3} A reference to this vector. + */ + setZ( z ) { + + this.z = z; + + return this; + + } + + /** + * Allows to set a vector component with an index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z. + * @param {number} value - The value to set. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * Returns the value of the vector component which matches the given index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z. + * @return {number} A vector component value. + */ + 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 ); + + } + + } + + /** + * Returns a new vector with copied values from this instance. + * + * @return {Vector3} A clone of this instance. + */ + clone() { + + return new this.constructor( this.x, this.y, this.z ); + + } + + /** + * Copies the values of the given vector to this instance. + * + * @param {Vector3} v - The vector to copy. + * @return {Vector3} A reference to this vector. + */ + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + } + + /** + * Adds the given vector to this instance. + * + * @param {Vector3} v - The vector to add. + * @return {Vector3} A reference to this vector. + */ + add( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + } + + /** + * Adds the given scalar value to all components of this instance. + * + * @param {number} s - The scalar to add. + * @return {Vector3} A reference to this vector. + */ + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + } + + /** + * Adds the given vectors and stores the result in this instance. + * + * @param {Vector3} a - The first vector. + * @param {Vector3} b - The second vector. + * @return {Vector3} A reference to this vector. + */ + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + } + + /** + * Adds the given vector scaled by the given factor to this instance. + * + * @param {Vector3|Vector4} v - The vector. + * @param {number} s - The factor that scales `v`. + * @return {Vector3} A reference to this vector. + */ + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + } + + /** + * Subtracts the given vector from this instance. + * + * @param {Vector3} v - The vector to subtract. + * @return {Vector3} A reference to this vector. + */ + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + } + + /** + * Subtracts the given scalar value from all components of this instance. + * + * @param {number} s - The scalar to subtract. + * @return {Vector3} A reference to this vector. + */ + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + } + + /** + * Subtracts the given vectors and stores the result in this instance. + * + * @param {Vector3} a - The first vector. + * @param {Vector3} b - The second vector. + * @return {Vector3} A reference to this vector. + */ + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + } + + /** + * Multiplies the given vector with this instance. + * + * @param {Vector3} v - The vector to multiply. + * @return {Vector3} A reference to this vector. + */ + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + } + + /** + * Multiplies the given scalar value with all components of this instance. + * + * @param {number} scalar - The scalar to multiply. + * @return {Vector3} A reference to this vector. + */ + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + } + + /** + * Multiplies the given vectors and stores the result in this instance. + * + * @param {Vector3} a - The first vector. + * @param {Vector3} b - The second vector. + * @return {Vector3} A reference to this vector. + */ + multiplyVectors( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + } + + /** + * Applies the given Euler rotation to this vector. + * + * @param {Euler} euler - The Euler angles. + * @return {Vector3} A reference to this vector. + */ + applyEuler( euler ) { + + return this.applyQuaternion( _quaternion$5.setFromEuler( euler ) ); + + } + + /** + * Applies a rotation specified by an axis and an angle to this vector. + * + * @param {Vector3} axis - A normalized vector representing the rotation axis. + * @param {number} angle - The angle in radians. + * @return {Vector3} A reference to this vector. + */ + applyAxisAngle( axis, angle ) { + + return this.applyQuaternion( _quaternion$5.setFromAxisAngle( axis, angle ) ); + + } + + /** + * Multiplies this vector with the given 3x3 matrix. + * + * @param {Matrix3} m - The 3x3 matrix. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * Multiplies this vector by the given normal matrix and normalizes + * the result. + * + * @param {Matrix3} m - The normal matrix. + * @return {Vector3} A reference to this vector. + */ + applyNormalMatrix( m ) { + + return this.applyMatrix3( m ).normalize(); + + } + + /** + * Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and + * divides by perspective. + * + * @param {Matrix4} m - The matrix to apply. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * Applies the given Quaternion to this vector. + * + * @param {Quaternion} q - The Quaternion. + * @return {Vector3} A reference to this vector. + */ + applyQuaternion( q ) { + + // quaternion q is assumed to have unit length + + const vx = this.x, vy = this.y, vz = this.z; + const qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // t = 2 * cross( q.xyz, v ); + const tx = 2 * ( qy * vz - qz * vy ); + const ty = 2 * ( qz * vx - qx * vz ); + const tz = 2 * ( qx * vy - qy * vx ); + + // v + q.w * t + cross( q.xyz, t ); + this.x = vx + qw * tx + qy * tz - qz * ty; + this.y = vy + qw * ty + qz * tx - qx * tz; + this.z = vz + qw * tz + qx * ty - qy * tx; + + return this; + + } + + /** + * Projects this vector from world space into the camera's normalized + * device coordinate (NDC) space. + * + * @param {Camera} camera - The camera. + * @return {Vector3} A reference to this vector. + */ + project( camera ) { + + return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); + + } + + /** + * Unprojects this vector from the camera's normalized device coordinate (NDC) + * space into world space. + * + * @param {Camera} camera - The camera. + * @return {Vector3} A reference to this vector. + */ + unproject( camera ) { + + return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); + + } + + /** + * Transforms the direction of this vector by a matrix (the upper left 3 x 3 + * subset of the given 4x4 matrix and then normalizes the result. + * + * @param {Matrix4} m - The matrix. + * @return {Vector3} A reference to this vector. + */ + 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(); + + } + + /** + * Divides this instance by the given vector. + * + * @param {Vector3} v - The vector to divide. + * @return {Vector3} A reference to this vector. + */ + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + } + + /** + * Divides this vector by the given scalar. + * + * @param {number} scalar - The scalar to divide. + * @return {Vector3} A reference to this vector. + */ + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + /** + * If this vector's x, y or z value is greater than the given vector's x, y or z + * value, replace that value with the corresponding min value. + * + * @param {Vector3} v - The vector. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * If this vector's x, y or z value is less than the given vector's x, y or z + * value, replace that value with the corresponding max value. + * + * @param {Vector3} v - The vector. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * If this vector's x, y or z value is greater than the max vector's x, y or z + * value, it is replaced by the corresponding value. + * If this vector's x, y or z value is less than the min vector's x, y or z value, + * it is replaced by the corresponding value. + * + * @param {Vector3} min - The minimum x, y and z values. + * @param {Vector3} max - The maximum x, y and z values in the desired range. + * @return {Vector3} A reference to this vector. + */ + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = clamp( this.x, min.x, max.x ); + this.y = clamp( this.y, min.y, max.y ); + this.z = clamp( this.z, min.z, max.z ); + + return this; + + } + + /** + * If this vector's x, y or z values are greater than the max value, they are + * replaced by the max value. + * If this vector's x, y or z values are less than the min value, they are + * replaced by the min value. + * + * @param {number} minVal - The minimum value the components will be clamped to. + * @param {number} maxVal - The maximum value the components will be clamped to. + * @return {Vector3} A reference to this vector. + */ + clampScalar( minVal, maxVal ) { + + this.x = clamp( this.x, minVal, maxVal ); + this.y = clamp( this.y, minVal, maxVal ); + this.z = clamp( this.z, minVal, maxVal ); + + return this; + + } + + /** + * If this vector's length is greater than the max value, it is replaced by + * the max value. + * If this vector's length is less than the min value, it is replaced by the + * min value. + * + * @param {number} min - The minimum value the vector length will be clamped to. + * @param {number} max - The maximum value the vector length will be clamped to. + * @return {Vector3} A reference to this vector. + */ + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) ); + + } + + /** + * The components of this vector are rounded down to the nearest integer value. + * + * @return {Vector3} A reference to this vector. + */ + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + } + + /** + * The components of this vector are rounded up to the nearest integer value. + * + * @return {Vector3} A reference to this vector. + */ + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + } + + /** + * The components of this vector are rounded to the nearest integer value + * + * @return {Vector3} A reference to this vector. + */ + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + } + + /** + * The components of this vector are rounded towards zero (up if negative, + * down if positive) to an integer value. + * + * @return {Vector3} A reference to this vector. + */ + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + this.z = Math.trunc( this.z ); + + return this; + + } + + /** + * Inverts this vector - i.e. sets x = -x, y = -y and z = -z. + * + * @return {Vector3} A reference to this vector. + */ + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + } + + /** + * Calculates the dot product of the given vector with this instance. + * + * @param {Vector3} v - The vector to compute the dot product with. + * @return {number} The result of the dot product. + */ + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + } + + /** + * Computes the square of the Euclidean length (straight-line length) from + * (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should + * compare the length squared instead as it is slightly more efficient to calculate. + * + * @return {number} The square length of this vector. + */ + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + } + + /** + * Computes the Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z). + * + * @return {number} The length of this vector. + */ + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + } + + /** + * Computes the Manhattan length of this vector. + * + * @return {number} The length of this vector. + */ + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + } + + /** + * Converts this vector to a unit vector - that is, sets it equal to a vector + * with the same direction as this one, but with a vector length of `1`. + * + * @return {Vector3} A reference to this vector. + */ + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + /** + * Sets this vector to a vector with the same direction as this one, but + * with the specified length. + * + * @param {number} length - The new length of this vector. + * @return {Vector3} A reference to this vector. + */ + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + /** + * Linearly interpolates between the given vector and this instance, where + * alpha is the percent distance along the line - alpha = 0 will be this + * vector, and alpha = 1 will be the given one. + * + * @param {Vector3} v - The vector to interpolate towards. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * Linearly interpolates between the given vectors, where alpha is the percent + * distance along the line - alpha = 0 will be first vector, and alpha = 1 will + * be the second one. The result is stored in this instance. + * + * @param {Vector3} v1 - The first vector. + * @param {Vector3} v2 - The second vector. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * Calculates the cross product of the given vector with this instance. + * + * @param {Vector3} v - The vector to compute the cross product with. + * @return {Vector3} The result of the cross product. + */ + cross( v ) { + + return this.crossVectors( this, v ); + + } + + /** + * Calculates the cross product of the given vectors and stores the result + * in this instance. + * + * @param {Vector3} a - The first vector. + * @param {Vector3} b - The second vector. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * Projects this vector onto the given one. + * + * @param {Vector3} v - The vector to project to. + * @return {Vector3} A reference to this vector. + */ + 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 ); + + } + + /** + * Projects this vector onto a plane by subtracting this + * vector projected onto the plane's normal from this vector. + * + * @param {Vector3} planeNormal - The plane normal. + * @return {Vector3} A reference to this vector. + */ + projectOnPlane( planeNormal ) { + + _vector$c.copy( this ).projectOnVector( planeNormal ); + + return this.sub( _vector$c ); + + } + + /** + * Reflects this vector off a plane orthogonal to the given normal vector. + * + * @param {Vector3} normal - The (normalized) normal vector. + * @return {Vector3} A reference to this vector. + */ + reflect( normal ) { + + return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + } + /** + * Returns the angle between the given vector and this instance in radians. + * + * @param {Vector3} v - The vector to compute the angle with. + * @return {number} The angle in radians. + */ + 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 ) ); + + } + + /** + * Computes the distance from the given vector to this instance. + * + * @param {Vector3} v - The vector to compute the distance to. + * @return {number} The distance. + */ + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + /** + * Computes the squared distance from the given vector to this instance. + * If you are just comparing the distance with another distance, you should compare + * the distance squared instead as it is slightly more efficient to calculate. + * + * @param {Vector3} v - The vector to compute the squared distance to. + * @return {number} The squared distance. + */ + 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; + + } + + /** + * Computes the Manhattan distance from the given vector to this instance. + * + * @param {Vector3} v - The vector to compute the Manhattan distance to. + * @return {number} The Manhattan distance. + */ + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + } + + /** + * Sets the vector components from the given spherical coordinates. + * + * @param {Spherical} s - The spherical coordinates. + * @return {Vector3} A reference to this vector. + */ + setFromSpherical( s ) { + + return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); + + } + + /** + * Sets the vector components from the given spherical coordinates. + * + * @param {number} radius - The radius. + * @param {number} phi - The phi angle in radians. + * @param {number} theta - The theta angle in radians. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * Sets the vector components from the given cylindrical coordinates. + * + * @param {Cylindrical} c - The cylindrical coordinates. + * @return {Vector3} A reference to this vector. + */ + setFromCylindrical( c ) { + + return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); + + } + + /** + * Sets the vector components from the given cylindrical coordinates. + * + * @param {number} radius - The radius. + * @param {number} theta - The theta angle in radians. + * @param {number} y - The y value. + * @return {Vector3} A reference to this vector. + */ + setFromCylindricalCoords( radius, theta, y ) { + + this.x = radius * Math.sin( theta ); + this.y = y; + this.z = radius * Math.cos( theta ); + + return this; + + } + + /** + * Sets the vector components to the position elements of the + * given transformation matrix. + * + * @param {Matrix4} m - The 4x4 matrix. + * @return {Vector3} A reference to this vector. + */ + setFromMatrixPosition( m ) { + + const e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + + return this; + + } + + /** + * Sets the vector components to the scale elements of the + * given transformation matrix. + * + * @param {Matrix4} m - The 4x4 matrix. + * @return {Vector3} A reference to this vector. + */ + 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; + + } + + /** + * Sets the vector components from the specified matrix column. + * + * @param {Matrix4} m - The 4x4 matrix. + * @param {number} index - The column index. + * @return {Vector3} A reference to this vector. + */ + setFromMatrixColumn( m, index ) { + + return this.fromArray( m.elements, index * 4 ); + + } + + /** + * Sets the vector components from the specified matrix column. + * + * @param {Matrix3} m - The 3x3 matrix. + * @param {number} index - The column index. + * @return {Vector3} A reference to this vector. + */ + setFromMatrix3Column( m, index ) { + + return this.fromArray( m.elements, index * 3 ); + + } + + /** + * Sets the vector components from the given Euler angles. + * + * @param {Euler} e - The Euler angles to set. + * @return {Vector3} A reference to this vector. + */ + setFromEuler( e ) { + + this.x = e._x; + this.y = e._y; + this.z = e._z; + + return this; + + } + + /** + * Sets the vector components from the RGB components of the + * given color. + * + * @param {Color} c - The color to set. + * @return {Vector3} A reference to this vector. + */ + setFromColor( c ) { + + this.x = c.r; + this.y = c.g; + this.z = c.b; + + return this; + + } + + /** + * Returns `true` if this vector is equal with the given one. + * + * @param {Vector3} v - The vector to test for equality. + * @return {boolean} Whether this vector is equal with the given one. + */ + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + } + + /** + * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]` + * and z value to be `array[ offset + 2 ]`. + * + * @param {Array} array - An array holding the vector component values. + * @param {number} [offset=0] - The offset into the array. + * @return {Vector3} A reference to this vector. + */ + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + } + + /** + * Writes the components of this vector to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the vector components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The vector components. + */ + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + } + + /** + * Sets the components of this vector from the given buffer attribute. + * + * @param {BufferAttribute} attribute - The buffer attribute holding vector data. + * @param {number} index - The index into the attribute. + * @return {Vector3} A reference to this vector. + */ + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + + return this; + + } + + /** + * Sets each component of this vector to a pseudo-random value between `0` and + * `1`, excluding `1`. + * + * @return {Vector3} A reference to this vector. + */ + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + + return this; + + } + + /** + * Sets this vector to a uniformly random point on a unit sphere. + * + * @return {Vector3} A reference to this vector. + */ + randomDirection() { + + // https://mathworld.wolfram.com/SpherePointPicking.html + + const theta = Math.random() * Math.PI * 2; + const u = Math.random() * 2 - 1; + const c = Math.sqrt( 1 - u * u ); + + this.x = c * Math.cos( theta ); + this.y = u; + this.z = c * Math.sin( theta ); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + yield this.z; + + } + +} + +const _vector$c = /*@__PURE__*/ new Vector3(); +const _quaternion$5 = /*@__PURE__*/ new Quaternion(); + +/** + * Represents a 3x3 matrix. + * + * A Note on Row-Major and Column-Major Ordering: + * + * The constructor and {@link Matrix3#set} method take arguments in + * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order) + * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order. + * This means that calling: + * ```js + * const m = new THREE.Matrix(); + * m.set( 11, 12, 13, + * 21, 22, 23, + * 31, 32, 33 ); + * ``` + * will result in the elements array containing: + * ```js + * m.elements = [ 11, 21, 31, + * 12, 22, 32, + * 13, 23, 33 ]; + * ``` + * and internally all calculations are performed using column-major ordering. + * However, as the actual ordering makes no difference mathematically and + * most people are used to thinking about matrices in row-major order, the + * three.js documentation shows matrices in row-major order. Just bear in + * mind that if you are reading the source code, you'll have to take the + * transpose of any matrices outlined here to make sense of the calculations. + */ +class Matrix3 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Matrix3.prototype.isMatrix3 = true; + + } + + /** + * Constructs a new 3x3 matrix. The arguments are supposed to be + * in row-major order. If no arguments are provided, the constructor + * initializes the matrix as an identity matrix. + * + * @param {number} [n11] - 1-1 matrix element. + * @param {number} [n12] - 1-2 matrix element. + * @param {number} [n13] - 1-3 matrix element. + * @param {number} [n21] - 2-1 matrix element. + * @param {number} [n22] - 2-2 matrix element. + * @param {number} [n23] - 2-3 matrix element. + * @param {number} [n31] - 3-1 matrix element. + * @param {number} [n32] - 3-2 matrix element. + * @param {number} [n33] - 3-3 matrix element. + */ + constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + /** + * A column-major list of matrix values. + * + * @type {Array} + */ + 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 ); + + } + + } + + /** + * Sets the elements of the matrix.The arguments are supposed to be + * in row-major order. + * + * @param {number} [n11] - 1-1 matrix element. + * @param {number} [n12] - 1-2 matrix element. + * @param {number} [n13] - 1-3 matrix element. + * @param {number} [n21] - 2-1 matrix element. + * @param {number} [n22] - 2-2 matrix element. + * @param {number} [n23] - 2-3 matrix element. + * @param {number} [n31] - 3-1 matrix element. + * @param {number} [n32] - 3-2 matrix element. + * @param {number} [n33] - 3-3 matrix element. + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Sets this matrix to the 3x3 identity matrix. + * + * @return {Matrix3} A reference to this matrix. + */ + identity() { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + } + + /** + * Copies the values of the given matrix to this instance. + * + * @param {Matrix3} m - The matrix to copy. + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Extracts the basis of this matrix into the three axis vectors provided. + * + * @param {Vector3} xAxis - The basis's x axis. + * @param {Vector3} yAxis - The basis's y axis. + * @param {Vector3} zAxis - The basis's z axis. + * @return {Matrix3} A reference to this matrix. + */ + extractBasis( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrix3Column( this, 0 ); + yAxis.setFromMatrix3Column( this, 1 ); + zAxis.setFromMatrix3Column( this, 2 ); + + return this; + + } + + /** + * Set this matrix to the upper 3x3 matrix of the given 4x4 matrix. + * + * @param {Matrix4} m - The 4x4 matrix. + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Post-multiplies this matrix by the given 3x3 matrix. + * + * @param {Matrix3} m - The matrix to multiply with. + * @return {Matrix3} A reference to this matrix. + */ + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + /** + * Pre-multiplies this matrix by the given 3x3 matrix. + * + * @param {Matrix3} m - The matrix to multiply with. + * @return {Matrix3} A reference to this matrix. + */ + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + /** + * Multiples the given 3x3 matrices and stores the result + * in this matrix. + * + * @param {Matrix3} a - The first matrix. + * @param {Matrix3} b - The second matrix. + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Multiplies every component of the matrix by the given scalar. + * + * @param {number} s - The scalar. + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Computes and returns the determinant of this matrix. + * + * @return {number} The determinant. + */ + 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; + + } + + /** + * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution). + * You can not invert with a determinant of zero. If you attempt this, the method produces + * a zero matrix instead. + * + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Transposes this matrix in place. + * + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Computes the normal matrix which is the inverse transpose of the upper + * left 3x3 portion of the given 4x4 matrix. + * + * @param {Matrix4} matrix4 - The 4x4 matrix. + * @return {Matrix3} A reference to this matrix. + */ + getNormalMatrix( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).invert().transpose(); + + } + + /** + * Transposes this matrix into the supplied array, and returns itself unchanged. + * + * @param {Array} r - An array to store the transposed matrix elements. + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Sets the UV transform matrix from offset, repeat, rotation, and center. + * + * @param {number} tx - Offset x. + * @param {number} ty - Offset y. + * @param {number} sx - Repeat x. + * @param {number} sy - Repeat y. + * @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise. + * @param {number} cx - Center x of rotation. + * @param {number} cy - Center y of rotation + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Scales this matrix with the given scalar values. + * + * @param {number} sx - The amount to scale in the X axis. + * @param {number} sy - The amount to scale in the Y axis. + * @return {Matrix3} A reference to this matrix. + */ + scale( sx, sy ) { + + this.premultiply( _m3.makeScale( sx, sy ) ); + + return this; + + } + + /** + * Rotates this matrix by the given angle. + * + * @param {number} theta - The rotation in radians. + * @return {Matrix3} A reference to this matrix. + */ + rotate( theta ) { + + this.premultiply( _m3.makeRotation( - theta ) ); + + return this; + + } + + /** + * Translates this matrix by the given scalar values. + * + * @param {number} tx - The amount to translate in the X axis. + * @param {number} ty - The amount to translate in the Y axis. + * @return {Matrix3} A reference to this matrix. + */ + translate( tx, ty ) { + + this.premultiply( _m3.makeTranslation( tx, ty ) ); + + return this; + + } + + // for 2D Transforms + + /** + * Sets this matrix as a 2D translation transform. + * + * @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector. + * @param {number} y - The amount to translate in the Y axis. + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Sets this matrix as a 2D rotational transformation. + * + * @param {number} theta - The rotation in radians. + * @return {Matrix3} A reference to this matrix. + */ + 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; + + } + + /** + * Sets this matrix as a 2D scale transform. + * + * @param {number} x - The amount to scale in the X axis. + * @param {number} y - The amount to scale in the Y axis. + * @return {Matrix3} A reference to this matrix. + */ + makeScale( x, y ) { + + this.set( + + x, 0, 0, + 0, y, 0, + 0, 0, 1 + + ); + + return this; + + } + + /** + * Returns `true` if this matrix is equal with the given one. + * + * @param {Matrix3} matrix - The matrix to test for equality. + * @return {boolean} Whether this matrix is equal with the given one. + */ + 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; + + } + + /** + * Sets the elements of the matrix from the given array. + * + * @param {Array} array - The matrix elements in column-major order. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Matrix3} A reference to this matrix. + */ + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + /** + * Writes the elements of this matrix to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the matrix elements in column-major order. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The matrix elements in column-major order. + */ + 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; + + } + + /** + * Returns a matrix with copied values from this instance. + * + * @return {Matrix3} A clone of this instance. + */ + clone() { + + return new this.constructor().fromArray( this.elements ); + + } + +} + +const _m3 = /*@__PURE__*/ new Matrix3(); + +const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set( + 0.4123908, 0.3575843, 0.1804808, + 0.2126390, 0.7151687, 0.0721923, + 0.0193308, 0.1191948, 0.9505322 +); + +const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set( + 3.2409699, -1.5373832, -0.4986108, + -0.9692436, 1.8759675, 0.0415551, + 0.0556301, -0.203977, 1.0569715 +); + +function createColorManagement() { + + const ColorManagement = { + + enabled: true, + + workingColorSpace: LinearSRGBColorSpace, + + /** + * Implementations of supported color spaces. + * + * Required: + * - primaries: chromaticity coordinates [ rx ry gx gy bx by ] + * - whitePoint: reference white [ x y ] + * - transfer: transfer function (pre-defined) + * - toXYZ: Matrix3 RGB to XYZ transform + * - fromXYZ: Matrix3 XYZ to RGB transform + * - luminanceCoefficients: RGB luminance coefficients + * + * Optional: + * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' } + * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace } + * + * Reference: + * - https://www.russellcottrell.com/photo/matrixCalculator.htm + */ + spaces: {}, + + convert: function ( color, sourceColorSpace, targetColorSpace ) { + + if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) { + + return color; + + } + + if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) { + + color.r = SRGBToLinear( color.r ); + color.g = SRGBToLinear( color.g ); + color.b = SRGBToLinear( color.b ); + + } + + if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) { + + color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ ); + color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ ); + + } + + if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) { + + color.r = LinearToSRGB( color.r ); + color.g = LinearToSRGB( color.g ); + color.b = LinearToSRGB( color.b ); + + } + + return color; + + }, + + workingToColorSpace: function ( color, targetColorSpace ) { + + return this.convert( color, this.workingColorSpace, targetColorSpace ); + + }, + + colorSpaceToWorking: function ( color, sourceColorSpace ) { + + return this.convert( color, sourceColorSpace, this.workingColorSpace ); + + }, + + getPrimaries: function ( colorSpace ) { + + return this.spaces[ colorSpace ].primaries; + + }, + + getTransfer: function ( colorSpace ) { + + if ( colorSpace === NoColorSpace ) return LinearTransfer; + + return this.spaces[ colorSpace ].transfer; + + }, + + getToneMappingMode: function ( colorSpace ) { + + return this.spaces[ colorSpace ].outputColorSpaceConfig.toneMappingMode || 'standard'; + + }, + + getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) { + + return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients ); + + }, + + define: function ( colorSpaces ) { + + Object.assign( this.spaces, colorSpaces ); + + }, + + // Internal APIs + + _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) { + + return targetMatrix + .copy( this.spaces[ sourceColorSpace ].toXYZ ) + .multiply( this.spaces[ targetColorSpace ].fromXYZ ); + + }, + + _getDrawingBufferColorSpace: function ( colorSpace ) { + + return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace; + + }, + + _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) { + + return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace; + + }, + + // Deprecated + + fromWorkingColorSpace: function ( color, targetColorSpace ) { + + warnOnce( 'ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().' ); // @deprecated, r177 + + return ColorManagement.workingToColorSpace( color, targetColorSpace ); + + }, + + toWorkingColorSpace: function ( color, sourceColorSpace ) { + + warnOnce( 'ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().' ); // @deprecated, r177 + + return ColorManagement.colorSpaceToWorking( color, sourceColorSpace ); + + }, + + }; + + /****************************************************************************** + * sRGB definitions + */ + + const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ]; + const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ]; + const D65 = [ 0.3127, 0.3290 ]; + + ColorManagement.define( { + + [ LinearSRGBColorSpace ]: { + primaries: REC709_PRIMARIES, + whitePoint: D65, + transfer: LinearTransfer, + toXYZ: LINEAR_REC709_TO_XYZ, + fromXYZ: XYZ_TO_LINEAR_REC709, + luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS, + workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace }, + outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace } + }, + + [ SRGBColorSpace ]: { + primaries: REC709_PRIMARIES, + whitePoint: D65, + transfer: SRGBTransfer, + toXYZ: LINEAR_REC709_TO_XYZ, + fromXYZ: XYZ_TO_LINEAR_REC709, + luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS, + outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace } + }, + + } ); + + return ColorManagement; + +} + +const ColorManagement = /*@__PURE__*/ createColorManagement(); + +function SRGBToLinear( c ) { + + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + +} + +function LinearToSRGB( c ) { + + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + +} + +let _canvas; + +/** + * A class containing utility functions for images. + * + * @hideconstructor + */ +class ImageUtils { + + /** + * Returns a data URI containing a representation of the given image. + * + * @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object. + * @param {string} [type='image/png'] - Indicates the image format. + * @return {string} The data URI. + */ + static getDataURL( image, type = 'image/png' ) { + + 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; + + } + + return canvas.toDataURL( type ); + + } + + /** + * Converts the given sRGB image data to linear color space. + * + * @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object. + * @return {HTMLCanvasElement|Object} The converted image. + */ + 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 { + + warn( 'ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' ); + return image; + + } + + } + +} + +let _sourceId = 0; + +/** + * Represents the data source of a texture. + * + * The main purpose of this class is to decouple the data definition from the texture + * definition so the same data can be used with multiple texture instances. + */ +class Source { + + /** + * Constructs a new video texture. + * + * @param {any} [data=null] - The data definition of a texture. + */ + constructor( data = null ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSource = true; + + /** + * The ID of the source. + * + * @name Source#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _sourceId ++ } ); + + /** + * The UUID of the source. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * The data definition of a texture. + * + * @type {any} + */ + this.data = data; + + /** + * This property is only relevant when {@link Source#needsUpdate} is set to `true` and + * provides more control on how texture data should be processed. When `dataReady` is set + * to `false`, the engine performs the memory allocation (if necessary) but does not transfer + * the data into the GPU memory. + * + * @type {boolean} + * @default true + */ + this.dataReady = true; + + /** + * This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`. + * + * @type {number} + * @readonly + * @default 0 + */ + this.version = 0; + + } + + /** + * Returns the dimensions of the source into the given target vector. + * + * @param {(Vector2|Vector3)} target - The target object the result is written into. + * @return {(Vector2|Vector3)} The dimensions of the source. + */ + getSize( target ) { + + const data = this.data; + + if ( ( typeof HTMLVideoElement !== 'undefined' ) && ( data instanceof HTMLVideoElement ) ) { + + target.set( data.videoWidth, data.videoHeight, 0 ); + + } else if ( ( typeof VideoFrame !== 'undefined' ) && ( data instanceof VideoFrame ) ) { + + target.set( data.displayWidth, data.displayHeight, 0 ); + + } else if ( data !== null ) { + + target.set( data.width, data.height, data.depth || 0 ); + + } else { + + target.set( 0, 0, 0 ); + + } + + return target; + + } + + /** + * When the property is set to `true`, the engine allocates the memory + * for the texture (if necessary) and triggers the actual texture upload + * to the GPU next time the source is used. + * + * @type {boolean} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + /** + * Serializes the source into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized source. + * @see {@link ObjectLoader#parse} + */ + 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 { + + warn( 'Texture: Unable to serialize Texture.' ); + return {}; + + } + + } + +} + +let _textureId = 0; + +const _tempVec3 = /*@__PURE__*/ new Vector3(); + +/** + * Base class for all textures. + * + * Note: After the initial use of a texture, its dimensions, format, and type + * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one. + * + * @augments EventDispatcher + */ +class Texture extends EventDispatcher { + + /** + * Constructs a new texture. + * + * @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {string} [colorSpace=NoColorSpace] - The color space. + */ + 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 flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isTexture = true; + + /** + * The ID of the texture. + * + * @name Texture#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _textureId ++ } ); + + /** + * The UUID of the texture. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * The name of the texture. + * + * @type {string} + */ + this.name = ''; + + /** + * The data definition of a texture. A reference to the data source can be + * shared across textures. This is often useful in context of spritesheets + * where multiple textures render the same data but with different texture + * transformations. + * + * @type {Source} + */ + this.source = new Source( image ); + + /** + * An array holding user-defined mipmaps. + * + * @type {Array} + */ + this.mipmaps = []; + + /** + * How the texture is applied to the object. The value `UVMapping` + * is the default, where texture or uv coordinates are used to apply the map. + * + * @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)} + * @default UVMapping + */ + this.mapping = mapping; + + /** + * Lets you select the uv attribute to map the texture to. `0` for `uv`, + * `1` for `uv1`, `2` for `uv2` and `3` for `uv3`. + * + * @type {number} + * @default 0 + */ + this.channel = 0; + + /** + * This defines how the texture is wrapped horizontally and corresponds to + * *U* in UV mapping. + * + * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} + * @default ClampToEdgeWrapping + */ + this.wrapS = wrapS; + + /** + * This defines how the texture is wrapped horizontally and corresponds to + * *V* in UV mapping. + * + * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} + * @default ClampToEdgeWrapping + */ + this.wrapT = wrapT; + + /** + * How the texture is sampled when a texel covers more than one pixel. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default LinearFilter + */ + this.magFilter = magFilter; + + /** + * How the texture is sampled when a texel covers less than one pixel. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default LinearMipmapLinearFilter + */ + this.minFilter = minFilter; + + /** + * The number of samples taken along the axis through the pixel that has the + * highest density of texels. By default, this value is `1`. A higher value + * gives a less blurry result than a basic mipmap, at the cost of more + * texture samples being used. + * + * @type {number} + * @default Texture.DEFAULT_ANISOTROPY + */ + this.anisotropy = anisotropy; + + /** + * The format of the texture. + * + * @type {number} + * @default RGBAFormat + */ + this.format = format; + + /** + * The default internal format is derived from {@link Texture#format} and {@link Texture#type} and + * defines how the texture data is going to be stored on the GPU. + * + * This property allows to overwrite the default format. + * + * @type {?string} + * @default null + */ + this.internalFormat = null; + + /** + * The data type of the texture. + * + * @type {number} + * @default UnsignedByteType + */ + this.type = type; + + /** + * How much a single repetition of the texture is offset from the beginning, + * in each direction U and V. Typical range is `0.0` to `1.0`. + * + * @type {Vector2} + * @default (0,0) + */ + this.offset = new Vector2( 0, 0 ); + + /** + * How many times the texture is repeated across the surface, in each + * direction U and V. If repeat is set greater than `1` in either direction, + * the corresponding wrap parameter should also be set to `RepeatWrapping` + * or `MirroredRepeatWrapping` to achieve the desired tiling effect. + * + * @type {Vector2} + * @default (1,1) + */ + this.repeat = new Vector2( 1, 1 ); + + /** + * The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds + * to the center of the texture. Default is `(0, 0)`, the lower left. + * + * @type {Vector2} + * @default (0,0) + */ + this.center = new Vector2( 0, 0 ); + + /** + * How much the texture is rotated around the center point, in radians. + * Positive values are counter-clockwise. + * + * @type {number} + * @default 0 + */ + this.rotation = 0; + + /** + * Whether to update the texture's uv-transformation {@link Texture#matrix} + * from the properties {@link Texture#offset}, {@link Texture#repeat}, + * {@link Texture#rotation}, and {@link Texture#center}. + * + * Set this to `false` if you are specifying the uv-transform matrix directly. + * + * @type {boolean} + * @default true + */ + this.matrixAutoUpdate = true; + + /** + * The uv-transformation matrix of the texture. + * + * @type {Matrix3} + */ + this.matrix = new Matrix3(); + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Set this to `false` if you are creating mipmaps manually. + * + * @type {boolean} + * @default true + */ + this.generateMipmaps = true; + + /** + * If set to `true`, the alpha channel, if present, is multiplied into the + * color channels when the texture is uploaded to the GPU. + * + * Note that this property has no effect when using `ImageBitmap`. You need to + * configure premultiply alpha on bitmap creation instead. + * + * @type {boolean} + * @default false + */ + this.premultiplyAlpha = false; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Note that this property has no effect when using `ImageBitmap`. You need to + * configure the flip on bitmap creation instead. + * + * @type {boolean} + * @default true + */ + this.flipY = true; + + /** + * Specifies the alignment requirements for the start of each pixel row in memory. + * The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes), + * `4` (word-alignment), and `8` (rows start on double-word boundaries). + * + * @type {number} + * @default 4 + */ + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + + /** + * Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`. + * + * @type {string} + * @default NoColorSpace + */ + this.colorSpace = colorSpace; + + /** + * An object that can be used to store custom data about the texture. It + * should not hold references to functions as these will not be cloned. + * + * @type {Object} + */ + this.userData = {}; + + /** + * This can be used to only update a subregion or specific rows of the texture (for example, just the + * first 3 rows). Use the `addUpdateRange()` function to add ranges to this array. + * + * @type {Array} + */ + this.updateRanges = []; + + /** + * This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`. + * + * @type {number} + * @readonly + * @default 0 + */ + this.version = 0; + + /** + * A callback function, called when the texture is updated (e.g., when + * {@link Texture#needsUpdate} has been set to true and then the texture is used). + * + * @type {?Function} + * @default null + */ + this.onUpdate = null; + + /** + * An optional back reference to the textures render target. + * + * @type {?(RenderTarget|WebGLRenderTarget)} + * @default null + */ + this.renderTarget = null; + + /** + * Indicates whether a texture belongs to a render target or not. + * + * @type {boolean} + * @readonly + * @default false + */ + this.isRenderTargetTexture = false; + + /** + * Indicates if a texture should be handled like a texture array. + * + * @type {boolean} + * @readonly + * @default false + */ + this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false; + + /** + * Indicates whether this texture should be processed by `PMREMGenerator` or not + * (only relevant for render target textures). + * + * @type {number} + * @readonly + * @default 0 + */ + this.pmremVersion = 0; + + /** + * Whether the texture should use one of the 16 bit integer formats which are normalized + * to [0, 1] or [-1, 1] (depending on signed/unsigned) when sampled. + * + * @type {boolean} + * @default false + */ + this.normalized = false; + + } + + /** + * The width of the texture in pixels. + */ + get width() { + + return this.source.getSize( _tempVec3 ).x; + + } + + /** + * The height of the texture in pixels. + */ + get height() { + + return this.source.getSize( _tempVec3 ).y; + + } + + /** + * The depth of the texture in pixels. + */ + get depth() { + + return this.source.getSize( _tempVec3 ).z; + + } + + /** + * The image object holding the texture data. + * + * @type {?Object} + */ + get image() { + + return this.source.data; + + } + + set image( value ) { + + this.source.data = value; + + } + + /** + * Updates the texture transformation matrix from the properties {@link Texture#offset}, + * {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}. + */ + updateMatrix() { + + this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); + + } + + /** + * Adds a range of data in the data texture to be updated on the GPU. + * + * @param {number} start - Position at which to start update. + * @param {number} count - The number of components to update. + */ + addUpdateRange( start, count ) { + + this.updateRanges.push( { start, count } ); + + } + + /** + * Clears the update ranges. + */ + clearUpdateRanges() { + + this.updateRanges.length = 0; + + } + + /** + * Returns a new texture with copied values from this instance. + * + * @return {Texture} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given texture to this instance. + * + * @param {Texture} source - The texture to copy. + * @return {Texture} A reference to this instance. + */ + 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.normalized = source.normalized; + + 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.renderTarget = source.renderTarget; + this.isRenderTargetTexture = source.isRenderTargetTexture; + this.isArrayTexture = source.isArrayTexture; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + this.needsUpdate = true; + + return this; + + } + + /** + * Sets this texture's properties based on `values`. + * @param {Object} values - A container with texture parameters. + */ + setValues( values ) { + + for ( const key in values ) { + + const newValue = values[ key ]; + + if ( newValue === undefined ) { + + warn( `Texture.setValues(): parameter '${ key }' has value of undefined.` ); + continue; + + } + + const currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + warn( `Texture.setValues(): property '${ key }' does not exist.` ); + continue; + + } + + if ( ( currentValue && newValue ) && ( currentValue.isVector2 && newValue.isVector2 ) ) { + + currentValue.copy( newValue ); + + } else if ( ( currentValue && newValue ) && ( currentValue.isVector3 && newValue.isVector3 ) ) { + + currentValue.copy( newValue ); + + } else if ( ( currentValue && newValue ) && ( currentValue.isMatrix3 && newValue.isMatrix3 ) ) { + + currentValue.copy( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + } + + /** + * Serializes the texture into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized texture. + * @see {@link ObjectLoader#parse} + */ + 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: 4.7, + 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, + normalized: this.normalized, + 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; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * @fires Texture#dispose + */ + dispose() { + + /** + * Fires when the texture has been disposed of. + * + * @event Texture#dispose + * @type {Object} + */ + this.dispatchEvent( { type: 'dispose' } ); + + } + + /** + * Transforms the given uv vector with the textures uv transformation matrix. + * + * @param {Vector2} uv - The uv vector. + * @return {Vector2} The transformed uv vector. + */ + 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; + + } + + /** + * Setting this property to `true` indicates the engine the texture + * must be updated in the next render. This triggers a texture upload + * to the GPU and ensures correct texture parameter configuration. + * + * @type {boolean} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) { + + this.version ++; + this.source.needsUpdate = true; + + } + + } + + /** + * Setting this property to `true` indicates the engine the PMREM + * must be regenerated. + * + * @type {boolean} + * @default false + * @param {boolean} value + */ + set needsPMREMUpdate( value ) { + + if ( value === true ) { + + this.pmremVersion ++; + + } + + } + +} + +/** + * The default image for all textures. + * + * @static + * @type {?Image} + * @default null + */ +Texture.DEFAULT_IMAGE = null; + +/** + * The default mapping for all textures. + * + * @static + * @type {number} + * @default UVMapping + */ +Texture.DEFAULT_MAPPING = UVMapping; + +/** + * The default anisotropy value for all textures. + * + * @static + * @type {number} + * @default 1 + */ +Texture.DEFAULT_ANISOTROPY = 1; + +/** + * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers + * (labeled x, y, z and w), which can be used to represent a number of things, such as: + * + * - A point in 4D space. + * - A direction and length in 4D space. In three.js the length will + * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)` + * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`. + * - Any arbitrary ordered quadruplet of numbers. + * + * There are other things a 4D vector can be used to represent, however these + * are the most common uses in *three.js*. + * + * Iterating through a vector instance will yield its components `(x, y, z, w)` in + * the corresponding order. + * ```js + * const a = new THREE.Vector4( 0, 1, 0, 0 ); + * + * //no arguments; will be initialised to (0, 0, 0, 1) + * const b = new THREE.Vector4( ); + * + * const d = a.dot( b ); + * ``` + */ +class Vector4 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Vector4.prototype.isVector4 = true; + + } + + /** + * Constructs a new 4D vector. + * + * @param {number} [x=0] - The x value of this vector. + * @param {number} [y=0] - The y value of this vector. + * @param {number} [z=0] - The z value of this vector. + * @param {number} [w=1] - The w value of this vector. + */ + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + /** + * The x value of this vector. + * + * @type {number} + */ + this.x = x; + + /** + * The y value of this vector. + * + * @type {number} + */ + this.y = y; + + /** + * The z value of this vector. + * + * @type {number} + */ + this.z = z; + + /** + * The w value of this vector. + * + * @type {number} + */ + this.w = w; + + } + + /** + * Alias for {@link Vector4#z}. + * + * @type {number} + */ + get width() { + + return this.z; + + } + + set width( value ) { + + this.z = value; + + } + + /** + * Alias for {@link Vector4#w}. + * + * @type {number} + */ + get height() { + + return this.w; + + } + + set height( value ) { + + this.w = value; + + } + + /** + * Sets the vector components. + * + * @param {number} x - The value of the x component. + * @param {number} y - The value of the y component. + * @param {number} z - The value of the z component. + * @param {number} w - The value of the w component. + * @return {Vector4} A reference to this vector. + */ + set( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + } + + /** + * Sets the vector components to the same value. + * + * @param {number} scalar - The value to set for all vector components. + * @return {Vector4} A reference to this vector. + */ + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + } + + /** + * Sets the vector's x component to the given value + * + * @param {number} x - The value to set. + * @return {Vector4} A reference to this vector. + */ + setX( x ) { + + this.x = x; + + return this; + + } + + /** + * Sets the vector's y component to the given value + * + * @param {number} y - The value to set. + * @return {Vector4} A reference to this vector. + */ + setY( y ) { + + this.y = y; + + return this; + + } + + /** + * Sets the vector's z component to the given value + * + * @param {number} z - The value to set. + * @return {Vector4} A reference to this vector. + */ + setZ( z ) { + + this.z = z; + + return this; + + } + + /** + * Sets the vector's w component to the given value + * + * @param {number} w - The value to set. + * @return {Vector4} A reference to this vector. + */ + setW( w ) { + + this.w = w; + + return this; + + } + + /** + * Allows to set a vector component with an index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y, + * `2` equals to z, `3` equals to w. + * @param {number} value - The value to set. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Returns the value of the vector component which matches the given index. + * + * @param {number} index - The component index. `0` equals to x, `1` equals to y, + * `2` equals to z, `3` equals to w. + * @return {number} A vector component value. + */ + 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 ); + + } + + } + + /** + * Returns a new vector with copied values from this instance. + * + * @return {Vector4} A clone of this instance. + */ + clone() { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + } + + /** + * Copies the values of the given vector to this instance. + * + * @param {Vector3|Vector4} v - The vector to copy. + * @return {Vector4} A reference to this vector. + */ + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + } + + /** + * Adds the given vector to this instance. + * + * @param {Vector4} v - The vector to add. + * @return {Vector4} A reference to this vector. + */ + add( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + } + + /** + * Adds the given scalar value to all components of this instance. + * + * @param {number} s - The scalar to add. + * @return {Vector4} A reference to this vector. + */ + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + } + + /** + * Adds the given vectors and stores the result in this instance. + * + * @param {Vector4} a - The first vector. + * @param {Vector4} b - The second vector. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Adds the given vector scaled by the given factor to this instance. + * + * @param {Vector4} v - The vector. + * @param {number} s - The factor that scales `v`. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Subtracts the given vector from this instance. + * + * @param {Vector4} v - The vector to subtract. + * @return {Vector4} A reference to this vector. + */ + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + } + + /** + * Subtracts the given scalar value from all components of this instance. + * + * @param {number} s - The scalar to subtract. + * @return {Vector4} A reference to this vector. + */ + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + } + + /** + * Subtracts the given vectors and stores the result in this instance. + * + * @param {Vector4} a - The first vector. + * @param {Vector4} b - The second vector. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Multiplies the given vector with this instance. + * + * @param {Vector4} v - The vector to multiply. + * @return {Vector4} A reference to this vector. + */ + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + this.w *= v.w; + + return this; + + } + + /** + * Multiplies the given scalar value with all components of this instance. + * + * @param {number} scalar - The scalar to multiply. + * @return {Vector4} A reference to this vector. + */ + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + } + + /** + * Multiplies this vector with the given 4x4 matrix. + * + * @param {Matrix4} m - The 4x4 matrix. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Divides this instance by the given vector. + * + * @param {Vector4} v - The vector to divide. + * @return {Vector4} A reference to this vector. + */ + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + this.w /= v.w; + + return this; + + } + + /** + * Divides this vector by the given scalar. + * + * @param {number} scalar - The scalar to divide. + * @return {Vector4} A reference to this vector. + */ + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + /** + * Sets the x, y and z components of this + * vector to the quaternion's axis and w to the angle. + * + * @param {Quaternion} q - The Quaternion to set. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Sets the x, y and z components of this + * vector to the axis of rotation and w to the angle. + * + * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Sets the vector components to the position elements of the + * given transformation matrix. + * + * @param {Matrix4} m - The 4x4 matrix. + * @return {Vector4} A reference to this vector. + */ + setFromMatrixPosition( m ) { + + const e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + this.w = e[ 15 ]; + + return this; + + } + + /** + * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w + * value, replace that value with the corresponding min value. + * + * @param {Vector4} v - The vector. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * If this vector's x, y, z or w value is less than the given vector's x, y, z or w + * value, replace that value with the corresponding max value. + * + * @param {Vector4} v - The vector. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w + * value, it is replaced by the corresponding value. + * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, + * it is replaced by the corresponding value. + * + * @param {Vector4} min - The minimum x, y and z values. + * @param {Vector4} max - The maximum x, y and z values in the desired range. + * @return {Vector4} A reference to this vector. + */ + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = clamp( this.x, min.x, max.x ); + this.y = clamp( this.y, min.y, max.y ); + this.z = clamp( this.z, min.z, max.z ); + this.w = clamp( this.w, min.w, max.w ); + + return this; + + } + + /** + * If this vector's x, y, z or w values are greater than the max value, they are + * replaced by the max value. + * If this vector's x, y, z or w values are less than the min value, they are + * replaced by the min value. + * + * @param {number} minVal - The minimum value the components will be clamped to. + * @param {number} maxVal - The maximum value the components will be clamped to. + * @return {Vector4} A reference to this vector. + */ + clampScalar( minVal, maxVal ) { + + this.x = clamp( this.x, minVal, maxVal ); + this.y = clamp( this.y, minVal, maxVal ); + this.z = clamp( this.z, minVal, maxVal ); + this.w = clamp( this.w, minVal, maxVal ); + + return this; + + } + + /** + * If this vector's length is greater than the max value, it is replaced by + * the max value. + * If this vector's length is less than the min value, it is replaced by the + * min value. + * + * @param {number} min - The minimum value the vector length will be clamped to. + * @param {number} max - The maximum value the vector length will be clamped to. + * @return {Vector4} A reference to this vector. + */ + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) ); + + } + + /** + * The components of this vector are rounded down to the nearest integer value. + * + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * The components of this vector are rounded up to the nearest integer value. + * + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * The components of this vector are rounded to the nearest integer value + * + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * The components of this vector are rounded towards zero (up if negative, + * down if positive) to an integer value. + * + * @return {Vector4} A reference to this vector. + */ + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + this.z = Math.trunc( this.z ); + this.w = Math.trunc( this.w ); + + return this; + + } + + /** + * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w. + * + * @return {Vector4} A reference to this vector. + */ + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + } + + /** + * Calculates the dot product of the given vector with this instance. + * + * @param {Vector4} v - The vector to compute the dot product with. + * @return {number} The result of the dot product. + */ + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + } + + /** + * Computes the square of the Euclidean length (straight-line length) from + * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should + * compare the length squared instead as it is slightly more efficient to calculate. + * + * @return {number} The square length of this vector. + */ + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + } + + /** + * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w). + * + * @return {number} The length of this vector. + */ + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + } + + /** + * Computes the Manhattan length of this vector. + * + * @return {number} The length of this vector. + */ + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + } + + /** + * Converts this vector to a unit vector - that is, sets it equal to a vector + * with the same direction as this one, but with a vector length of `1`. + * + * @return {Vector4} A reference to this vector. + */ + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + /** + * Sets this vector to a vector with the same direction as this one, but + * with the specified length. + * + * @param {number} length - The new length of this vector. + * @return {Vector4} A reference to this vector. + */ + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + /** + * Linearly interpolates between the given vector and this instance, where + * alpha is the percent distance along the line - alpha = 0 will be this + * vector, and alpha = 1 will be the given one. + * + * @param {Vector4} v - The vector to interpolate towards. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Linearly interpolates between the given vectors, where alpha is the percent + * distance along the line - alpha = 0 will be first vector, and alpha = 1 will + * be the second one. The result is stored in this instance. + * + * @param {Vector4} v1 - The first vector. + * @param {Vector4} v2 - The second vector. + * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Returns `true` if this vector is equal with the given one. + * + * @param {Vector4} v - The vector to test for equality. + * @return {boolean} Whether this vector is equal with the given one. + */ + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + } + + /** + * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`, + * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`. + * + * @param {Array} array - An array holding the vector component values. + * @param {number} [offset=0] - The offset into the array. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Writes the components of this vector to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the vector components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The vector components. + */ + 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; + + } + + /** + * Sets the components of this vector from the given buffer attribute. + * + * @param {BufferAttribute} attribute - The buffer attribute holding vector data. + * @param {number} index - The index into the attribute. + * @return {Vector4} A reference to this vector. + */ + 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; + + } + + /** + * Sets each component of this vector to a pseudo-random value between `0` and + * `1`, excluding `1`. + * + * @return {Vector4} A reference to this vector. + */ + 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; + + } + +} + +/** + * A render target is a buffer where the video card draws pixels for a scene + * that is being rendered in the background. It is used in different effects, + * such as applying postprocessing to a rendered image before displaying it + * on the screen. + * + * @augments EventDispatcher + */ +class RenderTarget extends EventDispatcher { + + /** + * Render target options. + * + * @typedef {Object} RenderTarget~Options + * @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not. + * @property {number} [magFilter=LinearFilter] - The mag filter. + * @property {number} [minFilter=LinearFilter] - The min filter. + * @property {number} [format=RGBAFormat] - The texture format. + * @property {number} [type=UnsignedByteType] - The texture type. + * @property {?string} [internalFormat=null] - The texture's internal format. + * @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode. + * @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode. + * @property {number} [anisotropy=1] - The texture's anisotropy value. + * @property {string} [colorSpace=NoColorSpace] - The texture's color space. + * @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not. + * @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not. + * @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not. + * @property {boolean} [resolveStencilBuffer=true] - Whether to resolve the stencil buffer or not. + * @property {?Texture} [depthTexture=null] - Reference to a depth texture. + * @property {number} [samples=0] - The MSAA samples count. + * @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`. + * @property {number} [depth=1] - The texture depth. + * @property {boolean} [multiview=false] - Whether this target is used for multiview rendering. + */ + + /** + * Constructs a new render target. + * + * @param {number} [width=1] - The width of the render target. + * @param {number} [height=1] - The height of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( width = 1, height = 1, options = {} ) { + + super(); + + options = Object.assign( { + generateMipmaps: false, + internalFormat: null, + minFilter: LinearFilter, + depthBuffer: true, + stencilBuffer: false, + resolveDepthBuffer: true, + resolveStencilBuffer: true, + depthTexture: null, + samples: 0, + count: 1, + depth: 1, + multiview: false + }, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isRenderTarget = true; + + /** + * The width of the render target. + * + * @type {number} + * @default 1 + */ + this.width = width; + + /** + * The height of the render target. + * + * @type {number} + * @default 1 + */ + this.height = height; + + /** + * The depth of the render target. + * + * @type {number} + * @default 1 + */ + this.depth = options.depth; + + /** + * A rectangular area inside the render target's viewport. Fragments that are + * outside the area will be discarded. + * + * @type {Vector4} + * @default (0,0,width,height) + */ + this.scissor = new Vector4( 0, 0, width, height ); + + /** + * Indicates whether the scissor test should be enabled when rendering into + * this render target or not. + * + * @type {boolean} + * @default false + */ + this.scissorTest = false; + + /** + * A rectangular area representing the render target's viewport. + * + * @type {Vector4} + * @default (0,0,width,height) + */ + this.viewport = new Vector4( 0, 0, width, height ); + + /** + * An array of textures. Each color attachment is represented as a separate texture. + * Has at least a single entry for the default color attachment. + * + * @type {Array} + */ + this.textures = []; + + const image = { width: width, height: height, depth: options.depth }; + const texture = new Texture( image ); + + const count = options.count; + for ( let i = 0; i < count; i ++ ) { + + this.textures[ i ] = texture.clone(); + this.textures[ i ].isRenderTargetTexture = true; + this.textures[ i ].renderTarget = this; + + } + + this._setTextureOptions( options ); + + /** + * Whether to allocate a depth buffer or not. + * + * @type {boolean} + * @default true + */ + this.depthBuffer = options.depthBuffer; + + /** + * Whether to allocate a stencil buffer or not. + * + * @type {boolean} + * @default false + */ + this.stencilBuffer = options.stencilBuffer; + + /** + * Whether to resolve the depth buffer or not. + * + * @type {boolean} + * @default true + */ + this.resolveDepthBuffer = options.resolveDepthBuffer; + + /** + * Whether to resolve the stencil buffer or not. + * + * @type {boolean} + * @default true + */ + this.resolveStencilBuffer = options.resolveStencilBuffer; + + this._depthTexture = null; + this.depthTexture = options.depthTexture; + + /** + * The number of MSAA samples. + * + * A value of `0` disables MSAA. + * + * @type {number} + * @default 0 + */ + this.samples = options.samples; + + /** + * Whether to this target is used in multiview rendering. + * + * @type {boolean} + * @default false + */ + this.multiview = options.multiview; + + } + + _setTextureOptions( options = {} ) { + + const values = { + minFilter: LinearFilter, + generateMipmaps: false, + flipY: false, + internalFormat: null + }; + + if ( options.mapping !== undefined ) values.mapping = options.mapping; + if ( options.wrapS !== undefined ) values.wrapS = options.wrapS; + if ( options.wrapT !== undefined ) values.wrapT = options.wrapT; + if ( options.wrapR !== undefined ) values.wrapR = options.wrapR; + if ( options.magFilter !== undefined ) values.magFilter = options.magFilter; + if ( options.minFilter !== undefined ) values.minFilter = options.minFilter; + if ( options.format !== undefined ) values.format = options.format; + if ( options.type !== undefined ) values.type = options.type; + if ( options.anisotropy !== undefined ) values.anisotropy = options.anisotropy; + if ( options.colorSpace !== undefined ) values.colorSpace = options.colorSpace; + if ( options.flipY !== undefined ) values.flipY = options.flipY; + if ( options.generateMipmaps !== undefined ) values.generateMipmaps = options.generateMipmaps; + if ( options.internalFormat !== undefined ) values.internalFormat = options.internalFormat; + + for ( let i = 0; i < this.textures.length; i ++ ) { + + const texture = this.textures[ i ]; + texture.setValues( values ); + + } + + } + + /** + * The texture representing the default color attachment. + * + * @type {Texture} + */ + get texture() { + + return this.textures[ 0 ]; + + } + + set texture( value ) { + + this.textures[ 0 ] = value; + + } + + set depthTexture( current ) { + + if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null; + if ( current !== null ) current.renderTarget = this; + + this._depthTexture = current; + + } + + /** + * Instead of saving the depth in a renderbuffer, a texture + * can be used instead which is useful for further processing + * e.g. in context of post-processing. + * + * @type {?DepthTexture} + * @default null + */ + get depthTexture() { + + return this._depthTexture; + + } + + /** + * Sets the size of this render target. + * + * @param {number} width - The width. + * @param {number} height - The height. + * @param {number} [depth=1] - The depth. + */ + setSize( width, height, depth = 1 ) { + + if ( this.width !== width || this.height !== height || this.depth !== depth ) { + + this.width = width; + this.height = height; + this.depth = depth; + + for ( let i = 0, il = this.textures.length; i < il; i ++ ) { + + this.textures[ i ].image.width = width; + this.textures[ i ].image.height = height; + this.textures[ i ].image.depth = depth; + + if ( this.textures[ i ].isData3DTexture !== true ) { // Fix for #31693 + + // TODO: Reconsider setting isArrayTexture flag here and in the ctor of Texture. + // Maybe a method `isArrayTexture()` or just a getter could replace a flag since + // both are evaluated on each call? + + this.textures[ i ].isArrayTexture = this.textures[ i ].image.depth > 1; + + } + + } + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + } + + /** + * Returns a new render target with copied values from this instance. + * + * @return {RenderTarget} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the settings of the given render target. This is a structural copy so + * no resources are shared between render targets after the copy. That includes + * all MRT textures and the depth texture. + * + * @param {RenderTarget} source - The render target to copy. + * @return {RenderTarget} A reference to this instance. + */ + copy( source ) { + + this.width = source.width; + this.height = source.height; + this.depth = source.depth; + + this.scissor.copy( source.scissor ); + this.scissorTest = source.scissorTest; + + this.viewport.copy( source.viewport ); + + this.textures.length = 0; + + for ( let i = 0, il = source.textures.length; i < il; i ++ ) { + + this.textures[ i ] = source.textures[ i ].clone(); + this.textures[ i ].isRenderTargetTexture = true; + this.textures[ i ].renderTarget = this; + + // ensure image object is not shared, see #20328 + + const image = Object.assign( {}, source.textures[ i ].image ); + this.textures[ i ].source = new Source( image ); + + } + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + + this.resolveDepthBuffer = source.resolveDepthBuffer; + this.resolveStencilBuffer = source.resolveStencilBuffer; + + if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); + + this.samples = source.samples; + this.multiview = source.multiview; + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * @fires RenderTarget#dispose + */ + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +/** + * A render target used in context of {@link WebGLRenderer}. + * + * @augments RenderTarget + */ +class WebGLRenderTarget extends RenderTarget { + + /** + * Constructs a new 3D render target. + * + * @param {number} [width=1] - The width of the render target. + * @param {number} [height=1] - The height of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( width = 1, height = 1, options = {} ) { + + super( width, height, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isWebGLRenderTarget = true; + + } + +} + +/** + * Creates an array of textures directly from raw buffer data. + * + * @augments Texture + */ +class DataArrayTexture extends Texture { + + /** + * Constructs a new data array texture. + * + * @param {?TypedArray} [data=null] - The buffer data. + * @param {number} [width=1] - The width of the texture. + * @param {number} [height=1] - The height of the texture. + * @param {number} [depth=1] - The depth of the texture. + */ + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + super( null ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isDataArrayTexture = true; + + /** + * The image definition of a data texture. + * + * @type {{data:TypedArray,width:number,height:number,depth:number}} + */ + this.image = { data, width, height, depth }; + + /** + * How the texture is sampled when a texel covers more than one pixel. + * + * Overwritten and set to `NearestFilter` by default. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.magFilter = NearestFilter; + + /** + * How the texture is sampled when a texel covers less than one pixel. + * + * Overwritten and set to `NearestFilter` by default. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.minFilter = NearestFilter; + + /** + * This defines how the texture is wrapped in the depth and corresponds to + * *W* in UVW mapping. + * + * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} + * @default ClampToEdgeWrapping + */ + this.wrapR = ClampToEdgeWrapping; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.flipY = false; + + /** + * Specifies the alignment requirements for the start of each pixel row in memory. + * + * Overwritten and set to `1` by default. + * + * @type {boolean} + * @default 1 + */ + this.unpackAlignment = 1; + + /** + * A set of all layers which need to be updated in the texture. + * + * @type {Set} + */ + this.layerUpdates = new Set(); + + } + + /** + * Describes that a specific layer of the texture needs to be updated. + * Normally when {@link Texture#needsUpdate} is set to `true`, the + * entire data texture array is sent to the GPU. Marking specific + * layers will only transmit subsets of all mipmaps associated with a + * specific depth in the array which is often much more performant. + * + * @param {number} layerIndex - The layer index that should be updated. + */ + addLayerUpdate( layerIndex ) { + + this.layerUpdates.add( layerIndex ); + + } + + /** + * Resets the layer updates registry. + */ + clearLayerUpdates() { + + this.layerUpdates.clear(); + + } + +} + +/** + * An array render target used in context of {@link WebGLRenderer}. + * + * @augments WebGLRenderTarget + */ +class WebGLArrayRenderTarget extends WebGLRenderTarget { + + /** + * Constructs a new array render target. + * + * @param {number} [width=1] - The width of the render target. + * @param {number} [height=1] - The height of the render target. + * @param {number} [depth=1] - The height of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( width = 1, height = 1, depth = 1, options = {} ) { + + super( width, height, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isWebGLArrayRenderTarget = true; + + this.depth = depth; + + /** + * Overwritten with a different texture type. + * + * @type {DataArrayTexture} + */ + this.texture = new DataArrayTexture( null, width, height, depth ); + this._setTextureOptions( options ); + + this.texture.isRenderTargetTexture = true; + + } + +} + +/** + * Creates a three-dimensional texture from raw data, with parameters to + * divide it into width, height, and depth. + * + * @augments Texture + */ +class Data3DTexture extends Texture { + + /** + * Constructs a new data array texture. + * + * @param {?TypedArray} [data=null] - The buffer data. + * @param {number} [width=1] - The width of the texture. + * @param {number} [height=1] - The height of the texture. + * @param {number} [depth=1] - The depth of the 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 Data3DTexture directly. + // + // const texture = new THREE.Data3DTexture( data, width, height, depth ); + // texture.anisotropy = 16; + // + // See #14839 + + super( null ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isData3DTexture = true; + + /** + * The image definition of a data texture. + * + * @type {{data:TypedArray,width:number,height:number,depth:number}} + */ + this.image = { data, width, height, depth }; + + /** + * How the texture is sampled when a texel covers more than one pixel. + * + * Overwritten and set to `NearestFilter` by default. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.magFilter = NearestFilter; + + /** + * How the texture is sampled when a texel covers less than one pixel. + * + * Overwritten and set to `NearestFilter` by default. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.minFilter = NearestFilter; + + /** + * This defines how the texture is wrapped in the depth and corresponds to + * *W* in UVW mapping. + * + * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} + * @default ClampToEdgeWrapping + */ + this.wrapR = ClampToEdgeWrapping; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.flipY = false; + + /** + * Specifies the alignment requirements for the start of each pixel row in memory. + * + * Overwritten and set to `1` by default. + * + * @type {boolean} + * @default 1 + */ + this.unpackAlignment = 1; + + } + +} + +/** + * A 3D render target used in context of {@link WebGLRenderer}. + * + * @augments WebGLRenderTarget + */ +class WebGL3DRenderTarget extends WebGLRenderTarget { + + /** + * Constructs a new 3D render target. + * + * @param {number} [width=1] - The width of the render target. + * @param {number} [height=1] - The height of the render target. + * @param {number} [depth=1] - The height of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( width = 1, height = 1, depth = 1, options = {} ) { + + super( width, height, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isWebGL3DRenderTarget = true; + + this.depth = depth; + + /** + * Overwritten with a different texture type. + * + * @type {Data3DTexture} + */ + this.texture = new Data3DTexture( null, width, height, depth ); + this._setTextureOptions( options ); + + this.texture.isRenderTargetTexture = true; + + } + +} + +/** + * Represents a 4x4 matrix. + * + * The most common use of a 4x4 matrix in 3D computer graphics is as a transformation matrix. + * For an introduction to transformation matrices as used in WebGL, check out [this tutorial](https://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices) + * + * This allows a 3D vector representing a point in 3D space to undergo + * transformations such as translation, rotation, shear, scale, reflection, + * orthogonal or perspective projection and so on, by being multiplied by the + * matrix. This is known as `applying` the matrix to the vector. + * + * A Note on Row-Major and Column-Major Ordering: + * + * The constructor and {@link Matrix3#set} method take arguments in + * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order) + * order, while internally they are stored in the {@link Matrix3#elements} array in column-major order. + * This means that calling: + * ```js + * const m = new THREE.Matrix4(); + * m.set( 11, 12, 13, 14, + * 21, 22, 23, 24, + * 31, 32, 33, 34, + * 41, 42, 43, 44 ); + * ``` + * will result in the elements array containing: + * ```js + * m.elements = [ 11, 21, 31, 41, + * 12, 22, 32, 42, + * 13, 23, 33, 43, + * 14, 24, 34, 44 ]; + * ``` + * and internally all calculations are performed using column-major ordering. + * However, as the actual ordering makes no difference mathematically and + * most people are used to thinking about matrices in row-major order, the + * three.js documentation shows matrices in row-major order. Just bear in + * mind that if you are reading the source code, you'll have to take the + * transpose of any matrices outlined here to make sense of the calculations. + */ +class Matrix4 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Matrix4.prototype.isMatrix4 = true; + + } + + /** + * Constructs a new 4x4 matrix. The arguments are supposed to be + * in row-major order. If no arguments are provided, the constructor + * initializes the matrix as an identity matrix. + * + * @param {number} [n11] - 1-1 matrix element. + * @param {number} [n12] - 1-2 matrix element. + * @param {number} [n13] - 1-3 matrix element. + * @param {number} [n14] - 1-4 matrix element. + * @param {number} [n21] - 2-1 matrix element. + * @param {number} [n22] - 2-2 matrix element. + * @param {number} [n23] - 2-3 matrix element. + * @param {number} [n24] - 2-4 matrix element. + * @param {number} [n31] - 3-1 matrix element. + * @param {number} [n32] - 3-2 matrix element. + * @param {number} [n33] - 3-3 matrix element. + * @param {number} [n34] - 3-4 matrix element. + * @param {number} [n41] - 4-1 matrix element. + * @param {number} [n42] - 4-2 matrix element. + * @param {number} [n43] - 4-3 matrix element. + * @param {number} [n44] - 4-4 matrix element. + */ + constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + /** + * A column-major list of matrix values. + * + * @type {Array} + */ + 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 ); + + } + + } + + /** + * Sets the elements of the matrix.The arguments are supposed to be + * in row-major order. + * + * @param {number} [n11] - 1-1 matrix element. + * @param {number} [n12] - 1-2 matrix element. + * @param {number} [n13] - 1-3 matrix element. + * @param {number} [n14] - 1-4 matrix element. + * @param {number} [n21] - 2-1 matrix element. + * @param {number} [n22] - 2-2 matrix element. + * @param {number} [n23] - 2-3 matrix element. + * @param {number} [n24] - 2-4 matrix element. + * @param {number} [n31] - 3-1 matrix element. + * @param {number} [n32] - 3-2 matrix element. + * @param {number} [n33] - 3-3 matrix element. + * @param {number} [n34] - 3-4 matrix element. + * @param {number} [n41] - 4-1 matrix element. + * @param {number} [n42] - 4-2 matrix element. + * @param {number} [n43] - 4-3 matrix element. + * @param {number} [n44] - 4-4 matrix element. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Sets this matrix to the 4x4 identity matrix. + * + * @return {Matrix4} A reference to this matrix. + */ + identity() { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + /** + * Returns a matrix with copied values from this instance. + * + * @return {Matrix4} A clone of this instance. + */ + clone() { + + return new Matrix4().fromArray( this.elements ); + + } + + /** + * Copies the values of the given matrix to this instance. + * + * @param {Matrix4} m - The matrix to copy. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Copies the translation component of the given matrix + * into this matrix's translation component. + * + * @param {Matrix4} m - The matrix to copy the translation component. + * @return {Matrix4} A reference to this matrix. + */ + copyPosition( m ) { + + const te = this.elements, me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + } + + /** + * Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix. + * + * @param {Matrix3} m - The 3x3 matrix. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Extracts the basis of this matrix into the three axis vectors provided. + * + * @param {Vector3} xAxis - The basis's x axis. + * @param {Vector3} yAxis - The basis's y axis. + * @param {Vector3} zAxis - The basis's z axis. + * @return {Matrix4} A reference to this matrix. + */ + extractBasis( xAxis, yAxis, zAxis ) { + + if ( this.determinant() === 0 ) { + + xAxis.set( 1, 0, 0 ); + yAxis.set( 0, 1, 0 ); + zAxis.set( 0, 0, 1 ); + + return this; + + } + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + } + + /** + * Sets the given basis vectors to this matrix. + * + * @param {Vector3} xAxis - The basis's x axis. + * @param {Vector3} yAxis - The basis's y axis. + * @param {Vector3} zAxis - The basis's z axis. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Extracts the rotation component of the given matrix + * into this matrix's rotation component. + * + * Note: This method does not support reflection matrices. + * + * @param {Matrix4} m - The matrix. + * @return {Matrix4} A reference to this matrix. + */ + extractRotation( m ) { + + if ( m.determinant() === 0 ) { + + return this.identity(); + + } + + const te = this.elements; + const me = m.elements; + + const scaleX = 1 / _v1$7.setFromMatrixColumn( m, 0 ).length(); + const scaleY = 1 / _v1$7.setFromMatrixColumn( m, 1 ).length(); + const scaleZ = 1 / _v1$7.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; + + } + + /** + * Sets the rotation component (the upper left 3x3 matrix) of this matrix to + * the rotation specified by the given Euler angles. The rest of + * the matrix is set to the identity. Depending on the {@link Euler#order}, + * there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix) + * for a complete list. + * + * @param {Euler} euler - The Euler angles. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Sets the rotation component of this matrix to the rotation specified by + * the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion) + * The rest of the matrix is set to the identity. + * + * @param {Quaternion} q - The Quaternion. + * @return {Matrix4} A reference to this matrix. + */ + makeRotationFromQuaternion( q ) { + + return this.compose( _zero, q, _one ); + + } + + /** + * Sets the rotation component of the transformation matrix, looking from `eye` towards + * `target`, and oriented by the up-direction. + * + * @param {Vector3} eye - The eye vector. + * @param {Vector3} target - The target vector. + * @param {Vector3} up - The up vector. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Post-multiplies this matrix by the given 4x4 matrix. + * + * @param {Matrix4} m - The matrix to multiply with. + * @return {Matrix4} A reference to this matrix. + */ + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + /** + * Pre-multiplies this matrix by the given 4x4 matrix. + * + * @param {Matrix4} m - The matrix to multiply with. + * @return {Matrix4} A reference to this matrix. + */ + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + /** + * Multiples the given 4x4 matrices and stores the result + * in this matrix. + * + * @param {Matrix4} a - The first matrix. + * @param {Matrix4} b - The second matrix. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Multiplies every component of the matrix by the given scalar. + * + * @param {number} s - The scalar. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Computes and returns the determinant of this matrix. + * + * Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html). + * + * @return {number} The determinant. + */ + 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 ]; + + const t11 = n23 * n34 - n24 * n33; + const t12 = n22 * n34 - n24 * n32; + const t13 = n22 * n33 - n23 * n32; + + const t21 = n21 * n34 - n24 * n31; + const t22 = n21 * n33 - n23 * n31; + const t23 = n21 * n32 - n22 * n31; + + return n11 * ( n42 * t11 - n43 * t12 + n44 * t13 ) - + n12 * ( n41 * t11 - n43 * t21 + n44 * t22 ) + + n13 * ( n41 * t12 - n42 * t21 + n44 * t23 ) - + n14 * ( n41 * t13 - n42 * t22 + n43 * t23 ); + + } + + /** + * Transposes this matrix in place. + * + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Sets the position component for this matrix from the given vector, + * without affecting the rest of the matrix. + * + * @param {number|Vector3} x - The x component of the vector or alternatively the vector object. + * @param {number} y - The y component of the vector. + * @param {number} z - The z component of the vector. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution). + * You can not invert with a determinant of zero. If you attempt this, the method produces + * a zero matrix instead. + * + * @return {Matrix4} A reference to this matrix. + */ + invert() { + + // based on https://github.com/toji/gl-matrix + 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 ], + + t1 = n11 * n22 - n21 * n12, + t2 = n11 * n32 - n31 * n12, + t3 = n11 * n42 - n41 * n12, + t4 = n21 * n32 - n31 * n22, + t5 = n21 * n42 - n41 * n22, + t6 = n31 * n42 - n41 * n32, + t7 = n13 * n24 - n23 * n14, + t8 = n13 * n34 - n33 * n14, + t9 = n13 * n44 - n43 * n14, + t10 = n23 * n34 - n33 * n24, + t11 = n23 * n44 - n43 * n24, + t12 = n33 * n44 - n43 * n34; + + const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7; + + 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 ] = ( n22 * t12 - n32 * t11 + n42 * t10 ) * detInv; + te[ 1 ] = ( n31 * t11 - n21 * t12 - n41 * t10 ) * detInv; + te[ 2 ] = ( n24 * t6 - n34 * t5 + n44 * t4 ) * detInv; + te[ 3 ] = ( n33 * t5 - n23 * t6 - n43 * t4 ) * detInv; + + te[ 4 ] = ( n32 * t9 - n12 * t12 - n42 * t8 ) * detInv; + te[ 5 ] = ( n11 * t12 - n31 * t9 + n41 * t8 ) * detInv; + te[ 6 ] = ( n34 * t3 - n14 * t6 - n44 * t2 ) * detInv; + te[ 7 ] = ( n13 * t6 - n33 * t3 + n43 * t2 ) * detInv; + + te[ 8 ] = ( n12 * t11 - n22 * t9 + n42 * t7 ) * detInv; + te[ 9 ] = ( n21 * t9 - n11 * t11 - n41 * t7 ) * detInv; + te[ 10 ] = ( n14 * t5 - n24 * t3 + n44 * t1 ) * detInv; + te[ 11 ] = ( n23 * t3 - n13 * t5 - n43 * t1 ) * detInv; + + te[ 12 ] = ( n22 * t8 - n12 * t10 - n32 * t7 ) * detInv; + te[ 13 ] = ( n11 * t10 - n21 * t8 + n31 * t7 ) * detInv; + te[ 14 ] = ( n24 * t2 - n14 * t4 - n34 * t1 ) * detInv; + te[ 15 ] = ( n13 * t4 - n23 * t2 + n33 * t1 ) * detInv; + + return this; + + } + + /** + * Multiplies the columns of this matrix by the given vector. + * + * @param {Vector3} v - The scale vector. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Gets the maximum scale value of the three axes. + * + * @return {number} The maximum scale. + */ + 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 ) ); + + } + + /** + * Sets this matrix as a translation transform from the given vector. + * + * @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector. + * @param {number} y - The amount to translate in the Y axis. + * @param {number} z - The amount to translate in the z axis. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Sets this matrix as a rotational transformation around the X axis by + * the given angle. + * + * @param {number} theta - The rotation in radians. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Sets this matrix as a rotational transformation around the Y axis by + * the given angle. + * + * @param {number} theta - The rotation in radians. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Sets this matrix as a rotational transformation around the Z axis by + * the given angle. + * + * @param {number} theta - The rotation in radians. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Sets this matrix as a rotational transformation around the given axis by + * the given angle. + * + * This is a somewhat controversial but mathematically sound alternative to + * rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199). + * + * @param {Vector3} axis - The normalized rotation axis. + * @param {number} angle - The rotation in radians. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Sets this matrix as a scale transformation. + * + * @param {number} x - The amount to scale in the X axis. + * @param {number} y - The amount to scale in the Y axis. + * @param {number} z - The amount to scale in the Z axis. + * @return {Matrix4} A reference to this matrix. + */ + makeScale( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + /** + * Sets this matrix as a shear transformation. + * + * @param {number} xy - The amount to shear X by Y. + * @param {number} xz - The amount to shear X by Z. + * @param {number} yx - The amount to shear Y by X. + * @param {number} yz - The amount to shear Y by Z. + * @param {number} zx - The amount to shear Z by X. + * @param {number} zy - The amount to shear Z by Y. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Sets this matrix to the transformation composed of the given position, + * rotation (Quaternion) and scale. + * + * @param {Vector3} position - The position vector. + * @param {Quaternion} quaternion - The rotation as a Quaternion. + * @param {Vector3} scale - The scale vector. + * @return {Matrix4} A reference to this matrix. + */ + 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; + + } + + /** + * Decomposes this matrix into its position, rotation and scale components + * and provides the result in the given objects. + * + * Note: Not all matrices are decomposable in this way. For example, if an + * object has a non-uniformly scaled parent, then the object's world matrix + * may not be decomposable, and this method may not be appropriate. + * + * @param {Vector3} position - The position vector. + * @param {Quaternion} quaternion - The rotation as a Quaternion. + * @param {Vector3} scale - The scale vector. + * @return {Matrix4} A reference to this matrix. + */ + decompose( position, quaternion, scale ) { + + const te = this.elements; + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + const det = this.determinant(); + + if ( det === 0 ) { + + scale.set( 1, 1, 1 ); + quaternion.identity(); + + return this; + + } + + let sx = _v1$7.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + const sy = _v1$7.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + const sz = _v1$7.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determinant is negative, we need to invert one scale + if ( det < 0 ) sx = - sx; + + // 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; + + } + + /** + * Creates a perspective projection matrix. This is used internally by + * {@link PerspectiveCamera#updateProjectionMatrix}. + + * @param {number} left - Left boundary of the viewing frustum at the near plane. + * @param {number} right - Right boundary of the viewing frustum at the near plane. + * @param {number} top - Top boundary of the viewing frustum at the near plane. + * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane. + * @param {number} near - The distance from the camera to the near plane. + * @param {number} far - The distance from the camera to the far plane. + * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system. + * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth. + * @return {Matrix4} A reference to this matrix. + */ + makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) { + + 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 ( reversedDepth ) { + + c = near / ( far - near ); + d = ( far * near ) / ( far - near ); + + } else { + + 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; + + } + + /** + * Creates a orthographic projection matrix. This is used internally by + * {@link OrthographicCamera#updateProjectionMatrix}. + + * @param {number} left - Left boundary of the viewing frustum at the near plane. + * @param {number} right - Right boundary of the viewing frustum at the near plane. + * @param {number} top - Top boundary of the viewing frustum at the near plane. + * @param {number} bottom - Bottom boundary of the viewing frustum at the near plane. + * @param {number} near - The distance from the camera to the near plane. + * @param {number} far - The distance from the camera to the far plane. + * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system. + * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth. + * @return {Matrix4} A reference to this matrix. + */ + makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) { + + const te = this.elements; + + const x = 2 / ( right - left ); + const y = 2 / ( top - bottom ); + + const a = - ( right + left ) / ( right - left ); + const b = - ( top + bottom ) / ( top - bottom ); + + let c, d; + + if ( reversedDepth ) { + + c = 1 / ( far - near ); + d = far / ( far - near ); + + } else { + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + c = -2 / ( far - near ); + d = - ( far + near ) / ( far - near ); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + c = -1 / ( far - near ); + d = - near / ( far - near ); + + } else { + + throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem ); + + } + + } + + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = a; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = 0; te[ 13 ] = b; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + + return this; + + } + + /** + * Returns `true` if this matrix is equal with the given one. + * + * @param {Matrix4} matrix - The matrix to test for equality. + * @return {boolean} Whether this matrix is equal with the given one. + */ + 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; + + } + + /** + * Sets the elements of the matrix from the given array. + * + * @param {Array} array - The matrix elements in column-major order. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Matrix4} A reference to this matrix. + */ + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + /** + * Writes the elements of this matrix to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the matrix elements in column-major order. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The matrix elements in column-major order. + */ + 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$7 = /*@__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$2 = /*@__PURE__*/ new Matrix4(); +const _quaternion$4 = /*@__PURE__*/ new Quaternion(); + +/** + * A class representing Euler angles. + * + * Euler angles describe a rotational transformation by rotating an object on + * its various axes in specified amounts per axis, and a specified axis + * order. + * + * Iterating through an instance will yield its components (x, y, z, + * order) in the corresponding order. + * + * ```js + * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' ); + * const b = new THREE.Vector3( 1, 0, 1 ); + * b.applyEuler(a); + * ``` + */ +class Euler { + + /** + * Constructs a new euler instance. + * + * @param {number} [x=0] - The angle of the x axis in radians. + * @param {number} [y=0] - The angle of the y axis in radians. + * @param {number} [z=0] - The angle of the z axis in radians. + * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied. + */ + constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isEuler = true; + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + } + + /** + * The angle of the x axis in radians. + * + * @type {number} + * @default 0 + */ + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + /** + * The angle of the y axis in radians. + * + * @type {number} + * @default 0 + */ + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + /** + * The angle of the z axis in radians. + * + * @type {number} + * @default 0 + */ + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + /** + * A string representing the order that the rotations are applied. + * + * @type {string} + * @default 'XYZ' + */ + get order() { + + return this._order; + + } + + set order( value ) { + + this._order = value; + this._onChangeCallback(); + + } + + /** + * Sets the Euler components. + * + * @param {number} x - The angle of the x axis in radians. + * @param {number} y - The angle of the y axis in radians. + * @param {number} z - The angle of the z axis in radians. + * @param {string} [order] - A string representing the order that the rotations are applied. + * @return {Euler} A reference to this Euler instance. + */ + set( x, y, z, order = this._order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + this._onChangeCallback(); + + return this; + + } + + /** + * Returns a new Euler instance with copied values from this instance. + * + * @return {Euler} A clone of this instance. + */ + clone() { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + } + + /** + * Copies the values of the given Euler instance to this instance. + * + * @param {Euler} euler - The Euler instance to copy. + * @return {Euler} A reference to this Euler instance. + */ + copy( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this._onChangeCallback(); + + return this; + + } + + /** + * Sets the angles of this Euler instance from a pure rotation matrix. + * + * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled). + * @param {string} [order] - A string representing the order that the rotations are applied. + * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. + * @return {Euler} A reference to this Euler instance. + */ + setFromRotationMatrix( m, order = this._order, update = true ) { + + 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: + + warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); + + } + + this._order = order; + + if ( update === true ) this._onChangeCallback(); + + return this; + + } + + /** + * Sets the angles of this Euler instance from a normalized quaternion. + * + * @param {Quaternion} q - A normalized Quaternion. + * @param {string} [order] - A string representing the order that the rotations are applied. + * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. + * @return {Euler} A reference to this Euler instance. + */ + setFromQuaternion( q, order, update ) { + + _matrix$2.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( _matrix$2, order, update ); + + } + + /** + * Sets the angles of this Euler instance from the given vector. + * + * @param {Vector3} v - The vector. + * @param {string} [order] - A string representing the order that the rotations are applied. + * @return {Euler} A reference to this Euler instance. + */ + setFromVector3( v, order = this._order ) { + + return this.set( v.x, v.y, v.z, order ); + + } + + /** + * Resets the euler angle with a new order by creating a quaternion from this + * euler angle and then setting this euler angle with the quaternion and the + * new order. + * + * Warning: This discards revolution information. + * + * @param {string} [newOrder] - A string representing the new order that the rotations are applied. + * @return {Euler} A reference to this Euler instance. + */ + reorder( newOrder ) { + + _quaternion$4.setFromEuler( this ); + + return this.setFromQuaternion( _quaternion$4, newOrder ); + + } + + /** + * Returns `true` if this Euler instance is equal with the given one. + * + * @param {Euler} euler - The Euler instance to test for equality. + * @return {boolean} Whether this Euler instance is equal with the given one. + */ + equals( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + } + + /** + * Sets this Euler instance's components to values from the given array. The first three + * entries of the array are assign to the x,y and z components. An optional fourth entry + * defines the Euler order. + * + * @param {Array} array - An array holding the Euler component values. + * @return {Euler} A reference to this Euler instance. + */ + 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; + + } + + /** + * Writes the components of this Euler instance to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the Euler components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The Euler components. + */ + 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; + + } + +} + +/** + * The default Euler angle order. + * + * @static + * @type {string} + * @default 'XYZ' + */ +Euler.DEFAULT_ORDER = 'XYZ'; + +/** + * A layers object assigns an 3D object to 1 or more of 32 + * layers numbered `0` to `31` - internally the layers are stored as a + * bit mask], and by default all 3D objects are a member of layer `0`. + * + * This can be used to control visibility - an object must share a layer with + * a camera to be visible when that camera's view is + * rendered. + * + * All classes that inherit from {@link Object3D} have an `layers` property which + * is an instance of this class. + */ +class Layers { + + /** + * Constructs a new layers instance, with membership + * initially set to layer `0`. + */ + constructor() { + + /** + * A bit mask storing which of the 32 layers this layers object is currently + * a member of. + * + * @type {number} + */ + this.mask = 1 | 0; + + } + + /** + * Sets membership to the given layer, and remove membership all other layers. + * + * @param {number} layer - The layer to set. + */ + set( layer ) { + + this.mask = ( 1 << layer | 0 ) >>> 0; + + } + + /** + * Adds membership of the given layer. + * + * @param {number} layer - The layer to enable. + */ + enable( layer ) { + + this.mask |= 1 << layer | 0; + + } + + /** + * Adds membership to all layers. + */ + enableAll() { + + this.mask = 0xffffffff | 0; + + } + + /** + * Toggles the membership of the given layer. + * + * @param {number} layer - The layer to toggle. + */ + toggle( layer ) { + + this.mask ^= 1 << layer | 0; + + } + + /** + * Removes membership of the given layer. + * + * @param {number} layer - The layer to enable. + */ + disable( layer ) { + + this.mask &= ~ ( 1 << layer | 0 ); + + } + + /** + * Removes the membership from all layers. + */ + disableAll() { + + this.mask = 0; + + } + + /** + * Returns `true` if this and the given layers object have at least one + * layer in common. + * + * @param {Layers} layers - The layers to test. + * @return {boolean } Whether this and the given layers object have at least one layer in common or not. + */ + test( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + + /** + * Returns `true` if the given layer is enabled. + * + * @param {number} layer - The layer to test. + * @return {boolean } Whether the given layer is enabled or not. + */ + isEnabled( layer ) { + + return ( this.mask & ( 1 << layer | 0 ) ) !== 0; + + } + +} + +let _object3DId = 0; + +const _v1$6 = /*@__PURE__*/ new Vector3(); +const _q1 = /*@__PURE__*/ new Quaternion(); +const _m1$1 = /*@__PURE__*/ new Matrix4(); +const _target = /*@__PURE__*/ new Vector3(); + +const _position$4 = /*@__PURE__*/ new Vector3(); +const _scale$3 = /*@__PURE__*/ new Vector3(); +const _quaternion$3 = /*@__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 ); + +/** + * Fires when the object has been added to its parent object. + * + * @event Object3D#added + * @type {Object} + */ +const _addedEvent = { type: 'added' }; + +/** + * Fires when the object has been removed from its parent object. + * + * @event Object3D#removed + * @type {Object} + */ +const _removedEvent = { type: 'removed' }; + +/** + * Fires when a new child object has been added. + * + * @event Object3D#childadded + * @type {Object} + */ +const _childaddedEvent = { type: 'childadded', child: null }; + +/** + * Fires when a child object has been removed. + * + * @event Object3D#childremoved + * @type {Object} + */ +const _childremovedEvent = { type: 'childremoved', child: null }; + +/** + * This is the base class for most objects in three.js and provides a set of + * properties and methods for manipulating objects in 3D space. + * + * @augments EventDispatcher + */ +class Object3D extends EventDispatcher { + + /** + * Constructs a new 3D object. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isObject3D = true; + + /** + * The ID of the 3D object. + * + * @name Object3D#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _object3DId ++ } ); + + /** + * The UUID of the 3D object. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * The name of the 3D object. + * + * @type {string} + */ + this.name = ''; + + /** + * The type property is used for detecting the object type + * in context of serialization/deserialization. + * + * @type {string} + * @readonly + */ + this.type = 'Object3D'; + + /** + * A reference to the parent object. + * + * @type {?Object3D} + * @default null + */ + this.parent = null; + + /** + * An array holding the child 3D objects of this instance. + * + * @type {Array} + */ + this.children = []; + + /** + * Defines the `up` direction of the 3D object which influences + * the orientation via methods like {@link Object3D#lookAt}. + * + * The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`. + * + * @type {Vector3} + */ + 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, { + /** + * Represents the object's local position. + * + * @name Object3D#position + * @type {Vector3} + * @default (0,0,0) + */ + position: { + configurable: true, + enumerable: true, + value: position + }, + /** + * Represents the object's local rotation as Euler angles, in radians. + * + * @name Object3D#rotation + * @type {Euler} + * @default (0,0,0) + */ + rotation: { + configurable: true, + enumerable: true, + value: rotation + }, + /** + * Represents the object's local rotation as Quaternions. + * + * @name Object3D#quaternion + * @type {Quaternion} + */ + quaternion: { + configurable: true, + enumerable: true, + value: quaternion + }, + /** + * Represents the object's local scale. + * + * @name Object3D#scale + * @type {Vector3} + * @default (1,1,1) + */ + scale: { + configurable: true, + enumerable: true, + value: scale + }, + /** + * Represents the object's model-view matrix. + * + * @name Object3D#modelViewMatrix + * @type {Matrix4} + */ + modelViewMatrix: { + value: new Matrix4() + }, + /** + * Represents the object's normal matrix. + * + * @name Object3D#normalMatrix + * @type {Matrix3} + */ + normalMatrix: { + value: new Matrix3() + } + } ); + + /** + * Represents the object's transformation matrix in local space. + * + * @type {Matrix4} + */ + this.matrix = new Matrix4(); + + /** + * Represents the object's transformation matrix in world space. + * If the 3D object has no parent, then it's identical to the local transformation matrix + * + * @type {Matrix4} + */ + this.matrixWorld = new Matrix4(); + + /** + * When set to `true`, the engine automatically computes the local matrix from position, + * rotation and scale every frame. If set to `false`, the app is responsible for recomputing + * the local matrix by calling `updateMatrix()`. + * + * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`. + * + * @type {boolean} + * @default true + */ + this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE; + + /** + * When set to `true`, the engine automatically computes the world matrix from the current local + * matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for + * recomputing the world matrix by directly updating the `matrixWorld` property. + * + * The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`. + * + * @type {boolean} + * @default true + */ + this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer + + /** + * When set to `true`, it calculates the world matrix in that frame and resets this property + * to `false`. + * + * @type {boolean} + * @default false + */ + this.matrixWorldNeedsUpdate = false; + + /** + * The layer membership of the 3D object. The 3D object is only visible if it has + * at least one layer in common with the camera in use. This property can also be + * used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}. + * + * @type {Layers} + */ + this.layers = new Layers(); + + /** + * When set to `true`, the 3D object gets rendered. + * + * @type {boolean} + * @default true + */ + this.visible = true; + + /** + * When set to `true`, the 3D object gets rendered into shadow maps. + * + * @type {boolean} + * @default false + */ + this.castShadow = false; + + /** + * When set to `true`, the 3D object is affected by shadows in the scene. + * + * @type {boolean} + * @default false + */ + this.receiveShadow = false; + + /** + * When set to `true`, the 3D object is honored by view frustum culling. + * + * @type {boolean} + * @default true + */ + this.frustumCulled = true; + + /** + * This value allows the default rendering order of scene graph objects to be + * overridden although opaque and transparent objects remain sorted independently. + * When this property is set for an instance of {@link Group},all descendants + * objects will be sorted and rendered together. Sorting is from lowest to highest + * render order. + * + * @type {number} + * @default 0 + */ + this.renderOrder = 0; + + /** + * An array holding the animation clips of the 3D object. + * + * @type {Array} + */ + this.animations = []; + + /** + * Custom depth material to be used when rendering to the depth map. Can only be used + * in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight}, + * if you are modifying vertex positions in the vertex shader you must specify a custom depth + * material for proper shadows. + * + * Only relevant in context of {@link WebGLRenderer}. + * + * @type {(Material|undefined)} + * @default undefined + */ + this.customDepthMaterial = undefined; + + /** + * Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}. + * + * Only relevant in context of {@link WebGLRenderer}. + * + * @type {(Material|undefined)} + * @default undefined + */ + this.customDistanceMaterial = undefined; + + /** + * Whether the 3D object is supposed to be static or not. If set to `true`, it means + * the 3D object is not going to be changed after the initial renderer. This includes + * geometry and material settings. A static 3D object can be processed by the renderer + * slightly faster since certain state checks can be bypassed. + * + * Only relevant in context of {@link WebGPURenderer}. + * + * @type {boolean} + * @default false + */ + this.static = false; + + /** + * An object that can be used to store custom data about the 3D object. It + * should not hold references to functions as these will not be cloned. + * + * @type {Object} + */ + this.userData = {}; + + /** + * The pivot point for rotation and scale transformations. + * When set, rotation and scale are applied around this point + * instead of the object's origin. + * + * @type {?Vector3} + * @default null + */ + this.pivot = null; + + } + + /** + * A callback that is executed immediately before a 3D object is rendered to a shadow map. + * + * @param {Renderer|WebGLRenderer} renderer - The renderer. + * @param {Object3D} object - The 3D object. + * @param {Camera} camera - The camera that is used to render the scene. + * @param {Camera} shadowCamera - The shadow camera. + * @param {BufferGeometry} geometry - The 3D object's geometry. + * @param {Material} depthMaterial - The depth material. + * @param {Object} group - The geometry group data. + */ + onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} + + /** + * A callback that is executed immediately after a 3D object is rendered to a shadow map. + * + * @param {Renderer|WebGLRenderer} renderer - The renderer. + * @param {Object3D} object - The 3D object. + * @param {Camera} camera - The camera that is used to render the scene. + * @param {Camera} shadowCamera - The shadow camera. + * @param {BufferGeometry} geometry - The 3D object's geometry. + * @param {Material} depthMaterial - The depth material. + * @param {Object} group - The geometry group data. + */ + onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} + + /** + * A callback that is executed immediately before a 3D object is rendered. + * + * @param {Renderer|WebGLRenderer} renderer - The renderer. + * @param {Object3D} object - The 3D object. + * @param {Camera} camera - The camera that is used to render the scene. + * @param {BufferGeometry} geometry - The 3D object's geometry. + * @param {Material} material - The 3D object's material. + * @param {Object} group - The geometry group data. + */ + onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {} + + /** + * A callback that is executed immediately after a 3D object is rendered. + * + * @param {Renderer|WebGLRenderer} renderer - The renderer. + * @param {Object3D} object - The 3D object. + * @param {Camera} camera - The camera that is used to render the scene. + * @param {BufferGeometry} geometry - The 3D object's geometry. + * @param {Material} material - The 3D object's material. + * @param {Object} group - The geometry group data. + */ + onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {} + + /** + * Applies the given transformation matrix to the object and updates the object's position, + * rotation and scale. + * + * @param {Matrix4} matrix - The transformation matrix. + */ + applyMatrix4( matrix ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + this.matrix.premultiply( matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + } + + /** + * Applies a rotation represented by given the quaternion to the 3D object. + * + * @param {Quaternion} q - The quaternion. + * @return {Object3D} A reference to this instance. + */ + applyQuaternion( q ) { + + this.quaternion.premultiply( q ); + + return this; + + } + + /** + * Sets the given rotation represented as an axis/angle couple to the 3D object. + * + * @param {Vector3} axis - The (normalized) axis vector. + * @param {number} angle - The angle in radians. + */ + setRotationFromAxisAngle( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + } + + /** + * Sets the given rotation represented as Euler angles to the 3D object. + * + * @param {Euler} euler - The Euler angles. + */ + setRotationFromEuler( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + } + + /** + * Sets the given rotation represented as rotation matrix to the 3D object. + * + * @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be + * a pure rotation matrix (i.e, unscaled). + */ + setRotationFromMatrix( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + } + + /** + * Sets the given rotation represented as a Quaternion to the 3D object. + * + * @param {Quaternion} q - The Quaternion + */ + setRotationFromQuaternion( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + } + + /** + * Rotates the 3D object along an axis in local space. + * + * @param {Vector3} axis - The (normalized) axis vector. + * @param {number} angle - The angle in radians. + * @return {Object3D} A reference to this instance. + */ + 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; + + } + + /** + * Rotates the 3D object along an axis in world space. + * + * @param {Vector3} axis - The (normalized) axis vector. + * @param {number} angle - The angle in radians. + * @return {Object3D} A reference to this instance. + */ + 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; + + } + + /** + * Rotates the 3D object around its X axis in local space. + * + * @param {number} angle - The angle in radians. + * @return {Object3D} A reference to this instance. + */ + rotateX( angle ) { + + return this.rotateOnAxis( _xAxis, angle ); + + } + + /** + * Rotates the 3D object around its Y axis in local space. + * + * @param {number} angle - The angle in radians. + * @return {Object3D} A reference to this instance. + */ + rotateY( angle ) { + + return this.rotateOnAxis( _yAxis, angle ); + + } + + /** + * Rotates the 3D object around its Z axis in local space. + * + * @param {number} angle - The angle in radians. + * @return {Object3D} A reference to this instance. + */ + rotateZ( angle ) { + + return this.rotateOnAxis( _zAxis, angle ); + + } + + /** + * Translate the 3D object by a distance along the given axis in local space. + * + * @param {Vector3} axis - The (normalized) axis vector. + * @param {number} distance - The distance in world units. + * @return {Object3D} A reference to this instance. + */ + translateOnAxis( axis, distance ) { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + _v1$6.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( _v1$6.multiplyScalar( distance ) ); + + return this; + + } + + /** + * Translate the 3D object by a distance along its X-axis in local space. + * + * @param {number} distance - The distance in world units. + * @return {Object3D} A reference to this instance. + */ + translateX( distance ) { + + return this.translateOnAxis( _xAxis, distance ); + + } + + /** + * Translate the 3D object by a distance along its Y-axis in local space. + * + * @param {number} distance - The distance in world units. + * @return {Object3D} A reference to this instance. + */ + translateY( distance ) { + + return this.translateOnAxis( _yAxis, distance ); + + } + + /** + * Translate the 3D object by a distance along its Z-axis in local space. + * + * @param {number} distance - The distance in world units. + * @return {Object3D} A reference to this instance. + */ + translateZ( distance ) { + + return this.translateOnAxis( _zAxis, distance ); + + } + + /** + * Converts the given vector from this 3D object's local space to world space. + * + * @param {Vector3} vector - The vector to convert. + * @return {Vector3} The converted vector. + */ + localToWorld( vector ) { + + this.updateWorldMatrix( true, false ); + + return vector.applyMatrix4( this.matrixWorld ); + + } + + /** + * Converts the given vector from this 3D object's world space to local space. + * + * @param {Vector3} vector - The vector to convert. + * @return {Vector3} The converted vector. + */ + worldToLocal( vector ) { + + this.updateWorldMatrix( true, false ); + + return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() ); + + } + + /** + * Rotates the object to face a point in world space. + * + * This method does not support objects having non-uniformly-scaled parent(s). + * + * @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space + * @param {number} [y] - The y coordinate in world space. + * @param {number} [z] - The z coordinate in world space. + */ + 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$4.setFromMatrixPosition( this.matrixWorld ); + + if ( this.isCamera || this.isLight ) { + + _m1$1.lookAt( _position$4, _target, this.up ); + + } else { + + _m1$1.lookAt( _target, _position$4, this.up ); + + } + + this.quaternion.setFromRotationMatrix( _m1$1 ); + + if ( parent ) { + + _m1$1.extractRotation( parent.matrixWorld ); + _q1.setFromRotationMatrix( _m1$1 ); + this.quaternion.premultiply( _q1.invert() ); + + } + + } + + /** + * Adds the given 3D object as a child to this 3D object. An arbitrary number of + * objects may be added. Any current parent on an object passed in here will be + * removed, since an object can have at most one parent. + * + * @fires Object3D#added + * @fires Object3D#childadded + * @param {Object3D} object - The 3D object to add. + * @return {Object3D} A reference to this instance. + */ + add( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + } + + if ( object === this ) { + + error( 'Object3D.add: object can\'t be added as a child of itself.', object ); + return this; + + } + + if ( object && object.isObject3D ) { + + object.removeFromParent(); + object.parent = this; + this.children.push( object ); + + object.dispatchEvent( _addedEvent ); + + _childaddedEvent.child = object; + this.dispatchEvent( _childaddedEvent ); + _childaddedEvent.child = null; + + } else { + + error( 'Object3D.add: object not an instance of THREE.Object3D.', object ); + + } + + return this; + + } + + /** + * Removes the given 3D object as child from this 3D object. + * An arbitrary number of objects may be removed. + * + * @fires Object3D#removed + * @fires Object3D#childremoved + * @param {Object3D} object - The 3D object to remove. + * @return {Object3D} A reference to this instance. + */ + remove( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + return this; + + } + + const index = this.children.indexOf( object ); + + if ( index !== -1 ) { + + object.parent = null; + this.children.splice( index, 1 ); + + object.dispatchEvent( _removedEvent ); + + _childremovedEvent.child = object; + this.dispatchEvent( _childremovedEvent ); + _childremovedEvent.child = null; + + } + + return this; + + } + + /** + * Removes this 3D object from its current parent. + * + * @fires Object3D#removed + * @fires Object3D#childremoved + * @return {Object3D} A reference to this instance. + */ + removeFromParent() { + + const parent = this.parent; + + if ( parent !== null ) { + + parent.remove( this ); + + } + + return this; + + } + + /** + * Removes all child objects. + * + * @fires Object3D#removed + * @fires Object3D#childremoved + * @return {Object3D} A reference to this instance. + */ + clear() { + + return this.remove( ... this.children ); + + } + + /** + * Adds the given 3D object as a child of this 3D object, while maintaining the object's world + * transform. This method does not support scene graphs having non-uniformly-scaled nodes(s). + * + * @fires Object3D#added + * @fires Object3D#childadded + * @param {Object3D} object - The 3D object to attach. + * @return {Object3D} A reference to this instance. + */ + 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 ); + + object.removeFromParent(); + object.parent = this; + this.children.push( object ); + + object.updateWorldMatrix( false, true ); + + object.dispatchEvent( _addedEvent ); + + _childaddedEvent.child = object; + this.dispatchEvent( _childaddedEvent ); + _childaddedEvent.child = null; + + return this; + + } + + /** + * Searches through the 3D object and its children, starting with the 3D object + * itself, and returns the first with a matching ID. + * + * @param {number} id - The id. + * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found. + */ + getObjectById( id ) { + + return this.getObjectByProperty( 'id', id ); + + } + + /** + * Searches through the 3D object and its children, starting with the 3D object + * itself, and returns the first with a matching name. + * + * @param {string} name - The name. + * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found. + */ + getObjectByName( name ) { + + return this.getObjectByProperty( 'name', name ); + + } + + /** + * Searches through the 3D object and its children, starting with the 3D object + * itself, and returns the first with a matching property value. + * + * @param {string} name - The name of the property. + * @param {any} value - The value. + * @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found. + */ + 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; + + } + + /** + * Searches through the 3D object and its children, starting with the 3D object + * itself, and returns all 3D objects with a matching property value. + * + * @param {string} name - The name of the property. + * @param {any} value - The value. + * @param {Array} result - The method stores the result in this array. + * @return {Array} The found 3D objects. + */ + getObjectsByProperty( name, value, result = [] ) { + + if ( this[ name ] === value ) result.push( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].getObjectsByProperty( name, value, result ); + + } + + return result; + + } + + /** + * Returns a vector representing the position of the 3D object in world space. + * + * @param {Vector3} target - The target vector the result is stored to. + * @return {Vector3} The 3D object's position in world space. + */ + getWorldPosition( target ) { + + this.updateWorldMatrix( true, false ); + + return target.setFromMatrixPosition( this.matrixWorld ); + + } + + /** + * Returns a Quaternion representing the position of the 3D object in world space. + * + * @param {Quaternion} target - The target Quaternion the result is stored to. + * @return {Quaternion} The 3D object's rotation in world space. + */ + getWorldQuaternion( target ) { + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$4, target, _scale$3 ); + + return target; + + } + + /** + * Returns a vector representing the scale of the 3D object in world space. + * + * @param {Vector3} target - The target vector the result is stored to. + * @return {Vector3} The 3D object's scale in world space. + */ + getWorldScale( target ) { + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$4, _quaternion$3, target ); + + return target; + + } + + /** + * Returns a vector representing the ("look") direction of the 3D object in world space. + * + * @param {Vector3} target - The target vector the result is stored to. + * @return {Vector3} The 3D object's direction in world space. + */ + getWorldDirection( target ) { + + this.updateWorldMatrix( true, false ); + + const e = this.matrixWorld.elements; + + return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); + + } + + /** + * Abstract method to get intersections between a casted ray and this + * 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points} + * implement this method in order to use raycasting. + * + * @abstract + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - An array holding the result of the method. + */ + raycast( /* raycaster, intersects */ ) {} + + /** + * Executes the callback on this 3D object and all descendants. + * + * Note: Modifying the scene graph inside the callback is discouraged. + * + * @param {Function} callback - A callback function that allows to process the current 3D object. + */ + traverse( callback ) { + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + } + + /** + * Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects. + * Descendants of invisible 3D objects are not traversed. + * + * Note: Modifying the scene graph inside the callback is discouraged. + * + * @param {Function} callback - A callback function that allows to process the current 3D object. + */ + 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 ); + + } + + } + + /** + * Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors. + * + * Note: Modifying the scene graph inside the callback is discouraged. + * + * @param {Function} callback - A callback function that allows to process the current 3D object. + */ + traverseAncestors( callback ) { + + const parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + } + + /** + * Updates the transformation matrix in local space by computing it from the current + * position, rotation and scale values. + */ + updateMatrix() { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + const pivot = this.pivot; + + if ( pivot !== null ) { + + const px = pivot.x, py = pivot.y, pz = pivot.z; + const te = this.matrix.elements; + + te[ 12 ] += px - te[ 0 ] * px - te[ 4 ] * py - te[ 8 ] * pz; + te[ 13 ] += py - te[ 1 ] * px - te[ 5 ] * py - te[ 9 ] * pz; + te[ 14 ] += pz - te[ 2 ] * px - te[ 6 ] * py - te[ 10 ] * pz; + + } + + this.matrixWorldNeedsUpdate = true; + + } + + /** + * Updates the transformation matrix in world space of this 3D objects and its descendants. + * + * To ensure correct results, this method also recomputes the 3D object's transformation matrix in + * local space. The computation of the local and world matrix can be controlled with the + * {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both + * `true` by default. Set these flags to `false` if you need more control over the update matrix process. + * + * @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even + * when {@link Object3D#matrixWorldNeedsUpdate} is `false`. + */ + updateMatrixWorld( force ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.matrixWorldAutoUpdate === true ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // make sure descendants are updated if required + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + const child = children[ i ]; + + child.updateMatrixWorld( force ); + + } + + } + + /** + * An alternative version of {@link Object3D#updateMatrixWorld} with more control over the + * update of ancestor and descendant nodes. + * + * @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not. + * @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not. + */ + updateWorldMatrix( updateParents, updateChildren ) { + + const parent = this.parent; + + if ( updateParents === true && parent !== null ) { + + parent.updateWorldMatrix( true, false ); + + } + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldAutoUpdate === true ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + } + + // make sure descendants are updated + + if ( updateChildren === true ) { + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + const child = children[ i ]; + + child.updateWorldMatrix( false, true ); + + } + + } + + } + + /** + * Serializes the 3D object into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized 3D object. + * @see {@link ObjectLoader#parse} + */ + 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: 4.7, + 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 ( this.static !== false ) object.static = this.static; + 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.pivot !== null ) object.pivot = this.pivot.toArray(); + + if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; + + if ( this.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, this.morphTargetDictionary ); + if ( this.morphTargetInfluences !== undefined ) object.morphTargetInfluences = this.morphTargetInfluences.slice(); + + // object specific properties + + if ( this.isInstancedMesh ) { + + object.type = 'InstancedMesh'; + object.count = this.count; + object.instanceMatrix = this.instanceMatrix.toJSON(); + if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); + + } + + if ( this.isBatchedMesh ) { + + object.type = 'BatchedMesh'; + object.perObjectFrustumCulled = this.perObjectFrustumCulled; + object.sortObjects = this.sortObjects; + + object.drawRanges = this._drawRanges; + object.reservedRanges = this._reservedRanges; + + object.geometryInfo = this._geometryInfo.map( info => ( { + ...info, + boundingBox: info.boundingBox ? info.boundingBox.toJSON() : undefined, + boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : undefined + } ) ); + object.instanceInfo = this._instanceInfo.map( info => ( { ...info } ) ); + + object.availableInstanceIds = this._availableInstanceIds.slice(); + object.availableGeometryIds = this._availableGeometryIds.slice(); + + object.nextIndexStart = this._nextIndexStart; + object.nextVertexStart = this._nextVertexStart; + object.geometryCount = this._geometryCount; + + object.maxInstanceCount = this._maxInstanceCount; + object.maxVertexCount = this._maxVertexCount; + object.maxIndexCount = this._maxIndexCount; + + object.geometryInitialized = this._geometryInitialized; + + object.matricesTexture = this._matricesTexture.toJSON( meta ); + + object.indirectTexture = this._indirectTexture.toJSON( meta ); + + if ( this._colorsTexture !== null ) { + + object.colorsTexture = this._colorsTexture.toJSON( meta ); + + } + + if ( this.boundingSphere !== null ) { + + object.boundingSphere = this.boundingSphere.toJSON(); + + } + + if ( this.boundingBox !== null ) { + + object.boundingBox = this.boundingBox.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; + + } + + } + + /** + * Returns a new 3D object with copied values from this instance. + * + * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned. + * @return {Object3D} A clone of this instance. + */ + clone( recursive ) { + + return new this.constructor().copy( this, recursive ); + + } + + /** + * Copies the values of the given 3D object to this instance. + * + * @param {Object3D} source - The 3D object to copy. + * @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned. + * @return {Object3D} A reference to this instance. + */ + 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.pivot = ( source.pivot !== null ) ? source.pivot.clone() : null; + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + + this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.layers.mask = source.layers.mask; + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.static = source.static; + + this.animations = source.animations.slice(); + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( let i = 0; i < source.children.length; i ++ ) { + + const child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + +} + +/** + * The default up direction for objects, also used as the default + * position for {@link DirectionalLight} and {@link HemisphereLight}. + * + * @static + * @type {Vector3} + * @default (0,1,0) + */ +Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 ); + +/** + * The default setting for {@link Object3D#matrixAutoUpdate} for + * newly created 3D objects. + * + * @static + * @type {boolean} + * @default true + */ +Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true; + +/** + * The default setting for {@link Object3D#matrixWorldAutoUpdate} for + * newly created 3D objects. + * + * @static + * @type {boolean} + * @default true + */ +Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true; + +/** + * This is almost identical to an {@link Object3D}. Its purpose is to + * make working with groups of objects syntactically clearer. + * + * ```js + * // Create a group and add the two cubes. + * // These cubes can now be rotated / scaled etc as a group. + * const group = new THREE.Group(); + * + * group.add( meshA ); + * group.add( meshB ); + * + * scene.add( group ); + * ``` + * + * @augments Object3D + */ +class Group extends Object3D { + + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isGroup = true; + + this.type = 'Group'; + + } + +} + +const _moveEvent = { type: 'move' }; + +/** + * Class for representing a XR controller with its + * different coordinate systems. + * + * @private + */ +class WebXRController { + + /** + * Constructs a new XR controller. + */ + constructor() { + + /** + * A group representing the target ray space + * of the XR controller. + * + * @private + * @type {?Group} + * @default null + */ + this._targetRay = null; + + /** + * A group representing the grip space + * of the XR controller. + * + * @private + * @type {?Group} + * @default null + */ + this._grip = null; + + /** + * A group representing the hand space + * of the XR controller. + * + * @private + * @type {?Group} + * @default null + */ + this._hand = null; + + } + + /** + * Returns a group representing the hand space of the XR controller. + * + * @return {Group} A group representing the hand space of the XR controller. + */ + 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; + + } + + /** + * Returns a group representing the target ray space of the XR controller. + * + * @return {Group} A group representing the target ray space of the XR controller. + */ + 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; + + } + + /** + * Returns a group representing the grip space of the XR controller. + * + * @return {Group} A group representing the grip space of the XR controller. + */ + 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(); + this._grip.eventsEnabled = false; + + } + + return this._grip; + + } + + /** + * Dispatches the given event to the groups representing + * the different coordinate spaces of the XR controller. + * + * @param {Object} event - The event to dispatch. + * @return {WebXRController} A reference to this instance. + */ + 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; + + } + + /** + * Connects the controller with the given XR input source. + * + * @param {XRInputSource} inputSource - The input source. + * @return {WebXRController} A reference to this instance. + */ + 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; + + } + + /** + * Disconnects the controller from the given XR input source. + * + * @param {XRInputSource} inputSource - The input source. + * @return {WebXRController} A reference to this instance. + */ + 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; + + } + + /** + * Updates the controller with the given input source, XR frame and reference space. + * This updates the transformations of the groups that represent the different + * coordinate systems of the controller. + * + * @param {XRInputSource} inputSource - The input source. + * @param {XRFrame} frame - The XR frame. + * @param {XRReferenceSpace} referenceSpace - The reference space. + * @return {WebXRController} A reference to this instance. + */ + 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; + + } + + // grip update event if enabled + if ( grip.eventsEnabled ) { + + grip.dispatchEvent( { + type: 'gripUpdated', + data: inputSource, + target: this + } ); + + } + + } + + } + + } + + 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; + + } + + /** + * Returns a group representing the hand joint for the given input joint. + * + * @private + * @param {Group} hand - The group representing the hand space. + * @param {XRJointSpace} inputjoint - The hand joint data. + * @return {Group} A group representing the hand joint for the given input joint. + */ + _getHandJoint( hand, inputjoint ) { + + if ( hand.joints[ inputjoint.jointName ] === undefined ) { + + const joint = new Group(); + joint.matrixAutoUpdate = false; + joint.visible = false; + hand.joints[ inputjoint.jointName ] = joint; + + hand.add( joint ); + + } + + return hand.joints[ inputjoint.jointName ]; + + } + +} + +const _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; + +} + +/** + * A Color instance is represented by RGB components in the linear working + * color space, which defaults to `LinearSRGBColorSpace`. Inputs + * conventionally using `SRGBColorSpace` (such as hexadecimals and CSS + * strings) are converted to the working color space automatically. + * + * ```js + * // converted automatically from SRGBColorSpace to LinearSRGBColorSpace + * const color = new THREE.Color().setHex( 0x112233 ); + * ``` + * Source color spaces may be specified explicitly, to ensure correct conversions. + * ```js + * // assumed already LinearSRGBColorSpace; no conversion + * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5 ); + * + * // converted explicitly from SRGBColorSpace to LinearSRGBColorSpace + * const color = new THREE.Color().setRGB( 0.5, 0.5, 0.5, SRGBColorSpace ); + * ``` + * If THREE.ColorManagement is disabled, no conversions occur. For details, + * see Color management. Iterating through a Color instance will yield + * its components (r, g, b) in the corresponding order. A Color can be initialised + * in any of the following ways: + * ```js + * //empty constructor - will default white + * const color1 = new THREE.Color(); + * + * //Hexadecimal color (recommended) + * const color2 = new THREE.Color( 0xff0000 ); + * + * //RGB string + * const color3 = new THREE.Color("rgb(255, 0, 0)"); + * const color4 = new THREE.Color("rgb(100%, 0%, 0%)"); + * + * //X11 color name - all 140 color names are supported. + * //Note the lack of CamelCase in the name + * const color5 = new THREE.Color( 'skyblue' ); + * //HSL string + * const color6 = new THREE.Color("hsl(0, 100%, 50%)"); + * + * //Separate RGB values between 0 and 1 + * const color7 = new THREE.Color( 1, 0, 0 ); + * ``` + */ +class Color { + + /** + * Constructs a new color. + * + * Note that standard method of specifying color in three.js is with a hexadecimal triplet, + * and that method is used throughout the rest of the documentation. + * + * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are + * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance. + * @param {number} [g] - The green component. + * @param {number} [b] - The blue component. + */ + constructor( r, g, b ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isColor = true; + + /** + * The red component. + * + * @type {number} + * @default 1 + */ + this.r = 1; + + /** + * The green component. + * + * @type {number} + * @default 1 + */ + this.g = 1; + + /** + * The blue component. + * + * @type {number} + * @default 1 + */ + this.b = 1; + + return this.set( r, g, b ); + + } + + /** + * Sets the colors's components from the given values. + * + * @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are + * not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance. + * @param {number} [g] - The green component. + * @param {number} [b] - The blue component. + * @return {Color} A reference to this color. + */ + 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; + + } + + /** + * Sets the colors's components to the given scalar value. + * + * @param {number} scalar - The scalar value. + * @return {Color} A reference to this color. + */ + setScalar( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + return this; + + } + + /** + * Sets this color from a hexadecimal value. + * + * @param {number} hex - The hexadecimal value. + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {Color} A reference to this color. + */ + 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.colorSpaceToWorking( this, colorSpace ); + + return this; + + } + + /** + * Sets this color from RGB values. + * + * @param {number} r - Red channel value between `0.0` and `1.0`. + * @param {number} g - Green channel value between `0.0` and `1.0`. + * @param {number} b - Blue channel value between `0.0` and `1.0`. + * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. + * @return {Color} A reference to this color. + */ + setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) { + + this.r = r; + this.g = g; + this.b = b; + + ColorManagement.colorSpaceToWorking( this, colorSpace ); + + return this; + + } + + /** + * Sets this color from RGB values. + * + * @param {number} h - Hue value between `0.0` and `1.0`. + * @param {number} s - Saturation value between `0.0` and `1.0`. + * @param {number} l - Lightness value between `0.0` and `1.0`. + * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. + * @return {Color} A reference to this color. + */ + 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.colorSpaceToWorking( this, colorSpace ); + + return this; + + } + + /** + * Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`, + * `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or + * any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) - + * all 140 color names are supported). + * + * @param {string} style - Color as a CSS-style string. + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {Color} A reference to this color. + */ + setStyle( style, colorSpace = SRGBColorSpace ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + warn( '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*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setHSL( + parseFloat( color[ 1 ] ) / 360, + parseFloat( color[ 2 ] ) / 100, + parseFloat( color[ 3 ] ) / 100, + colorSpace + ); + + } + + break; + + default: + + warn( 'Color: Unknown color model ' + style ); + + } + + } else if ( m = /^\#([A-Fa-f\d]+)$/.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 { + + warn( 'Color: Invalid hex color ' + style ); + + } + + } else if ( style && style.length > 0 ) { + + return this.setColorName( style, colorSpace ); + + } + + return this; + + } + + /** + * Sets this color from a color name. Faster than {@link Color#setStyle} if + * you don't need the other CSS-style formats. + * + * For convenience, the list of names is exposed in `Color.NAMES` as a hash. + * ```js + * Color.NAMES.aliceblue // returns 0xF0F8FF + * ``` + * + * @param {string} style - The color name. + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {Color} A reference to this color. + */ + setColorName( style, colorSpace = SRGBColorSpace ) { + + // color keywords + const hex = _colorKeywords[ style.toLowerCase() ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex, colorSpace ); + + } else { + + // unknown color + warn( 'Color: Unknown color ' + style ); + + } + + return this; + + } + + /** + * Returns a new color with copied values from this instance. + * + * @return {Color} A clone of this instance. + */ + clone() { + + return new this.constructor( this.r, this.g, this.b ); + + } + + /** + * Copies the values of the given color to this instance. + * + * @param {Color} color - The color to copy. + * @return {Color} A reference to this color. + */ + copy( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + } + + /** + * Copies the given color into this color, and then converts this color from + * `SRGBColorSpace` to `LinearSRGBColorSpace`. + * + * @param {Color} color - The color to copy/convert. + * @return {Color} A reference to this color. + */ + copySRGBToLinear( color ) { + + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); + + return this; + + } + + /** + * Copies the given color into this color, and then converts this color from + * `LinearSRGBColorSpace` to `SRGBColorSpace`. + * + * @param {Color} color - The color to copy/convert. + * @return {Color} A reference to this color. + */ + copyLinearToSRGB( color ) { + + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); + + return this; + + } + + /** + * Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`. + * + * @return {Color} A reference to this color. + */ + convertSRGBToLinear() { + + this.copySRGBToLinear( this ); + + return this; + + } + + /** + * Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`. + * + * @return {Color} A reference to this color. + */ + convertLinearToSRGB() { + + this.copyLinearToSRGB( this ); + + return this; + + } + + /** + * Returns the hexadecimal value of this color. + * + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {number} The hexadecimal value. + */ + getHex( colorSpace = SRGBColorSpace ) { + + ColorManagement.workingToColorSpace( _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 ) ); + + } + + /** + * Returns the hexadecimal value of this color as a string (for example, 'FFFFFF'). + * + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {string} The hexadecimal value as a string. + */ + getHexString( colorSpace = SRGBColorSpace ) { + + return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 ); + + } + + /** + * Converts the colors RGB values into the HSL format and stores them into the + * given target object. + * + * @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result. + * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. + * @return {{h:number,s:number,l:number}} The HSL representation of this color. + */ + getHSL( target, colorSpace = ColorManagement.workingColorSpace ) { + + // h,s,l ranges are in 0.0 - 1.0 + + ColorManagement.workingToColorSpace( _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; + + } + + /** + * Returns the RGB values of this color and stores them into the given target object. + * + * @param {Color} target - The target color that is used to store the method's result. + * @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space. + * @return {Color} The RGB representation of this color. + */ + getRGB( target, colorSpace = ColorManagement.workingColorSpace ) { + + ColorManagement.workingToColorSpace( _color.copy( this ), colorSpace ); + + target.r = _color.r; + target.g = _color.g; + target.b = _color.b; + + return target; + + } + + /** + * Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`. + * + * @param {string} [colorSpace=SRGBColorSpace] - The color space. + * @return {string} The CSS representation of this color. + */ + getStyle( colorSpace = SRGBColorSpace ) { + + ColorManagement.workingToColorSpace( _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 ) })`; + + } + + /** + * Adds the given HSL values to this color's values. + * Internally, this converts the color's RGB values to HSL, adds HSL + * and then converts the color back to RGB. + * + * @param {number} h - Hue value between `0.0` and `1.0`. + * @param {number} s - Saturation value between `0.0` and `1.0`. + * @param {number} l - Lightness value between `0.0` and `1.0`. + * @return {Color} A reference to this color. + */ + offsetHSL( h, s, l ) { + + this.getHSL( _hslA ); + + return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l ); + + } + + /** + * Adds the RGB values of the given color to the RGB values of this color. + * + * @param {Color} color - The color to add. + * @return {Color} A reference to this color. + */ + add( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + } + + /** + * Adds the RGB values of the given colors and stores the result in this instance. + * + * @param {Color} color1 - The first color. + * @param {Color} color2 - The second color. + * @return {Color} A reference to this color. + */ + addColors( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + } + + /** + * Adds the given scalar value to the RGB values of this color. + * + * @param {number} s - The scalar to add. + * @return {Color} A reference to this color. + */ + addScalar( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + } + + /** + * Subtracts the RGB values of the given color from the RGB values of this color. + * + * @param {Color} color - The color to subtract. + * @return {Color} A reference to this color. + */ + 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; + + } + + /** + * Multiplies the RGB values of the given color with the RGB values of this color. + * + * @param {Color} color - The color to multiply. + * @return {Color} A reference to this color. + */ + multiply( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + } + + /** + * Multiplies the given scalar value with the RGB values of this color. + * + * @param {number} s - The scalar to multiply. + * @return {Color} A reference to this color. + */ + multiplyScalar( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + } + + /** + * Linearly interpolates this color's RGB values toward the RGB values of the + * given color. The alpha argument can be thought of as the ratio between + * the two colors, where `0.0` is this color and `1.0` is the first argument. + * + * @param {Color} color - The color to converge on. + * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`. + * @return {Color} A reference to this color. + */ + 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; + + } + + /** + * Linearly interpolates between the given colors and stores the result in this instance. + * The alpha argument can be thought of as the ratio between the two colors, where `0.0` + * is the first and `1.0` is the second color. + * + * @param {Color} color1 - The first color. + * @param {Color} color2 - The second color. + * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`. + * @return {Color} A reference to this color. + */ + 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; + + } + + /** + * Linearly interpolates this color's HSL values toward the HSL values of the + * given color. It differs from {@link Color#lerp} by not interpolating straight + * from one color to the other, but instead going through all the hues in between + * those two colors. The alpha argument can be thought of as the ratio between + * the two colors, where 0.0 is this color and 1.0 is the first argument. + * + * @param {Color} color - The color to converge on. + * @param {number} alpha - The interpolation factor in the closed interval `[0,1]`. + * @return {Color} A reference to this color. + */ + 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; + + } + + /** + * Sets the color's RGB components from the given 3D vector. + * + * @param {Vector3} v - The vector to set. + * @return {Color} A reference to this color. + */ + setFromVector3( v ) { + + this.r = v.x; + this.g = v.y; + this.b = v.z; + + return this; + + } + + /** + * Transforms this color with the given 3x3 matrix. + * + * @param {Matrix3} m - The matrix. + * @return {Color} A reference to this color. + */ + 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; + + } + + /** + * Returns `true` if this color is equal with the given one. + * + * @param {Color} c - The color to test for equality. + * @return {boolean} Whether this bounding color is equal with the given one. + */ + equals( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + } + + /** + * Sets this color's RGB components from the given array. + * + * @param {Array} array - An array holding the RGB values. + * @param {number} [offset=0] - The offset into the array. + * @return {Color} A reference to this color. + */ + fromArray( array, offset = 0 ) { + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + } + + /** + * Writes the RGB components of this color to the given array. If no array is provided, + * the method returns a new instance. + * + * @param {Array} [array=[]] - The target array holding the color components. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Array} The color components. + */ + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + } + + /** + * Sets the components of this color from the given buffer attribute. + * + * @param {BufferAttribute} attribute - The buffer attribute holding color data. + * @param {number} index - The index into the attribute. + * @return {Color} A reference to this color. + */ + fromBufferAttribute( attribute, index ) { + + this.r = attribute.getX( index ); + this.g = attribute.getY( index ); + this.b = attribute.getZ( index ); + + return this; + + } + + /** + * This methods defines the serialization result of this class. Returns the color + * as a hexadecimal value. + * + * @return {number} The hexadecimal value. + */ + toJSON() { + + return this.getHex(); + + } + + *[ Symbol.iterator ]() { + + yield this.r; + yield this.g; + yield this.b; + + } + +} + +const _color = /*@__PURE__*/ new Color(); + +/** + * A dictionary with X11 color names. + * + * Note that multiple words such as Dark Orange become the string 'darkorange'. + * + * @static + * @type {Object} + */ +Color.NAMES = _colorKeywords; + +/** + * This class can be used to define an exponential squared fog, + * which gives a clear view near the camera and a faster than exponentially + * densening fog farther from the camera. + * + * ```js + * const scene = new THREE.Scene(); + * scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 ); + * ``` + */ +class FogExp2 { + + /** + * Constructs a new fog. + * + * @param {number|Color} color - The fog's color. + * @param {number} [density=0.00025] - Defines how fast the fog will grow dense. + */ + constructor( color, density = 0.00025 ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isFogExp2 = true; + + /** + * The name of the fog. + * + * @type {string} + */ + this.name = ''; + + /** + * The fog's color. + * + * @type {Color} + */ + this.color = new Color( color ); + + /** + * Defines how fast the fog will grow dense. + * + * @type {number} + * @default 0.00025 + */ + this.density = density; + + } + + /** + * Returns a new fog with copied values from this instance. + * + * @return {FogExp2} A clone of this instance. + */ + clone() { + + return new FogExp2( this.color, this.density ); + + } + + /** + * Serializes the fog into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized fog + */ + toJSON( /* meta */ ) { + + return { + type: 'FogExp2', + name: this.name, + color: this.color.getHex(), + density: this.density + }; + + } + +} + +/** + * This class can be used to define a linear fog that grows linearly denser + * with the distance. + * + * ```js + * const scene = new THREE.Scene(); + * scene.fog = new THREE.Fog( 0xcccccc, 10, 15 ); + * ``` + */ +class Fog { + + /** + * Constructs a new fog. + * + * @param {number|Color} color - The fog's color. + * @param {number} [near=1] - The minimum distance to start applying fog. + * @param {number} [far=1000] - The maximum distance at which fog stops being calculated and applied. + */ + constructor( color, near = 1, far = 1000 ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isFog = true; + + /** + * The name of the fog. + * + * @type {string} + */ + this.name = ''; + + /** + * The fog's color. + * + * @type {Color} + */ + this.color = new Color( color ); + + /** + * The minimum distance to start applying fog. Objects that are less than + * `near` units from the active camera won't be affected by fog. + * + * @type {number} + * @default 1 + */ + this.near = near; + + /** + * The maximum distance at which fog stops being calculated and applied. + * Objects that are more than `far` units away from the active camera won't + * be affected by fog. + * + * @type {number} + * @default 1000 + */ + this.far = far; + + } + + /** + * Returns a new fog with copied values from this instance. + * + * @return {Fog} A clone of this instance. + */ + clone() { + + return new Fog( this.color, this.near, this.far ); + + } + + /** + * Serializes the fog into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized fog + */ + toJSON( /* meta */ ) { + + return { + type: 'Fog', + name: this.name, + color: this.color.getHex(), + near: this.near, + far: this.far + }; + + } + +} + +/** + * Scenes allow you to set up what is to be rendered and where by three.js. + * This is where you place 3D objects like meshes, lines or lights. + * + * @augments Object3D + */ +class Scene extends Object3D { + + /** + * Constructs a new scene. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isScene = true; + + this.type = 'Scene'; + + /** + * Defines the background of the scene. Valid inputs are: + * + * - A color for defining a uniform colored background. + * - A texture for defining a (flat) textured background. + * - Cube textures or equirectangular textures for defining a skybox. + * + * @type {?(Color|Texture)} + * @default null + */ + this.background = null; + + /** + * Sets the environment map for all physical materials in the scene. However, + * it's not possible to overwrite an existing texture assigned to the `envMap` + * material property. + * + * @type {?Texture} + * @default null + */ + this.environment = null; + + /** + * A fog instance defining the type of fog that affects everything + * rendered in the scene. + * + * @type {?(Fog|FogExp2)} + * @default null + */ + this.fog = null; + + /** + * Sets the blurriness of the background. Only influences environment maps + * assigned to {@link Scene#background}. Valid input is a float between `0` + * and `1`. + * + * @type {number} + * @default 0 + */ + this.backgroundBlurriness = 0; + + /** + * Attenuates the color of the background. Only applies to background textures. + * + * @type {number} + * @default 1 + */ + this.backgroundIntensity = 1; + + /** + * The rotation of the background in radians. Only influences environment maps + * assigned to {@link Scene#background}. + * + * @type {Euler} + * @default (0,0,0) + */ + this.backgroundRotation = new Euler(); + + /** + * Attenuates the color of the environment. Only influences environment maps + * assigned to {@link Scene#environment}. + * + * @type {number} + * @default 1 + */ + this.environmentIntensity = 1; + + /** + * The rotation of the environment map in radians. Only influences physical materials + * in the scene when {@link Scene#environment} is used. + * + * @type {Euler} + * @default (0,0,0) + */ + this.environmentRotation = new Euler(); + + /** + * Forces everything in the scene to be rendered with the defined material. It is possible + * to exclude materials from override by setting {@link Material#allowOverride} to `false`. + * + * @type {?Material} + * @default null + */ + this.overrideMaterial = null; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.environment !== null ) this.environment = source.environment.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + + this.backgroundBlurriness = source.backgroundBlurriness; + this.backgroundIntensity = source.backgroundIntensity; + this.backgroundRotation.copy( source.backgroundRotation ); + + this.environmentIntensity = source.environmentIntensity; + this.environmentRotation.copy( source.environmentRotation ); + + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + + if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness; + if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity; + data.object.backgroundRotation = this.backgroundRotation.toArray(); + + if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity; + data.object.environmentRotation = this.environmentRotation.toArray(); + + return data; + + } + +} + +const _v0$2 = /*@__PURE__*/ new Vector3(); +const _v1$5 = /*@__PURE__*/ new Vector3(); +const _v2$4 = /*@__PURE__*/ new Vector3(); +const _v3$2 = /*@__PURE__*/ new Vector3(); + +const _vab = /*@__PURE__*/ new Vector3(); +const _vac = /*@__PURE__*/ new Vector3(); +const _vbc = /*@__PURE__*/ new Vector3(); +const _vap = /*@__PURE__*/ new Vector3(); +const _vbp = /*@__PURE__*/ new Vector3(); +const _vcp = /*@__PURE__*/ new Vector3(); + +const _v40 = /*@__PURE__*/ new Vector4(); +const _v41 = /*@__PURE__*/ new Vector4(); +const _v42 = /*@__PURE__*/ new Vector4(); + +/** + * A geometric triangle as defined by three vectors representing its three corners. + */ +class Triangle { + + /** + * Constructs a new triangle. + * + * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle. + * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle. + * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle. + */ + constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { + + /** + * The first corner of the triangle. + * + * @type {Vector3} + */ + this.a = a; + + /** + * The second corner of the triangle. + * + * @type {Vector3} + */ + this.b = b; + + /** + * The third corner of the triangle. + * + * @type {Vector3} + */ + this.c = c; + + } + + /** + * Computes the normal vector of a triangle. + * + * @param {Vector3} a - The first corner of the triangle. + * @param {Vector3} b - The second corner of the triangle. + * @param {Vector3} c - The third corner of the triangle. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The triangle's normal. + */ + static getNormal( a, b, c, target ) { + + target.subVectors( c, b ); + _v0$2.subVectors( a, b ); + target.cross( _v0$2 ); + + const targetLengthSq = target.lengthSq(); + if ( targetLengthSq > 0 ) { + + return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); + + } + + return target.set( 0, 0, 0 ); + + } + + /** + * Computes a barycentric coordinates from the given vector. + * Returns `null` if the triangle is degenerate. + * + * @param {Vector3} point - A point in 3D space. + * @param {Vector3} a - The first corner of the triangle. + * @param {Vector3} b - The second corner of the triangle. + * @param {Vector3} c - The third corner of the triangle. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The barycentric coordinates for the given point + */ + static getBarycoord( point, a, b, c, target ) { + + // based on: http://www.blackpawn.com/texts/pointinpoly/default.html + + _v0$2.subVectors( c, a ); + _v1$5.subVectors( b, a ); + _v2$4.subVectors( point, a ); + + const dot00 = _v0$2.dot( _v0$2 ); + const dot01 = _v0$2.dot( _v1$5 ); + const dot02 = _v0$2.dot( _v2$4 ); + const dot11 = _v1$5.dot( _v1$5 ); + const dot12 = _v1$5.dot( _v2$4 ); + + const denom = ( dot00 * dot11 - dot01 * dot01 ); + + // collinear or singular triangle + if ( denom === 0 ) { + + target.set( 0, 0, 0 ); + return null; + + } + + const invDenom = 1 / denom; + const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycentric coordinates must always sum to 1 + return target.set( 1 - u - v, v, u ); + + } + + /** + * Returns `true` if the given point, when projected onto the plane of the + * triangle, lies within the triangle. + * + * @param {Vector3} point - The point in 3D space to test. + * @param {Vector3} a - The first corner of the triangle. + * @param {Vector3} b - The second corner of the triangle. + * @param {Vector3} c - The third corner of the triangle. + * @return {boolean} Whether the given point, when projected onto the plane of the + * triangle, lies within the triangle or not. + */ + static containsPoint( point, a, b, c ) { + + // if the triangle is degenerate then we can't contain a point + if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) { + + return false; + + } + + return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 ); + + } + + /** + * Computes the value barycentrically interpolated for the given point on the + * triangle. Returns `null` if the triangle is degenerate. + * + * @param {Vector3} point - Position of interpolated point. + * @param {Vector3} p1 - The first corner of the triangle. + * @param {Vector3} p2 - The second corner of the triangle. + * @param {Vector3} p3 - The third corner of the triangle. + * @param {Vector3} v1 - Value to interpolate of first vertex. + * @param {Vector3} v2 - Value to interpolate of second vertex. + * @param {Vector3} v3 - Value to interpolate of third vertex. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The interpolated value. + */ + static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) { + + if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) { + + target.x = 0; + target.y = 0; + if ( 'z' in target ) target.z = 0; + if ( 'w' in target ) target.w = 0; + return null; + + } + + target.setScalar( 0 ); + target.addScaledVector( v1, _v3$2.x ); + target.addScaledVector( v2, _v3$2.y ); + target.addScaledVector( v3, _v3$2.z ); + + return target; + + } + + /** + * Computes the value barycentrically interpolated for the given attribute and indices. + * + * @param {BufferAttribute} attr - The attribute to interpolate. + * @param {number} i1 - Index of first vertex. + * @param {number} i2 - Index of second vertex. + * @param {number} i3 - Index of third vertex. + * @param {Vector3} barycoord - The barycoordinate value to use to interpolate. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The interpolated attribute value. + */ + static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) { + + _v40.setScalar( 0 ); + _v41.setScalar( 0 ); + _v42.setScalar( 0 ); + + _v40.fromBufferAttribute( attr, i1 ); + _v41.fromBufferAttribute( attr, i2 ); + _v42.fromBufferAttribute( attr, i3 ); + + target.setScalar( 0 ); + target.addScaledVector( _v40, barycoord.x ); + target.addScaledVector( _v41, barycoord.y ); + target.addScaledVector( _v42, barycoord.z ); + + return target; + + } + + /** + * Returns `true` if the triangle is oriented towards the given direction. + * + * @param {Vector3} a - The first corner of the triangle. + * @param {Vector3} b - The second corner of the triangle. + * @param {Vector3} c - The third corner of the triangle. + * @param {Vector3} direction - The (normalized) direction vector. + * @return {boolean} Whether the triangle is oriented towards the given direction or not. + */ + static isFrontFacing( a, b, c, direction ) { + + _v0$2.subVectors( c, b ); + _v1$5.subVectors( a, b ); + + // strictly front facing + return _v0$2.cross( _v1$5 ).dot( direction ) < 0; + + } + + /** + * Sets the triangle's vertices by copying the given values. + * + * @param {Vector3} a - The first corner of the triangle. + * @param {Vector3} b - The second corner of the triangle. + * @param {Vector3} c - The third corner of the triangle. + * @return {Triangle} A reference to this triangle. + */ + set( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + } + + /** + * Sets the triangle's vertices by copying the given array values. + * + * @param {Array} points - An array with 3D points. + * @param {number} i0 - The array index representing the first corner of the triangle. + * @param {number} i1 - The array index representing the second corner of the triangle. + * @param {number} i2 - The array index representing the third corner of the triangle. + * @return {Triangle} A reference to this triangle. + */ + setFromPointsAndIndices( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + } + + /** + * Sets the triangle's vertices by copying the given attribute values. + * + * @param {BufferAttribute} attribute - A buffer attribute with 3D points data. + * @param {number} i0 - The attribute index representing the first corner of the triangle. + * @param {number} i1 - The attribute index representing the second corner of the triangle. + * @param {number} i2 - The attribute index representing the third corner of the triangle. + * @return {Triangle} A reference to this triangle. + */ + setFromAttributeAndIndices( attribute, i0, i1, i2 ) { + + this.a.fromBufferAttribute( attribute, i0 ); + this.b.fromBufferAttribute( attribute, i1 ); + this.c.fromBufferAttribute( attribute, i2 ); + + return this; + + } + + /** + * Returns a new triangle with copied values from this instance. + * + * @return {Triangle} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given triangle to this instance. + * + * @param {Triangle} triangle - The triangle to copy. + * @return {Triangle} A reference to this triangle. + */ + copy( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + } + + /** + * Computes the area of the triangle. + * + * @return {number} The triangle's area. + */ + getArea() { + + _v0$2.subVectors( this.c, this.b ); + _v1$5.subVectors( this.a, this.b ); + + return _v0$2.cross( _v1$5 ).length() * 0.5; + + } + + /** + * Computes the midpoint of the triangle. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The triangle's midpoint. + */ + getMidpoint( target ) { + + return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + } + + /** + * Computes the normal of the triangle. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The triangle's normal. + */ + getNormal( target ) { + + return Triangle.getNormal( this.a, this.b, this.c, target ); + + } + + /** + * Computes a plane the triangle lies within. + * + * @param {Plane} target - The target vector that is used to store the method's result. + * @return {Plane} The plane the triangle lies within. + */ + getPlane( target ) { + + return target.setFromCoplanarPoints( this.a, this.b, this.c ); + + } + + /** + * Computes a barycentric coordinates from the given vector. + * Returns `null` if the triangle is degenerate. + * + * @param {Vector3} point - A point in 3D space. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The barycentric coordinates for the given point + */ + getBarycoord( point, target ) { + + return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); + + } + + /** + * Computes the value barycentrically interpolated for the given point on the + * triangle. Returns `null` if the triangle is degenerate. + * + * @param {Vector3} point - Position of interpolated point. + * @param {Vector3} v1 - Value to interpolate of first vertex. + * @param {Vector3} v2 - Value to interpolate of second vertex. + * @param {Vector3} v3 - Value to interpolate of third vertex. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The interpolated value. + */ + getInterpolation( point, v1, v2, v3, target ) { + + return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target ); + + } + + /** + * Returns `true` if the given point, when projected onto the plane of the + * triangle, lies within the triangle. + * + * @param {Vector3} point - The point in 3D space to test. + * @return {boolean} Whether the given point, when projected onto the plane of the + * triangle, lies within the triangle or not. + */ + containsPoint( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + } + + /** + * Returns `true` if the triangle is oriented towards the given direction. + * + * @param {Vector3} direction - The (normalized) direction vector. + * @return {boolean} Whether the triangle is oriented towards the given direction or not. + */ + isFrontFacing( direction ) { + + return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); + + } + + /** + * Returns `true` if this triangle intersects with the given box. + * + * @param {Box3} box - The box to intersect. + * @return {boolean} Whether this triangle intersects with the given box or not. + */ + intersectsBox( box ) { + + return box.intersectsTriangle( this ); + + } + + /** + * Returns the closest point on the triangle to the given point. + * + * @param {Vector3} p - The point to compute the closest point for. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The closest point on the triangle. + */ + 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 ); + + } + + /** + * Returns `true` if this triangle is equal with the given one. + * + * @param {Triangle} triangle - The triangle to test for equality. + * @return {boolean} Whether this triangle is equal with the given one. + */ + equals( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + +} + +/** + * Represents an axis-aligned bounding box (AABB) in 3D space. + */ +class Box3 { + + /** + * Constructs a new bounding box. + * + * @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box. + * @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box. + */ + constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBox3 = true; + + /** + * The lower boundary of the box. + * + * @type {Vector3} + */ + this.min = min; + + /** + * The upper boundary of the box. + * + * @type {Vector3} + */ + this.max = max; + + } + + /** + * Sets the lower and upper boundaries of this box. + * Please note that this method only copies the values from the given objects. + * + * @param {Vector3} min - The lower boundary of the box. + * @param {Vector3} max - The upper boundary of the box. + * @return {Box3} A reference to this bounding box. + */ + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + /** + * Sets the upper and lower bounds of this box so it encloses the position data + * in the given array. + * + * @param {Array} array - An array holding 3D position data. + * @return {Box3} A reference to this bounding box. + */ + setFromArray( array ) { + + this.makeEmpty(); + + for ( let i = 0, il = array.length; i < il; i += 3 ) { + + this.expandByPoint( _vector$b.fromArray( array, i ) ); + + } + + return this; + + } + + /** + * Sets the upper and lower bounds of this box so it encloses the position data + * in the given buffer attribute. + * + * @param {BufferAttribute} attribute - A buffer attribute holding 3D position data. + * @return {Box3} A reference to this bounding box. + */ + setFromBufferAttribute( attribute ) { + + this.makeEmpty(); + + for ( let i = 0, il = attribute.count; i < il; i ++ ) { + + this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) ); + + } + + return this; + + } + + /** + * Sets the upper and lower bounds of this box so it encloses the position data + * in the given array. + * + * @param {Array} points - An array holding 3D position data as instances of {@link Vector3}. + * @return {Box3} A reference to this bounding box. + */ + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + /** + * Centers this box on the given center vector and sets this box's width, height and + * depth to the given size values. + * + * @param {Vector3} center - The center of the box. + * @param {Vector3} size - The x, y and z dimensions of the box. + * @return {Box3} A reference to this bounding box. + */ + setFromCenterAndSize( center, size ) { + + const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + } + + /** + * Computes the world-axis-aligned bounding box for the given 3D object + * (including its children), accounting for the object's, and children's, + * world transforms. The function may result in a larger box than strictly necessary. + * + * @param {Object3D} object - The 3D object to compute the bounding box for. + * @param {boolean} [precise=false] - If set to `true`, the method computes the smallest + * world-axis-aligned bounding box at the expense of more computation. + * @return {Box3} A reference to this bounding box. + */ + setFromObject( object, precise = false ) { + + this.makeEmpty(); + + return this.expandByObject( object, precise ); + + } + + /** + * Returns a new box with copied values from this instance. + * + * @return {Box3} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given box to this instance. + * + * @param {Box3} box - The box to copy. + * @return {Box3} A reference to this bounding box. + */ + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + /** + * Makes this box empty which means in encloses a zero space in 3D. + * + * @return {Box3} A reference to this bounding box. + */ + makeEmpty() { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + } + + /** + * Returns true if this box includes zero points within its bounds. + * Note that a box with equal lower and upper bounds still includes one + * point, the one both bounds share. + * + * @return {boolean} Whether this box is empty or not. + */ + 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 ); + + } + + /** + * Returns the center point of this box. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The center point. + */ + getCenter( target ) { + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + /** + * Returns the dimensions of this box. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The size. + */ + getSize( target ) { + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + /** + * Expands the boundaries of this box to include the given point. + * + * @param {Vector3} point - The point that should be included by the bounding box. + * @return {Box3} A reference to this bounding box. + */ + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + /** + * Expands this box equilaterally by the given vector. The width of this + * box will be expanded by the x component of the vector in both + * directions. The height of this box will be expanded by the y component of + * the vector in both directions. The depth of this box will be + * expanded by the z component of the vector in both directions. + * + * @param {Vector3} vector - The vector that should expand the bounding box. + * @return {Box3} A reference to this bounding box. + */ + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + /** + * Expands each dimension of the box by the given scalar. If negative, the + * dimensions of the box will be contracted. + * + * @param {number} scalar - The scalar value that should expand the bounding box. + * @return {Box3} A reference to this bounding box. + */ + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + /** + * Expands the boundaries of this box to include the given 3D object and + * its children, accounting for the object's, and children's, world + * transforms. The function may result in a larger box than strictly + * necessary (unless the precise parameter is set to true). + * + * @param {Object3D} object - The 3D object that should expand the bounding box. + * @param {boolean} precise - If set to `true`, the method expands the bounding box + * as little as necessary at the expense of more computation. + * @return {Box3} A reference to this bounding box. + */ + expandByObject( object, precise = false ) { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + object.updateWorldMatrix( false, false ); + + const geometry = object.geometry; + + if ( geometry !== undefined ) { + + const positionAttribute = geometry.getAttribute( 'position' ); + + // precise AABB computation based on vertex data requires at least a position attribute. + // instancing isn't supported so far and uses the normal (conservative) code path. + + if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) { + + for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) { + + if ( object.isMesh === true ) { + + object.getVertexPosition( i, _vector$b ); + + } else { + + _vector$b.fromBufferAttribute( positionAttribute, i ); + + } + + _vector$b.applyMatrix4( object.matrixWorld ); + this.expandByPoint( _vector$b ); + + } + + } else { + + if ( object.boundingBox !== undefined ) { + + // object-level bounding box + + if ( object.boundingBox === null ) { + + object.computeBoundingBox(); + + } + + _box$4.copy( object.boundingBox ); + + + } else { + + // geometry-level bounding box + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + _box$4.copy( geometry.boundingBox ); + + } + + _box$4.applyMatrix4( object.matrixWorld ); + + this.union( _box$4 ); + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + this.expandByObject( children[ i ], precise ); + + } + + return this; + + } + + /** + * Returns `true` if the given point lies within or on the boundaries of this box. + * + * @param {Vector3} point - The point to test. + * @return {boolean} Whether the bounding box contains the given point or not. + */ + 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; + + } + + /** + * Returns `true` if this bounding box includes the entirety of the given bounding box. + * If this box and the given one are identical, this function also returns `true`. + * + * @param {Box3} box - The bounding box to test. + * @return {boolean} Whether the bounding box contains the given bounding box or not. + */ + 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; + + } + + /** + * Returns a point as a proportion of this box's width, height and depth. + * + * @param {Vector3} point - A point in 3D space. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} A point as a proportion of this box's width, height and depth. + */ + 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 ) + ); + + } + + /** + * Returns `true` if the given bounding box intersects with this bounding box. + * + * @param {Box3} box - The bounding box to test. + * @return {boolean} Whether the given bounding box intersects with this bounding box. + */ + 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; + + } + + /** + * Returns `true` if the given bounding sphere intersects with this bounding box. + * + * @param {Sphere} sphere - The bounding sphere to test. + * @return {boolean} Whether the given bounding sphere intersects with this bounding box. + */ + intersectsSphere( sphere ) { + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, _vector$b ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + /** + * Returns `true` if the given plane intersects with this bounding box. + * + * @param {Plane} plane - The plane to test. + * @return {boolean} Whether the given plane intersects with this bounding box. + */ + 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 ); + + } + + /** + * Returns `true` if the given triangle intersects with this bounding box. + * + * @param {Triangle} triangle - The triangle to test. + * @return {boolean} Whether the given triangle intersects with this bounding box. + */ + 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$1.subVectors( triangle.a, _center ); + _v1$4.subVectors( triangle.b, _center ); + _v2$3.subVectors( triangle.c, _center ); + + // compute edge vectors for triangle + _f0.subVectors( _v1$4, _v0$1 ); + _f1.subVectors( _v2$3, _v1$4 ); + _f2.subVectors( _v0$1, _v2$3 ); + + // 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$1, _v1$4, _v2$3, _extents ) ) { + + return false; + + } + + // test 3 face normals from the aabb + axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; + if ( ! satForAxes( axes, _v0$1, _v1$4, _v2$3, _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$1, _v1$4, _v2$3, _extents ); + + } + + /** + * Clamps the given point within the bounds of this box. + * + * @param {Vector3} point - The point to clamp. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The clamped point. + */ + clampPoint( point, target ) { + + return target.copy( point ).clamp( this.min, this.max ); + + } + + /** + * Returns the euclidean distance from any edge of this box to the specified point. If + * the given point lies inside of this box, the distance will be `0`. + * + * @param {Vector3} point - The point to compute the distance to. + * @return {number} The euclidean distance. + */ + distanceToPoint( point ) { + + return this.clampPoint( point, _vector$b ).distanceTo( point ); + + } + + /** + * Returns a bounding sphere that encloses this bounding box. + * + * @param {Sphere} target - The target sphere that is used to store the method's result. + * @return {Sphere} The bounding sphere that encloses this bounding box. + */ + getBoundingSphere( target ) { + + if ( this.isEmpty() ) { + + target.makeEmpty(); + + } else { + + this.getCenter( target.center ); + + target.radius = this.getSize( _vector$b ).length() * 0.5; + + } + + return target; + + } + + /** + * Computes the intersection of this bounding box and the given one, setting the upper + * bound of this box to the lesser of the two boxes' upper bounds and the + * lower bound of this box to the greater of the two boxes' lower bounds. If + * there's no overlap, makes this box empty. + * + * @param {Box3} box - The bounding box to intersect with. + * @return {Box3} A reference to this bounding box. + */ + 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; + + } + + /** + * Computes the union of this box and another and the given one, setting the upper + * bound of this box to the greater of the two boxes' upper bounds and the + * lower bound of this box to the lesser of the two boxes' lower bounds. + * + * @param {Box3} box - The bounding box that will be unioned with this instance. + * @return {Box3} A reference to this bounding box. + */ + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + /** + * Transforms this bounding box by the given 4x4 transformation matrix. + * + * @param {Matrix4} matrix - The transformation matrix. + * @return {Box3} A reference to this bounding box. + */ + 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; + + } + + /** + * Adds the given offset to both the upper and lower bounds of this bounding box, + * effectively moving it in 3D space. + * + * @param {Vector3} offset - The offset that should be used to translate the bounding box. + * @return {Box3} A reference to this bounding box. + */ + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + /** + * Returns `true` if this bounding box is equal with the given one. + * + * @param {Box3} box - The box to test for equality. + * @return {boolean} Whether this bounding box is equal with the given one. + */ + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + + /** + * Returns a serialized structure of the bounding box. + * + * @return {Object} Serialized structure with fields representing the object state. + */ + toJSON() { + + return { + min: this.min.toArray(), + max: this.max.toArray() + }; + + } + + /** + * Returns a serialized structure of the bounding box. + * + * @param {Object} json - The serialized json to set the box from. + * @return {Box3} A reference to this bounding box. + */ + fromJSON( json ) { + + this.min.fromArray( json.min ); + this.max.fromArray( json.max ); + return this; + + } + +} + +const _points = [ + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3() +]; + +const _vector$b = /*@__PURE__*/ new Vector3(); + +const _box$4 = /*@__PURE__*/ new Box3(); + +// triangle centered vertices + +const _v0$1 = /*@__PURE__*/ new Vector3(); +const _v1$4 = /*@__PURE__*/ new Vector3(); +const _v2$3 = /*@__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; + +} + +// 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 &= -8388609; // 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 + }; + +} + +/** + * Returns a half precision floating point value (FP16) from the given single + * precision floating point value (FP32). + * + * @param {number} val - A single precision floating point value. + * @return {number} The FP16 value. + */ +function toHalfFloat( val ) { + + if ( Math.abs( val ) > 65504 ) warn( '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 ] ); + +} + +/** + * Returns a single precision floating point value (FP32) from the given half + * precision floating point value (FP16). + * + * @param {number} val - A half precision floating point value. + * @return {number} The FP32 value. + */ +function fromHalfFloat( val ) { + + const m = val >> 10; + _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ]; + return _tables.floatView[ 0 ]; + +} + +/** + * A class containing utility functions for data. + * + * @hideconstructor + */ +class DataUtils { + + /** + * Returns a half precision floating point value (FP16) from the given single + * precision floating point value (FP32). + * + * @param {number} val - A single precision floating point value. + * @return {number} The FP16 value. + */ + static toHalfFloat( val ) { + + return toHalfFloat( val ); + + } + + /** + * Returns a single precision floating point value (FP32) from the given half + * precision floating point value (FP16). + * + * @param {number} val - A half precision floating point value. + * @return {number} The FP32 value. + */ + static fromHalfFloat( val ) { + + return fromHalfFloat( val ); + + } + +} + +const _vector$a = /*@__PURE__*/ new Vector3(); +const _vector2$1 = /*@__PURE__*/ new Vector2(); + +let _id$2 = 0; + +/** + * This class stores data for an attribute (such as vertex positions, face + * indices, normals, colors, UVs, and any custom attributes ) associated with + * a geometry, which allows for more efficient passing of data to the GPU. + * + * When working with vector-like data, the `fromBufferAttribute( attribute, index )` + * helper methods on vector and color class might be helpful. E.g. {@link Vector3#fromBufferAttribute}. + */ +class BufferAttribute extends EventDispatcher { + + /** + * Constructs a new buffer attribute. + * + * @param {TypedArray} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized = false ) { + + super(); + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBufferAttribute = true; + + /** + * The ID of the buffer attribute. + * + * @name BufferAttribute#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _id$2 ++ } ); + + /** + * The name of the buffer attribute. + * + * @type {string} + */ + this.name = ''; + + /** + * The array holding the attribute data. It should have `itemSize * numVertices` + * elements, where `numVertices` is the number of vertices in the associated geometry. + * + * @type {TypedArray} + */ + this.array = array; + + /** + * The number of values of the array that should be associated with a particular vertex. + * For instance, if this attribute is storing a 3-component vector (such as a position, + * normal, or color), then the value should be `3`. + * + * @type {number} + */ + this.itemSize = itemSize; + + /** + * Represents the number of items this buffer attribute stores. It is internally computed + * by dividing the `array` length by the `itemSize`. + * + * @type {number} + * @readonly + */ + this.count = array !== undefined ? array.length / itemSize : 0; + + /** + * Applies to integer data only. Indicates how the underlying data in the buffer maps to + * the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`, + * and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to + * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted + * to floats unmodified, i.e. `65535` becomes `65535.0f`. + * + * @type {boolean} + */ + this.normalized = normalized; + + /** + * Defines the intended usage pattern of the data store for optimization purposes. + * + * Note: After the initial use of a buffer, its usage cannot be changed. Instead, + * instantiate a new one and set the desired usage before the next render. + * + * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} + * @default StaticDrawUsage + */ + this.usage = StaticDrawUsage; + + /** + * This can be used to only update some components of stored vectors (for example, just the + * component related to color). Use the `addUpdateRange()` function to add ranges to this array. + * + * @type {Array} + */ + this.updateRanges = []; + + /** + * Configures the bound GPU type for use in shaders. + * + * Note: this only has an effect for integer arrays and is not configurable for float arrays. + * For lower precision float types, use `Float16BufferAttribute`. + * + * @type {(FloatType|IntType)} + * @default FloatType + */ + this.gpuType = FloatType; + + /** + * A version number, incremented every time the `needsUpdate` is set to `true`. + * + * @type {number} + */ + this.version = 0; + + } + + /** + * A callback function that is executed after the renderer has transferred the attribute + * array data to the GPU. + */ + onUploadCallback() {} + + /** + * Flag to indicate that this attribute has changed and should be re-sent to + * the GPU. Set this to `true` when you modify the value of the array. + * + * @type {number} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + /** + * Sets the usage of this buffer attribute. + * + * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set. + * @return {BufferAttribute} A reference to this buffer attribute. + */ + setUsage( value ) { + + this.usage = value; + + return this; + + } + + /** + * Adds a range of data in the data array to be updated on the GPU. + * + * @param {number} start - Position at which to start update. + * @param {number} count - The number of components to update. + */ + addUpdateRange( start, count ) { + + this.updateRanges.push( { start, count } ); + + } + + /** + * Clears the update ranges. + */ + clearUpdateRanges() { + + this.updateRanges.length = 0; + + } + + /** + * Copies the values of the given buffer attribute to this instance. + * + * @param {BufferAttribute} source - The buffer attribute to copy. + * @return {BufferAttribute} A reference to this instance. + */ + 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; + + } + + /** + * Copies a vector from the given buffer attribute to this one. The start + * and destination position in the attribute buffers are represented by the + * given indices. + * + * @param {number} index1 - The destination index into this buffer attribute. + * @param {BufferAttribute} attribute - The buffer attribute to copy from. + * @param {number} index2 - The source index into the given buffer attribute. + * @return {BufferAttribute} A reference to this instance. + */ + 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; + + } + + /** + * Copies the given array data into this buffer attribute. + * + * @param {(TypedArray|Array)} array - The array to copy. + * @return {BufferAttribute} A reference to this instance. + */ + copyArray( array ) { + + this.array.set( array ); + + return this; + + } + + /** + * Applies the given 3x3 matrix to the given attribute. Works with + * item size `2` and `3`. + * + * @param {Matrix3} m - The matrix to apply. + * @return {BufferAttribute} A reference to this instance. + */ + 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$1.y ); + + } + + } else if ( this.itemSize === 3 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$a.fromBufferAttribute( this, i ); + _vector$a.applyMatrix3( m ); + + this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); + + } + + } + + return this; + + } + + /** + * Applies the given 4x4 matrix to the given attribute. Only works with + * item size `3`. + * + * @param {Matrix4} m - The matrix to apply. + * @return {BufferAttribute} A reference to this instance. + */ + applyMatrix4( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$a.fromBufferAttribute( this, i ); + + _vector$a.applyMatrix4( m ); + + this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); + + } + + return this; + + } + + /** + * Applies the given 3x3 normal matrix to the given attribute. Only works with + * item size `3`. + * + * @param {Matrix3} m - The normal matrix to apply. + * @return {BufferAttribute} A reference to this instance. + */ + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$a.fromBufferAttribute( this, i ); + + _vector$a.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); + + } + + return this; + + } + + /** + * Applies the given 4x4 matrix to the given attribute. Only works with + * item size `3` and with direction vectors. + * + * @param {Matrix4} m - The matrix to apply. + * @return {BufferAttribute} A reference to this instance. + */ + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$a.fromBufferAttribute( this, i ); + + _vector$a.transformDirection( m ); + + this.setXYZ( i, _vector$a.x, _vector$a.y, _vector$a.z ); + + } + + return this; + + } + + /** + * Sets the given array data in the buffer attribute. + * + * @param {(TypedArray|Array)} value - The array data to set. + * @param {number} [offset=0] - The offset in this buffer attribute's array. + * @return {BufferAttribute} A reference to this instance. + */ + set( value, offset = 0 ) { + + // Matching BufferAttribute constructor, do not normalize the array. + this.array.set( value, offset ); + + return this; + + } + + /** + * Returns the given component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} component - The component index. + * @return {number} The returned value. + */ + getComponent( index, component ) { + + let value = this.array[ index * this.itemSize + component ]; + + if ( this.normalized ) value = denormalize( value, this.array ); + + return value; + + } + + /** + * Sets the given value to the given component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} component - The component index. + * @param {number} value - The value to set. + * @return {BufferAttribute} A reference to this instance. + */ + setComponent( index, component, value ) { + + if ( this.normalized ) value = normalize( value, this.array ); + + this.array[ index * this.itemSize + component ] = value; + + return this; + + } + + /** + * Returns the x component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The x component. + */ + getX( index ) { + + let x = this.array[ index * this.itemSize ]; + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + /** + * Sets the x component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value to set. + * @return {BufferAttribute} A reference to this instance. + */ + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.array[ index * this.itemSize ] = x; + + return this; + + } + + /** + * Returns the y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The y component. + */ + getY( index ) { + + let y = this.array[ index * this.itemSize + 1 ]; + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + /** + * Sets the y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} y - The value to set. + * @return {BufferAttribute} A reference to this instance. + */ + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + } + + /** + * Returns the z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The z component. + */ + getZ( index ) { + + let z = this.array[ index * this.itemSize + 2 ]; + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + /** + * Sets the z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} z - The value to set. + * @return {BufferAttribute} A reference to this instance. + */ + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + } + + /** + * Returns the w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The w component. + */ + getW( index ) { + + let w = this.array[ index * this.itemSize + 3 ]; + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + /** + * Sets the w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} w - The value to set. + * @return {BufferAttribute} A reference to this instance. + */ + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + } + + /** + * Sets the x and y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @return {BufferAttribute} A reference to this instance. + */ + 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; + + } + + /** + * Sets the x, y and z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @param {number} z - The value for the z component to set. + * @return {BufferAttribute} A reference to this instance. + */ + 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; + + } + + /** + * Sets the x, y, z and w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @param {number} z - The value for the z component to set. + * @param {number} w - The value for the w component to set. + * @return {BufferAttribute} A reference to this instance. + */ + 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; + + } + + /** + * Sets the given callback function that is executed after the Renderer has transferred + * the attribute array data to the GPU. Can be used to perform clean-up operations after + * the upload when attribute data are not needed anymore on the CPU side. + * + * @param {Function} callback - The `onUpload()` callback. + * @return {BufferAttribute} A reference to this instance. + */ + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + /** + * Returns a new buffer attribute with copied values from this instance. + * + * @return {BufferAttribute} A clone of this instance. + */ + clone() { + + return new this.constructor( this.array, this.itemSize ).copy( this ); + + } + + /** + * Serializes the buffer attribute into JSON. + * + * @return {Object} A JSON object representing the serialized buffer attribute. + */ + toJSON() { + + const data = { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: Array.from( this.array ), + normalized: this.normalized + }; + + if ( this.name !== '' ) data.name = this.name; + if ( this.usage !== StaticDrawUsage ) data.usage = this.usage; + + return data; + + } + + /** + * Disposes of the buffer attribute. Available only in {@link WebGPURenderer}. + */ + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +/** + * Convenient class that can be used when creating a `Int8` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Int8BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Int8Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Int8Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `UInt8` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Uint8BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Uint8Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Uint8Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `UInt8Clamped` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Uint8ClampedBufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Uint8ClampedArray)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Uint8ClampedArray( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `Int16` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Int16BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Int16Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Int16Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `UInt16` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Uint16BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Uint16Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Uint16Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `Int32` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Int32BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Int32Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Int32Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `UInt32` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Uint32BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Uint32Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Uint32Array( array ), itemSize, normalized ); + + } + +} + +/** + * Convenient class that can be used when creating a `Float16` buffer attribute with + * a plain `Array` instance. + * + * This class automatically converts to and from FP16 via `Uint16Array` since `Float16Array` + * browser support is still problematic. + * + * @augments BufferAttribute + */ +class Float16BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Uint16Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + 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; + + } + +} + +/** + * Convenient class that can be used when creating a `Float32` buffer attribute with + * a plain `Array` instance. + * + * @augments BufferAttribute + */ +class Float32BufferAttribute extends BufferAttribute { + + /** + * Constructs a new buffer attribute. + * + * @param {(Array|Float32Array)} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( array, itemSize, normalized ) { + + super( new Float32Array( array ), itemSize, normalized ); + + } + +} + +const _box$3 = /*@__PURE__*/ new Box3(); +const _v1$3 = /*@__PURE__*/ new Vector3(); +const _v2$2 = /*@__PURE__*/ new Vector3(); + +/** + * An analytical 3D sphere defined by a center and radius. This class is mainly + * used as a Bounding Sphere for 3D objects. + */ +class Sphere { + + /** + * Constructs a new sphere. + * + * @param {Vector3} [center=(0,0,0)] - The center of the sphere + * @param {number} [radius=-1] - The radius of the sphere. + */ + constructor( center = new Vector3(), radius = -1 ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSphere = true; + + /** + * The center of the sphere + * + * @type {Vector3} + */ + this.center = center; + + /** + * The radius of the sphere. + * + * @type {number} + */ + this.radius = radius; + + } + + /** + * Sets the sphere's components by copying the given values. + * + * @param {Vector3} center - The center. + * @param {number} radius - The radius. + * @return {Sphere} A reference to this sphere. + */ + set( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + } + + /** + * Computes the minimum bounding sphere for list of points. + * If the optional center point is given, it is used as the sphere's + * center. Otherwise, the center of the axis-aligned bounding box + * encompassing the points is calculated. + * + * @param {Array} points - A list of points in 3D space. + * @param {Vector3} [optionalCenter] - The center of the sphere. + * @return {Sphere} A reference to this sphere. + */ + setFromPoints( points, optionalCenter ) { + + const center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + _box$3.setFromPoints( points ).getCenter( center ); + + } + + let maxRadiusSq = 0; + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + } + + /** + * Copies the values of the given sphere to this instance. + * + * @param {Sphere} sphere - The sphere to copy. + * @return {Sphere} A reference to this sphere. + */ + copy( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + } + + /** + * Returns `true` if the sphere is empty (the radius set to a negative number). + * + * Spheres with a radius of `0` contain only their center point and are not + * considered to be empty. + * + * @return {boolean} Whether this sphere is empty or not. + */ + isEmpty() { + + return ( this.radius < 0 ); + + } + + /** + * Makes this sphere empty which means in encloses a zero space in 3D. + * + * @return {Sphere} A reference to this sphere. + */ + makeEmpty() { + + this.center.set( 0, 0, 0 ); + this.radius = -1; + + return this; + + } + + /** + * Returns `true` if this sphere contains the given point inclusive of + * the surface of the sphere. + * + * @param {Vector3} point - The point to check. + * @return {boolean} Whether this sphere contains the given point or not. + */ + containsPoint( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + } + + /** + * Returns the closest distance from the boundary of the sphere to the + * given point. If the sphere contains the point, the distance will + * be negative. + * + * @param {Vector3} point - The point to compute the distance to. + * @return {number} The distance to the point. + */ + distanceToPoint( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + } + + /** + * Returns `true` if this sphere intersects with the given one. + * + * @param {Sphere} sphere - The sphere to test. + * @return {boolean} Whether this sphere intersects with the given one or not. + */ + intersectsSphere( sphere ) { + + const radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + } + + /** + * Returns `true` if this sphere intersects with the given box. + * + * @param {Box3} box - The box to test. + * @return {boolean} Whether this sphere intersects with the given box or not. + */ + intersectsBox( box ) { + + return box.intersectsSphere( this ); + + } + + /** + * Returns `true` if this sphere intersects with the given plane. + * + * @param {Plane} plane - The plane to test. + * @return {boolean} Whether this sphere intersects with the given plane or not. + */ + intersectsPlane( plane ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + + } + + /** + * Clamps a point within the sphere. If the point is outside the sphere, it + * will clamp it to the closest point on the edge of the sphere. Points + * already inside the sphere will not be affected. + * + * @param {Vector3} point - The plane to clamp. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The clamped point. + */ + 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; + + } + + /** + * Returns a bounding box that encloses this sphere. + * + * @param {Box3} target - The target box that is used to store the method's result. + * @return {Box3} The bounding box that encloses this sphere. + */ + 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; + + } + + /** + * Transforms this sphere with the given 4x4 transformation matrix. + * + * @param {Matrix4} matrix - The transformation matrix. + * @return {Sphere} A reference to this sphere. + */ + applyMatrix4( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + } + + /** + * Translates the sphere's center by the given offset. + * + * @param {Vector3} offset - The offset. + * @return {Sphere} A reference to this sphere. + */ + translate( offset ) { + + this.center.add( offset ); + + return this; + + } + + /** + * Expands the boundaries of this sphere to include the given point. + * + * @param {Vector3} point - The point to include. + * @return {Sphere} A reference to this sphere. + */ + expandByPoint( point ) { + + if ( this.isEmpty() ) { + + this.center.copy( point ); + + this.radius = 0; + + return this; + + } + + _v1$3.subVectors( point, this.center ); + + const lengthSq = _v1$3.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$3, delta / length ); + + this.radius += delta; + + } + + return this; + + } + + /** + * Expands this sphere to enclose both the original sphere and the given sphere. + * + * @param {Sphere} sphere - The sphere to include. + * @return {Sphere} A reference to this sphere. + */ + 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$2.subVectors( sphere.center, this.center ).setLength( sphere.radius ); + + this.expandByPoint( _v1$3.copy( sphere.center ).add( _v2$2 ) ); + + this.expandByPoint( _v1$3.copy( sphere.center ).sub( _v2$2 ) ); + + } + + return this; + + } + + /** + * Returns `true` if this sphere is equal with the given one. + * + * @param {Sphere} sphere - The sphere to test for equality. + * @return {boolean} Whether this bounding sphere is equal with the given one. + */ + equals( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + + /** + * Returns a new sphere with copied values from this instance. + * + * @return {Sphere} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Returns a serialized structure of the bounding sphere. + * + * @return {Object} Serialized structure with fields representing the object state. + */ + toJSON() { + + return { + radius: this.radius, + center: this.center.toArray() + }; + + } + + /** + * Returns a serialized structure of the bounding sphere. + * + * @param {Object} json - The serialized json to set the sphere from. + * @return {Sphere} A reference to this bounding sphere. + */ + fromJSON( json ) { + + this.radius = json.radius; + this.center.fromArray( json.center ); + return this; + + } + +} + +let _id$1 = 0; + +const _m1 = /*@__PURE__*/ new Matrix4(); +const _obj = /*@__PURE__*/ new Object3D(); +const _offset = /*@__PURE__*/ new Vector3(); +const _box$2 = /*@__PURE__*/ new Box3(); +const _boxMorphTargets = /*@__PURE__*/ new Box3(); +const _vector$9 = /*@__PURE__*/ new Vector3(); + +/** + * A representation of mesh, line, or point geometry. Includes vertex + * positions, face indices, normals, colors, UVs, and custom attributes + * within buffers, reducing the cost of passing all this data to the GPU. + * + * ```js + * const geometry = new THREE.BufferGeometry(); + * // create a simple square shape. We duplicate the top left and bottom right + * // vertices because each vertex needs to appear once per triangle. + * const vertices = new Float32Array( [ + * -1.0, -1.0, 1.0, // v0 + * 1.0, -1.0, 1.0, // v1 + * 1.0, 1.0, 1.0, // v2 + * + * 1.0, 1.0, 1.0, // v3 + * -1.0, 1.0, 1.0, // v4 + * -1.0, -1.0, 1.0 // v5 + * ] ); + * // itemSize = 3 because there are 3 values (components) per vertex + * geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + * const material = new THREE.MeshBasicMaterial( { color: 0xff0000 } ); + * const mesh = new THREE.Mesh( geometry, material ); + * ``` + * + * @augments EventDispatcher + */ +class BufferGeometry extends EventDispatcher { + + /** + * Constructs a new geometry. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBufferGeometry = true; + + /** + * The ID of the geometry. + * + * @name BufferGeometry#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _id$1 ++ } ); + + /** + * The UUID of the geometry. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * The name of the geometry. + * + * @type {string} + */ + this.name = ''; + this.type = 'BufferGeometry'; + + /** + * Allows for vertices to be re-used across multiple triangles; this is + * called using "indexed triangles". Each triangle is associated with the + * indices of three vertices. This attribute therefore stores the index of + * each vertex for each triangular face. If this attribute is not set, the + * renderer assumes that each three contiguous positions represent a single triangle. + * + * @type {?BufferAttribute} + * @default null + */ + this.index = null; + + /** + * A (storage) buffer attribute which was generated with a compute shader and + * now defines indirect draw calls. + * + * Can only be used with {@link WebGPURenderer} and a WebGPU backend. + * + * @type {?BufferAttribute} + * @default null + */ + this.indirect = null; + + /** + * The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset. + * + * Can only be used with {@link WebGPURenderer} and a WebGPU backend. + * + * @type {number|Array} + * @default 0 + */ + this.indirectOffset = 0; + + /** + * This dictionary has as id the name of the attribute to be set and as value + * the buffer attribute to set it to. Rather than accessing this property directly, + * use `setAttribute()` and `getAttribute()` to access attributes of this geometry. + * + * @type {Object} + */ + this.attributes = {}; + + /** + * This dictionary holds the morph targets of the geometry. + * + * Note: Once the geometry has been rendered, the morph attribute data cannot + * be changed. You will have to call `dispose()`, and create a new geometry instance. + * + * @type {Object} + */ + this.morphAttributes = {}; + + /** + * Used to control the morph target behavior; when set to `true`, the morph + * target data is treated as relative offsets, rather than as absolute + * positions/normals. + * + * @type {boolean} + * @default false + */ + this.morphTargetsRelative = false; + + /** + * Split the geometry into groups, each of which will be rendered in a + * separate draw call. This allows an array of materials to be used with the geometry. + * + * Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly. + * + * Every vertex and index must belong to exactly one group — groups must not share vertices or + * indices, and must not leave vertices or indices unused. + * + * @type {Array} + */ + this.groups = []; + + /** + * Bounding box for the geometry which can be calculated with `computeBoundingBox()`. + * + * @type {?Box3} + * @default null + */ + this.boundingBox = null; + + /** + * Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`. + * + * @type {?Sphere} + * @default null + */ + this.boundingSphere = null; + + /** + * Determines the part of the geometry to render. This should not be set directly, + * instead use `setDrawRange()`. + * + * @type {{start:number,count:number}} + */ + this.drawRange = { start: 0, count: Infinity }; + + /** + * An object that can be used to store custom data about the geometry. + * It should not hold references to functions as these will not be cloned. + * + * @type {Object} + */ + this.userData = {}; + + } + + /** + * Returns the index of this geometry. + * + * @return {?BufferAttribute} The index. Returns `null` if no index is defined. + */ + getIndex() { + + return this.index; + + } + + /** + * Sets the given index to this geometry. + * + * @param {Array|BufferAttribute} index - The index to set. + * @return {BufferGeometry} A reference to this instance. + */ + setIndex( index ) { + + if ( Array.isArray( index ) ) { + + this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + + } else { + + this.index = index; + + } + + return this; + + } + + /** + * Sets the given indirect attribute to this geometry. + * + * @param {BufferAttribute} indirect - The attribute holding indirect draw calls. + * @param {number|Array} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset. + * @return {BufferGeometry} A reference to this instance. + */ + setIndirect( indirect, indirectOffset = 0 ) { + + this.indirect = indirect; + this.indirectOffset = indirectOffset; + + return this; + + } + + /** + * Returns the indirect attribute of this geometry. + * + * @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined. + */ + getIndirect() { + + return this.indirect; + + } + + /** + * Returns the buffer attribute for the given name. + * + * @param {string} name - The attribute name. + * @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute. + * Returns `undefined` if not attribute has been found. + */ + getAttribute( name ) { + + return this.attributes[ name ]; + + } + + /** + * Sets the given attribute for the given name. + * + * @param {string} name - The attribute name. + * @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set. + * @return {BufferGeometry} A reference to this instance. + */ + setAttribute( name, attribute ) { + + this.attributes[ name ] = attribute; + + return this; + + } + + /** + * Deletes the attribute for the given name. + * + * @param {string} name - The attribute name to delete. + * @return {BufferGeometry} A reference to this instance. + */ + deleteAttribute( name ) { + + delete this.attributes[ name ]; + + return this; + + } + + /** + * Returns `true` if this geometry has an attribute for the given name. + * + * @param {string} name - The attribute name. + * @return {boolean} Whether this geometry has an attribute for the given name or not. + */ + hasAttribute( name ) { + + return this.attributes[ name ] !== undefined; + + } + + /** + * Adds a group to this geometry. + * + * @param {number} start - The first element in this draw call. That is the first + * vertex for non-indexed geometry, otherwise the first triangle index. + * @param {number} count - Specifies how many vertices (or indices) are part of this group. + * @param {number} [materialIndex=0] - The material array index to use. + */ + addGroup( start, count, materialIndex = 0 ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex + + } ); + + } + + /** + * Clears all groups. + */ + clearGroups() { + + this.groups = []; + + } + + /** + * Sets the draw range for this geometry. + * + * @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index. + * @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render. + * For indexed BufferGeometry, `count` is the number of indices to render. + */ + setDrawRange( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + } + + /** + * Applies the given 4x4 transformation matrix to the geometry. + * + * @param {Matrix4} matrix - The matrix to apply. + * @return {BufferGeometry} A reference to this instance. + */ + 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; + + } + + /** + * Applies the rotation represented by the Quaternion to the geometry. + * + * @param {Quaternion} q - The Quaternion to apply. + * @return {BufferGeometry} A reference to this instance. + */ + applyQuaternion( q ) { + + _m1.makeRotationFromQuaternion( q ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Rotates the geometry about the X axis. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#rotation} for typical + * real-time mesh rotation. + * + * @param {number} angle - The angle in radians. + * @return {BufferGeometry} A reference to this instance. + */ + rotateX( angle ) { + + // rotate geometry around world x-axis + + _m1.makeRotationX( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Rotates the geometry about the Y axis. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#rotation} for typical + * real-time mesh rotation. + * + * @param {number} angle - The angle in radians. + * @return {BufferGeometry} A reference to this instance. + */ + rotateY( angle ) { + + // rotate geometry around world y-axis + + _m1.makeRotationY( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Rotates the geometry about the Z axis. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#rotation} for typical + * real-time mesh rotation. + * + * @param {number} angle - The angle in radians. + * @return {BufferGeometry} A reference to this instance. + */ + rotateZ( angle ) { + + // rotate geometry around world z-axis + + _m1.makeRotationZ( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Translates the geometry. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#position} for typical + * real-time mesh rotation. + * + * @param {number} x - The x offset. + * @param {number} y - The y offset. + * @param {number} z - The z offset. + * @return {BufferGeometry} A reference to this instance. + */ + translate( x, y, z ) { + + // translate geometry + + _m1.makeTranslation( x, y, z ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Scales the geometry. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#scale} for typical + * real-time mesh rotation. + * + * @param {number} x - The x scale. + * @param {number} y - The y scale. + * @param {number} z - The z scale. + * @return {BufferGeometry} A reference to this instance. + */ + scale( x, y, z ) { + + // scale geometry + + _m1.makeScale( x, y, z ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + /** + * Rotates the geometry to face a point in 3D space. This is typically done as a one time + * operation, and not during a loop. Use {@link Object3D#lookAt} for typical + * real-time mesh rotation. + * + * @param {Vector3} vector - The target point. + * @return {BufferGeometry} A reference to this instance. + */ + lookAt( vector ) { + + _obj.lookAt( vector ); + + _obj.updateMatrix(); + + this.applyMatrix4( _obj.matrix ); + + return this; + + } + + /** + * Center the geometry based on its bounding box. + * + * @return {BufferGeometry} A reference to this instance. + */ + center() { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( _offset ).negate(); + + this.translate( _offset.x, _offset.y, _offset.z ); + + return this; + + } + + /** + * Defines a geometry by creating a `position` attribute based on the given array of points. The array + * can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is + * set to `0`. + * + * If the method is used with an existing `position` attribute, the vertex data are overwritten with the + * data from the array. The length of the array must match the vertex count. + * + * @param {Array|Array} points - The points. + * @return {BufferGeometry} A reference to this instance. + */ + setFromPoints( points ) { + + const positionAttribute = this.getAttribute( 'position' ); + + if ( positionAttribute === undefined ) { + + const position = []; + + for ( let i = 0, l = points.length; i < l; i ++ ) { + + const point = points[ i ]; + position.push( point.x, point.y, point.z || 0 ); + + } + + this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + + } else { + + const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size + + for ( let i = 0; i < l; i ++ ) { + + const point = points[ i ]; + positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 ); + + } + + if ( points.length > positionAttribute.count ) { + + warn( 'BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' ); + + } + + positionAttribute.needsUpdate = true; + + } + + return this; + + } + + /** + * Computes the bounding box of the geometry, and updates the `boundingBox` member. + * The bounding box is not computed by the engine; it must be computed by your app. + * You may need to recompute the bounding box if the geometry vertices are modified. + */ + computeBoundingBox() { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + error( 'BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this ); + + this.boundingBox.set( + new Vector3( - Infinity, - Infinity, - Infinity ), + new Vector3( + Infinity, + Infinity, + Infinity ) + ); + + return; + + } + + if ( position !== undefined ) { + + this.boundingBox.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _box$2.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$9.addVectors( this.boundingBox.min, _box$2.min ); + this.boundingBox.expandByPoint( _vector$9 ); + + _vector$9.addVectors( this.boundingBox.max, _box$2.max ); + this.boundingBox.expandByPoint( _vector$9 ); + + } else { + + this.boundingBox.expandByPoint( _box$2.min ); + this.boundingBox.expandByPoint( _box$2.max ); + + } + + } + + } + + } else { + + this.boundingBox.makeEmpty(); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + error( 'BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + /** + * Computes the bounding sphere of the geometry, and updates the `boundingSphere` member. + * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling. + * You may need to recompute the bounding sphere if the geometry vertices are modified. + */ + computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + error( 'BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this ); + + this.boundingSphere.set( new Vector3(), Infinity ); + + return; + + } + + if ( position ) { + + // first, find the center of the bounding sphere + + const center = this.boundingSphere.center; + + _box$2.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _boxMorphTargets.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$9.addVectors( _box$2.min, _boxMorphTargets.min ); + _box$2.expandByPoint( _vector$9 ); + + _vector$9.addVectors( _box$2.max, _boxMorphTargets.max ); + _box$2.expandByPoint( _vector$9 ); + + } else { + + _box$2.expandByPoint( _boxMorphTargets.min ); + _box$2.expandByPoint( _boxMorphTargets.max ); + + } + + } + + } + + _box$2.getCenter( center ); + + // second, try to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + let maxRadiusSq = 0; + + for ( let i = 0, il = position.count; i < il; i ++ ) { + + _vector$9.fromBufferAttribute( position, i ); + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) ); + + } + + // 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$9.fromBufferAttribute( morphAttribute, j ); + + if ( morphTargetsRelative ) { + + _offset.fromBufferAttribute( position, j ); + _vector$9.add( _offset ); + + } + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$9 ) ); + + } + + } + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + error( 'BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + } + + /** + * Calculates and adds a tangent attribute to this geometry. + * + * The computation is only supported for indexed geometries and if position, normal, and uv attributes + * are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by + * {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead. + */ + 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 ) { + + error( 'BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); + return; + + } + + const positionAttribute = attributes.position; + const normalAttribute = attributes.normal; + const uvAttribute = attributes.uv; + + if ( this.hasAttribute( 'tangent' ) === false ) { + + this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) ); + + } + + const tangentAttribute = this.getAttribute( 'tangent' ); + + const tan1 = [], tan2 = []; + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + tan1[ i ] = new Vector3(); + tan2[ i ] = new Vector3(); + + } + + const vA = new Vector3(), + vB = new Vector3(), + vC = new Vector3(), + + uvA = new Vector2(), + uvB = new Vector2(), + uvC = new Vector2(), + + sdir = new Vector3(), + tdir = new Vector3(); + + function handleTriangle( a, b, c ) { + + vA.fromBufferAttribute( positionAttribute, a ); + vB.fromBufferAttribute( positionAttribute, b ); + vC.fromBufferAttribute( positionAttribute, c ); + + uvA.fromBufferAttribute( uvAttribute, a ); + uvB.fromBufferAttribute( uvAttribute, b ); + uvC.fromBufferAttribute( uvAttribute, c ); + + vB.sub( vA ); + vC.sub( vA ); + + uvB.sub( uvA ); + uvC.sub( uvA ); + + const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); + + // silently ignore degenerate uv triangles having coincident or colinear vertices + + if ( ! isFinite( r ) ) return; + + sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); + tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); + + tan1[ a ].add( sdir ); + tan1[ b ].add( sdir ); + tan1[ c ].add( sdir ); + + tan2[ a ].add( tdir ); + tan2[ b ].add( tdir ); + tan2[ c ].add( tdir ); + + } + + let groups = this.groups; + + if ( groups.length === 0 ) { + + groups = [ { + start: 0, + count: index.count + } ]; + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleTriangle( + index.getX( j + 0 ), + index.getX( j + 1 ), + index.getX( j + 2 ) + ); + + } + + } + + const tmp = new Vector3(), tmp2 = new Vector3(); + const n = new Vector3(), n2 = new Vector3(); + + function handleVertex( v ) { + + n.fromBufferAttribute( normalAttribute, v ); + n2.copy( n ); + + const t = tan1[ v ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.crossVectors( n2, t ); + const test = tmp2.dot( tan2[ v ] ); + const w = ( test < 0.0 ) ? -1 : 1.0; + + tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w ); + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleVertex( index.getX( j + 0 ) ); + handleVertex( index.getX( j + 1 ) ); + handleVertex( index.getX( j + 2 ) ); + + } + + } + + } + + /** + * Computes vertex normals for the given vertex data. For indexed geometries, the method sets + * each vertex normal to be the average of the face normals of the faces that share that vertex. + * For non-indexed geometries, vertices are not shared, and the method sets each vertex normal + * to be the same as the face normal. + */ + 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; + + } + + } + + /** + * Ensures every normal vector in a geometry will have a magnitude of `1`. This will + * correct lighting on the geometry surfaces. + */ + normalizeNormals() { + + const normals = this.attributes.normal; + + for ( let i = 0, il = normals.count; i < il; i ++ ) { + + _vector$9.fromBufferAttribute( normals, i ); + + _vector$9.normalize(); + + normals.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + } + + /** + * Return a new non-index version of this indexed geometry. If the geometry + * is already non-indexed, the method is a NOOP. + * + * @return {BufferGeometry} The non-indexed version of this indexed geometry. + */ + 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 ) { + + warn( '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; + + } + + /** + * Serializes the geometry into JSON. + * + * @return {Object} A JSON object representing the serialized geometry. + */ + toJSON() { + + const data = { + metadata: { + version: 4.7, + 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 = boundingSphere.toJSON(); + + } + + return data; + + } + + /** + * Returns a new geometry with copied values from this instance. + * + * @return {BufferGeometry} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given geometry to this instance. + * + * @param {BufferGeometry} source - The geometry to copy. + * @return {BufferGeometry} A reference to this instance. + */ + 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() ); + + } + + // 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; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * @fires BufferGeometry#dispose + */ + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +/** + * "Interleaved" means that multiple attributes, possibly of different types, + * (e.g., position, normal, uv, color) are packed into a single array buffer. + * + * An introduction into interleaved arrays can be found here: [Interleaved array basics](https://blog.tojicode.com/2011/05/interleaved-array-basics.html) + */ +class InterleavedBuffer { + + /** + * Constructs a new interleaved buffer. + * + * @param {TypedArray} array - A typed array with a shared buffer storing attribute data. + * @param {number} stride - The number of typed-array elements per vertex. + */ + constructor( array, stride ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInterleavedBuffer = true; + + /** + * A typed array with a shared buffer storing attribute data. + * + * @type {TypedArray} + */ + this.array = array; + + /** + * The number of typed-array elements per vertex. + * + * @type {number} + */ + this.stride = stride; + + /** + * The total number of elements in the array + * + * @type {number} + * @readonly + */ + this.count = array !== undefined ? array.length / stride : 0; + + /** + * Defines the intended usage pattern of the data store for optimization purposes. + * + * Note: After the initial use of a buffer, its usage cannot be changed. Instead, + * instantiate a new one and set the desired usage before the next render. + * + * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} + * @default StaticDrawUsage + */ + this.usage = StaticDrawUsage; + + /** + * This can be used to only update some components of stored vectors (for example, just the + * component related to color). Use the `addUpdateRange()` function to add ranges to this array. + * + * @type {Array} + */ + this.updateRanges = []; + + /** + * A version number, incremented every time the `needsUpdate` is set to `true`. + * + * @type {number} + */ + this.version = 0; + + /** + * The UUID of the interleaved buffer. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + } + + /** + * A callback function that is executed after the renderer has transferred the attribute array + * data to the GPU. + */ + onUploadCallback() {} + + /** + * Flag to indicate that this attribute has changed and should be re-sent to + * the GPU. Set this to `true` when you modify the value of the array. + * + * @type {number} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + /** + * Sets the usage of this interleaved buffer. + * + * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set. + * @return {InterleavedBuffer} A reference to this interleaved buffer. + */ + setUsage( value ) { + + this.usage = value; + + return this; + + } + + /** + * Adds a range of data in the data array to be updated on the GPU. + * + * @param {number} start - Position at which to start update. + * @param {number} count - The number of components to update. + */ + addUpdateRange( start, count ) { + + this.updateRanges.push( { start, count } ); + + } + + /** + * Clears the update ranges. + */ + clearUpdateRanges() { + + this.updateRanges.length = 0; + + } + + /** + * Copies the values of the given interleaved buffer to this instance. + * + * @param {InterleavedBuffer} source - The interleaved buffer to copy. + * @return {InterleavedBuffer} A reference to this instance. + */ + copy( source ) { + + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.usage = source.usage; + + return this; + + } + + /** + * Copies a vector from the given interleaved buffer to this one. The start + * and destination position in the attribute buffers are represented by the + * given indices. + * + * @param {number} index1 - The destination index into this interleaved buffer. + * @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from. + * @param {number} index2 - The source index into the given interleaved buffer. + * @return {InterleavedBuffer} A reference to this instance. + */ + copyAt( index1, interleavedBuffer, index2 ) { + + index1 *= this.stride; + index2 *= interleavedBuffer.stride; + + for ( let i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = interleavedBuffer.array[ index2 + i ]; + + } + + return this; + + } + + /** + * Sets the given array data in the interleaved buffer. + * + * @param {(TypedArray|Array)} value - The array data to set. + * @param {number} [offset=0] - The offset in this interleaved buffer's array. + * @return {InterleavedBuffer} A reference to this instance. + */ + set( value, offset = 0 ) { + + this.array.set( value, offset ); + + return this; + + } + + /** + * Returns a new interleaved buffer with copied values from this instance. + * + * @param {Object} [data] - An object with shared array buffers that allows to retain shared structures. + * @return {InterleavedBuffer} A clone of this instance. + */ + 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; + + } + + /** + * Sets the given callback function that is executed after the Renderer has transferred + * the array data to the GPU. Can be used to perform clean-up operations after + * the upload when data are not needed anymore on the CPU side. + * + * @param {Function} callback - The `onUpload()` callback. + * @return {InterleavedBuffer} A reference to this instance. + */ + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + /** + * Serializes the interleaved buffer into JSON. + * + * @param {Object} [data] - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized interleaved buffer. + */ + 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$8 = /*@__PURE__*/ new Vector3(); + +/** + * An alternative version of a buffer attribute with interleaved data. Interleaved + * attributes share a common interleaved data storage ({@link InterleavedBuffer}) and refer with + * different offsets into the buffer. + */ +class InterleavedBufferAttribute { + + /** + * Constructs a new interleaved buffer attribute. + * + * @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data. + * @param {number} itemSize - The item size. + * @param {number} offset - The attribute offset into the buffer. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( interleavedBuffer, itemSize, offset, normalized = false ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInterleavedBufferAttribute = true; + + /** + * The name of the buffer attribute. + * + * @type {string} + */ + this.name = ''; + + /** + * The buffer holding the interleaved data. + * + * @type {InterleavedBuffer} + */ + this.data = interleavedBuffer; + + /** + * The item size, see {@link BufferAttribute#itemSize}. + * + * @type {number} + */ + this.itemSize = itemSize; + + /** + * The attribute offset into the buffer. + * + * @type {number} + */ + this.offset = offset; + + /** + * Whether the data are normalized or not, see {@link BufferAttribute#normalized} + * + * @type {InterleavedBuffer} + */ + this.normalized = normalized; + + } + + /** + * The item count of this buffer attribute. + * + * @type {number} + * @readonly + */ + get count() { + + return this.data.count; + + } + + /** + * The array holding the interleaved buffer attribute data. + * + * @type {TypedArray} + */ + get array() { + + return this.data.array; + + } + + /** + * Flag to indicate that this attribute has changed and should be re-sent to + * the GPU. Set this to `true` when you modify the value of the array. + * + * @type {number} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + this.data.needsUpdate = value; + + } + + /** + * Applies the given 4x4 matrix to the given attribute. Only works with + * item size `3`. + * + * @param {Matrix4} m - The matrix to apply. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + applyMatrix4( m ) { + + for ( let i = 0, l = this.data.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; + + } + + /** + * Applies the given 3x3 normal matrix to the given attribute. Only works with + * item size `3`. + * + * @param {Matrix3} m - The normal matrix to apply. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + 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; + + } + + /** + * Applies the given 4x4 matrix to the given attribute. Only works with + * item size `3` and with direction vectors. + * + * @param {Matrix4} m - The matrix to apply. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + 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; + + } + + /** + * Returns the given component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} component - The component index. + * @return {number} The returned value. + */ + getComponent( index, component ) { + + let value = this.array[ index * this.data.stride + this.offset + component ]; + + if ( this.normalized ) value = denormalize( value, this.array ); + + return value; + + } + + /** + * Sets the given value to the given component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} component - The component index. + * @param {number} value - The value to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setComponent( index, component, value ) { + + if ( this.normalized ) value = normalize( value, this.array ); + + this.data.array[ index * this.data.stride + this.offset + component ] = value; + + return this; + + } + + /** + * Sets the x component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + } + + /** + * Sets the y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} y - The value to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + } + + /** + * Sets the z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} z - The value to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + } + + /** + * Sets the w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} w - The value to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + } + + /** + * Returns the x component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The x component. + */ + getX( index ) { + + let x = this.data.array[ index * this.data.stride + this.offset ]; + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + /** + * Returns the y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The y component. + */ + getY( index ) { + + let y = this.data.array[ index * this.data.stride + this.offset + 1 ]; + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + /** + * Returns the z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The z component. + */ + getZ( index ) { + + let z = this.data.array[ index * this.data.stride + this.offset + 2 ]; + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + /** + * Returns the w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @return {number} The w component. + */ + getW( index ) { + + let w = this.data.array[ index * this.data.stride + this.offset + 3 ]; + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + /** + * Sets the x and y component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + 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; + + } + + /** + * Sets the x, y and z component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @param {number} z - The value for the z component to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + 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; + + } + + /** + * Sets the x, y, z and w component of the vector at the given index. + * + * @param {number} index - The index into the buffer attribute. + * @param {number} x - The value for the x component to set. + * @param {number} y - The value for the y component to set. + * @param {number} z - The value for the z component to set. + * @param {number} w - The value for the w component to set. + * @return {InterleavedBufferAttribute} A reference to this instance. + */ + 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; + + } + + /** + * Returns a new buffer attribute with copied values from this instance. + * + * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data. + * + * @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property. + * @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance. + */ + clone( data ) { + + if ( data === undefined ) { + + log( '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 ); + + } + + } + + /** + * Serializes the buffer attribute into JSON. + * + * If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data. + * + * @param {Object} [data] - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized buffer attribute. + */ + toJSON( data ) { + + if ( data === undefined ) { + + log( '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 + }; + + } + + } + +} + +let _materialId = 0; + +/** + * Abstract base class for materials. + * + * Materials define the appearance of renderable 3D objects. + * + * @abstract + * @augments EventDispatcher + */ +class Material extends EventDispatcher { + + /** + * Constructs a new material. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMaterial = true; + + /** + * The ID of the material. + * + * @name Material#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _materialId ++ } ); + + /** + * The UUID of the material. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * The name of the material. + * + * @type {string} + */ + this.name = ''; + + /** + * The type property is used for detecting the object type + * in context of serialization/deserialization. + * + * @type {string} + * @readonly + */ + this.type = 'Material'; + + /** + * Defines the blending type of the material. + * + * It must be set to `CustomBlending` if custom blending properties like + * {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation} + * should have any effect. + * + * @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)} + * @default NormalBlending + */ + this.blending = NormalBlending; + + /** + * Defines which side of faces will be rendered - front, back or both. + * + * @type {(FrontSide|BackSide|DoubleSide)} + * @default FrontSide + */ + this.side = FrontSide; + + /** + * If set to `true`, vertex colors should be used. + * + * The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or + * four (RGBA) component color buffer attribute is used. + * + * @type {boolean} + * @default false + */ + this.vertexColors = false; + + /** + * Defines how transparent the material is. + * A value of `0.0` indicates fully transparent, `1.0` is fully opaque. + * + * If the {@link Material#transparent} is not set to `true`, + * the material will remain fully opaque and this value will only affect its color. + * + * @type {number} + * @default 1 + */ + this.opacity = 1; + + /** + * Defines whether this material is transparent. This has an effect on + * rendering as transparent objects need special treatment and are rendered + * after non-transparent objects. + * + * When set to true, the extent to which the material is transparent is + * controlled by {@link Material#opacity}. + * + * @type {boolean} + * @default false + */ + this.transparent = false; + + /** + * Enables alpha hashed transparency, an alternative to {@link Material#transparent} or + * {@link Material#alphaTest}. The material will not be rendered if opacity is lower than + * a random threshold. Randomization introduces some grain or noise, but approximates alpha + * blending without the associated problems of sorting. Using TAA can reduce the resulting noise. + * + * @type {boolean} + * @default false + */ + this.alphaHash = false; + + /** + * Defines the blending source factor. + * + * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} + * @default SrcAlphaFactor + */ + this.blendSrc = SrcAlphaFactor; + + /** + * Defines the blending destination factor. + * + * @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} + * @default OneMinusSrcAlphaFactor + */ + this.blendDst = OneMinusSrcAlphaFactor; + + /** + * Defines the blending equation. + * + * @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)} + * @default AddEquation + */ + this.blendEquation = AddEquation; + + /** + * Defines the blending source alpha factor. + * + * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} + * @default null + */ + this.blendSrcAlpha = null; + + /** + * Defines the blending destination alpha factor. + * + * @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)} + * @default null + */ + this.blendDstAlpha = null; + + /** + * Defines the blending equation of the alpha channel. + * + * @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)} + * @default null + */ + this.blendEquationAlpha = null; + + /** + * Represents the RGB values of the constant blend color. + * + * This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`. + * + * @type {Color} + * @default (0,0,0) + */ + this.blendColor = new Color( 0, 0, 0 ); + + /** + * Represents the alpha value of the constant blend color. + * + * This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`. + * + * @type {number} + * @default 0 + */ + this.blendAlpha = 0; + + /** + * Defines the depth function. + * + * @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)} + * @default LessEqualDepth + */ + this.depthFunc = LessEqualDepth; + + /** + * Whether to have depth test enabled when rendering this material. + * When the depth test is disabled, the depth write will also be implicitly disabled. + * + * @type {boolean} + * @default true + */ + this.depthTest = true; + + /** + * Whether rendering this material has any effect on the depth buffer. + * + * When drawing 2D overlays it can be useful to disable the depth writing in + * order to layer several things together without creating z-index artifacts. + * + * @type {boolean} + * @default true + */ + this.depthWrite = true; + + /** + * The bit mask to use when writing to the stencil buffer. + * + * @type {number} + * @default 0xff + */ + this.stencilWriteMask = 0xff; + + /** + * The stencil comparison function to use. + * + * @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc} + * @default AlwaysStencilFunc + */ + this.stencilFunc = AlwaysStencilFunc; + + /** + * The value to use when performing stencil comparisons or stencil operations. + * + * @type {number} + * @default 0 + */ + this.stencilRef = 0; + + /** + * The bit mask to use when comparing against the stencil buffer. + * + * @type {number} + * @default 0xff + */ + this.stencilFuncMask = 0xff; + + /** + * Which stencil operation to perform when the comparison function returns `false`. + * + * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp} + * @default KeepStencilOp + */ + this.stencilFail = KeepStencilOp; + + /** + * Which stencil operation to perform when the comparison function returns + * `true` but the depth test fails. + * + * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp} + * @default KeepStencilOp + */ + this.stencilZFail = KeepStencilOp; + + /** + * Which stencil operation to perform when the comparison function returns + * `true` and the depth test passes. + * + * @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp} + * @default KeepStencilOp + */ + this.stencilZPass = KeepStencilOp; + + /** + * Whether stencil operations are performed against the stencil buffer. In + * order to perform writes or comparisons against the stencil buffer this + * value must be `true`. + * + * @type {boolean} + * @default false + */ + this.stencilWrite = false; + + /** + * User-defined clipping planes specified as THREE.Plane objects in world + * space. These planes apply to the objects this material is attached to. + * Points in space whose signed distance to the plane is negative are clipped + * (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to + * be `true`. + * + * @type {?Array} + * @default null + */ + this.clippingPlanes = null; + + /** + * Changes the behavior of clipping planes so that only their intersection is + * clipped, rather than their union. + * + * @type {boolean} + * @default false + */ + this.clipIntersection = false; + + /** + * Defines whether to clip shadows according to the clipping planes specified + * on this material. + * + * @type {boolean} + * @default false + */ + this.clipShadows = false; + + /** + * Defines which side of faces cast shadows. If `null`, the side casting shadows + * is determined as follows: + * + * - When {@link Material#side} is set to `FrontSide`, the back side cast shadows. + * - When {@link Material#side} is set to `BackSide`, the front side cast shadows. + * - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows. + * + * @type {?(FrontSide|BackSide|DoubleSide)} + * @default null + */ + this.shadowSide = null; + + /** + * Whether to render the material's color. + * + * This can be used in conjunction with {@link Object3D#renderOder} to create invisible + * objects that occlude other objects. + * + * @type {boolean} + * @default true + */ + this.colorWrite = true; + + /** + * Override the renderer's default precision for this material. + * + * @type {?('highp'|'mediump'|'lowp')} + * @default null + */ + this.precision = null; + + /** + * Whether to use polygon offset or not. When enabled, each fragment's depth value will + * be offset after it is interpolated from the depth values of the appropriate vertices. + * The offset is added before the depth test is performed and before the value is written + * into the depth buffer. + * + * Can be useful for rendering hidden-line images, for applying decals to surfaces, and for + * rendering solids with highlighted edges. + * + * @type {boolean} + * @default false + */ + this.polygonOffset = false; + + /** + * Specifies a scale factor that is used to create a variable depth offset for each polygon. + * + * @type {number} + * @default 0 + */ + this.polygonOffsetFactor = 0; + + /** + * Is multiplied by an implementation-specific value to create a constant depth offset. + * + * @type {number} + * @default 0 + */ + this.polygonOffsetUnits = 0; + + /** + * Whether to apply dithering to the color to remove the appearance of banding. + * + * @type {boolean} + * @default false + */ + this.dithering = false; + + /** + * Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts + * (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this + * will smooth aliasing on clip plane edges and alphaTest-clipped edges. + * + * @type {boolean} + * @default false + */ + this.alphaToCoverage = false; + + /** + * Whether to premultiply the alpha (transparency) value. + * + * @type {boolean} + * @default false + */ + this.premultipliedAlpha = false; + + /** + * Whether double-sided, transparent objects should be rendered with a single pass or not. + * + * The engine renders double-sided, transparent objects with two draw calls (back faces first, + * then front faces) to mitigate transparency artifacts. There are scenarios however where this + * approach produces no quality gains but still doubles draw calls e.g. when rendering flat + * vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to + * disable the two pass rendering to avoid performance issues. + * + * @type {boolean} + * @default false + */ + this.forceSinglePass = false; + + /** + * Whether it's possible to override the material with {@link Scene#overrideMaterial} or not. + * + * @type {boolean} + * @default true + */ + this.allowOverride = true; + + /** + * Defines whether 3D objects using this material are visible. + * + * @type {boolean} + * @default true + */ + this.visible = true; + + /** + * Defines whether this material is tone mapped according to the renderer's tone mapping setting. + * + * It is ignored when rendering to a render target or using post processing or when using + * `WebGPURenderer`. In all these cases, all materials are honored by tone mapping. + * + * @type {boolean} + * @default true + */ + this.toneMapped = true; + + /** + * An object that can be used to store custom data about the Material. It + * should not hold references to functions as these will not be cloned. + * + * @type {Object} + */ + this.userData = {}; + + /** + * This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`. + * + * @type {number} + * @readonly + * @default 0 + */ + this.version = 0; + + this._alphaTest = 0; + + } + + /** + * Sets the alpha value to be used when running an alpha test. The material + * will not be rendered if the opacity is lower than this value. + * + * @type {number} + * @readonly + * @default 0 + */ + get alphaTest() { + + return this._alphaTest; + + } + + set alphaTest( value ) { + + if ( this._alphaTest > 0 !== value > 0 ) { + + this.version ++; + + } + + this._alphaTest = value; + + } + + /** + * An optional callback that is executed immediately before the material is used to render a 3D object. + * + * This method can only be used when rendering with {@link WebGLRenderer}. + * + * @param {WebGLRenderer} renderer - The renderer. + * @param {Scene} scene - The scene. + * @param {Camera} camera - The camera that is used to render the scene. + * @param {BufferGeometry} geometry - The 3D object's geometry. + * @param {Object3D} object - The 3D object. + * @param {Object} group - The geometry group data. + */ + onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {} + + /** + * An optional callback that is executed immediately before the shader + * program is compiled. This function is called with the shader source code + * as a parameter. Useful for the modification of built-in materials. + * + * This method can only be used when rendering with {@link WebGLRenderer}. The + * recommended approach when customizing materials is to use `WebGPURenderer` with the new + * Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language). + * + * @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source. + * @param {WebGLRenderer} renderer - A reference to the renderer. + */ + onBeforeCompile( /* shaderobject, renderer */ ) {} + + /** + * In case {@link Material#onBeforeCompile} is used, this callback can be used to identify + * values of settings used in `onBeforeCompile()`, so three.js can reuse a cached + * shader or recompile the shader for this material as needed. + * + * This method can only be used when rendering with {@link WebGLRenderer}. + * + * @return {string} The custom program cache key. + */ + customProgramCacheKey() { + + return this.onBeforeCompile.toString(); + + } + + /** + * This method can be used to set default values from parameter objects. + * It is a generic implementation so it can be used with different types + * of materials. + * + * @param {Object} [values] - The material values to set. + */ + setValues( values ) { + + if ( values === undefined ) return; + + for ( const key in values ) { + + const newValue = values[ key ]; + + if ( newValue === undefined ) { + + warn( `Material: parameter '${ key }' has value of undefined.` ); + continue; + + } + + const currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + warn( `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; + + } + + } + + } + + /** + * Serializes the material into JSON. + * + * @param {?(Object|string)} meta - An optional value holding meta information about the serialization. + * @return {Object} A JSON object representing the serialized material. + * @see {@link ObjectLoader#parse} + */ + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( isRootObject ) { + + meta = { + textures: {}, + images: {} + }; + + } + + const data = { + metadata: { + version: 4.7, + type: 'Material', + generator: 'Material.toJSON' + } + }; + + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; + + if ( this.name !== '' ) data.name = this.name; + + if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; + + if ( this.sheen !== undefined ) data.sheen = this.sheen; + if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex(); + if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness; + if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + + if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); + if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity; + if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; + if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; + + if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { + + data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { + + data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { + + data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; + data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); + + } + + if ( this.sheenColorMap && this.sheenColorMap.isTexture ) { + + data.sheenColorMap = this.sheenColorMap.toJSON( meta ).uuid; + + } + + if ( this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture ) { + + data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON( meta ).uuid; + + } + + if ( this.dispersion !== undefined ) data.dispersion = this.dispersion; + + if ( this.iridescence !== undefined ) data.iridescence = this.iridescence; + if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR; + if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange; + + if ( this.iridescenceMap && this.iridescenceMap.isTexture ) { + + data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid; + + } + + if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) { + + data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid; + + } + + if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy; + if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation; + + if ( this.anisotropyMap && this.anisotropyMap.isTexture ) { + + data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid; + + } + + if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + + if ( this.lightMap && this.lightMap.isTexture ) { + + data.lightMap = this.lightMap.toJSON( meta ).uuid; + data.lightMapIntensity = this.lightMapIntensity; + + } + + if ( this.aoMap && this.aoMap.isTexture ) { + + data.aoMap = this.aoMap.toJSON( meta ).uuid; + data.aoMapIntensity = this.aoMapIntensity; + + } + + if ( this.bumpMap && this.bumpMap.isTexture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + + if ( this.normalMap && this.normalMap.isTexture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalMapType = this.normalMapType; + data.normalScale = this.normalScale.toArray(); + + } + + if ( this.displacementMap && this.displacementMap.isTexture ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + + if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid; + if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid; + + if ( this.envMap && this.envMap.isTexture ) { + + data.envMap = this.envMap.toJSON( meta ).uuid; + + if ( this.combine !== undefined ) data.combine = this.combine; + + } + + if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray(); + if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; + if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity; + if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio; + + if ( this.gradientMap && this.gradientMap.isTexture ) { + + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + + } + + if ( this.transmission !== undefined ) data.transmission = this.transmission; + if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid; + if ( this.thickness !== undefined ) data.thickness = this.thickness; + if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid; + if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance; + if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex(); + + if ( this.size !== undefined ) data.size = this.size; + if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( this.blending !== NormalBlending ) data.blending = this.blending; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors === true ) data.vertexColors = true; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = true; + + if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc; + if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst; + if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation; + if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha; + if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha; + if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha; + if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex(); + if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha; + + if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc; + if ( this.depthTest === false ) data.depthTest = this.depthTest; + if ( this.depthWrite === false ) data.depthWrite = this.depthWrite; + if ( this.colorWrite === false ) data.colorWrite = this.colorWrite; + + if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask; + if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc; + if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef; + if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask; + if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail; + if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail; + if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass; + if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite; + + // rotation (SpriteMaterial) + if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation; + + if ( this.polygonOffset === true ) data.polygonOffset = true; + if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor; + if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits; + + if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth; + if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; + if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; + if ( this.scale !== undefined ) data.scale = this.scale; + + if ( this.dithering === true ) data.dithering = true; + + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.alphaHash === true ) data.alphaHash = true; + if ( this.alphaToCoverage === true ) data.alphaToCoverage = true; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true; + if ( this.forceSinglePass === true ) data.forceSinglePass = true; + if ( this.allowOverride === false ) data.allowOverride = false; + + if ( this.wireframe === true ) data.wireframe = true; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + + if ( this.flatShading === true ) data.flatShading = true; + + if ( this.visible === false ) data.visible = false; + + if ( this.toneMapped === false ) data.toneMapped = false; + + if ( this.fog === false ) data.fog = false; + + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache( cache ) { + + const values = []; + + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRootObject ) { + + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + } + + /** + * Returns a new material with copied values from this instance. + * + * @return {Material} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given material to this instance. + * + * @param {Material} source - The material to copy. + * @return {Material} A reference to this instance. + */ + copy( source ) { + + this.name = source.name; + + this.blending = source.blending; + this.side = source.side; + this.vertexColors = source.vertexColors; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + this.blendColor.copy( source.blendColor ); + this.blendAlpha = source.blendAlpha; + + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + + this.stencilWriteMask = source.stencilWriteMask; + this.stencilFunc = source.stencilFunc; + this.stencilRef = source.stencilRef; + this.stencilFuncMask = source.stencilFuncMask; + this.stencilFail = source.stencilFail; + this.stencilZFail = source.stencilZFail; + this.stencilZPass = source.stencilZPass; + this.stencilWrite = source.stencilWrite; + + const srcPlanes = source.clippingPlanes; + let dstPlanes = null; + + if ( srcPlanes !== null ) { + + const n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( let i = 0; i !== n; ++ i ) { + + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + } + + this.clippingPlanes = dstPlanes; + this.clipIntersection = source.clipIntersection; + this.clipShadows = source.clipShadows; + + this.shadowSide = source.shadowSide; + + this.colorWrite = source.colorWrite; + + this.precision = source.precision; + + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + + this.dithering = source.dithering; + + this.alphaTest = source.alphaTest; + this.alphaHash = source.alphaHash; + this.alphaToCoverage = source.alphaToCoverage; + this.premultipliedAlpha = source.premultipliedAlpha; + this.forceSinglePass = source.forceSinglePass; + this.allowOverride = source.allowOverride; + + this.visible = source.visible; + + this.toneMapped = source.toneMapped; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * @fires Material#dispose + */ + dispose() { + + /** + * Fires when the material has been disposed of. + * + * @event Material#dispose + * @type {Object} + */ + this.dispatchEvent( { type: 'dispose' } ); + + } + + /** + * Setting this property to `true` indicates the engine the material + * needs to be recompiled. + * + * @type {boolean} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + +} + +/** + * A material for rendering instances of {@link Sprite}. + * + * ```js + * const map = new THREE.TextureLoader().load( 'textures/sprite.png' ); + * const material = new THREE.SpriteMaterial( { map: map, color: 0xffffff } ); + * + * const sprite = new THREE.Sprite( material ); + * sprite.scale.set(200, 200, 1) + * scene.add( sprite ); + * ``` + * + * @augments Material + */ +class SpriteMaterial extends Material { + + /** + * Constructs a new sprite material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSpriteMaterial = true; + + this.type = 'SpriteMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The rotation of the sprite in radians. + * + * @type {number} + * @default 0 + */ + this.rotation = 0; + + /** + * Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only). + * + * @type {boolean} + * @default true + */ + this.sizeAttenuation = true; + + /** + * Overwritten since sprite materials are transparent + * by default. + * + * @type {boolean} + * @default true + */ + this.transparent = true; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default 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$1 = /*@__PURE__*/ new Vector3(); +const _vB$1 = /*@__PURE__*/ new Vector3(); +const _vC$1 = /*@__PURE__*/ new Vector3(); + +const _uvA = /*@__PURE__*/ new Vector2(); +const _uvB = /*@__PURE__*/ new Vector2(); +const _uvC = /*@__PURE__*/ new Vector2(); + +/** + * A sprite is a plane that always faces towards the camera, generally with a + * partially transparent texture applied. + * + * Sprites do not cast shadows, setting {@link Object3D#castShadow} to `true` will + * have no effect. + * + * ```js + * const map = new THREE.TextureLoader().load( 'sprite.png' ); + * const material = new THREE.SpriteMaterial( { map: map } ); + * + * const sprite = new THREE.Sprite( material ); + * scene.add( sprite ); + * ``` + * + * @augments Object3D + */ +class Sprite extends Object3D { + + /** + * Constructs a new sprite. + * + * @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material. + */ + constructor( material = new SpriteMaterial() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + 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 ) ); + + } + + /** + * The sprite geometry. + * + * @type {BufferGeometry} + */ + this.geometry = _geometry; + + /** + * The sprite material. + * + * @type {(SpriteMaterial|SpriteNodeMaterial)} + */ + this.material = material; + + /** + * The sprite's anchor point, and the point around which the sprite rotates. + * A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value + * of `(0, 0)` corresponds to the lower left corner of the sprite. + * + * @type {Vector2} + * @default (0.5,0.5) + */ + this.center = new Vector2( 0.5, 0.5 ); + + /** + * The number of instances of this sprite. + * Can only be used with {@link WebGPURenderer}. + * + * @type {number} + * @default 1 + */ + this.count = 1; + + } + + /** + * Computes intersection points between a casted ray and this sprite. + * + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - The target array that holds the intersection points. + */ + raycast( raycaster, intersects ) { + + if ( raycaster.camera === null ) { + + error( '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$1.set( -0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vB$1.set( 0.5, -0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vC$1.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$1, _vB$1, _vC$1, false, _intersectPoint ); + + if ( intersect === null ) { + + // check second triangle + transformVertex( _vB$1.set( -0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + _uvB.set( 0, 1 ); + + intersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, 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$1, _vB$1, _vC$1, _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(); + +/** + * A component for providing a basic Level of Detail (LOD) mechanism. + * + * Every LOD level is associated with an object, and rendering can be switched + * between them at the distances specified. Typically you would create, say, + * three meshes, one for far away (low detail), one for mid range (medium + * detail) and one for close up (high detail). + * + * ```js + * const lod = new THREE.LOD(); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * + * //Create spheres with 3 levels of detail and create new LOD levels for them + * for( let i = 0; i < 3; i++ ) { + * + * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i ); + * const mesh = new THREE.Mesh( geometry, material ); + * lod.addLevel( mesh, i * 75 ); + * + * } + * + * scene.add( lod ); + * ``` + * + * @augments Object3D + */ +class LOD extends Object3D { + + /** + * Constructs a new LOD. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLOD = true; + + /** + * The current LOD index. + * + * @private + * @type {number} + * @default 0 + */ + this._currentLevel = 0; + + this.type = 'LOD'; + + Object.defineProperties( this, { + /** + * This array holds the LOD levels. + * + * @name LOD#levels + * @type {Array<{object:Object3D,distance:number,hysteresis:number}>} + */ + levels: { + enumerable: true, + value: [] + } + } ); + + /** + * Whether the LOD object is updated automatically by the renderer per frame + * or not. If set to `false`, you have to call {@link LOD#update} in the + * render loop by yourself. + * + * @type {boolean} + * @default 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; + + } + + /** + * Adds a mesh that will display at a certain distance and greater. Typically + * the further away the distance, the lower the detail on the mesh. + * + * @param {Object3D} object - The 3D object to display at this level. + * @param {number} [distance=0] - The distance at which to display this level of detail. + * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance. + * @return {LOD} A reference to this instance. + */ + 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; + + } + + /** + * Removes an existing level, based on the distance from the camera. + * Returns `true` when the level has been removed. Otherwise `false`. + * + * @param {number} distance - Distance of the level to remove. + * @return {boolean} Whether the level has been removed or not. + */ + removeLevel( distance ) { + + const levels = this.levels; + + for ( let i = 0; i < levels.length; i ++ ) { + + if ( levels[ i ].distance === distance ) { + + const removedElements = levels.splice( i, 1 ); + this.remove( removedElements[ 0 ].object ); + + return true; + + } + + } + + return false; + + } + + /** + * Returns the currently active LOD level index. + * + * @return {number} The current active LOD level index. + */ + getCurrentLevel() { + + return this._currentLevel; + + } + + /** + * Returns a reference to the first 3D object that is greater than + * the given distance. + * + * @param {number} distance - The LOD distance. + * @return {?Object3D} The found 3D object. `null` if no 3D object has been found. + */ + 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; + + } + + /** + * Computes intersection points between a casted ray and this LOD. + * + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - The target array that holds the intersection points. + */ + 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 ); + + } + + } + + /** + * Updates the LOD by computing which LOD level should be visible according + * to the current distance of the given camera. + * + * @param {Camera} camera - The camera the scene is rendered with. + */ + 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 _vector$7 = /*@__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(); + +/** + * A ray that emits from an origin in a certain direction. The class is used by + * {@link Raycaster} to assist with raycasting. Raycasting is used for + * mouse picking (working out what objects in the 3D space the mouse is over) + * amongst other things. + */ +class Ray { + + /** + * Constructs a new ray. + * + * @param {Vector3} [origin=(0,0,0)] - The origin of the ray. + * @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray. + */ + constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) { + + /** + * The origin of the ray. + * + * @type {Vector3} + */ + this.origin = origin; + + /** + * The (normalized) direction of the ray. + * + * @type {Vector3} + */ + this.direction = direction; + + } + + /** + * Sets the ray's components by copying the given values. + * + * @param {Vector3} origin - The origin. + * @param {Vector3} direction - The direction. + * @return {Ray} A reference to this ray. + */ + set( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + } + + /** + * Copies the values of the given ray to this instance. + * + * @param {Ray} ray - The ray to copy. + * @return {Ray} A reference to this ray. + */ + copy( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + } + + /** + * Returns a vector that is located at a given distance along this ray. + * + * @param {number} t - The distance along the ray to retrieve a position for. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} A position on the ray. + */ + at( t, target ) { + + return target.copy( this.origin ).addScaledVector( this.direction, t ); + + } + + /** + * Adjusts the direction of the ray to point at the given vector in world space. + * + * @param {Vector3} v - The target position. + * @return {Ray} A reference to this ray. + */ + lookAt( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + } + + /** + * Shift the origin of this ray along its direction by the given distance. + * + * @param {number} t - The distance along the ray to interpolate. + * @return {Ray} A reference to this ray. + */ + recast( t ) { + + this.origin.copy( this.at( t, _vector$7 ) ); + + return this; + + } + + /** + * Returns the point along this ray that is closest to the given point. + * + * @param {Vector3} point - A point in 3D space to get the closet location on the ray for. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The closest point on this ray. + */ + 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 ); + + } + + /** + * Returns the distance of the closest approach between this ray and the given point. + * + * @param {Vector3} point - A point in 3D space to compute the distance to. + * @return {number} The distance. + */ + distanceToPoint( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + } + + /** + * Returns the squared distance of the closest approach between this ray and the given point. + * + * @param {Vector3} point - A point in 3D space to compute the distance to. + * @return {number} The squared distance. + */ + distanceSqToPoint( point ) { + + const directionDistance = _vector$7.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + _vector$7.copy( this.origin ).addScaledVector( this.direction, directionDistance ); + + return _vector$7.distanceToSquared( point ); + + } + + /** + * Returns the squared distance between this ray and the given line segment. + * + * @param {Vector3} v0 - The start point of the line segment. + * @param {Vector3} v1 - The end point of the line segment. + * @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment. + * @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray. + * @return {number} The squared distance. + */ + 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; + + } + + /** + * Intersects this ray with the given sphere, returning the intersection + * point or `null` if there is no intersection. + * + * @param {Sphere} sphere - The sphere to intersect. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The intersection point. + */ + intersectSphere( sphere, target ) { + + _vector$7.subVectors( sphere.center, this.origin ); + const tca = _vector$7.dot( this.direction ); + const d2 = _vector$7.dot( _vector$7 ) - 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 ); + + } + + /** + * Returns `true` if this ray intersects with the given sphere. + * + * @param {Sphere} sphere - The sphere to intersect. + * @return {boolean} Whether this ray intersects with the given sphere or not. + */ + intersectsSphere( sphere ) { + + if ( sphere.radius < 0 ) return false; // handle empty spheres, see #31187 + + return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + /** + * Computes the distance from the ray's origin to the given plane. Returns `null` if the ray + * does not intersect with the plane. + * + * @param {Plane} plane - The plane to compute the distance to. + * @return {?number} Whether this ray intersects with the given sphere or not. + */ + 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; + + } + + /** + * Intersects this ray with the given plane, returning the intersection + * point or `null` if there is no intersection. + * + * @param {Plane} plane - The plane to intersect. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The intersection point. + */ + intersectPlane( plane, target ) { + + const t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, target ); + + } + + /** + * Returns `true` if this ray intersects with the given plane. + * + * @param {Plane} plane - The plane to intersect. + * @return {boolean} Whether this ray intersects with the given plane or not. + */ + 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; + + } + + /** + * Intersects this ray with the given bounding box, returning the intersection + * point or `null` if there is no intersection. + * + * @param {Box3} box - The box to intersect. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The intersection point. + */ + 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 ); + + } + + /** + * Returns `true` if this ray intersects with the given box. + * + * @param {Box3} box - The box to intersect. + * @return {boolean} Whether this ray intersects with the given box or not. + */ + intersectsBox( box ) { + + return this.intersectBox( box, _vector$7 ) !== null; + + } + + /** + * Intersects this ray with the given triangle, returning the intersection + * point or `null` if there is no intersection. + * + * @param {Vector3} a - The first vertex of the triangle. + * @param {Vector3} b - The second vertex of the triangle. + * @param {Vector3} c - The third vertex of the triangle. + * @param {boolean} backfaceCulling - Whether to use backface culling or not. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {?Vector3} The intersection point. + */ + 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 ); + + } + + /** + * Transforms this ray with the given 4x4 transformation matrix. + * + * @param {Matrix4} matrix4 - The transformation matrix. + * @return {Ray} A reference to this ray. + */ + applyMatrix4( matrix4 ) { + + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); + + return this; + + } + + /** + * Returns `true` if this ray is equal with the given one. + * + * @param {Ray} ray - The ray to test for equality. + * @return {boolean} Whether this ray is equal with the given one. + */ + equals( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + + /** + * Returns a new ray with copied values from this instance. + * + * @return {Ray} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +/** + * A material for drawing geometries in a simple shaded (flat or wireframe) way. + * + * This material is not affected by lights. + * + * @augments Material + * @demo scenes/material-browser.html#MeshBasicMaterial + */ +class MeshBasicMaterial extends Material { + + /** + * Constructs a new mesh basic material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshBasicMaterial = true; + + this.type = 'MeshBasicMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); // diffuse + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The light map. Requires a second set of UVs. + * + * @type {?Texture} + * @default null + */ + this.lightMap = null; + + /** + * Intensity of the baked light. + * + * @type {number} + * @default 1 + */ + this.lightMapIntensity = 1.0; + + /** + * The red channel of this texture is used as the ambient occlusion map. + * Requires a second set of UVs. + * + * @type {?Texture} + * @default null + */ + this.aoMap = null; + + /** + * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` + * disables ambient occlusion. Where intensity is `1` and the AO map's + * red channel is also `1`, ambient light is fully occluded on a surface. + * + * @type {number} + * @default 1 + */ + this.aoMapIntensity = 1.0; + + /** + * Specular map used by the material. + * + * @type {?Texture} + * @default null + */ + this.specularMap = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The environment map. + * + * @type {?Texture} + * @default null + */ + this.envMap = null; + + /** + * The rotation of the environment map in radians. + * + * @type {Euler} + * @default (0,0,0) + */ + this.envMapRotation = new Euler(); + + /** + * How to combine the result of the surface's color with the environment map, if any. + * + * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to + * blend between the two colors. + * + * @type {(MultiplyOperation|MixOperation|AddOperation)} + * @default MultiplyOperation + */ + this.combine = MultiplyOperation; + + /** + * How much the environment map affects the surface. + * The valid range is between `0` (no reflections) and `1` (full reflections). + * + * @type {number} + * @default 1 + */ + this.reflectivity = 1; + + /** + * The index of refraction (IOR) of air (approximately 1) divided by the + * index of refraction of the material. It is used with environment mapping + * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}. + * The refraction ratio should not exceed `1`. + * + * @type {number} + * @default 0.98 + */ + this.refractionRatio = 0.98; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines appearance of wireframe ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinecap = 'round'; + + /** + * Defines appearance of wireframe joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinejoin = 'round'; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.fog = source.fog; + + return this; + + } + +} + +const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4(); +const _ray$3 = /*@__PURE__*/ new Ray(); +const _sphere$6 = /*@__PURE__*/ new Sphere(); +const _sphereHitAt = /*@__PURE__*/ new Vector3(); + +const _vA = /*@__PURE__*/ new Vector3(); +const _vB = /*@__PURE__*/ new Vector3(); +const _vC = /*@__PURE__*/ new Vector3(); + +const _tempA = /*@__PURE__*/ new Vector3(); +const _morphA = /*@__PURE__*/ new Vector3(); + +const _intersectionPoint = /*@__PURE__*/ new Vector3(); +const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); + +/** + * Class representing triangular polygon mesh based objects. + * + * ```js + * const geometry = new THREE.BoxGeometry( 1, 1, 1 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const mesh = new THREE.Mesh( geometry, material ); + * scene.add( mesh ); + * ``` + * + * @augments Object3D + */ +class Mesh extends Object3D { + + /** + * Constructs a new mesh. + * + * @param {BufferGeometry} [geometry] - The mesh geometry. + * @param {Material|Array} [material] - The mesh material. + */ + constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMesh = true; + + this.type = 'Mesh'; + + /** + * The mesh geometry. + * + * @type {BufferGeometry} + */ + this.geometry = geometry; + + /** + * The mesh material. + * + * @type {Material|Array} + * @default MeshBasicMaterial + */ + this.material = material; + + /** + * A dictionary representing the morph targets in the geometry. The key is the + * morph targets name, the value its attribute index. This member is `undefined` + * by default and only set when morph targets are detected in the geometry. + * + * @type {Object|undefined} + * @default undefined + */ + this.morphTargetDictionary = undefined; + + /** + * An array of weights typically in the range `[0,1]` that specify how much of the morph + * is applied. This member is `undefined` by default and only set when morph targets are + * detected in the geometry. + * + * @type {Array|undefined} + * @default undefined + */ + this.morphTargetInfluences = undefined; + + /** + * The number of instances of this mesh. + * Can only be used with {@link WebGPURenderer}. + * + * @type {number} + * @default 1 + */ + this.count = 1; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + /** + * Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences} + * to make sure existing morph targets can influence this 3D object. + */ + 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; + + } + + } + + } + + } + + /** + * Returns the local-space position of the vertex at the given index, taking into + * account the current animation state of both morph targets and skinning. + * + * @param {number} index - The vertex index. + * @param {Vector3} target - The target object that is used to store the method's result. + * @return {Vector3} The vertex position in local space. + */ + 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; + + } + + /** + * Computes intersection points between a casted ray and this line. + * + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - The target array that holds the intersection points. + */ + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // test with bounding sphere in world space + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$6.copy( geometry.boundingSphere ); + _sphere$6.applyMatrix4( matrixWorld ); + + // check distance from ray origin to bounding sphere + + _ray$3.copy( raycaster.ray ).recast( raycaster.near ); + + if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) { + + if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return; + + if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return; + + } + + // convert ray to local space of mesh + + _inverseMatrix$3.copy( matrixWorld ).invert(); + _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 ); + + // test with bounding box in local space + + if ( geometry.boundingBox !== null ) { + + if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + // test for intersections with geometry + + this._computeIntersections( raycaster, intersects, _ray$3 ); + + } + + _computeIntersections( raycaster, intersects, rayLocalSpace ) { + + let intersection; + + const geometry = this.geometry; + const material = this.material; + + const index = geometry.index; + const position = geometry.attributes.position; + const uv = geometry.attributes.uv; + const uv1 = geometry.attributes.uv1; + const normal = geometry.attributes.normal; + const groups = geometry.groups; + const drawRange = geometry.drawRange; + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = index.getX( j ); + const b = index.getX( j + 1 ); + const c = index.getX( j + 2 ); + + intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + const c = index.getX( i + 2 ); + + intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( position !== undefined ) { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = j; + const b = j + 1; + const c = j + 2; + + intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = i; + const b = i + 1; + const c = i + 2; + + intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } + + } + +} + +function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) { + + let intersect; + + if ( material.side === BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point ); + + } + + if ( intersect === null ) return null; + + _intersectionPointWorld.copy( point ); + _intersectionPointWorld.applyMatrix4( object.matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); + + if ( distance < raycaster.near || distance > raycaster.far ) return null; + + return { + distance: distance, + point: _intersectionPointWorld.clone(), + object: object + }; + +} + +function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) { + + object.getVertexPosition( a, _vA ); + object.getVertexPosition( b, _vB ); + object.getVertexPosition( c, _vC ); + + const intersection = checkIntersection$1( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint ); + + if ( intersection ) { + + const barycoord = new Vector3(); + Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord ); + + if ( uv ) { + + intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() ); + + } + + if ( uv1 ) { + + intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() ); + + } + + if ( normal ) { + + intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() ); + + if ( intersection.normal.dot( ray.direction ) > 0 ) { + + intersection.normal.multiplyScalar( -1 ); + + } + + } + + const face = { + a: a, + b: b, + c: c, + normal: new Vector3(), + materialIndex: 0 + }; + + Triangle.getNormal( _vA, _vB, _vC, face.normal ); + + intersection.face = face; + intersection.barycoord = barycoord; + + } + + return intersection; + +} + +const _baseVector = /*@__PURE__*/ new Vector4(); + +const _skinIndex = /*@__PURE__*/ new Vector4(); +const _skinWeight = /*@__PURE__*/ new Vector4(); + +const _vector4 = /*@__PURE__*/ new Vector4(); +const _matrix4 = /*@__PURE__*/ new Matrix4(); +const _vertex = /*@__PURE__*/ new Vector3(); + +const _sphere$5 = /*@__PURE__*/ new Sphere(); +const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); +const _ray$2 = /*@__PURE__*/ new Ray(); + +/** + * A mesh that has a {@link Skeleton} that can then be used to animate the + * vertices of the geometry with skinning/skeleton animation. + * + * Next to a valid skeleton, the skinned mesh requires skin indices and weights + * as buffer attributes in its geometry. These attribute define which bones affect a single + * vertex to a certain extend. + * + * Typically skinned meshes are not created manually but loaders like {@link GLTFLoader} + * or {@link FBXLoader } import respective models. + * + * @augments Mesh + * @demo scenes/bones-browser.html + */ +class SkinnedMesh extends Mesh { + + /** + * Constructs a new skinned mesh. + * + * @param {BufferGeometry} [geometry] - The mesh geometry. + * @param {Material|Array} [material] - The mesh material. + */ + constructor( geometry, material ) { + + super( geometry, material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSkinnedMesh = true; + + this.type = 'SkinnedMesh'; + + /** + * `AttachedBindMode` means the skinned mesh shares the same world space as the skeleton. + * This is not true when using `DetachedBindMode` which is useful when sharing a skeleton + * across multiple skinned meshes. + * + * @type {(AttachedBindMode|DetachedBindMode)} + * @default AttachedBindMode + */ + this.bindMode = AttachedBindMode; + + /** + * The base matrix that is used for the bound bone transforms. + * + * @type {Matrix4} + */ + this.bindMatrix = new Matrix4(); + + /** + * The base matrix that is used for resetting the bound bone transforms. + * + * @type {Matrix4} + */ + this.bindMatrixInverse = new Matrix4(); + + /** + * The bounding box of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingBox}. + * + * @type {?Box3} + * @default null + */ + this.boundingBox = null; + + /** + * The bounding sphere of the skinned mesh. Can be computed via {@link SkinnedMesh#computeBoundingSphere}. + * + * @type {?Sphere} + * @default null + */ + this.boundingSphere = null; + + } + + /** + * Computes the bounding box of the skinned mesh, and updates {@link SkinnedMesh#boundingBox}. + * The bounding box is not automatically computed by the engine; this method must be called by your app. + * If the skinned mesh is animated, the bounding box should be recomputed per frame in order to reflect + * the current animation state. + */ + computeBoundingBox() { + + const geometry = this.geometry; + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + this.boundingBox.makeEmpty(); + + const positionAttribute = geometry.getAttribute( 'position' ); + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + this.getVertexPosition( i, _vertex ); + this.boundingBox.expandByPoint( _vertex ); + + } + + } + + /** + * Computes the bounding sphere of the skinned mesh, and updates {@link SkinnedMesh#boundingSphere}. + * The bounding sphere is automatically computed by the engine once when it is needed, e.g., for ray casting + * and view frustum culling. If the skinned mesh is animated, the bounding sphere should be recomputed + * per frame in order to reflect the current animation state. + */ + computeBoundingSphere() { + + const geometry = this.geometry; + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + this.boundingSphere.makeEmpty(); + + const positionAttribute = geometry.getAttribute( 'position' ); + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + this.getVertexPosition( i, _vertex ); + this.boundingSphere.expandByPoint( _vertex ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.bindMode = source.bindMode; + this.bindMatrix.copy( source.bindMatrix ); + this.bindMatrixInverse.copy( source.bindMatrixInverse ); + + this.skeleton = source.skeleton; + + if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); + + return this; + + } + + raycast( raycaster, intersects ) { + + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // test with bounding sphere in world space + + if ( this.boundingSphere === null ) this.computeBoundingSphere(); + + _sphere$5.copy( this.boundingSphere ); + _sphere$5.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$5 ) === 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; + + } + + /** + * Binds the given skeleton to the skinned mesh. + * + * @param {Skeleton} skeleton - The skeleton to bind. + * @param {Matrix4} [bindMatrix] - The bind matrix. If no bind matrix is provided, + * the skinned mesh's world matrix will be used instead. + */ + 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(); + + } + + /** + * This method sets the skinned mesh in the rest pose). + */ + pose() { + + this.skeleton.pose(); + + } + + /** + * Normalizes the skin weights which are defined as a buffer attribute + * in the skinned mesh's geometry. + */ + normalizeSkinWeights() { + + const vector = new Vector4(); + + const skinWeight = this.geometry.attributes.skinWeight; + + for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { + + vector.fromBufferAttribute( skinWeight, i ); + + const scale = 1.0 / vector.manhattanLength(); + + if ( scale !== Infinity ) { + + vector.multiplyScalar( scale ); + + } else { + + vector.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); + + } + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + if ( this.bindMode === AttachedBindMode ) { + + this.bindMatrixInverse.copy( this.matrixWorld ).invert(); + + } else if ( this.bindMode === DetachedBindMode ) { + + this.bindMatrixInverse.copy( this.bindMatrix ).invert(); + + } else { + + warn( 'SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + + } + + } + + /** + * Applies the bone transform associated with the given index to the given + * vector. Can be used to transform positions or direction vectors by providing + * a Vector4 with 1 or 0 in the w component respectively. Returns the updated vector. + * + * @param {number} index - The vertex index. + * @param {Vector3|Vector4} target - The target object that is used to store the method's result. + * @return {Vector3|Vector4} The updated vertex attribute data. + */ + applyBoneTransform( index, target ) { + + const skeleton = this.skeleton; + const geometry = this.geometry; + + _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); + _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); + + if ( target.isVector4 ) { + + _baseVector.copy( target ); + target.set( 0, 0, 0, 0 ); + + } else { + + _baseVector.set( ...target, 1 ); + target.set( 0, 0, 0 ); + + } + + _baseVector.applyMatrix4( this.bindMatrix ); + + 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 ] ); + + target.addScaledVector( _vector4.copy( _baseVector ).applyMatrix4( _matrix4 ), weight ); + + } + + } + + if ( target.isVector4 ) { + + // ensure the homogenous coordinate remains unchanged after vector operations + target.w = _baseVector.w; + + } + + return target.applyMatrix4( this.bindMatrixInverse ); + + } + +} + +/** + * A bone which is part of a {@link Skeleton}. The skeleton in turn is used by + * the {@link SkinnedMesh}. + * + * ```js + * const root = new THREE.Bone(); + * const child = new THREE.Bone(); + * + * root.add( child ); + * child.position.y = 5; + * ``` + * + * @augments Object3D + */ +class Bone extends Object3D { + + /** + * Constructs a new bone. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBone = true; + + this.type = 'Bone'; + + } + +} + +/** + * Creates a texture directly from raw buffer data. + * + * The interpretation of the data depends on type and format: If the type is + * `UnsignedByteType`, a `Uint8Array` will be useful for addressing the + * texel data. If the format is `RGBAFormat`, data needs four values for + * one texel; Red, Green, Blue and Alpha (typically the opacity). + * + * @augments Texture + */ +class DataTexture extends Texture { + + /** + * Constructs a new data texture. + * + * @param {?TypedArray} [data=null] - The buffer data. + * @param {number} [width=1] - The width of the texture. + * @param {number} [height=1] - The height of the texture. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=NearestFilter] - The mag filter value. + * @param {number} [minFilter=NearestFilter] - The min filter value. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {string} [colorSpace=NoColorSpace] - The color space. + */ + 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 flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isDataTexture = true; + + /** + * The image definition of a data texture. + * + * @type {{data:TypedArray,width:number,height:number}} + */ + this.image = { data: data, width: width, height: height }; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.flipY = false; + + /** + * Specifies the alignment requirements for the start of each pixel row in memory. + * + * Overwritten and set to `1` by default. + * + * @type {boolean} + * @default 1 + */ + this.unpackAlignment = 1; + + } + +} + +const _offsetMatrix = /*@__PURE__*/ new Matrix4(); +const _identityMatrix = /*@__PURE__*/ new Matrix4(); + +/** + * Class for representing the armatures in `three.js`. The skeleton + * is defined by a hierarchy of bones. + * + * ```js + * const bones = []; + * + * const shoulder = new THREE.Bone(); + * const elbow = new THREE.Bone(); + * const hand = new THREE.Bone(); + * + * shoulder.add( elbow ); + * elbow.add( hand ); + * + * bones.push( shoulder , elbow, hand); + * + * shoulder.position.y = -5; + * elbow.position.y = 0; + * hand.position.y = 5; + * + * const armSkeleton = new THREE.Skeleton( bones ); + * ``` + */ +class Skeleton { + + /** + * Constructs a new skeleton. + * + * @param {Array} [bones] - An array of bones. + * @param {Array} [boneInverses] - An array of bone inverse matrices. + * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}. + */ + constructor( bones = [], boneInverses = [] ) { + + this.uuid = generateUUID(); + + /** + * An array of bones defining the skeleton. + * + * @type {Array} + */ + this.bones = bones.slice( 0 ); + + /** + * An array of bone inverse matrices. + * + * @type {Array} + */ + this.boneInverses = boneInverses; + + /** + * An array buffer holding the bone data. + * Input data for {@link Skeleton#boneTexture}. + * + * @type {?Float32Array} + * @default null + */ + this.boneMatrices = null; + + /** + * An array buffer holding the bone data of the previous frame. + * Required for computing velocity. Maintained in {@link SkinningNode}. + * + * @type {?Float32Array} + * @default null + */ + this.previousBoneMatrices = null; + + /** + * A texture holding the bone data for use + * in the vertex shader. + * + * @type {?DataTexture} + * @default null + */ + this.boneTexture = null; + + this.init(); + + } + + /** + * Initializes the skeleton. This method gets automatically called by the constructor + * but depending on how the skeleton is created it might be necessary to call this method + * manually. + */ + 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 ) { + + warn( '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() ); + + } + + } + + } + + } + + /** + * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses} + * and fills it with new matrices. + */ + 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 ); + + } + + } + + /** + * Resets the skeleton to the base pose. + */ + 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 ); + + } + + } + + } + + /** + * Resets the skeleton to the base pose. + */ + 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; + + } + + } + + /** + * Returns a new skeleton with copied values from this instance. + * + * @return {Skeleton} A clone of this instance. + */ + clone() { + + return new Skeleton( this.bones, this.boneInverses ); + + } + + /** + * Computes a data texture for passing bone data to the vertex shader. + * + * @return {Skeleton} A reference of this instance. + */ + computeBoneTexture() { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + + let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix + size = Math.ceil( size / 4 ) * 4; + size = Math.max( size, 4 ); + + const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( this.boneMatrices ); // copy current values + + const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); + boneTexture.needsUpdate = true; + + this.boneMatrices = boneMatrices; + this.boneTexture = boneTexture; + + return this; + + } + + /** + * Searches through the skeleton's bone array and returns the first with a + * matching name. + * + * @param {string} name - The name of the bone. + * @return {Bone|undefined} The found bone. `undefined` if no bone has been found. + */ + 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; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose( ) { + + if ( this.boneTexture !== null ) { + + this.boneTexture.dispose(); + + this.boneTexture = null; + + } + + } + + /** + * Setups the skeleton by the given JSON and bones. + * + * @param {Object} json - The skeleton as serialized JSON. + * @param {Object} bones - An array of bones. + * @return {Skeleton} A reference of this instance. + */ + 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 ) { + + warn( '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; + + } + + /** + * Serializes the skeleton into JSON. + * + * @return {Object} A JSON object representing the serialized skeleton. + * @see {@link ObjectLoader#parse} + */ + toJSON() { + + const data = { + metadata: { + version: 4.7, + 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; + + } + +} + +/** + * An instanced version of a buffer attribute. + * + * @augments BufferAttribute + */ +class InstancedBufferAttribute extends BufferAttribute { + + /** + * Constructs a new instanced buffer attribute. + * + * @param {TypedArray} array - The array holding the attribute data. + * @param {number} itemSize - The item size. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + * @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated. + */ + constructor( array, itemSize, normalized, meshPerAttribute = 1 ) { + + super( array, itemSize, normalized ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInstancedBufferAttribute = true; + + /** + * Defines how often a value of this buffer attribute should be repeated. A + * value of one means that each value of the instanced attribute is used for + * a single instance. A value of two means that each value is used for two + * consecutive instances (and so on). + * + * @type {number} + * @default 1 + */ + this.meshPerAttribute = meshPerAttribute; + + } + + copy( source ) { + + super.copy( source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.meshPerAttribute = this.meshPerAttribute; + + data.isInstancedBufferAttribute = true; + + return data; + + } + +} + +const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4(); +const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4(); + +const _instanceIntersects = []; + +const _box3 = /*@__PURE__*/ new Box3(); +const _identity = /*@__PURE__*/ new Matrix4(); +const _mesh$1 = /*@__PURE__*/ new Mesh(); +const _sphere$4 = /*@__PURE__*/ new Sphere(); + +/** + * A special version of a mesh with instanced rendering support. Use + * this class if you have to render a large number of objects with the same + * geometry and material(s) but with different world transformations. The usage + * of 'InstancedMesh' will help you to reduce the number of draw calls and thus + * improve the overall rendering performance in your application. + * + * @augments Mesh + */ +class InstancedMesh extends Mesh { + + /** + * Constructs a new instanced mesh. + * + * @param {BufferGeometry} [geometry] - The mesh geometry. + * @param {Material|Array} [material] - The mesh material. + * @param {number} count - The number of instances. + */ + constructor( geometry, material, count ) { + + super( geometry, material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInstancedMesh = true; + + /** + * Represents the local transformation of all instances. You have to set its + * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data + * via {@link InstancedMesh#setMatrixAt}. + * + * @type {InstancedBufferAttribute} + */ + this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 ); + + /** + * Represents the local transformation of all instances of the previous frame. + * Required for computing velocity. Maintained in {@link InstanceNode}. + * + * @type {?InstancedBufferAttribute} + * @default null + */ + this.previousInstanceMatrix = null; + + /** + * Represents the color of all instances. You have to set its + * {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data + * via {@link InstancedMesh#setColorAt}. + * + * @type {?InstancedBufferAttribute} + * @default null + */ + this.instanceColor = null; + + /** + * Represents the morph target weights of all instances. You have to set its + * {@link Texture#needsUpdate} flag to true if you modify instanced data + * via {@link InstancedMesh#setMorphAt}. + * + * @type {?DataTexture} + * @default null + */ + this.morphTexture = null; + + /** + * The number of instances. + * + * @type {number} + */ + this.count = count; + + /** + * The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}. + * + * @type {?Box3} + * @default null + */ + this.boundingBox = null; + + /** + * The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}. + * + * @type {?Sphere} + * @default null + */ + this.boundingSphere = null; + + for ( let i = 0; i < count; i ++ ) { + + this.setMatrixAt( i, _identity ); + + } + + } + + /** + * Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}. + * The bounding box is not automatically computed by the engine; this method must be called by your app. + * You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}. + */ + 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 ); + + } + + } + + /** + * Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere} + * The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling. + * You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}. + */ + 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$4.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix ); + + this.boundingSphere.union( _sphere$4 ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.instanceMatrix.copy( source.instanceMatrix ); + + if ( source.previousInstanceMatrix !== null ) this.previousInstanceMatrix = source.previousInstanceMatrix.clone(); + + if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone(); + if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); + + this.count = source.count; + + if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); + + return this; + + } + + /** + * Gets the color of the defined instance. + * + * @param {number} index - The instance index. + * @param {Color} color - The target object that is used to store the method's result. + * @return {Color} A reference to the target color. + */ + getColorAt( index, color ) { + + if ( this.instanceColor === null ) { + + return color.setRGB( 1, 1, 1 ); + + } else { + + return color.fromArray( this.instanceColor.array, index * 3 ); + + } + + } + + /** + * Gets the local transformation matrix of the defined instance. + * + * @param {number} index - The instance index. + * @param {Matrix4} matrix - The target object that is used to store the method's result. + * @return {Matrix4} A reference to the target matrix. + */ + getMatrixAt( index, matrix ) { + + return matrix.fromArray( this.instanceMatrix.array, index * 16 ); + + } + + /** + * Gets the morph target weights of the defined instance. + * + * @param {number} index - The instance index. + * @param {Mesh} object - The target object that is used to store the method's result. + */ + getMorphAt( index, object ) { + + const objectInfluences = object.morphTargetInfluences; + + const array = this.morphTexture.source.data.data; + + const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum + + const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + objectInfluences[ i ] = array[ dataIndex + i ]; + + } + + } + + raycast( raycaster, intersects ) { + + const matrixWorld = this.matrixWorld; + const raycastTimes = this.count; + + _mesh$1.geometry = this.geometry; + _mesh$1.material = this.material; + + if ( _mesh$1.material === undefined ) return; + + // test with bounding sphere first + + if ( this.boundingSphere === null ) this.computeBoundingSphere(); + + _sphere$4.copy( this.boundingSphere ); + _sphere$4.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return; + + // now test each instance + + for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { + + // calculate the world matrix for each instance + + this.getMatrixAt( instanceId, _instanceLocalMatrix ); + + _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); + + // the mesh represents this single instance + + _mesh$1.matrixWorld = _instanceWorldMatrix; + + _mesh$1.raycast( raycaster, _instanceIntersects ); + + // process the result of raycast + + for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { + + const intersect = _instanceIntersects[ i ]; + intersect.instanceId = instanceId; + intersect.object = this; + intersects.push( intersect ); + + } + + _instanceIntersects.length = 0; + + } + + } + + /** + * Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of + * {@link InstancedMesh#instanceColor} to `true` after updating all the colors. + * + * @param {number} index - The instance index. + * @param {Color} color - The instance color. + * @return {InstancedMesh} A reference to this instanced mesh. + */ + setColorAt( index, color ) { + + if ( this.instanceColor === null ) { + + this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 ); + + } + + color.toArray( this.instanceColor.array, index * 3 ); + return this; + + } + + /** + * Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of + * {@link InstancedMesh#instanceMatrix} to `true` after updating all the matrices. + * + * @param {number} index - The instance index. + * @param {Matrix4} matrix - The local transformation. + * @return {InstancedMesh} A reference to this instanced mesh. + */ + setMatrixAt( index, matrix ) { + + matrix.toArray( this.instanceMatrix.array, index * 16 ); + return this; + + } + + /** + * Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of + * {@link InstancedMesh#morphTexture} to `true` after updating all the influences. + * + * @param {number} index - The instance index. + * @param {Mesh} object - A mesh which `morphTargetInfluences` property containing the morph target weights + * of a single instance. + * @return {InstancedMesh} A reference to this instanced mesh. + */ + setMorphAt( index, object ) { + + const objectInfluences = object.morphTargetInfluences; + + const len = objectInfluences.length + 1; // morphBaseInfluence + all influences + + if ( this.morphTexture === null ) { + + this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType ); + + } + + const array = this.morphTexture.source.data.data; + + let morphInfluencesSum = 0; + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + morphInfluencesSum += objectInfluences[ i ]; + + } + + const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + const dataIndex = len * index; + + array[ dataIndex ] = morphBaseInfluence; + + array.set( objectInfluences, dataIndex + 1 ); + return this; + + } + + updateMorphTargets() { + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + if ( this.morphTexture !== null ) { + + this.morphTexture.dispose(); + this.morphTexture = null; + + } + + } + +} + +const _vector1 = /*@__PURE__*/ new Vector3(); +const _vector2 = /*@__PURE__*/ new Vector3(); +const _normalMatrix = /*@__PURE__*/ new Matrix3(); + +/** + * A two dimensional surface that extends infinitely in 3D space, represented + * in [Hessian normal form](http://mathworld.wolfram.com/HessianNormalForm.html) + * by a unit length normal vector and a constant. + */ +class Plane { + + /** + * Constructs a new plane. + * + * @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane. + * @param {number} [constant=0] - The signed distance from the origin to the plane. + */ + constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPlane = true; + + /** + * A unit length vector defining the normal of the plane. + * + * @type {Vector3} + */ + this.normal = normal; + + /** + * The signed distance from the origin to the plane. + * + * @type {number} + * @default 0 + */ + this.constant = constant; + + } + + /** + * Sets the plane components by copying the given values. + * + * @param {Vector3} normal - The normal. + * @param {number} constant - The constant. + * @return {Plane} A reference to this plane. + */ + set( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + } + + /** + * Sets the plane components by defining `x`, `y`, `z` as the + * plane normal and `w` as the constant. + * + * @param {number} x - The value for the normal's x component. + * @param {number} y - The value for the normal's y component. + * @param {number} z - The value for the normal's z component. + * @param {number} w - The constant value. + * @return {Plane} A reference to this plane. + */ + setComponents( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + } + + /** + * Sets the plane from the given normal and coplanar point (that is a point + * that lies onto the plane). + * + * @param {Vector3} normal - The normal. + * @param {Vector3} point - A coplanar point. + * @return {Plane} A reference to this plane. + */ + setFromNormalAndCoplanarPoint( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); + + return this; + + } + + /** + * Sets the plane from three coplanar points. The winding order is + * assumed to be counter-clockwise, and determines the direction of + * the plane normal. + * + * @param {Vector3} a - The first coplanar point. + * @param {Vector3} b - The second coplanar point. + * @param {Vector3} c - The third coplanar point. + * @return {Plane} A reference to this plane. + */ + 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; + + } + + /** + * Copies the values of the given plane to this instance. + * + * @param {Plane} plane - The plane to copy. + * @return {Plane} A reference to this plane. + */ + copy( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + } + + /** + * Normalizes the plane normal and adjusts the constant accordingly. + * + * @return {Plane} A reference to this plane. + */ + 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; + + } + + /** + * Negates both the plane normal and the constant. + * + * @return {Plane} A reference to this plane. + */ + negate() { + + this.constant *= -1; + this.normal.negate(); + + return this; + + } + + /** + * Returns the signed distance from the given point to this plane. + * + * @param {Vector3} point - The point to compute the distance for. + * @return {number} The signed distance. + */ + distanceToPoint( point ) { + + return this.normal.dot( point ) + this.constant; + + } + + /** + * Returns the signed distance from the given sphere to this plane. + * + * @param {Sphere} sphere - The sphere to compute the distance for. + * @return {number} The signed distance. + */ + distanceToSphere( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + } + + /** + * Projects a the given point onto the plane. + * + * @param {Vector3} point - The point to project. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The projected point on the plane. + */ + projectPoint( point, target ) { + + return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) ); + + } + + /** + * Returns the intersection point of the passed line and the plane. Returns + * `null` if the line does not intersect. Returns the line's starting point if + * the line is coplanar with the plane. + * + * @param {Line3} line - The line to compute the intersection for. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @param {boolean} [clampToLine=true] - Whether to clamp the intersection to the line segment. + * @return {?Vector3} The intersection point. Returns `null` if no intersection is detected. + */ + intersectLine( line, target, clampToLine = true ) { + + 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 ( ( clampToLine === true ) && ( t < 0 || t > 1 ) ) { + + return null; + + } + + return target.copy( line.start ).addScaledVector( direction, t ); + + } + + /** + * Returns `true` if the given line segment intersects with (passes through) the plane. + * + * @param {Line3} line - The line to test. + * @return {boolean} Whether the given line segment intersects with the plane or not. + */ + 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 ); + + } + + /** + * Returns `true` if the given bounding box intersects with the plane. + * + * @param {Box3} box - The bounding box to test. + * @return {boolean} Whether the given bounding box intersects with the plane or not. + */ + intersectsBox( box ) { + + return box.intersectsPlane( this ); + + } + + /** + * Returns `true` if the given bounding sphere intersects with the plane. + * + * @param {Sphere} sphere - The bounding sphere to test. + * @return {boolean} Whether the given bounding sphere intersects with the plane or not. + */ + intersectsSphere( sphere ) { + + return sphere.intersectsPlane( this ); + + } + + /** + * Returns a coplanar vector to the plane, by calculating the + * projection of the normal at the origin onto the plane. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The coplanar point. + */ + coplanarPoint( target ) { + + return target.copy( this.normal ).multiplyScalar( - this.constant ); + + } + + /** + * Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform. + * + * The optional normal matrix can be pre-computed like so: + * ```js + * const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix ); + * ``` + * + * @param {Matrix4} matrix - The transformation matrix. + * @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix. + * @return {Plane} A reference to this plane. + */ + 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; + + } + + /** + * Translates the plane by the distance defined by the given offset vector. + * Note that this only affects the plane constant and will not affect the normal vector. + * + * @param {Vector3} offset - The offset vector. + * @return {Plane} A reference to this plane. + */ + translate( offset ) { + + this.constant -= offset.dot( this.normal ); + + return this; + + } + + /** + * Returns `true` if this plane is equal with the given one. + * + * @param {Plane} plane - The plane to test for equality. + * @return {boolean} Whether this plane is equal with the given one. + */ + equals( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + + /** + * Returns a new plane with copied values from this instance. + * + * @return {Plane} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _sphere$3 = /*@__PURE__*/ new Sphere(); +const _defaultSpriteCenter = /*@__PURE__*/ new Vector2( 0.5, 0.5 ); +const _vector$6 = /*@__PURE__*/ new Vector3(); + +/** + * Frustums are used to determine what is inside the camera's field of view. + * They help speed up the rendering process - objects which lie outside a camera's + * frustum can safely be excluded from rendering. + * + * This class is mainly intended for use internally by a renderer. + */ +class Frustum { + + /** + * Constructs a new frustum. + * + * @param {Plane} [p0] - The first plane that encloses the frustum. + * @param {Plane} [p1] - The second plane that encloses the frustum. + * @param {Plane} [p2] - The third plane that encloses the frustum. + * @param {Plane} [p3] - The fourth plane that encloses the frustum. + * @param {Plane} [p4] - The fifth plane that encloses the frustum. + * @param {Plane} [p5] - The sixth plane that encloses the frustum. + */ + constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { + + /** + * This array holds the planes that enclose the frustum. + * + * @type {Array} + */ + this.planes = [ p0, p1, p2, p3, p4, p5 ]; + + } + + /** + * Sets the frustum planes by copying the given planes. + * + * @param {Plane} [p0] - The first plane that encloses the frustum. + * @param {Plane} [p1] - The second plane that encloses the frustum. + * @param {Plane} [p2] - The third plane that encloses the frustum. + * @param {Plane} [p3] - The fourth plane that encloses the frustum. + * @param {Plane} [p4] - The fifth plane that encloses the frustum. + * @param {Plane} [p5] - The sixth plane that encloses the frustum. + * @return {Frustum} A reference to this frustum. + */ + 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; + + } + + /** + * Copies the values of the given frustum to this instance. + * + * @param {Frustum} frustum - The frustum to copy. + * @return {Frustum} A reference to this frustum. + */ + copy( frustum ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + } + + /** + * Sets the frustum planes from the given projection matrix. + * + * @param {Matrix4} m - The projection matrix. + * @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system. + * @param {boolean} [reversedDepth=false] - Whether to use a reversed depth. + * @return {Frustum} A reference to this frustum. + */ + setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false ) { + + 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(); + + if ( reversedDepth ) { + + planes[ 4 ].setComponents( me2, me6, me10, me14 ).normalize(); // far + planes[ 5 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // near + + } else { + + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); // far + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); // near + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); // near + + } else { + + throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem ); + + } + + } + + return this; + + } + + /** + * Returns `true` if the 3D object's bounding sphere is intersecting this frustum. + * + * Note that the 3D object must have a geometry so that the bounding sphere can be calculated. + * + * @param {Object3D} object - The 3D object to test. + * @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not. + */ + intersectsObject( object ) { + + if ( object.boundingSphere !== undefined ) { + + if ( object.boundingSphere === null ) object.computeBoundingSphere(); + + _sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld ); + + } else { + + const geometry = object.geometry; + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); + + } + + return this.intersectsSphere( _sphere$3 ); + + } + + /** + * Returns `true` if the given sprite is intersecting this frustum. + * + * @param {Sprite} sprite - The sprite to test. + * @return {boolean} Whether the sprite is intersecting this frustum or not. + */ + intersectsSprite( sprite ) { + + _sphere$3.center.set( 0, 0, 0 ); + + const offset = _defaultSpriteCenter.distanceTo( sprite.center ); + + _sphere$3.radius = 0.7071067811865476 + offset; + _sphere$3.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( _sphere$3 ); + + } + + /** + * Returns `true` if the given bounding sphere is intersecting this frustum. + * + * @param {Sphere} sphere - The bounding sphere to test. + * @return {boolean} Whether the bounding sphere is intersecting this frustum or not. + */ + 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; + + } + + /** + * Returns `true` if the given bounding box is intersecting this frustum. + * + * @param {Box3} box - The bounding box to test. + * @return {boolean} Whether the bounding box is intersecting this frustum or not. + */ + 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; + + } + + /** + * Returns `true` if the given point lies within the frustum. + * + * @param {Vector3} point - The point to test. + * @return {boolean} Whether the point lies within this frustum or not. + */ + containsPoint( point ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + /** + * Returns a new frustum with copied values from this instance. + * + * @return {Frustum} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4(); +const _frustum$1 = /*@__PURE__*/ new Frustum(); + +/** + * FrustumArray is used to determine if an object is visible in at least one camera + * from an array of cameras. This is particularly useful for multi-view renderers. +*/ +class FrustumArray { + + /** + * Constructs a new frustum array. + * + */ + constructor() { + + /** + * The coordinate system to use. + * + * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem} + * @default WebGLCoordinateSystem + */ + this.coordinateSystem = WebGLCoordinateSystem; + + } + + /** + * Returns `true` if the 3D object's bounding sphere is intersecting any frustum + * from the camera array. + * + * @param {Object3D} object - The 3D object to test. + * @param {Object} cameraArray - An object with a cameras property containing an array of cameras. + * @return {boolean} Whether the 3D object is visible in any camera. + */ + intersectsObject( object, cameraArray ) { + + if ( ! cameraArray.isArrayCamera || cameraArray.cameras.length === 0 ) { + + return false; + + } + + for ( let i = 0; i < cameraArray.cameras.length; i ++ ) { + + const camera = cameraArray.cameras[ i ]; + + _projScreenMatrix$1.multiplyMatrices( + camera.projectionMatrix, + camera.matrixWorldInverse + ); + + _frustum$1.setFromProjectionMatrix( + _projScreenMatrix$1, + camera.coordinateSystem, + camera.reversedDepth + ); + + if ( _frustum$1.intersectsObject( object ) ) { + + return true; // Object is visible in at least one camera + + } + + } + + return false; // Not visible in any camera + + } + + /** + * Returns `true` if the given sprite is intersecting any frustum + * from the camera array. + * + * @param {Sprite} sprite - The sprite to test. + * @param {Object} cameraArray - An object with a cameras property containing an array of cameras. + * @return {boolean} Whether the sprite is visible in any camera. + */ + intersectsSprite( sprite, cameraArray ) { + + if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) { + + return false; + + } + + for ( let i = 0; i < cameraArray.cameras.length; i ++ ) { + + const camera = cameraArray.cameras[ i ]; + + _projScreenMatrix$1.multiplyMatrices( + camera.projectionMatrix, + camera.matrixWorldInverse + ); + + _frustum$1.setFromProjectionMatrix( + _projScreenMatrix$1, + camera.coordinateSystem, + camera.reversedDepth + ); + + if ( _frustum$1.intersectsSprite( sprite ) ) { + + return true; // Sprite is visible in at least one camera + + } + + } + + return false; // Not visible in any camera + + } + + /** + * Returns `true` if the given bounding sphere is intersecting any frustum + * from the camera array. + * + * @param {Sphere} sphere - The bounding sphere to test. + * @param {Object} cameraArray - An object with a cameras property containing an array of cameras. + * @return {boolean} Whether the sphere is visible in any camera. + */ + intersectsSphere( sphere, cameraArray ) { + + if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) { + + return false; + + } + + for ( let i = 0; i < cameraArray.cameras.length; i ++ ) { + + const camera = cameraArray.cameras[ i ]; + + _projScreenMatrix$1.multiplyMatrices( + camera.projectionMatrix, + camera.matrixWorldInverse + ); + + _frustum$1.setFromProjectionMatrix( + _projScreenMatrix$1, + camera.coordinateSystem, + camera.reversedDepth + ); + + if ( _frustum$1.intersectsSphere( sphere ) ) { + + return true; // Sphere is visible in at least one camera + + } + + } + + return false; // Not visible in any camera + + } + + /** + * Returns `true` if the given bounding box is intersecting any frustum + * from the camera array. + * + * @param {Box3} box - The bounding box to test. + * @param {Object} cameraArray - An object with a cameras property containing an array of cameras. + * @return {boolean} Whether the box is visible in any camera. + */ + intersectsBox( box, cameraArray ) { + + if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) { + + return false; + + } + + for ( let i = 0; i < cameraArray.cameras.length; i ++ ) { + + const camera = cameraArray.cameras[ i ]; + + _projScreenMatrix$1.multiplyMatrices( + camera.projectionMatrix, + camera.matrixWorldInverse + ); + + _frustum$1.setFromProjectionMatrix( + _projScreenMatrix$1, + camera.coordinateSystem, + camera.reversedDepth + ); + + if ( _frustum$1.intersectsBox( box ) ) { + + return true; // Box is visible in at least one camera + + } + + } + + return false; // Not visible in any camera + + } + + /** + * Returns `true` if the given point lies within any frustum + * from the camera array. + * + * @param {Vector3} point - The point to test. + * @param {Object} cameraArray - An object with a cameras property containing an array of cameras. + * @return {boolean} Whether the point is visible in any camera. + */ + containsPoint( point, cameraArray ) { + + if ( ! cameraArray || ! cameraArray.cameras || cameraArray.cameras.length === 0 ) { + + return false; + + } + + for ( let i = 0; i < cameraArray.cameras.length; i ++ ) { + + const camera = cameraArray.cameras[ i ]; + + _projScreenMatrix$1.multiplyMatrices( + camera.projectionMatrix, + camera.matrixWorldInverse + ); + + _frustum$1.setFromProjectionMatrix( + _projScreenMatrix$1, + camera.coordinateSystem, + camera.reversedDepth + ); + + if ( _frustum$1.containsPoint( point ) ) { + + return true; // Point is visible in at least one camera + + } + + } + + return false; // Not visible in any camera + + } + + /** + * Returns a new frustum array with copied values from this instance. + * + * @return {FrustumArray} A clone of this instance. + */ + clone() { + + return new FrustumArray(); + + } + +} + +function ascIdSort( a, b ) { + + return a - b; + +} + +function sortOpaque( a, b ) { + + return a.z - b.z; + +} + +function sortTransparent( a, b ) { + + return b.z - a.z; + +} + +class MultiDrawRenderList { + + constructor() { + + this.index = 0; + this.pool = []; + this.list = []; + + } + + push( start, count, z, index ) { + + const pool = this.pool; + const list = this.list; + if ( this.index >= pool.length ) { + + pool.push( { + + start: -1, + count: -1, + z: -1, + index: -1, + + } ); + + } + + const item = pool[ this.index ]; + list.push( item ); + this.index ++; + + item.start = start; + item.count = count; + item.z = z; + item.index = index; + + } + + reset() { + + this.list.length = 0; + this.index = 0; + + } + +} + +const _matrix$1 = /*@__PURE__*/ new Matrix4(); +const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 ); +const _frustum = /*@__PURE__*/ new Frustum(); +const _frustumArray = /*@__PURE__*/ new FrustumArray(); +const _box$1 = /*@__PURE__*/ new Box3(); +const _sphere$2 = /*@__PURE__*/ new Sphere(); +const _vector$5 = /*@__PURE__*/ new Vector3(); +const _forward$1 = /*@__PURE__*/ new Vector3(); +const _temp = /*@__PURE__*/ new Vector3(); +const _renderList = /*@__PURE__*/ new MultiDrawRenderList(); +const _mesh = /*@__PURE__*/ new Mesh(); +const _batchIntersects = []; + +// copies data from attribute "src" into "target" starting at "targetOffset" +function copyAttributeData( src, target, targetOffset = 0 ) { + + const itemSize = target.itemSize; + if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) { + + // use the component getters and setters if the array data cannot + // be copied directly + const vertexCount = src.count; + for ( let i = 0; i < vertexCount; i ++ ) { + + for ( let c = 0; c < itemSize; c ++ ) { + + target.setComponent( i + targetOffset, c, src.getComponent( i, c ) ); + + } + + } + + } else { + + // faster copy approach using typed array set function + target.array.set( src.array, targetOffset * itemSize ); + + } + + target.needsUpdate = true; + +} + +// safely copies array contents to a potentially smaller array +function copyArrayContents( src, target ) { + + if ( src.constructor !== target.constructor ) { + + // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied + const len = Math.min( src.length, target.length ); + for ( let i = 0; i < len; i ++ ) { + + target[ i ] = src[ i ]; + + } + + } else { + + // if the arrays use the same data layout we can use a fast block copy + const len = Math.min( src.length, target.length ); + target.set( new src.constructor( src.buffer, 0, len ) ); + + } + +} + +/** + * A special version of a mesh with multi draw batch rendering support. Use + * this class if you have to render a large number of objects with the same + * material but with different geometries or world transformations. The usage of + * `BatchedMesh` will help you to reduce the number of draw calls and thus improve the overall + * rendering performance in your application. + * + * ```js + * const box = new THREE.BoxGeometry( 1, 1, 1 ); + * const sphere = new THREE.SphereGeometry( 1, 12, 12 ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + * + * // initialize and add geometries into the batched mesh + * const batchedMesh = new BatchedMesh( 10, 5000, 10000, material ); + * const boxGeometryId = batchedMesh.addGeometry( box ); + * const sphereGeometryId = batchedMesh.addGeometry( sphere ); + * + * // create instances of those geometries + * const boxInstancedId1 = batchedMesh.addInstance( boxGeometryId ); + * const boxInstancedId2 = batchedMesh.addInstance( boxGeometryId ); + * + * const sphereInstancedId1 = batchedMesh.addInstance( sphereGeometryId ); + * const sphereInstancedId2 = batchedMesh.addInstance( sphereGeometryId ); + * + * // position the geometries + * batchedMesh.setMatrixAt( boxInstancedId1, boxMatrix1 ); + * batchedMesh.setMatrixAt( boxInstancedId2, boxMatrix2 ); + * + * batchedMesh.setMatrixAt( sphereInstancedId1, sphereMatrix1 ); + * batchedMesh.setMatrixAt( sphereInstancedId2, sphereMatrix2 ); + * + * scene.add( batchedMesh ); + * ``` + * + * @augments Mesh + */ +class BatchedMesh extends Mesh { + + /** + * Constructs a new batched mesh. + * + * @param {number} maxInstanceCount - The maximum number of individual instances planned to be added and rendered. + * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries. + * @param {number} [maxIndexCount=maxVertexCount*2] - The maximum number of indices to be used by all unique geometries + * @param {Material|Array} [material] - The mesh material. + */ + constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) { + + super( new BufferGeometry(), material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBatchedMesh = true; + + /** + * When set ot `true`, the individual objects of a batch are frustum culled. + * + * @type {boolean} + * @default true + */ + this.perObjectFrustumCulled = true; + + /** + * When set to `true`, the individual objects of a batch are sorted to improve overdraw-related artifacts. + * If the material is marked as "transparent" objects are rendered back to front and if not then they are + * rendered front to back. + * + * @type {boolean} + * @default true + */ + this.sortObjects = true; + + /** + * The bounding box of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingBox}. + * + * @type {?Box3} + * @default null + */ + this.boundingBox = null; + + /** + * The bounding sphere of the batched mesh. Can be computed via {@link BatchedMesh#computeBoundingSphere}. + * + * @type {?Sphere} + * @default null + */ + this.boundingSphere = null; + + /** + * Takes a sort a function that is run before render. The function takes a list of instances to + * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered + * sort with. + * + * @type {?Function} + * @default null + */ + this.customSort = null; + + // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries + this._instanceInfo = []; + this._geometryInfo = []; + + // instance, geometry ids that have been set as inactive, and are available to be overwritten + this._availableInstanceIds = []; + this._availableGeometryIds = []; + + // used to track where the next point is that geometry should be inserted + this._nextIndexStart = 0; + this._nextVertexStart = 0; + this._geometryCount = 0; + + // flags + this._visibilityChanged = true; + this._geometryInitialized = false; + + // cached user options + this._maxInstanceCount = maxInstanceCount; + this._maxVertexCount = maxVertexCount; + this._maxIndexCount = maxIndexCount; + + // buffers for multi draw + this._multiDrawCounts = new Int32Array( maxInstanceCount ); + this._multiDrawStarts = new Int32Array( maxInstanceCount ); + this._multiDrawCount = 0; + + // Local matrix per geometry by using data texture + this._matricesTexture = null; + this._indirectTexture = null; + this._colorsTexture = null; + + this._initMatricesTexture(); + this._initIndirectTexture(); + + } + + /** + * The maximum number of individual instances that can be stored in the batch. + * + * @type {number} + * @readonly + */ + get maxInstanceCount() { + + return this._maxInstanceCount; + + } + + /** + * The instance count. + * + * @type {number} + * @readonly + */ + get instanceCount() { + + return this._instanceInfo.length - this._availableInstanceIds.length; + + } + + /** + * The number of unused vertices. + * + * @type {number} + * @readonly + */ + get unusedVertexCount() { + + return this._maxVertexCount - this._nextVertexStart; + + } + + /** + * The number of unused indices. + * + * @type {number} + * @readonly + */ + get unusedIndexCount() { + + return this._maxIndexCount - this._nextIndexStart; + + } + + _initMatricesTexture() { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64) + + let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix + size = Math.ceil( size / 4 ) * 4; + size = Math.max( size, 4 ); + + const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType ); + + this._matricesTexture = matricesTexture; + + } + + _initIndirectTexture() { + + let size = Math.sqrt( this._maxInstanceCount ); + size = Math.ceil( size ); + + const indirectArray = new Uint32Array( size * size ); + const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType ); + + this._indirectTexture = indirectTexture; + + } + + _initColorsTexture() { + + let size = Math.sqrt( this._maxInstanceCount ); + size = Math.ceil( size ); + + // 4 floats per RGBA pixel initialized to white + const colorsArray = new Float32Array( size * size * 4 ).fill( 1 ); + const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType ); + colorsTexture.colorSpace = ColorManagement.workingColorSpace; + + this._colorsTexture = colorsTexture; + + } + + _initializeGeometry( reference ) { + + const geometry = this.geometry; + const maxVertexCount = this._maxVertexCount; + const maxIndexCount = this._maxIndexCount; + if ( this._geometryInitialized === false ) { + + for ( const attributeName in reference.attributes ) { + + const srcAttribute = reference.getAttribute( attributeName ); + const { array, itemSize, normalized } = srcAttribute; + + const dstArray = new array.constructor( maxVertexCount * itemSize ); + const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized ); + + geometry.setAttribute( attributeName, dstAttribute ); + + } + + if ( reference.getIndex() !== null ) { + + // Reserve last u16 index for primitive restart. + const indexArray = maxVertexCount > 65535 + ? new Uint32Array( maxIndexCount ) + : new Uint16Array( maxIndexCount ); + + geometry.setIndex( new BufferAttribute( indexArray, 1 ) ); + + } + + this._geometryInitialized = true; + + } + + } + + // Make sure the geometry is compatible with the existing combined geometry attributes + _validateGeometry( geometry ) { + + // check to ensure the geometries are using consistent attributes and indices + const batchGeometry = this.geometry; + if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) { + + throw new Error( 'THREE.BatchedMesh: All geometries must consistently have "index".' ); + + } + + for ( const attributeName in batchGeometry.attributes ) { + + if ( ! geometry.hasAttribute( attributeName ) ) { + + throw new Error( `THREE.BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` ); + + } + + const srcAttribute = geometry.getAttribute( attributeName ); + const dstAttribute = batchGeometry.getAttribute( attributeName ); + if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) { + + throw new Error( 'THREE.BatchedMesh: All attributes must have a consistent itemSize and normalized value.' ); + + } + + } + + } + + /** + * Validates the instance defined by the given ID. + * + * @param {number} instanceId - The instance to validate. + */ + validateInstanceId( instanceId ) { + + const instanceInfo = this._instanceInfo; + if ( instanceId < 0 || instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { + + throw new Error( `THREE.BatchedMesh: Invalid instanceId ${instanceId}. Instance is either out of range or has been deleted.` ); + + } + + } + + /** + * Validates the geometry defined by the given ID. + * + * @param {number} geometryId - The geometry to validate. + */ + validateGeometryId( geometryId ) { + + const geometryInfoList = this._geometryInfo; + if ( geometryId < 0 || geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) { + + throw new Error( `THREE.BatchedMesh: Invalid geometryId ${geometryId}. Geometry is either out of range or has been deleted.` ); + + } + + } + + /** + * Takes a sort a function that is run before render. The function takes a list of instances to + * sort and a camera. The objects in the list include a "z" field to perform a depth-ordered sort with. + * + * @param {Function} func - The custom sort function. + * @return {BatchedMesh} A reference to this batched mesh. + */ + setCustomSort( func ) { + + this.customSort = func; + return this; + + } + + /** + * Computes the bounding box, updating {@link BatchedMesh#boundingBox}. + * Bounding boxes aren't computed by default. They need to be explicitly computed, + * otherwise they are `null`. + */ + computeBoundingBox() { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + const boundingBox = this.boundingBox; + const instanceInfo = this._instanceInfo; + + boundingBox.makeEmpty(); + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].active === false ) continue; + + const geometryId = instanceInfo[ i ].geometryIndex; + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 ); + boundingBox.union( _box$1 ); + + } + + } + + /** + * Computes the bounding sphere, updating {@link BatchedMesh#boundingSphere}. + * Bounding spheres aren't computed by default. They need to be explicitly computed, + * otherwise they are `null`. + */ + computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + const boundingSphere = this.boundingSphere; + const instanceInfo = this._instanceInfo; + + boundingSphere.makeEmpty(); + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].active === false ) continue; + + const geometryId = instanceInfo[ i ].geometryIndex; + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); + boundingSphere.union( _sphere$2 ); + + } + + } + + /** + * Adds a new instance to the batch using the geometry of the given ID and returns + * a new id referring to the new instance to be used by other functions. + * + * @param {number} geometryId - The ID of a previously added geometry via {@link BatchedMesh#addGeometry}. + * @return {number} The instance ID. + */ + addInstance( geometryId ) { + + const atCapacity = this._instanceInfo.length >= this.maxInstanceCount; + + // ensure we're not over geometry + if ( atCapacity && this._availableInstanceIds.length === 0 ) { + + throw new Error( 'THREE.BatchedMesh: Maximum item count reached.' ); + + } + + const instanceInfo = { + visible: true, + active: true, + geometryIndex: geometryId, + }; + + let drawId = null; + + // Prioritize using previously freed instance ids + if ( this._availableInstanceIds.length > 0 ) { + + this._availableInstanceIds.sort( ascIdSort ); + + drawId = this._availableInstanceIds.shift(); + this._instanceInfo[ drawId ] = instanceInfo; + + } else { + + drawId = this._instanceInfo.length; + this._instanceInfo.push( instanceInfo ); + + } + + const matricesTexture = this._matricesTexture; + _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 ); + matricesTexture.needsUpdate = true; + + const colorsTexture = this._colorsTexture; + if ( colorsTexture ) { + + _whiteColor.toArray( colorsTexture.image.data, drawId * 4 ); + colorsTexture.needsUpdate = true; + + } + + this._visibilityChanged = true; + return drawId; + + } + + /** + * Adds the given geometry to the batch and returns the associated + * geometry id referring to it to be used in other functions. + * + * @param {BufferGeometry} geometry - The geometry to add. + * @param {number} [reservedVertexCount=-1] - Optional parameter specifying the amount of + * vertex buffer space to reserve for the added geometry. This is necessary if it is planned + * to set a new geometry at this index at a later time that is larger than the original geometry. + * Defaults to the length of the given geometry vertex buffer. + * @param {number} [reservedIndexCount=-1] - Optional parameter specifying the amount of index + * buffer space to reserve for the added geometry. This is necessary if it is planned to set a + * new geometry at this index at a later time that is larger than the original geometry. Defaults to + * the length of the given geometry index buffer. + * @return {number} The geometry ID. + */ + addGeometry( geometry, reservedVertexCount = -1, reservedIndexCount = -1 ) { + + this._initializeGeometry( geometry ); + + this._validateGeometry( geometry ); + + const geometryInfo = { + // geometry information + vertexStart: -1, + vertexCount: -1, + reservedVertexCount: -1, + + indexStart: -1, + indexCount: -1, + reservedIndexCount: -1, + + // draw range information + start: -1, + count: -1, + + // state + boundingBox: null, + boundingSphere: null, + active: true, + }; + + const geometryInfoList = this._geometryInfo; + geometryInfo.vertexStart = this._nextVertexStart; + geometryInfo.reservedVertexCount = reservedVertexCount === -1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount; + + const index = geometry.getIndex(); + const hasIndex = index !== null; + if ( hasIndex ) { + + geometryInfo.indexStart = this._nextIndexStart; + geometryInfo.reservedIndexCount = reservedIndexCount === -1 ? index.count : reservedIndexCount; + + } + + if ( + geometryInfo.indexStart !== -1 && + geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount || + geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount + ) { + + throw new Error( 'THREE.BatchedMesh: Reserved space request exceeds the maximum buffer size.' ); + + } + + // update id + let geometryId; + if ( this._availableGeometryIds.length > 0 ) { + + this._availableGeometryIds.sort( ascIdSort ); + + geometryId = this._availableGeometryIds.shift(); + geometryInfoList[ geometryId ] = geometryInfo; + + + } else { + + geometryId = this._geometryCount; + this._geometryCount ++; + geometryInfoList.push( geometryInfo ); + + } + + // update the geometry + this.setGeometryAt( geometryId, geometry ); + + // increment the next geometry position + this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount; + this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount; + + return geometryId; + + } + + /** + * Replaces the geometry at the given ID with the provided geometry. Throws an error if there + * is not enough space reserved for geometry. Calling this will change all instances that are + * rendering that geometry. + * + * @param {number} geometryId - The ID of the geometry that should be replaced with the given geometry. + * @param {BufferGeometry} geometry - The new geometry. + * @return {number} The geometry ID. + */ + setGeometryAt( geometryId, geometry ) { + + if ( geometryId >= this._geometryCount ) { + + throw new Error( 'THREE.BatchedMesh: Maximum geometry count reached.' ); + + } + + this._validateGeometry( geometry ); + + const batchGeometry = this.geometry; + const hasIndex = batchGeometry.getIndex() !== null; + const dstIndex = batchGeometry.getIndex(); + const srcIndex = geometry.getIndex(); + const geometryInfo = this._geometryInfo[ geometryId ]; + if ( + hasIndex && + srcIndex.count > geometryInfo.reservedIndexCount || + geometry.attributes.position.count > geometryInfo.reservedVertexCount + ) { + + throw new Error( 'THREE.BatchedMesh: Reserved space not large enough for provided geometry.' ); + + } + + // copy geometry buffer data over + const vertexStart = geometryInfo.vertexStart; + const reservedVertexCount = geometryInfo.reservedVertexCount; + geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count; + + for ( const attributeName in batchGeometry.attributes ) { + + // copy attribute data + const srcAttribute = geometry.getAttribute( attributeName ); + const dstAttribute = batchGeometry.getAttribute( attributeName ); + copyAttributeData( srcAttribute, dstAttribute, vertexStart ); + + // fill the rest in with zeroes + const itemSize = srcAttribute.itemSize; + for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) { + + const index = vertexStart + i; + for ( let c = 0; c < itemSize; c ++ ) { + + dstAttribute.setComponent( index, c, 0 ); + + } + + } + + dstAttribute.needsUpdate = true; + dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize ); + + } + + // copy index + if ( hasIndex ) { + + const indexStart = geometryInfo.indexStart; + const reservedIndexCount = geometryInfo.reservedIndexCount; + geometryInfo.indexCount = geometry.getIndex().count; + + // copy index data over + for ( let i = 0; i < srcIndex.count; i ++ ) { + + dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) ); + + } + + // fill the rest in with zeroes + for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) { + + dstIndex.setX( indexStart + i, vertexStart ); + + } + + dstIndex.needsUpdate = true; + dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount ); + + } + + // update the draw range + geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart; + geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount; + + // store the bounding boxes + geometryInfo.boundingBox = null; + if ( geometry.boundingBox !== null ) { + + geometryInfo.boundingBox = geometry.boundingBox.clone(); + + } + + geometryInfo.boundingSphere = null; + if ( geometry.boundingSphere !== null ) { + + geometryInfo.boundingSphere = geometry.boundingSphere.clone(); + + } + + this._visibilityChanged = true; + return geometryId; + + } + + /** + * Deletes the geometry defined by the given ID from this batch. Any instances referencing + * this geometry will also be removed as a side effect. + * + * @param {number} geometryId - The ID of the geometry to remove from the batch. + * @return {BatchedMesh} A reference to this batched mesh. + */ + deleteGeometry( geometryId ) { + + const geometryInfoList = this._geometryInfo; + if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) { + + return this; + + } + + // delete any instances associated with this geometry + const instanceInfo = this._instanceInfo; + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].active && instanceInfo[ i ].geometryIndex === geometryId ) { + + this.deleteInstance( i ); + + } + + } + + geometryInfoList[ geometryId ].active = false; + this._availableGeometryIds.push( geometryId ); + this._visibilityChanged = true; + + return this; + + } + + /** + * Deletes an existing instance from the batch using the given ID. + * + * @param {number} instanceId - The ID of the instance to remove from the batch. + * @return {BatchedMesh} A reference to this batched mesh. + */ + deleteInstance( instanceId ) { + + this.validateInstanceId( instanceId ); + + this._instanceInfo[ instanceId ].active = false; + this._availableInstanceIds.push( instanceId ); + this._visibilityChanged = true; + + return this; + + } + + /** + * Repacks the sub geometries in BatchedMesh to remove any unused space remaining from + * previously deleted geometry, freeing up space to add new geometry. + * + * @return {BatchedMesh} A reference to this batched mesh. + */ + optimize() { + + // track the next indices to copy data to + let nextVertexStart = 0; + let nextIndexStart = 0; + + // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest + // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order. + const geometryInfoList = this._geometryInfo; + const indices = geometryInfoList + .map( ( e, i ) => i ) + .sort( ( a, b ) => { + + return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart; + + } ); + + const geometry = this.geometry; + for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) { + + // if a geometry range is inactive then don't copy anything + const index = indices[ i ]; + const geometryInfo = geometryInfoList[ index ]; + if ( geometryInfo.active === false ) { + + continue; + + } + + // if a geometry contains an index buffer then shift it, as well + if ( geometry.index !== null ) { + + if ( geometryInfo.indexStart !== nextIndexStart ) { + + const { indexStart, vertexStart, reservedIndexCount } = geometryInfo; + const index = geometry.index; + const array = index.array; + + // shift the index pointers based on how the vertex data will shift + // adjusting the index must happen first so the original vertex start value is available + const elementDelta = nextVertexStart - vertexStart; + for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) { + + array[ j ] = array[ j ] + elementDelta; + + } + + index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount ); + index.addUpdateRange( nextIndexStart, reservedIndexCount ); + index.needsUpdate = true; + + geometryInfo.indexStart = nextIndexStart; + + } + + nextIndexStart += geometryInfo.reservedIndexCount; + + } + + // if a geometry needs to be moved then copy attribute data to overwrite unused space + if ( geometryInfo.vertexStart !== nextVertexStart ) { + + const { vertexStart, reservedVertexCount } = geometryInfo; + const attributes = geometry.attributes; + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + const { array, itemSize } = attribute; + array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize ); + attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize ); + attribute.needsUpdate = true; + + } + + geometryInfo.vertexStart = nextVertexStart; + + } + + nextVertexStart += geometryInfo.reservedVertexCount; + geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart; + + } + + this._nextIndexStart = nextIndexStart; + this._nextVertexStart = nextVertexStart; + this._visibilityChanged = true; + + return this; + + } + + /** + * Returns the bounding box for the given geometry. + * + * @param {number} geometryId - The ID of the geometry to return the bounding box for. + * @param {Box3} target - The target object that is used to store the method's result. + * @return {?Box3} The geometry's bounding box. Returns `null` if no geometry has been found for the given ID. + */ + getBoundingBoxAt( geometryId, target ) { + + if ( geometryId >= this._geometryCount ) { + + return null; + + } + + // compute bounding box + const geometry = this.geometry; + const geometryInfo = this._geometryInfo[ geometryId ]; + if ( geometryInfo.boundingBox === null ) { + + const box = new Box3(); + const index = geometry.index; + const position = geometry.attributes.position; + for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) { + + let iv = i; + if ( index ) { + + iv = index.getX( iv ); + + } + + box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) ); + + } + + geometryInfo.boundingBox = box; + + } + + target.copy( geometryInfo.boundingBox ); + return target; + + } + + /** + * Returns the bounding sphere for the given geometry. + * + * @param {number} geometryId - The ID of the geometry to return the bounding sphere for. + * @param {Sphere} target - The target object that is used to store the method's result. + * @return {?Sphere} The geometry's bounding sphere. Returns `null` if no geometry has been found for the given ID. + */ + getBoundingSphereAt( geometryId, target ) { + + if ( geometryId >= this._geometryCount ) { + + return null; + + } + + // compute bounding sphere + const geometry = this.geometry; + const geometryInfo = this._geometryInfo[ geometryId ]; + if ( geometryInfo.boundingSphere === null ) { + + const sphere = new Sphere(); + this.getBoundingBoxAt( geometryId, _box$1 ); + _box$1.getCenter( sphere.center ); + + const index = geometry.index; + const position = geometry.attributes.position; + + let maxRadiusSq = 0; + for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) { + + let iv = i; + if ( index ) { + + iv = index.getX( iv ); + + } + + _vector$5.fromBufferAttribute( position, iv ); + maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) ); + + } + + sphere.radius = Math.sqrt( maxRadiusSq ); + geometryInfo.boundingSphere = sphere; + + } + + target.copy( geometryInfo.boundingSphere ); + return target; + + } + + /** + * Sets the given local transformation matrix to the defined instance. + * Negatively scaled matrices are not supported. + * + * @param {number} instanceId - The ID of an instance to set the matrix of. + * @param {Matrix4} matrix - A 4x4 matrix representing the local transformation of a single instance. + * @return {BatchedMesh} A reference to this batched mesh. + */ + setMatrixAt( instanceId, matrix ) { + + this.validateInstanceId( instanceId ); + + const matricesTexture = this._matricesTexture; + const matricesArray = this._matricesTexture.image.data; + matrix.toArray( matricesArray, instanceId * 16 ); + matricesTexture.needsUpdate = true; + + return this; + + } + + /** + * Returns the local transformation matrix of the defined instance. + * + * @param {number} instanceId - The ID of an instance to get the matrix of. + * @param {Matrix4} matrix - The target object that is used to store the method's result. + * @return {Matrix4} The instance's local transformation matrix. + */ + getMatrixAt( instanceId, matrix ) { + + this.validateInstanceId( instanceId ); + return matrix.fromArray( this._matricesTexture.image.data, instanceId * 16 ); + + } + + /** + * Sets the given color to the defined instance. + * + * @param {number} instanceId - The ID of an instance to set the color of. + * @param {Color|Vector4} color - The color to set the instance to. Use a `Vector4` to also define alpha. + * @return {BatchedMesh} A reference to this batched mesh. + */ + setColorAt( instanceId, color ) { + + this.validateInstanceId( instanceId ); + + if ( this._colorsTexture === null ) { + + this._initColorsTexture(); + + } + + color.toArray( this._colorsTexture.image.data, instanceId * 4 ); + this._colorsTexture.needsUpdate = true; + + return this; + + } + + /** + * Returns the color of the defined instance. + * + * @param {number} instanceId - The ID of an instance to get the color of. + * @param {Color|Vector4} color - The target object that is used to store the method's result. + * @return {Color|Vector4} The instance's color. Use a `Vector4` to also retrieve alpha. + */ + getColorAt( instanceId, color ) { + + this.validateInstanceId( instanceId ); + if ( this._colorsTexture === null ) { + + if ( color.isVector4 ) { + + return color.set( 1, 1, 1, 1 ); + + } else { + + return color.setRGB( 1, 1, 1 ); + + } + + } else { + + return color.fromArray( this._colorsTexture.image.data, instanceId * 4 ); + + } + + } + + /** + * Sets the visibility of the instance. + * + * @param {number} instanceId - The id of the instance to set the visibility of. + * @param {boolean} visible - Whether the instance is visible or not. + * @return {BatchedMesh} A reference to this batched mesh. + */ + setVisibleAt( instanceId, visible ) { + + this.validateInstanceId( instanceId ); + + if ( this._instanceInfo[ instanceId ].visible === visible ) { + + return this; + + } + + this._instanceInfo[ instanceId ].visible = visible; + this._visibilityChanged = true; + + return this; + + } + + /** + * Returns the visibility state of the defined instance. + * + * @param {number} instanceId - The ID of an instance to get the visibility state of. + * @return {boolean} Whether the instance is visible or not. + */ + getVisibleAt( instanceId ) { + + this.validateInstanceId( instanceId ); + + return this._instanceInfo[ instanceId ].visible; + + } + + /** + * Sets the geometry ID of the instance at the given index. + * + * @param {number} instanceId - The ID of the instance to set the geometry ID of. + * @param {number} geometryId - The geometry ID to be use by the instance. + * @return {BatchedMesh} A reference to this batched mesh. + */ + setGeometryIdAt( instanceId, geometryId ) { + + this.validateInstanceId( instanceId ); + this.validateGeometryId( geometryId ); + + this._instanceInfo[ instanceId ].geometryIndex = geometryId; + + return this; + + } + + /** + * Returns the geometry ID of the defined instance. + * + * @param {number} instanceId - The ID of an instance to get the geometry ID of. + * @return {number} The instance's geometry ID. + */ + getGeometryIdAt( instanceId ) { + + this.validateInstanceId( instanceId ); + + return this._instanceInfo[ instanceId ].geometryIndex; + + } + + /** + * Get the range representing the subset of triangles related to the attached geometry, + * indicating the starting offset and count, or `null` if invalid. + * + * @param {number} geometryId - The id of the geometry to get the range of. + * @param {Object} [target] - The target object that is used to store the method's result. + * @return {{ + * vertexStart:number,vertexCount:number,reservedVertexCount:number, + * indexStart:number,indexCount:number,reservedIndexCount:number, + * start:number,count:number + * }} The result object with range data. + */ + getGeometryRangeAt( geometryId, target = {} ) { + + this.validateGeometryId( geometryId ); + + const geometryInfo = this._geometryInfo[ geometryId ]; + target.vertexStart = geometryInfo.vertexStart; + target.vertexCount = geometryInfo.vertexCount; + target.reservedVertexCount = geometryInfo.reservedVertexCount; + + target.indexStart = geometryInfo.indexStart; + target.indexCount = geometryInfo.indexCount; + target.reservedIndexCount = geometryInfo.reservedIndexCount; + + target.start = geometryInfo.start; + target.count = geometryInfo.count; + + return target; + + } + + /** + * Resizes the necessary buffers to support the provided number of instances. + * If the provided arguments shrink the number of instances but there are not enough + * unused Ids at the end of the list then an error is thrown. + * + * @param {number} maxInstanceCount - The max number of individual instances that can be added and rendered by the batch. + */ + setInstanceCount( maxInstanceCount ) { + + // shrink the available instances as much as possible + const availableInstanceIds = this._availableInstanceIds; + const instanceInfo = this._instanceInfo; + availableInstanceIds.sort( ascIdSort ); + while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length - 1 ) { + + instanceInfo.pop(); + availableInstanceIds.pop(); + + } + + // throw an error if it can't be shrunk to the desired size + if ( maxInstanceCount < instanceInfo.length ) { + + throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` ); + + } + + // copy the multi draw counts + const multiDrawCounts = new Int32Array( maxInstanceCount ); + const multiDrawStarts = new Int32Array( maxInstanceCount ); + copyArrayContents( this._multiDrawCounts, multiDrawCounts ); + copyArrayContents( this._multiDrawStarts, multiDrawStarts ); + + this._multiDrawCounts = multiDrawCounts; + this._multiDrawStarts = multiDrawStarts; + this._maxInstanceCount = maxInstanceCount; + + // update texture data for instance sampling + const indirectTexture = this._indirectTexture; + const matricesTexture = this._matricesTexture; + const colorsTexture = this._colorsTexture; + + indirectTexture.dispose(); + this._initIndirectTexture(); + copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data ); + + matricesTexture.dispose(); + this._initMatricesTexture(); + copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data ); + + if ( colorsTexture ) { + + colorsTexture.dispose(); + this._initColorsTexture(); + copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data ); + + } + + } + + /** + * Resizes the available space in the batch's vertex and index buffer attributes to the provided sizes. + * If the provided arguments shrink the geometry buffers but there is not enough unused space at the + * end of the geometry attributes then an error is thrown. + * + * @param {number} maxVertexCount - The maximum number of vertices to be used by all unique geometries to resize to. + * @param {number} maxIndexCount - The maximum number of indices to be used by all unique geometries to resize to. + */ + setGeometrySize( maxVertexCount, maxIndexCount ) { + + // Check if we can shrink to the requested vertex attribute size + const validRanges = [ ...this._geometryInfo ].filter( info => info.active ); + const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) ); + if ( requiredVertexLength > maxVertexCount ) { + + throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` ); + + } + + // Check if we can shrink to the requested index attribute size + if ( this.geometry.index ) { + + const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) ); + if ( requiredIndexLength > maxIndexCount ) { + + throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` ); + + } + + } + + // + + // dispose of the previous geometry + const oldGeometry = this.geometry; + oldGeometry.dispose(); + + // recreate the geometry needed based on the previous variant + this._maxVertexCount = maxVertexCount; + this._maxIndexCount = maxIndexCount; + + if ( this._geometryInitialized ) { + + this._geometryInitialized = false; + this.geometry = new BufferGeometry(); + this._initializeGeometry( oldGeometry ); + + } + + // copy data from the previous geometry + const geometry = this.geometry; + if ( oldGeometry.index ) { + + copyArrayContents( oldGeometry.index.array, geometry.index.array ); + + } + + for ( const key in oldGeometry.attributes ) { + + copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array ); + + } + + } + + raycast( raycaster, intersects ) { + + const instanceInfo = this._instanceInfo; + const geometryInfoList = this._geometryInfo; + const matrixWorld = this.matrixWorld; + const batchGeometry = this.geometry; + + // iterate over each geometry + _mesh.material = this.material; + _mesh.geometry.index = batchGeometry.index; + _mesh.geometry.attributes = batchGeometry.attributes; + if ( _mesh.geometry.boundingBox === null ) { + + _mesh.geometry.boundingBox = new Box3(); + + } + + if ( _mesh.geometry.boundingSphere === null ) { + + _mesh.geometry.boundingSphere = new Sphere(); + + } + + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) { + + continue; + + } + + const geometryId = instanceInfo[ i ].geometryIndex; + const geometryInfo = geometryInfoList[ geometryId ]; + _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count ); + + // get the intersects + this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld ); + this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox ); + this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere ); + _mesh.raycast( raycaster, _batchIntersects ); + + // add batch id to the intersects + for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) { + + const intersect = _batchIntersects[ j ]; + intersect.object = this; + intersect.batchId = i; + intersects.push( intersect ); + + } + + _batchIntersects.length = 0; + + } + + _mesh.material = null; + _mesh.geometry.index = null; + _mesh.geometry.attributes = {}; + _mesh.geometry.setDrawRange( 0, Infinity ); + + } + + copy( source ) { + + super.copy( source ); + + this.geometry = source.geometry.clone(); + this.perObjectFrustumCulled = source.perObjectFrustumCulled; + this.sortObjects = source.sortObjects; + this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null; + this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null; + + this._geometryInfo = source._geometryInfo.map( info => ( { + ...info, + + boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null, + boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null, + } ) ); + this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) ); + + this._availableInstanceIds = source._availableInstanceIds.slice(); + this._availableGeometryIds = source._availableGeometryIds.slice(); + + this._nextIndexStart = source._nextIndexStart; + this._nextVertexStart = source._nextVertexStart; + this._geometryCount = source._geometryCount; + + this._maxInstanceCount = source._maxInstanceCount; + this._maxVertexCount = source._maxVertexCount; + this._maxIndexCount = source._maxIndexCount; + + this._geometryInitialized = source._geometryInitialized; + this._multiDrawCounts = source._multiDrawCounts.slice(); + this._multiDrawStarts = source._multiDrawStarts.slice(); + + this._indirectTexture = source._indirectTexture.clone(); + this._indirectTexture.image.data = this._indirectTexture.image.data.slice(); + + this._matricesTexture = source._matricesTexture.clone(); + this._matricesTexture.image.data = this._matricesTexture.image.data.slice(); + + if ( this._colorsTexture !== null ) { + + this._colorsTexture = source._colorsTexture.clone(); + this._colorsTexture.image.data = this._colorsTexture.image.data.slice(); + + } + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + // Assuming the geometry is not shared with other meshes + this.geometry.dispose(); + + this._matricesTexture.dispose(); + this._matricesTexture = null; + + this._indirectTexture.dispose(); + this._indirectTexture = null; + + if ( this._colorsTexture !== null ) { + + this._colorsTexture.dispose(); + this._colorsTexture = null; + + } + + } + + onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) { + + // if visibility has not changed and frustum culling and object sorting is not required + // then skip iterating over all items + if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) { + + return; + + } + + // the indexed version of the multi draw function requires specifying the start + // offset in bytes. + const index = geometry.getIndex(); + let bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT; + + + // the "wireframe" attribute implicitly creates a line attribute in the renderer, which is double + // the vertices to draw (3 lines per triangle) so we multiply the draw counts / starts and make + // assumptions about the index buffer byte size. + let multiDrawMultiplier = 1; + if ( material.wireframe ) { + + multiDrawMultiplier = 2; + bytesPerElement = geometry.attributes.position.count > 65535 ? 4 : 2; + + } + + const instanceInfo = this._instanceInfo; + const multiDrawStarts = this._multiDrawStarts; + const multiDrawCounts = this._multiDrawCounts; + const geometryInfoList = this._geometryInfo; + const perObjectFrustumCulled = this.perObjectFrustumCulled; + const indirectTexture = this._indirectTexture; + const indirectArray = indirectTexture.image.data; + + const frustum = camera.isArrayCamera ? _frustumArray : _frustum; + // prepare the frustum in the local frame + if ( perObjectFrustumCulled && ! camera.isArrayCamera ) { + + _matrix$1 + .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ) + .multiply( this.matrixWorld ); + + _frustum.setFromProjectionMatrix( + _matrix$1, + camera.coordinateSystem, + camera.reversedDepth + ); + + } + + let multiDrawCount = 0; + if ( this.sortObjects ) { + + // get the camera position in the local frame + _matrix$1.copy( this.matrixWorld ).invert(); + _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 ); + _forward$1.set( 0, 0, -1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 ); + + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) { + + const geometryId = instanceInfo[ i ].geometryIndex; + + // get the bounds in world space + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); + + // determine whether the batched geometry is within the frustum + let culled = false; + if ( perObjectFrustumCulled ) { + + culled = ! frustum.intersectsSphere( _sphere$2, camera ); + + } + + if ( ! culled ) { + + // get the distance from camera used for sorting + const geometryInfo = geometryInfoList[ geometryId ]; + const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward$1 ); + _renderList.push( geometryInfo.start, geometryInfo.count, z, i ); + + } + + } + + } + + // Sort the draw ranges and prep for rendering + const list = _renderList.list; + const customSort = this.customSort; + if ( customSort === null ) { + + list.sort( material.transparent ? sortTransparent : sortOpaque ); + + } else { + + customSort.call( this, list, camera ); + + } + + for ( let i = 0, l = list.length; i < l; i ++ ) { + + const item = list[ i ]; + multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement * multiDrawMultiplier; + multiDrawCounts[ multiDrawCount ] = item.count * multiDrawMultiplier; + indirectArray[ multiDrawCount ] = item.index; + multiDrawCount ++; + + } + + _renderList.reset(); + + } else { + + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) { + + const geometryId = instanceInfo[ i ].geometryIndex; + + // determine whether the batched geometry is within the frustum + let culled = false; + if ( perObjectFrustumCulled ) { + + // get the bounds in world space + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); + culled = ! frustum.intersectsSphere( _sphere$2, camera ); + + } + + if ( ! culled ) { + + const geometryInfo = geometryInfoList[ geometryId ]; + multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement * multiDrawMultiplier; + multiDrawCounts[ multiDrawCount ] = geometryInfo.count * multiDrawMultiplier; + indirectArray[ multiDrawCount ] = i; + multiDrawCount ++; + + } + + } + + } + + } + + indirectTexture.needsUpdate = true; + this._multiDrawCount = multiDrawCount; + this._visibilityChanged = false; + + } + + onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) { + + this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial ); + + } + +} + +/** + * A material for rendering line primitives. + * + * Materials define the appearance of renderable 3D objects. + * + * ```js + * const material = new THREE.LineBasicMaterial( { color: 0xffffff } ); + * ``` + * + * @augments Material + */ +class LineBasicMaterial extends Material { + + /** + * Constructs a new line basic material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineBasicMaterial = true; + + this.type = 'LineBasicMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); + + /** + * Sets the color of the lines using data from a texture. The texture map + * color is modulated by the diffuse `color`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * Controls line thickness or lines. + * + * Can only be used with {@link SVGRenderer}. WebGL and WebGPU + * ignore this setting and always render line primitives with a + * width of one pixel. + * + * @type {number} + * @default 1 + */ + this.linewidth = 1; + + /** + * Defines appearance of line ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('butt'|'round'|'square')} + * @default 'round' + */ + this.linecap = 'round'; + + /** + * Defines appearance of line joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.linejoin = 'round'; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + this.fog = source.fog; + + return this; + + } + +} + +const _vStart = /*@__PURE__*/ new Vector3(); +const _vEnd = /*@__PURE__*/ new Vector3(); + +const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); +const _ray$1 = /*@__PURE__*/ new Ray(); +const _sphere$1 = /*@__PURE__*/ new Sphere(); + +const _intersectPointOnRay = /*@__PURE__*/ new Vector3(); +const _intersectPointOnSegment = /*@__PURE__*/ new Vector3(); + +/** + * A continuous line. The line are rendered by connecting consecutive + * vertices with straight lines. + * + * ```js + * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } ); + * + * const points = []; + * points.push( new THREE.Vector3( - 10, 0, 0 ) ); + * points.push( new THREE.Vector3( 0, 10, 0 ) ); + * points.push( new THREE.Vector3( 10, 0, 0 ) ); + * + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const line = new THREE.Line( geometry, material ); + * scene.add( line ); + * ``` + * + * @augments Object3D + */ +class Line extends Object3D { + + /** + * Constructs a new line. + * + * @param {BufferGeometry} [geometry] - The line geometry. + * @param {Material|Array} [material] - The line material. + */ + constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLine = true; + + this.type = 'Line'; + + /** + * The line geometry. + * + * @type {BufferGeometry} + */ + this.geometry = geometry; + + /** + * The line material. + * + * @type {Material|Array} + * @default LineBasicMaterial + */ + this.material = material; + + /** + * A dictionary representing the morph targets in the geometry. The key is the + * morph targets name, the value its attribute index. This member is `undefined` + * by default and only set when morph targets are detected in the geometry. + * + * @type {Object|undefined} + * @default undefined + */ + this.morphTargetDictionary = undefined; + + /** + * An array of weights typically in the range `[0,1]` that specify how much of the morph + * is applied. This member is `undefined` by default and only set when morph targets are + * detected in the geometry. + * + * @type {Array|undefined} + * @default undefined + */ + this.morphTargetInfluences = undefined; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + /** + * Computes an array of distance values which are necessary for rendering dashed lines. + * For each vertex in the geometry, the method calculates the cumulative length from the + * current point to the very beginning of the line. + * + * @return {Line} A reference to this line. + */ + computeLineDistances() { + + const geometry = this.geometry; + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = [ 0 ]; + + for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { + + _vStart.fromBufferAttribute( positionAttribute, i - 1 ); + _vEnd.fromBufferAttribute( positionAttribute, i ); + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += _vStart.distanceTo( _vEnd ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + warn( 'Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + return this; + + } + + /** + * Computes intersection points between a casted ray and this line. + * + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - The target array that holds the intersection points. + */ + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Line.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$1.copy( geometry.boundingSphere ); + _sphere$1.applyMatrix4( matrixWorld ); + _sphere$1.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; + + // + + _inverseMatrix$1.copy( matrixWorld ).invert(); + _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); + + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; + + const step = this.isLineSegments ? 2 : 1; + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, i ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + if ( this.isLineLoop ) { + + const a = index.getX( end - 1 ); + const b = index.getX( start ); + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b, end - 1 ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1, i ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + if ( this.isLineLoop ) { + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1 ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + } + + } + + /** + * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences} + * to make sure existing morph targets can influence this 3D object. + */ + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + +} + +function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) { + + const positionAttribute = object.geometry.attributes.position; + + _vStart.fromBufferAttribute( positionAttribute, a ); + _vEnd.fromBufferAttribute( positionAttribute, b ); + + const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment ); + + if ( distSq > thresholdSq ) return; + + _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation + + const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + return { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ), + index: i, + face: null, + faceIndex: null, + barycoord: null, + object: object + + }; + +} + +const _start = /*@__PURE__*/ new Vector3(); +const _end = /*@__PURE__*/ new Vector3(); + +/** + * A series of lines drawn between pairs of vertices. + * + * @augments Line + */ +class LineSegments extends Line { + + /** + * Constructs a new line segments. + * + * @param {BufferGeometry} [geometry] - The line geometry. + * @param {Material|Array} [material] - The line material. + */ + constructor( geometry, material ) { + + super( geometry, material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + 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 { + + warn( 'LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + return this; + + } + +} + +/** + * A continuous line. This is nearly the same as {@link Line} the only difference + * is that the last vertex is connected with the first vertex in order to close + * the line to form a loop. + * + * @augments Line + */ +class LineLoop extends Line { + + /** + * Constructs a new line loop. + * + * @param {BufferGeometry} [geometry] - The line geometry. + * @param {Material|Array} [material] - The line material. + */ + constructor( geometry, material ) { + + super( geometry, material ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineLoop = true; + + this.type = 'LineLoop'; + + } + +} + +/** + * A material for rendering point primitives. + * + * Materials define the appearance of renderable 3D objects. + * + * ```js + * const vertices = []; + * + * for ( let i = 0; i < 10000; i ++ ) { + * const x = THREE.MathUtils.randFloatSpread( 2000 ); + * const y = THREE.MathUtils.randFloatSpread( 2000 ); + * const z = THREE.MathUtils.randFloatSpread( 2000 ); + * + * vertices.push( x, y, z ); + * } + * + * const geometry = new THREE.BufferGeometry(); + * geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) ); + * const material = new THREE.PointsMaterial( { color: 0x888888 } ); + * const points = new THREE.Points( geometry, material ); + * scene.add( points ); + * ``` + * + * @augments Material + */ +class PointsMaterial extends Material { + + /** + * Constructs a new points material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPointsMaterial = true; + + this.type = 'PointsMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * Defines the size of the points in pixels. + * + * Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete). + * + * @type {number} + * @default 1 + */ + this.size = 1; + + /** + * Specifies whether size of individual points is attenuated by the camera depth (perspective camera only). + * + * @type {boolean} + * @default true + */ + this.sizeAttenuation = true; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default 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$3 = /*@__PURE__*/ new Vector3(); + +/** + * A class for displaying points or point clouds. + * + * @augments Object3D + */ +class Points extends Object3D { + + /** + * Constructs a new point cloud. + * + * @param {BufferGeometry} [geometry] - The points geometry. + * @param {Material|Array} [material] - The points material. + */ + constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPoints = true; + + this.type = 'Points'; + + /** + * The points geometry. + * + * @type {BufferGeometry} + */ + this.geometry = geometry; + + /** + * The line material. + * + * @type {Material|Array} + * @default PointsMaterial + */ + this.material = material; + + /** + * A dictionary representing the morph targets in the geometry. The key is the + * morph targets name, the value its attribute index. This member is `undefined` + * by default and only set when morph targets are detected in the geometry. + * + * @type {Object|undefined} + * @default undefined + */ + this.morphTargetDictionary = undefined; + + /** + * An array of weights typically in the range `[0,1]` that specify how much of the morph + * is applied. This member is `undefined` by default and only set when morph targets are + * detected in the geometry. + * + * @type {Array|undefined} + * @default undefined + */ + this.morphTargetInfluences = undefined; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + /** + * Computes intersection points between a casted ray and this point cloud. + * + * @param {Raycaster} raycaster - The raycaster. + * @param {Array} intersects - The target array that holds the intersection points. + */ + 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$3.fromBufferAttribute( positionAttribute, a ); + + testPoint( _position$3, 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$3.fromBufferAttribute( positionAttribute, i ); + + testPoint( _position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } + + } + + /** + * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences} + * to make sure existing morph targets can influence this 3D object. + */ + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + +} + +function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { + + const rayPointDistanceSq = _ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + const intersectPoint = new Vector3(); + + _ray.closestPointToPoint( point, intersectPoint ); + intersectPoint.applyMatrix4( matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint, + index: index, + face: null, + faceIndex: null, + barycoord: null, + object: object + + } ); + + } + +} + +/** + * A texture for use with a video. + * + * ```js + * // assuming you have created a HTML video element with id="video" + * const video = document.getElementById( 'video' ); + * const texture = new THREE.VideoTexture( video ); + * ``` + * + * Note: When using video textures with {@link WebGPURenderer}, {@link Texture#colorSpace} must be + * set to THREE.SRGBColorSpace. + * + * Note: After the initial use of a texture, its dimensions, format, and type + * cannot be changed. Instead, call {@link Texture#dispose} on the texture and instantiate a new one. + * + * @augments Texture + */ +class VideoTexture extends Texture { + + /** + * Constructs a new video texture. + * + * @param {HTMLVideoElement} video - The video element to use as a data source for the texture. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + */ + constructor( video, mapping, wrapS, wrapT, magFilter = LinearFilter, minFilter = LinearFilter, format, type, anisotropy ) { + + super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isVideoTexture = true; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + /** + * The video frame request callback identifier, which is a positive integer. + * + * Value of 0 represents no scheduled rVFC. + * + * @private + * @type {number} + */ + this._requestVideoFrameCallbackId = 0; + + const scope = this; + + function updateVideo() { + + scope.needsUpdate = true; + scope._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo ); + + } + + if ( 'requestVideoFrameCallback' in video ) { + + this._requestVideoFrameCallbackId = video.requestVideoFrameCallback( updateVideo ); + + } + + } + + clone() { + + return new this.constructor( this.image ).copy( this ); + + } + + /** + * This method is called automatically by the renderer and sets {@link Texture#needsUpdate} + * to `true` every time a new frame is available. + * + * Only relevant if `requestVideoFrameCallback` is not supported in the browser. + */ + update() { + + const video = this.image; + const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; + + if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { + + this.needsUpdate = true; + + } + + } + + dispose() { + + if ( this._requestVideoFrameCallbackId !== 0 ) { + + this.source.data.cancelVideoFrameCallback( this._requestVideoFrameCallbackId ); + + this._requestVideoFrameCallbackId = 0; + + } + + super.dispose(); + + } + +} + +/** + * This class can be used as an alternative way to define video data. Instead of using + * an instance of `HTMLVideoElement` like with `VideoTexture`, `VideoFrameTexture` expects each frame is + * defined manually via {@link VideoFrameTexture#setFrame}. A typical use case for this module is when + * video frames are decoded with the WebCodecs API. + * + * ```js + * const texture = new THREE.VideoFrameTexture(); + * texture.setFrame( frame ); + * ``` + * + * @augments VideoTexture + */ +class VideoFrameTexture extends VideoTexture { + + /** + * Constructs a new video frame texture. + * + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + */ + constructor( mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( {}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isVideoFrameTexture = true; + + } + + /** + * This method overwritten with an empty implementation since + * this type of texture is updated via `setFrame()`. + */ + update() {} + + clone() { + + return new this.constructor().copy( this ); // restoring Texture.clone() + + } + + /** + * Sets the current frame of the video. This will automatically update the texture + * so the data can be used for rendering. + * + * @param {VideoFrame} frame - The video frame. + */ + setFrame( frame ) { + + this.image = frame; + this.needsUpdate = true; + + } + +} + +/** + * This class can only be used in combination with `copyFramebufferToTexture()` methods + * of renderers. It extracts the contents of the current bound framebuffer and provides it + * as a texture for further usage. + * + * ```js + * const pixelRatio = window.devicePixelRatio; + * const textureSize = 128 * pixelRatio; + * + * const frameTexture = new FramebufferTexture( textureSize, textureSize ); + * + * // calculate start position for copying part of the frame data + * const vector = new Vector2(); + * vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 ); + * vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 ); + * + * renderer.render( scene, camera ); + * + * // copy part of the rendered frame into the framebuffer texture + * renderer.copyFramebufferToTexture( frameTexture, vector ); + * ``` + * + * @augments Texture + */ +class FramebufferTexture extends Texture { + + /** + * Constructs a new framebuffer texture. + * + * @param {number} [width] - The width of the texture. + * @param {number} [height] - The height of the texture. + */ + constructor( width, height ) { + + super( { width, height } ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isFramebufferTexture = true; + + /** + * How the texture is sampled when a texel covers more than one pixel. + * + * Overwritten and set to `NearestFilter` by default to disable filtering. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.magFilter = NearestFilter; + + /** + * How the texture is sampled when a texel covers less than one pixel. + * + * Overwritten and set to `NearestFilter` by default to disable filtering. + * + * @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)} + * @default NearestFilter + */ + this.minFilter = NearestFilter; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + this.needsUpdate = true; + + } + +} + +/** + * Creates a texture based on data in compressed form. + * + * These texture are usually loaded with {@link CompressedTextureLoader}. + * + * @augments Texture + */ +class CompressedTexture extends Texture { + + /** + * Constructs a new compressed texture. + * + * @param {Array} mipmaps - This array holds for all mipmaps (including the bases mip) + * the data and dimensions. + * @param {number} width - The width of the texture. + * @param {number} height - The height of the texture. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {string} [colorSpace=NoColorSpace] - The color space. + */ + 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 flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCompressedTexture = true; + + /** + * The image property of a compressed texture just defines its dimensions. + * + * @type {{width:number,height:number}} + */ + this.image = { width: width, height: height }; + + /** + * This array holds for all mipmaps (including the bases mip) the data and dimensions. + * + * @type {Array} + */ + this.mipmaps = mipmaps; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default since it is not possible to + * flip compressed textures. + * + * @type {boolean} + * @default false + * @readonly + */ + this.flipY = false; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default since it is not + * possible to generate mipmaps for compressed data. Mipmaps + * must be embedded in the compressed texture file. + * + * @type {boolean} + * @default false + * @readonly + */ + this.generateMipmaps = false; + + } + +} + +/** + * Creates a texture 2D array based on data in compressed form. + * + * These texture are usually loaded with {@link CompressedTextureLoader}. + * + * @augments CompressedTexture + */ +class CompressedArrayTexture extends CompressedTexture { + + /** + * Constructs a new compressed array texture. + * + * @param {Array} mipmaps - This array holds for all mipmaps (including the bases mip) + * the data and dimensions. + * @param {number} width - The width of the texture. + * @param {number} height - The height of the texture. + * @param {number} depth - The depth of the texture. + * @param {number} [format=RGBAFormat] - The min filter value. + * @param {number} [type=UnsignedByteType] - The min filter value. + */ + constructor( mipmaps, width, height, depth, format, type ) { + + super( mipmaps, width, height, format, type ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCompressedArrayTexture = true; + + /** + * The image property of a compressed texture just defines its dimensions. + * + * @name CompressedArrayTexture#image + * @type {{width:number,height:number,depth:number}} + */ + this.image.depth = depth; + + /** + * This defines how the texture is wrapped in the depth and corresponds to + * *W* in UVW mapping. + * + * @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)} + * @default ClampToEdgeWrapping + */ + this.wrapR = ClampToEdgeWrapping; + + /** + * A set of all layers which need to be updated in the texture. + * + * @type {Set} + */ + this.layerUpdates = new Set(); + + } + + /** + * Describes that a specific layer of the texture needs to be updated. + * Normally when {@link Texture#needsUpdate} is set to `true`, the + * entire compressed texture array is sent to the GPU. Marking specific + * layers will only transmit subsets of all mipmaps associated with a + * specific depth in the array which is often much more performant. + * + * @param {number} layerIndex - The layer index that should be updated. + */ + addLayerUpdate( layerIndex ) { + + this.layerUpdates.add( layerIndex ); + + } + + /** + * Resets the layer updates registry. + */ + clearLayerUpdates() { + + this.layerUpdates.clear(); + + } + +} + +/** + * Creates a cube texture based on data in compressed form. + * + * These texture are usually loaded with {@link CompressedTextureLoader}. + * + * @augments CompressedTexture + */ +class CompressedCubeTexture extends CompressedTexture { + + /** + * Constructs a new compressed texture. + * + * @param {Array} images - An array of compressed textures. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + */ + constructor( images, format, type ) { + + super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCompressedCubeTexture = true; + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubeTexture = true; + + this.image = images; + + } + +} + +/** + * Creates a cube texture made up of six images. + * + * ```js + * const loader = new THREE.CubeTextureLoader(); + * loader.setPath( 'textures/cube/pisa/' ); + * + * const textureCube = loader.load( [ + * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png' + * ] ); + * + * const material = new THREE.MeshBasicMaterial( { color: 0xffffff, envMap: textureCube } ); + * ``` + * + * @augments Texture + */ +class CubeTexture extends Texture { + + /** + * Constructs a new cube texture. + * + * @param {Array} [images=[]] - An array holding a image for each side of a cube. + * @param {number} [mapping=CubeReflectionMapping] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {string} [colorSpace=NoColorSpace] - The color space value. + */ + constructor( images = [], mapping = CubeReflectionMapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) { + + super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubeTexture = true; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.flipY = false; + + } + + /** + * Alias for {@link CubeTexture#image}. + * + * @type {Array} + */ + get images() { + + return this.image; + + } + + set images( value ) { + + this.image = value; + + } + +} + +/** + * Creates a texture from a canvas element. + * + * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate} + * to `true` immediately since a canvas can directly be used for rendering. + * + * @augments Texture + */ +class CanvasTexture extends Texture { + + /** + * Constructs a new texture. + * + * @param {HTMLCanvasElement} [canvas] - The HTML canvas element. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + */ + constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCanvasTexture = true; + + this.needsUpdate = true; + + } + +} + +/** + * Creates a texture from an HTML element. + * + * This is almost the same as the base texture class, except that it sets {@link Texture#needsUpdate} + * to `true` immediately and listens for the parent canvas's paint events to trigger updates. + * + * @augments Texture + */ +class HTMLTexture extends Texture { + + /** + * Constructs a new texture. + * + * @param {HTMLElement} [element] - The HTML element. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value. + * @param {number} [format=RGBAFormat] - The texture format. + * @param {number} [type=UnsignedByteType] - The texture type. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + */ + constructor( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( element, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isHTMLTexture = true; + this.generateMipmaps = false; + + this.needsUpdate = true; + + const parent = element ? element.parentNode : null; + + if ( parent !== null && 'requestPaint' in parent ) { + + parent.onpaint = () => { + + this.needsUpdate = true; + + }; + + parent.requestPaint(); + + } + + } + + dispose() { + + const parent = this.image ? this.image.parentNode : null; + + if ( parent !== null && 'onpaint' in parent ) { + + parent.onpaint = null; + + } + + super.dispose(); + + } + +} + +/** + * This class can be used to automatically save the depth information of a + * rendering into a texture. + * + * @augments Texture + */ +class DepthTexture extends Texture { + + /** + * Constructs a new depth texture. + * + * @param {number} width - The width of the texture. + * @param {number} height - The height of the texture. + * @param {number} [type=UnsignedIntType] - The texture type. + * @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=LinearFilter] - The mag filter value. + * @param {number} [minFilter=LinearFilter] - The min filter value. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {number} [format=DepthFormat] - The texture format. + * @param {number} [depth=1] - The depth of the texture. + */ + constructor( width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1 ) { + + if ( format !== DepthFormat && format !== DepthStencilFormat ) { + + throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); + + } + + const image = { width: width, height: height, depth: depth }; + + super( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isDepthTexture = true; + + /** + * If set to `true`, the texture is flipped along the vertical axis when + * uploaded to the GPU. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.flipY = false; + + /** + * Whether to generate mipmaps (if possible) for a texture. + * + * Overwritten and set to `false` by default. + * + * @type {boolean} + * @default false + */ + this.generateMipmaps = false; + + /** + * Code corresponding to the depth compare function. + * + * @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)} + * @default null + */ + this.compareFunction = null; + + } + + + copy( source ) { + + super.copy( source ); + + this.source = new Source( Object.assign( {}, source.image ) ); // see #30540 + this.compareFunction = source.compareFunction; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction; + + return data; + + } + +} + +/** + * This class can be used to automatically save the depth information of a + * cube rendering into a cube texture with depth format. Used for PointLight shadows. + * + * @augments DepthTexture + */ +class CubeDepthTexture extends DepthTexture { + + /** + * Constructs a new cube depth texture. + * + * @param {number} size - The size (width and height) of each cube face. + * @param {number} [type=UnsignedIntType] - The texture type. + * @param {number} [mapping=CubeReflectionMapping] - The texture mapping. + * @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value. + * @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value. + * @param {number} [magFilter=NearestFilter] - The mag filter value. + * @param {number} [minFilter=NearestFilter] - The min filter value. + * @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value. + * @param {number} [format=DepthFormat] - The texture format. + */ + constructor( size, type = UnsignedIntType, mapping = CubeReflectionMapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat ) { + + // Create 6 identical image descriptors for the cube faces + const image = { width: size, height: size, depth: 1 }; + const images = [ image, image, image, image, image, image ]; + + // Call DepthTexture constructor with width, height + super( size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ); + + // Replace the single image with the array of 6 images + this.image = images; + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubeDepthTexture = true; + + /** + * Set to true for cube texture handling in WebGLTextures. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubeTexture = true; + + } + + /** + * Alias for {@link CubeDepthTexture#image}. + * + * @type {Array} + */ + get images() { + + return this.image; + + } + + set images( value ) { + + this.image = value; + + } + +} + +/** + * Represents a texture created externally with the same renderer context. + * + * This may be a texture from a protected media stream, device camera feed, + * or other data feeds like a depth sensor. + * + * Note that this class is only supported in {@link WebGLRenderer}, and in + * the {@link WebGPURenderer} WebGPU backend. + * + * @augments Texture + */ +class ExternalTexture extends Texture { + + /** + * Creates a new raw texture. + * + * @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture. + */ + constructor( sourceTexture = null ) { + + super(); + + /** + * The external source texture. + * + * @type {?(WebGLTexture|GPUTexture)} + * @default null + */ + this.sourceTexture = sourceTexture; + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isExternalTexture = true; + + } + + copy( source ) { + + super.copy( source ); + + this.sourceTexture = source.sourceTexture; + + return this; + + } + +} + +/** + * A geometry class for a rectangular cuboid with a given width, height, and depth. + * On creation, the cuboid is centred on the origin, with each edge parallel to one + * of the axes. + * + * ```js + * const geometry = new THREE.BoxGeometry( 1, 1, 1 ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + * const cube = new THREE.Mesh( geometry, material ); + * scene.add( cube ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#BoxGeometry + */ +class BoxGeometry extends BufferGeometry { + + /** + * Constructs a new box geometry. + * + * @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis. + * @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis. + * @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis. + * @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides. + * @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides. + * @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides. + */ + constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { + + super(); + + this.type = 'BoxGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {BoxGeometry} A new instance. + */ + static fromJSON( data ) { + + return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); + + } + +} + +/** + * A geometry class for representing a capsule. + * + * ```js + * const geometry = new THREE.CapsuleGeometry( 1, 1, 4, 8, 1 ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + * const capsule = new THREE.Mesh( geometry, material ); + * scene.add( capsule ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#CapsuleGeometry + */ +class CapsuleGeometry extends BufferGeometry { + + /** + * Constructs a new capsule geometry. + * + * @param {number} [radius=1] - Radius of the capsule. + * @param {number} [height=1] - Height of the middle section. + * @param {number} [capSegments=4] - Number of curve segments used to build each cap. + * @param {number} [radialSegments=8] - Number of segmented faces around the circumference of the capsule. Must be an integer >= 3. + * @param {number} [heightSegments=1] - Number of rows of faces along the height of the middle section. Must be an integer >= 1. + */ + constructor( radius = 1, height = 1, capSegments = 4, radialSegments = 8, heightSegments = 1 ) { + + super(); + + this.type = 'CapsuleGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + height: height, + capSegments: capSegments, + radialSegments: radialSegments, + heightSegments: heightSegments, + }; + + height = Math.max( 0, height ); + capSegments = Math.max( 1, Math.floor( capSegments ) ); + radialSegments = Math.max( 3, Math.floor( radialSegments ) ); + heightSegments = Math.max( 1, Math.floor( heightSegments ) ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const halfHeight = height / 2; + const capArcLength = ( Math.PI / 2 ) * radius; + const cylinderPartLength = height; + const totalArcLength = 2 * capArcLength + cylinderPartLength; + + const numVerticalSegments = capSegments * 2 + heightSegments; + const verticesPerRow = radialSegments + 1; + + const normal = new Vector3(); + const vertex = new Vector3(); + + // generate vertices, normals, and uvs + + for ( let iy = 0; iy <= numVerticalSegments; iy ++ ) { + + let currentArcLength = 0; + let profileY = 0; + let profileRadius = 0; + let normalYComponent = 0; + + if ( iy <= capSegments ) { + + // bottom cap + const segmentProgress = iy / capSegments; + const angle = ( segmentProgress * Math.PI ) / 2; + profileY = - halfHeight - radius * Math.cos( angle ); + profileRadius = radius * Math.sin( angle ); + normalYComponent = - radius * Math.cos( angle ); + currentArcLength = segmentProgress * capArcLength; + + } else if ( iy <= capSegments + heightSegments ) { + + // middle section + const segmentProgress = ( iy - capSegments ) / heightSegments; + profileY = - halfHeight + segmentProgress * height; + profileRadius = radius; + normalYComponent = 0; + currentArcLength = capArcLength + segmentProgress * cylinderPartLength; + + } else { + + // top cap + const segmentProgress = + ( iy - capSegments - heightSegments ) / capSegments; + const angle = ( segmentProgress * Math.PI ) / 2; + profileY = halfHeight + radius * Math.sin( angle ); + profileRadius = radius * Math.cos( angle ); + normalYComponent = radius * Math.sin( angle ); + currentArcLength = + capArcLength + cylinderPartLength + segmentProgress * capArcLength; + + } + + const v = Math.max( 0, Math.min( 1, currentArcLength / totalArcLength ) ); + + + // special case for the poles + + let uOffset = 0; + + if ( iy === 0 ) { + + uOffset = 0.5 / radialSegments; + + } else if ( iy === numVerticalSegments ) { + + uOffset = -0.5 / radialSegments; + + } + + for ( let ix = 0; ix <= radialSegments; ix ++ ) { + + const u = ix / radialSegments; + const theta = u * Math.PI * 2; + + const sinTheta = Math.sin( theta ); + const cosTheta = Math.cos( theta ); + + // vertex + + vertex.x = - profileRadius * cosTheta; + vertex.y = profileY; + vertex.z = profileRadius * sinTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( + - profileRadius * cosTheta, + normalYComponent, + profileRadius * sinTheta + ); + normal.normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u + uOffset, v ); + + } + + if ( iy > 0 ) { + + const prevIndexRow = ( iy - 1 ) * verticesPerRow; + for ( let ix = 0; ix < radialSegments; ix ++ ) { + + const i1 = prevIndexRow + ix; + const i2 = prevIndexRow + ix + 1; + const i3 = iy * verticesPerRow + ix; + const i4 = iy * verticesPerRow + ix + 1; + + indices.push( i1, i2, i3 ); + indices.push( i2, i4, i3 ); + + } + + } + + } + + // 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {CapsuleGeometry} A new instance. + */ + static fromJSON( data ) { + + return new CapsuleGeometry( data.radius, data.height, data.capSegments, data.radialSegments, data.heightSegments ); + + } + +} + +/** + * A simple shape of Euclidean geometry. It is constructed from a + * number of triangular segments that are oriented around a central point and + * extend as far out as a given radius. It is built counter-clockwise from a + * start angle and a given central angle. It can also be used to create + * regular polygons, where the number of segments determines the number of + * sides. + * + * ```js + * const geometry = new THREE.CircleGeometry( 5, 32 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const circle = new THREE.Mesh( geometry, material ); + * scene.add( circle ) + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#CircleGeometry + */ +class CircleGeometry extends BufferGeometry { + + /** + * Constructs a new circle geometry. + * + * @param {number} [radius=1] - Radius of the circle. + * @param {number} [segments=32] - Number of segments (triangles), minimum = `3`. + * @param {number} [thetaStart=0] - Start angle for first segment in radians. + * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, + * of the circular sector in radians. The default value results in a complete circle. + */ + constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'CircleGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {CircleGeometry} A new instance. + */ + static fromJSON( data ) { + + return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * A geometry class for representing a cylinder. + * + * ```js + * const geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const cylinder = new THREE.Mesh( geometry, material ); + * scene.add( cylinder ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#CylinderGeometry + */ +class CylinderGeometry extends BufferGeometry { + + /** + * Constructs a new cylinder geometry. + * + * @param {number} [radiusTop=1] - Radius of the cylinder at the top. + * @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom. + * @param {number} [height=1] - Height of the cylinder. + * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder. + * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder. + * @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped. + * @param {number} [thetaStart=0] - Start angle for first segment, in radians. + * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians. + * The default value results in a complete cylinder. + */ + constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'CylinderGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + const scope = this; + + radialSegments = Math.floor( radialSegments ); + heightSegments = Math.floor( heightSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let index = 0; + const indexArray = []; + const halfHeight = height / 2; + let groupStart = 0; + + // generate geometry + + generateTorso(); + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function generateTorso() { + + const normal = new Vector3(); + const vertex = new Vector3(); + + let groupCount = 0; + + // this will be used to calculate the normal + const slope = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( let y = 0; y <= heightSegments; y ++ ) { + + const indexRow = []; + + const v = y / heightSegments; + + // calculate the radius of the current row + + const radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( let x = 0; x <= radialSegments; x ++ ) { + + const u = x / radialSegments; + + const theta = u * thetaLength + thetaStart; + + const sinTheta = Math.sin( theta ); + const cosTheta = Math.cos( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + // save index of vertex in respective row + + indexRow.push( index ++ ); + + } + + // now save vertices of the row in our index array + + indexArray.push( indexRow ); + + } + + // generate indices + + for ( let x = 0; x < radialSegments; x ++ ) { + + for ( let y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + + const a = indexArray[ y ][ x ]; + const b = indexArray[ y + 1 ][ x ]; + const c = indexArray[ y + 1 ][ x + 1 ]; + const d = indexArray[ y ][ x + 1 ]; + + // faces + + if ( radiusTop > 0 || y !== 0 ) { + + indices.push( a, b, d ); + groupCount += 3; + + } + + if ( radiusBottom > 0 || y !== heightSegments - 1 ) { + + indices.push( b, c, d ); + groupCount += 3; + + } + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, 0 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + function generateCap( top ) { + + // save the index of the first center vertex + const centerIndexStart = index; + + const uv = new Vector2(); + const vertex = new Vector3(); + + let groupCount = 0; + + const radius = ( top === true ) ? radiusTop : radiusBottom; + const sign = ( top === true ) ? 1 : -1; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( let x = 1; x <= radialSegments; x ++ ) { + + // vertex + + vertices.push( 0, halfHeight * sign, 0 ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uvs.push( 0.5, 0.5 ); + + // increase index + + index ++; + + } + + // save the index of the last center vertex + const centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( let x = 0; x <= radialSegments; x ++ ) { + + const u = x / radialSegments; + const theta = u * thetaLength + thetaStart; + + const cosTheta = Math.cos( theta ); + const sinTheta = Math.sin( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); + + // increase index + + index ++; + + } + + // generate indices + + for ( let x = 0; x < radialSegments; x ++ ) { + + const c = centerIndexStart + x; + const i = centerIndexEnd + x; + + if ( top === true ) { + + // face top + + indices.push( i, i + 1, c ); + + } else { + + // face bottom + + indices.push( i + 1, i, c ); + + } + + groupCount += 3; + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {CylinderGeometry} A new instance. + */ + static fromJSON( data ) { + + return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * A geometry class for representing a cone. + * + * ```js + * const geometry = new THREE.ConeGeometry( 5, 20, 32 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const cone = new THREE.Mesh(geometry, material ); + * scene.add( cone ); + * ``` + * + * @augments CylinderGeometry + * @demo scenes/geometry-browser.html#ConeGeometry + */ +class ConeGeometry extends CylinderGeometry { + + /** + * Constructs a new cone geometry. + * + * @param {number} [radius=1] - Radius of the cone base. + * @param {number} [height=1] - Height of the cone. + * @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone. + * @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone. + * @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped. + * @param {number} [thetaStart=0] - Start angle for first segment, in radians. + * @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians. + * The default value results in a complete cone. + */ + 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'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {ConeGeometry} A new instance. + */ + static fromJSON( data ) { + + return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * A polyhedron is a solid in three dimensions with flat faces. This class + * will take an array of vertices, project them onto a sphere, and then + * divide them up to the desired level of detail. + * + * @augments BufferGeometry + */ +class PolyhedronGeometry extends BufferGeometry { + + /** + * Constructs a new polyhedron geometry. + * + * @param {Array} [vertices] - A flat array of vertices describing the base shape. + * @param {Array} [indices] - A flat array of indices describing the base shape. + * @param {number} [radius=1] - The radius of the shape. + * @param {number} [detail=0] - How many levels to subdivide the geometry. The more detail, the smoother the shape. + */ + constructor( vertices = [], indices = [], radius = 1, detail = 0 ) { + + super(); + + this.type = 'PolyhedronGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {PolyhedronGeometry} A new instance. + */ + static fromJSON( data ) { + + return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.detail ); + + } + +} + +/** + * A geometry class for representing a dodecahedron. + * + * ```js + * const geometry = new THREE.DodecahedronGeometry(); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const dodecahedron = new THREE.Mesh( geometry, material ); + * scene.add( dodecahedron ); + * ``` + * + * @augments PolyhedronGeometry + * @demo scenes/geometry-browser.html#DodecahedronGeometry + */ +class DodecahedronGeometry extends PolyhedronGeometry { + + /** + * Constructs a new dodecahedron geometry. + * + * @param {number} [radius=1] - Radius of the dodecahedron. + * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a dodecahedron. + */ + 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'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + detail: detail + }; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {DodecahedronGeometry} A new instance. + */ + 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(); + +/** + * Can be used as a helper object to view the edges of a geometry. + * + * ```js + * const geometry = new THREE.BoxGeometry(); + * const edges = new THREE.EdgesGeometry( geometry ); + * const line = new THREE.LineSegments( edges ); + * scene.add( line ); + * ``` + * + * Note: It is not yet possible to serialize/deserialize instances of this class. + * + * @augments BufferGeometry + */ +class EdgesGeometry extends BufferGeometry { + + /** + * Constructs a new edges geometry. + * + * @param {?BufferGeometry} [geometry=null] - The geometry. + * @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees) + * between the face normals of the adjoining faces exceeds this value. + */ + constructor( geometry = null, thresholdAngle = 1 ) { + + super(); + + this.type = 'EdgesGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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; + + } + +} + +/** + * An abstract base class for creating an analytic curve object that contains methods + * for interpolation. + * + * @abstract + */ +class Curve { + + /** + * Constructs a new curve. + */ + constructor() { + + /** + * The type property is used for detecting the object type + * in context of serialization/deserialization. + * + * @type {string} + * @readonly + */ + this.type = 'Curve'; + + /** + * This value determines the amount of divisions when calculating the + * cumulative segment lengths of a curve via {@link Curve#getLengths}. To ensure + * precision when using methods like {@link Curve#getSpacedPoints}, it is + * recommended to increase the value of this property if the curve is very large. + * + * @type {number} + * @default 200 + */ + this.arcLengthDivisions = 200; + + /** + * Must be set to `true` if the curve parameters have changed. + * + * @type {boolean} + * @default false + */ + this.needsUpdate = false; + + /** + * An internal cache that holds precomputed curve length values. + * + * @private + * @type {?Array} + * @default null + */ + this.cacheArcLengths = null; + + } + + /** + * This method returns a vector in 2D or 3D space (depending on the curve definition) + * for the given interpolation factor. + * + * @abstract + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to. + * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition. + */ + getPoint( /* t, optionalTarget */ ) { + + warn( 'Curve: .getPoint() not implemented.' ); + + } + + /** + * This method returns a vector in 2D or 3D space (depending on the curve definition) + * for the given interpolation factor. Unlike {@link Curve#getPoint}, this method honors the length + * of the curve which equidistant samples. + * + * @param {number} u - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to. + * @return {(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition. + */ + getPointAt( u, optionalTarget ) { + + const t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); + + } + + /** + * This method samples the curve via {@link Curve#getPoint} and returns an array of points representing + * the curve shape. + * + * @param {number} [divisions=5] - The number of divisions. + * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`. + */ + 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 ) + + /** + * This method samples the curve via {@link Curve#getPointAt} and returns an array of points representing + * the curve shape. Unlike {@link Curve#getPoints}, this method returns equi-spaced points across the entire + * curve. + * + * @param {number} [divisions=5] - The number of divisions. + * @return {Array<(Vector2|Vector3)>} An array holding the sampled curve values. The number of points is `divisions + 1`. + */ + getSpacedPoints( divisions = 5 ) { + + const points = []; + + for ( let d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); + + } + + return points; + + } + + /** + * Returns the total arc length of the curve. + * + * @return {number} The length of the curve. + */ + getLength() { + + const lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + + } + + /** + * Returns an array of cumulative segment lengths of the curve. + * + * @param {number} [divisions=this.arcLengthDivisions] - The number of divisions. + * @return {Array} An array holding the 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. + + } + + /** + * Update the cumulative segment distance cache. The method must be called + * every time curve parameters are changed. If an updated curve is part of a + * composed curve like {@link CurvePath}, this method must be called on the + * composed curve, too. + */ + updateArcLengths() { + + this.needsUpdate = true; + this.getLengths(); + + } + + /** + * Given an interpolation factor in the range `[0,1]`, this method returns an updated + * interpolation factor in the same range that can be ued to sample equidistant points + * from a curve. + * + * @param {number} u - The interpolation factor. + * @param {?number} distance - An optional distance on the curve. + * @return {number} The updated interpolation factor. + */ + getUtoTmapping( u, distance = null ) { + + 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 for the given interpolation factor. + * If the derived curve does not implement its tangent derivation, + * two points a small delta apart will be used to find its gradient + * which seems to give a reasonable approximation. + * + * @param {number} t - The interpolation factor. + * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to. + * @return {(Vector2|Vector3)} The tangent vector. + */ + 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; + + } + + /** + * Same as {@link Curve#getTangent} but with equidistant samples. + * + * @param {number} u - The interpolation factor. + * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to. + * @return {(Vector2|Vector3)} The tangent vector. + * @see {@link Curve#getPointAt} + */ + getTangentAt( u, optionalTarget ) { + + const t = this.getUtoTmapping( u ); + return this.getTangent( t, optionalTarget ); + + } + + /** + * Generates the Frenet Frames. Requires a curve definition in 3D space. Used + * in geometries like {@link TubeGeometry} or {@link ExtrudeGeometry}. + * + * @param {number} segments - The number of segments. + * @param {boolean} [closed=false] - Whether the curve is closed or not. + * @return {{tangents: Array, normals: Array, binormals: Array}} The Frenet Frames. + */ + computeFrenetFrames( segments, closed = false ) { + + // 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 + }; + + } + + /** + * Returns a new curve with copied values from this instance. + * + * @return {Curve} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given curve to this instance. + * + * @param {Curve} source - The curve to copy. + * @return {Curve} A reference to this curve. + */ + copy( source ) { + + this.arcLengthDivisions = source.arcLengthDivisions; + + return this; + + } + + /** + * Serializes the curve into JSON. + * + * @return {Object} A JSON object representing the serialized curve. + * @see {@link ObjectLoader#parse} + */ + toJSON() { + + const data = { + metadata: { + version: 4.7, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; + + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; + + return data; + + } + + /** + * Deserializes the curve from the given JSON. + * + * @param {Object} json - The JSON holding the serialized curve. + * @return {Curve} A reference to this curve. + */ + fromJSON( json ) { + + this.arcLengthDivisions = json.arcLengthDivisions; + + return this; + + } + +} + +/** + * A curve representing an ellipse. + * + * ```js + * const curve = new THREE.EllipseCurve( + * 0, 0, + * 10, 10, + * 0, 2 * Math.PI, + * false, + * 0 + * ); + * + * const points = curve.getPoints( 50 ); + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); + * + * // Create the final object to add to the scene + * const ellipse = new THREE.Line( geometry, material ); + * ``` + * + * @augments Curve + */ +class EllipseCurve extends Curve { + + /** + * Constructs a new ellipse curve. + * + * @param {number} [aX=0] - The X center of the ellipse. + * @param {number} [aY=0] - The Y center of the ellipse. + * @param {number} [xRadius=1] - The radius of the ellipse in the x direction. + * @param {number} [yRadius=1] - The radius of the ellipse in the y direction. + * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis. + * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis. + * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not. + * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. + */ + constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isEllipseCurve = true; + + this.type = 'EllipseCurve'; + + /** + * The X center of the ellipse. + * + * @type {number} + * @default 0 + */ + this.aX = aX; + + /** + * The Y center of the ellipse. + * + * @type {number} + * @default 0 + */ + this.aY = aY; + + /** + * The radius of the ellipse in the x direction. + * Setting the this value equal to the {@link EllipseCurve#yRadius} will result in a circle. + * + * @type {number} + * @default 1 + */ + this.xRadius = xRadius; + + /** + * The radius of the ellipse in the y direction. + * Setting the this value equal to the {@link EllipseCurve#xRadius} will result in a circle. + * + * @type {number} + * @default 1 + */ + this.yRadius = yRadius; + + /** + * The start angle of the curve in radians starting from the positive X axis. + * + * @type {number} + * @default 0 + */ + this.aStartAngle = aStartAngle; + + /** + * The end angle of the curve in radians starting from the positive X axis. + * + * @type {number} + * @default Math.PI*2 + */ + this.aEndAngle = aEndAngle; + + /** + * Whether the ellipse is drawn clockwise or not. + * + * @type {boolean} + * @default false + */ + this.aClockwise = aClockwise; + + /** + * The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. + * + * @type {number} + * @default 0 + */ + this.aRotation = aRotation; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector2} The position on the curve. + */ + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const twoPi = Math.PI * 2; + let deltaAngle = this.aEndAngle - this.aStartAngle; + const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + + if ( deltaAngle < Number.EPSILON ) { + + if ( samePoints ) { + + deltaAngle = 0; + + } else { + + deltaAngle = twoPi; + + } + + } + + if ( this.aClockwise === true && ! samePoints ) { + + if ( deltaAngle === twoPi ) { + + deltaAngle = - twoPi; + + } else { + + deltaAngle = deltaAngle - twoPi; + + } + + } + + const angle = this.aStartAngle + t * deltaAngle; + let x = this.aX + this.xRadius * Math.cos( angle ); + let y = this.aY + this.yRadius * Math.sin( angle ); + + if ( this.aRotation !== 0 ) { + + const cos = Math.cos( this.aRotation ); + const sin = Math.sin( this.aRotation ); + + const tx = x - this.aX; + const ty = y - this.aY; + + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + + } + + return point.set( x, y ); + + } + + copy( source ) { + + super.copy( source ); + + this.aX = source.aX; + this.aY = source.aY; + + this.xRadius = source.xRadius; + this.yRadius = source.yRadius; + + this.aStartAngle = source.aStartAngle; + this.aEndAngle = source.aEndAngle; + + this.aClockwise = source.aClockwise; + + this.aRotation = source.aRotation; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.aX = this.aX; + data.aY = this.aY; + + data.xRadius = this.xRadius; + data.yRadius = this.yRadius; + + data.aStartAngle = this.aStartAngle; + data.aEndAngle = this.aEndAngle; + + data.aClockwise = this.aClockwise; + + data.aRotation = this.aRotation; + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.aX = json.aX; + this.aY = json.aY; + + this.xRadius = json.xRadius; + this.yRadius = json.yRadius; + + this.aStartAngle = json.aStartAngle; + this.aEndAngle = json.aEndAngle; + + this.aClockwise = json.aClockwise; + + this.aRotation = json.aRotation; + + return this; + + } + +} + +/** + * A curve representing an arc. + * + * @augments EllipseCurve + */ +class ArcCurve extends EllipseCurve { + + /** + * Constructs a new arc curve. + * + * @param {number} [aX=0] - The X center of the ellipse. + * @param {number} [aY=0] - The Y center of the ellipse. + * @param {number} [aRadius=1] - The radius of the ellipse in the x direction. + * @param {number} [aStartAngle=0] - The start angle of the curve in radians starting from the positive X axis. + * @param {number} [aEndAngle=Math.PI*2] - The end angle of the curve in radians starting from the positive X axis. + * @param {boolean} [aClockwise=false] - Whether the ellipse is drawn clockwise or not. + */ + constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isArcCurve = true; + + this.type = 'ArcCurve'; + + } + +} + +function CubicPoly() { + + /** + * 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. + */ + + 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 tmp2 = /*@__PURE__*/ new Vector3(); +const px = /*@__PURE__*/ new CubicPoly(); +const py = /*@__PURE__*/ new CubicPoly(); +const pz = /*@__PURE__*/ new CubicPoly(); + +/** + * A curve representing a Catmull-Rom spline. + * + * ```js + * //Create a closed wavey loop + * const curve = new THREE.CatmullRomCurve3( [ + * new THREE.Vector3( -10, 0, 10 ), + * new THREE.Vector3( -5, 5, 5 ), + * new THREE.Vector3( 0, 0, 0 ), + * new THREE.Vector3( 5, -5, 5 ), + * new THREE.Vector3( 10, 0, 10 ) + * ] ); + * + * const points = curve.getPoints( 50 ); + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); + * + * // Create the final object to add to the scene + * const curveObject = new THREE.Line( geometry, material ); + * ``` + * + * @augments Curve + */ +class CatmullRomCurve3 extends Curve { + + /** + * Constructs a new Catmull-Rom curve. + * + * @param {Array} [points] - An array of 3D points defining the curve. + * @param {boolean} [closed=false] - Whether the curve is closed or not. + * @param {('centripetal'|'chordal'|'catmullrom')} [curveType='centripetal'] - The curve type. + * @param {number} [tension=0.5] - Tension of the curve. + */ + constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCatmullRomCurve3 = true; + + this.type = 'CatmullRomCurve3'; + + /** + * An array of 3D points defining the curve. + * + * @type {Array} + */ + this.points = points; + + /** + * Whether the curve is closed or not. + * + * @type {boolean} + * @default false + */ + this.closed = closed; + + /** + * The curve type. + * + * @type {('centripetal'|'chordal'|'catmullrom')} + * @default 'centripetal' + */ + this.curveType = curveType; + + /** + * Tension of the curve. + * + * @type {number} + * @default 0.5 + */ + this.tension = tension; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector3} The position on the curve. + */ + 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 + tmp2.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp2; + + } + + 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; + + } + +} + +/** + * Interpolations contains spline and Bézier functions internally used by concrete curve classes. + * + * Bezier Curves formulas obtained from: https://en.wikipedia.org/wiki/B%C3%A9zier_curve + * + * @module Interpolations + */ + +/** + * Computes a point on a Catmull-Rom spline. + * + * @param {number} t - The interpolation factor. + * @param {number} p0 - The first control point. + * @param {number} p1 - The second control point. + * @param {number} p2 - The third control point. + * @param {number} p3 - The fourth control point. + * @return {number} The calculated point on a Catmull-Rom spline. + */ +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; + +} + +/** + * Computes a point on a Quadratic Bezier curve. + * + * @param {number} t - The interpolation factor. + * @param {number} p0 - The first control point. + * @param {number} p1 - The second control point. + * @param {number} p2 - The third control point. + * @return {number} The calculated point on a Quadratic Bezier curve. + */ +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; + +} + +/** + * Computes a point on a Cubic Bezier curve. + * + * @param {number} t - The interpolation factor. + * @param {number} p0 - The first control point. + * @param {number} p1 - The second control point. + * @param {number} p2 - The third control point. + * @param {number} p3 - The fourth control point. + * @return {number} The calculated point on a Cubic Bezier curve. + */ +function CubicBezier( t, p0, p1, p2, p3 ) { + + return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + + CubicBezierP3( t, p3 ); + +} + +/** + * A curve representing a 2D Cubic Bezier curve. + * + * ```js + * const curve = new THREE.CubicBezierCurve( + * new THREE.Vector2( - 0, 0 ), + * new THREE.Vector2( - 5, 15 ), + * new THREE.Vector2( 20, 15 ), + * new THREE.Vector2( 10, 0 ) + * ); + * + * const points = curve.getPoints( 50 ); + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); + * + * // Create the final object to add to the scene + * const curveObject = new THREE.Line( geometry, material ); + * ``` + * + * @augments Curve + */ +class CubicBezierCurve extends Curve { + + /** + * Constructs a new Cubic Bezier curve. + * + * @param {Vector2} [v0] - The start point. + * @param {Vector2} [v1] - The first control point. + * @param {Vector2} [v2] - The second control point. + * @param {Vector2} [v3] - The end point. + */ + constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubicBezierCurve = true; + + this.type = 'CubicBezierCurve'; + + /** + * The start point. + * + * @type {Vector2} + */ + this.v0 = v0; + + /** + * The first control point. + * + * @type {Vector2} + */ + this.v1 = v1; + + /** + * The second control point. + * + * @type {Vector2} + */ + this.v2 = v2; + + /** + * The end point. + * + * @type {Vector2} + */ + this.v3 = v3; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector2} The position on the curve. + */ + 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; + + } + +} + +/** + * A curve representing a 3D Cubic Bezier curve. + * + * @augments Curve + */ +class CubicBezierCurve3 extends Curve { + + /** + * Constructs a new Cubic Bezier curve. + * + * @param {Vector3} [v0] - The start point. + * @param {Vector3} [v1] - The first control point. + * @param {Vector3} [v2] - The second control point. + * @param {Vector3} [v3] - The end point. + */ + constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCubicBezierCurve3 = true; + + this.type = 'CubicBezierCurve3'; + + /** + * The start point. + * + * @type {Vector3} + */ + this.v0 = v0; + + /** + * The first control point. + * + * @type {Vector3} + */ + this.v1 = v1; + + /** + * The second control point. + * + * @type {Vector3} + */ + this.v2 = v2; + + /** + * The end point. + * + * @type {Vector3} + */ + this.v3 = v3; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector3} The position on the curve. + */ + 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; + + } + +} + +/** + * A curve representing a 2D line segment. + * + * @augments Curve + */ +class LineCurve extends Curve { + + /** + * Constructs a new line curve. + * + * @param {Vector2} [v1] - The start point. + * @param {Vector2} [v2] - The end point. + */ + constructor( v1 = new Vector2(), v2 = new Vector2() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineCurve = true; + + this.type = 'LineCurve'; + + /** + * The start point. + * + * @type {Vector2} + */ + this.v1 = v1; + + /** + * The end point. + * + * @type {Vector2} + */ + this.v2 = v2; + + } + + /** + * Returns a point on the line. + * + * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`. + * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector2} The position on the line. + */ + 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; + + } + +} + +/** + * A curve representing a 3D line segment. + * + * @augments Curve + */ +class LineCurve3 extends Curve { + + /** + * Constructs a new line curve. + * + * @param {Vector3} [v1] - The start point. + * @param {Vector3} [v2] - The end point. + */ + constructor( v1 = new Vector3(), v2 = new Vector3() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineCurve3 = true; + + this.type = 'LineCurve3'; + + /** + * The start point. + * + * @type {Vector3} + */ + this.v1 = v1; + + /** + * The end point. + * + * @type {Vector2} + */ + this.v2 = v2; + + } + + /** + * Returns a point on the line. + * + * @param {number} t - A interpolation factor representing a position on the line. Must be in the range `[0,1]`. + * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector3} The position on the line. + */ + 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; + + } + +} + +/** + * A curve representing a 2D Quadratic Bezier curve. + * + * ```js + * const curve = new THREE.QuadraticBezierCurve( + * new THREE.Vector2( - 10, 0 ), + * new THREE.Vector2( 20, 15 ), + * new THREE.Vector2( 10, 0 ) + * ) + * + * const points = curve.getPoints( 50 ); + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); + * + * // Create the final object to add to the scene + * const curveObject = new THREE.Line( geometry, material ); + * ``` + * + * @augments Curve + */ +class QuadraticBezierCurve extends Curve { + + /** + * Constructs a new Quadratic Bezier curve. + * + * @param {Vector2} [v0] - The start point. + * @param {Vector2} [v1] - The control point. + * @param {Vector2} [v2] - The end point. + */ + constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isQuadraticBezierCurve = true; + + this.type = 'QuadraticBezierCurve'; + + /** + * The start point. + * + * @type {Vector2} + */ + this.v0 = v0; + + /** + * The control point. + * + * @type {Vector2} + */ + this.v1 = v1; + + /** + * The end point. + * + * @type {Vector2} + */ + this.v2 = v2; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector2} The position on the curve. + */ + 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; + + } + +} + +/** + * A curve representing a 3D Quadratic Bezier curve. + * + * @augments Curve + */ +class QuadraticBezierCurve3 extends Curve { + + /** + * Constructs a new Quadratic Bezier curve. + * + * @param {Vector3} [v0] - The start point. + * @param {Vector3} [v1] - The control point. + * @param {Vector3} [v2] - The end point. + */ + constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isQuadraticBezierCurve3 = true; + + this.type = 'QuadraticBezierCurve3'; + + /** + * The start point. + * + * @type {Vector3} + */ + this.v0 = v0; + + /** + * The control point. + * + * @type {Vector3} + */ + this.v1 = v1; + + /** + * The end point. + * + * @type {Vector3} + */ + this.v2 = v2; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector3} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector3} The position on the curve. + */ + 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; + + } + +} + +/** + * A curve representing a 2D spline curve. + * + * ```js + * // Create a sine-like wave + * const curve = new THREE.SplineCurve( [ + * new THREE.Vector2( -10, 0 ), + * new THREE.Vector2( -5, 5 ), + * new THREE.Vector2( 0, 0 ), + * new THREE.Vector2( 5, -5 ), + * new THREE.Vector2( 10, 0 ) + * ] ); + * + * const points = curve.getPoints( 50 ); + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * + * const material = new THREE.LineBasicMaterial( { color: 0xff0000 } ); + * + * // Create the final object to add to the scene + * const splineObject = new THREE.Line( geometry, material ); + * ``` + * + * @augments Curve + */ +class SplineCurve extends Curve { + + /** + * Constructs a new 2D spline curve. + * + * @param {Array} [points] - An array of 2D points defining the curve. + */ + constructor( points = [] ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSplineCurve = true; + + this.type = 'SplineCurve'; + + /** + * An array of 2D points defining the curve. + * + * @type {Array} + */ + this.points = points; + + } + + /** + * Returns a point on the curve. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {Vector2} [optionalTarget] - The optional target vector the result is written to. + * @return {Vector2} The position on the curve. + */ + 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 +}); + +/** + * A base class extending {@link Curve}. `CurvePath` is simply an + * array of connected curves, but retains the API of a curve. + * + * @augments Curve + */ +class CurvePath extends Curve { + + /** + * Constructs a new curve path. + */ + constructor() { + + super(); + + this.type = 'CurvePath'; + + /** + * An array of curves defining the + * path. + * + * @type {Array} + */ + this.curves = []; + + /** + * Whether the path should automatically be closed + * by a line curve. + * + * @type {boolean} + * @default false + */ + this.autoClose = false; + + } + + /** + * Adds a curve to this curve path. + * + * @param {Curve} curve - The curve to add. + */ + add( curve ) { + + this.curves.push( curve ); + + } + + /** + * Adds a line curve to close the path. + * + * @return {CurvePath} A reference to this curve path. + */ + closePath() { + + // Add a line curve if start and end of lines are not connected + const startPoint = this.curves[ 0 ].getPoint( 0 ); + const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + + if ( ! startPoint.equals( endPoint ) ) { + + const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3'; + this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) ); + + } + + return this; + + } + + /** + * This method returns a vector in 2D or 3D space (depending on the curve definitions) + * for the given interpolation factor. + * + * @param {number} t - A interpolation factor representing a position on the curve. Must be in the range `[0,1]`. + * @param {(Vector2|Vector3)} [optionalTarget] - The optional target vector the result is written to. + * @return {?(Vector2|Vector3)} The position on the curve. It can be a 2D or 3D vector depending on the curve definition. + */ + getPoint( t, optionalTarget ) { + + // 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') + + 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 } The curve lengths. + */ + getCurveLengths() { + + // Compute lengths and cache them + // We cannot overwrite getLengths() because UtoT mapping uses it. + // We use cache values if curves and cache array are same length + + if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) { + + return this.cacheLengths; + + } + + // Get length of sub-curve + // Push sums into cached array + + const lengths = []; + let sums = 0; + + for ( let i = 0, l = this.curves.length; i < l; i ++ ) { + + sums += this.curves[ i ].getLength(); + lengths.push( sums ); + + } + + this.cacheLengths = lengths; + + return lengths; + + } + + getSpacedPoints( divisions = 40 ) { + + const points = []; + + for ( let i = 0; i <= divisions; i ++ ) { + + points.push( this.getPoint( i / divisions ) ); + + } + + if ( this.autoClose ) { + + points.push( points[ 0 ] ); + + } + + return points; + + } + + getPoints( divisions = 12 ) { + + const points = []; + let last; + + for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) { + + const curve = curves[ i ]; + const resolution = curve.isEllipseCurve ? divisions * 2 + : ( curve.isLineCurve || curve.isLineCurve3 ) ? 1 + : curve.isSplineCurve ? divisions * curve.points.length + : divisions; + + const pts = curve.getPoints( resolution ); + + for ( let j = 0; j < pts.length; j ++ ) { + + const point = pts[ j ]; + + if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates + + points.push( point ); + last = point; + + } + + } + + if ( this.autoClose && points.length > 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; + + } + +} + +/** + * A 2D path representation. The class provides methods for creating paths + * and contours of 2D shapes similar to the 2D Canvas API. + * + * ```js + * const path = new THREE.Path(); + * + * path.lineTo( 0, 0.8 ); + * path.quadraticCurveTo( 0, 1, 0.2, 1 ); + * path.lineTo( 1, 1 ); + * + * const points = path.getPoints(); + * + * const geometry = new THREE.BufferGeometry().setFromPoints( points ); + * const material = new THREE.LineBasicMaterial( { color: 0xffffff } ); + * + * const line = new THREE.Line( geometry, material ); + * scene.add( line ); + * ``` + * + * @augments CurvePath + */ +class Path extends CurvePath { + + /** + * Constructs a new path. + * + * @param {Array} [points] - An array of 2D points defining the path. + */ + constructor( points ) { + + super(); + + this.type = 'Path'; + + /** + * The current offset of the path. Any new curve added will start here. + * + * @type {Vector2} + */ + this.currentPoint = new Vector2(); + + if ( points ) { + + this.setFromPoints( points ); + + } + + } + + /** + * Creates a path from the given list of points. The points are added + * to the path as instances of {@link LineCurve}. + * + * @param {Array} points - An array of 2D points. + * @return {Path} A reference to this path. + */ + 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; + + } + + /** + * Moves {@link Path#currentPoint} to the given point. + * + * @param {number} x - The x coordinate. + * @param {number} y - The y coordinate. + * @return {Path} A reference to this path. + */ + moveTo( x, y ) { + + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + + return this; + + } + + /** + * Adds an instance of {@link LineCurve} to the path by connecting + * the current point with the given one. + * + * @param {number} x - The x coordinate of the end point. + * @param {number} y - The y coordinate of the end point. + * @return {Path} A reference to this path. + */ + 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; + + } + + /** + * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting + * the current point with the given one. + * + * @param {number} aCPx - The x coordinate of the control point. + * @param {number} aCPy - The y coordinate of the control point. + * @param {number} aX - The x coordinate of the end point. + * @param {number} aY - The y coordinate of the end point. + * @return {Path} A reference to this path. + */ + 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; + + } + + /** + * Adds an instance of {@link CubicBezierCurve} to the path by connecting + * the current point with the given one. + * + * @param {number} aCP1x - The x coordinate of the first control point. + * @param {number} aCP1y - The y coordinate of the first control point. + * @param {number} aCP2x - The x coordinate of the second control point. + * @param {number} aCP2y - The y coordinate of the second control point. + * @param {number} aX - The x coordinate of the end point. + * @param {number} aY - The y coordinate of the end point. + * @return {Path} A reference to this path. + */ + 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; + + } + + /** + * Adds an instance of {@link SplineCurve} to the path by connecting + * the current point with the given list of points. + * + * @param {Array} pts - An array of points in 2D space. + * @return {Path} A reference to this path. + */ + splineThru( pts ) { + + 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; + + } + + /** + * Adds an arc as an instance of {@link EllipseCurve} to the path, positioned relative + * to the current point. + * + * @param {number} [aX=0] - The x coordinate of the center of the arc offsetted from the previous curve. + * @param {number} [aY=0] - The y coordinate of the center of the arc offsetted from the previous curve. + * @param {number} [aRadius=1] - The radius of the arc. + * @param {number} [aStartAngle=0] - The start angle in radians. + * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. + * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not. + * @return {Path} A reference to this path. + */ + 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; + + } + + /** + * Adds an absolutely positioned arc as an instance of {@link EllipseCurve} to the path. + * + * @param {number} [aX=0] - The x coordinate of the center of the arc. + * @param {number} [aY=0] - The y coordinate of the center of the arc. + * @param {number} [aRadius=1] - The radius of the arc. + * @param {number} [aStartAngle=0] - The start angle in radians. + * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. + * @param {boolean} [aClockwise=false] - Whether to sweep the arc clockwise or not. + * @return {Path} A reference to this path. + */ + absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + return this; + + } + + /** + * Adds an ellipse as an instance of {@link EllipseCurve} to the path, positioned relative + * to the current point + * + * @param {number} [aX=0] - The x coordinate of the center of the ellipse offsetted from the previous curve. + * @param {number} [aY=0] - The y coordinate of the center of the ellipse offsetted from the previous curve. + * @param {number} [xRadius=1] - The radius of the ellipse in the x axis. + * @param {number} [yRadius=1] - The radius of the ellipse in the y axis. + * @param {number} [aStartAngle=0] - The start angle in radians. + * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. + * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not. + * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. + * @return {Path} A reference to this path. + */ + 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; + + } + + /** + * Adds an absolutely positioned ellipse as an instance of {@link EllipseCurve} to the path. + * + * @param {number} [aX=0] - The x coordinate of the absolute center of the ellipse. + * @param {number} [aY=0] - The y coordinate of the absolute center of the ellipse. + * @param {number} [xRadius=1] - The radius of the ellipse in the x axis. + * @param {number} [yRadius=1] - The radius of the ellipse in the y axis. + * @param {number} [aStartAngle=0] - The start angle in radians. + * @param {number} [aEndAngle=Math.PI*2] - The end angle in radians. + * @param {boolean} [aClockwise=false] - Whether to sweep the ellipse clockwise or not. + * @param {number} [aRotation=0] - The rotation angle of the ellipse in radians, counterclockwise from the positive X axis. + * @return {Path} A reference to this path. + */ + 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; + + } + +} + +/** + * Defines an arbitrary 2d shape plane using paths with optional holes. It + * can be used with {@link ExtrudeGeometry}, {@link ShapeGeometry}, to get + * points, or to get triangulated faces. + * + * ```js + * const heartShape = new THREE.Shape(); + * + * heartShape.moveTo( 25, 25 ); + * heartShape.bezierCurveTo( 25, 25, 20, 0, 0, 0 ); + * heartShape.bezierCurveTo( - 30, 0, - 30, 35, - 30, 35 ); + * heartShape.bezierCurveTo( - 30, 55, - 10, 77, 25, 95 ); + * heartShape.bezierCurveTo( 60, 77, 80, 55, 80, 35 ); + * heartShape.bezierCurveTo( 80, 35, 80, 0, 50, 0 ); + * heartShape.bezierCurveTo( 35, 0, 25, 25, 25, 25 ); + * + * const extrudeSettings = { + * depth: 8, + * bevelEnabled: true, + * bevelSegments: 2, + * steps: 2, + * bevelSize: 1, + * bevelThickness: 1 + * }; + * + * const geometry = new THREE.ExtrudeGeometry( heartShape, extrudeSettings ); + * const mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial() ); + * ``` + * + * @augments Path + */ +class Shape extends Path { + + /** + * Constructs a new shape. + * + * @param {Array} [points] - An array of 2D points defining the shape. + */ + constructor( points ) { + + super( points ); + + /** + * The UUID of the shape. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + this.type = 'Shape'; + + /** + * Defines the holes in the shape. Hole definitions must use the + * opposite winding order (CW/CCW) than the outer shape. + * + * @type {Array} + * @readonly + */ + this.holes = []; + + } + + /** + * Returns an array representing each contour of the holes + * as a list of 2D points. + * + * @param {number} divisions - The fineness of the result. + * @return {Array>} The holes as a series of 2D points. + */ + 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) + + /** + * Returns an object that holds contour data for the shape and its holes as + * arrays of 2D points. + * + * @param {number} divisions - The fineness of the result. + * @return {{shape:Array,holes:Array>}} An object with contour data. + */ + 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; + + } + +} + +/* eslint-disable */ +// copy of mapbox/earcut version 3.0.2 +// https://github.com/mapbox/earcut/tree/v3.0.2 + +function earcut(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, 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 = data[0]; + minY = data[1]; + let maxX = minX; + let maxY = minY; + + for (let i = dim; i < outerLen; i += dim) { + const x = data[i]; + const 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 last; + + if (clockwise === (signedArea(data, start, end, dim) > 0)) { + for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last); + } else { + for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, 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; + + // iterate through ears, slicing them one by one + while (ear.prev !== ear.next) { + const prev = ear.prev; + const next = ear.next; + + if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) { + triangles.push(prev.i, ear.i, next.i); // cut off the triangle + + 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); + 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 + const x0 = Math.min(ax, bx, cx), + y0 = Math.min(ay, by, cy), + x1 = Math.max(ax, bx, cx), + y1 = Math.max(ay, by, cy); + + let p = c.next; + while (p !== a) { + if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && + pointInTriangleExceptFirst(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 + const x0 = Math.min(ax, bx, cx), + y0 = Math.min(ay, by, cy), + x1 = Math.max(ax, bx, cx), + y1 = Math.max(ay, 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 && + pointInTriangleExceptFirst(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 && + pointInTriangleExceptFirst(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 && + pointInTriangleExceptFirst(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 && + pointInTriangleExceptFirst(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) { + 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, p.i, b.i); + + // 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 = []; + + for (let i = 0, len = holeIndices.length; i < len; i++) { + const start = holeIndices[i] * dim; + const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length; + const list = linkedList(data, start, end, dim, false); + if (list === list.next) list.steiner = true; + queue.push(getLeftmost(list)); + } + + queue.sort(compareXYSlope); + + // process holes from left to right + for (let i = 0; i < queue.length; i++) { + outerNode = eliminateHole(queue[i], outerNode); + } + + return outerNode; +} + +function compareXYSlope(a, b) { + let result = a.x - b.x; + // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find + // the bridge to the outer shell is always the point that they meet at. + if (result === 0) { + result = a.y - b.y; + if (result === 0) { + const aSlope = (a.next.y - a.y) / (a.next.x - a.x); + const bSlope = (b.next.y - b.y) / (b.next.x - b.x); + result = aSlope - bSlope; + } + } + return result; +} + +// 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; + const hx = hole.x; + const hy = hole.y; + let qx = -Infinity; + let m; + + // 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 + // unless they intersect at a vertex, then choose the vertex + if (equals(hole, p)) return p; + do { + if (equals(hole, p.next)) return p.next; + else 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; + const mx = m.x; + const my = m.y; + let tanMin = Infinity; + + 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)) { + + const 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 numMerges; + let inSize = 1; + + do { + let p = list; + let e; + list = null; + let tail = null; + numMerges = 0; + + while (p) { + numMerges++; + let q = p; + let pSize = 0; + for (let i = 0; i < inSize; i++) { + pSize++; + q = q.nextZ; + if (!q) break; + } + let 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 point lies within a convex triangle but false if its equal to the first point of the triangle +function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) { + return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, 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) && // doesn'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; + let inside = false; + const px = (a.x + b.x) / 2; + const 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 = createNode(a.i, a.x, a.y), + b2 = createNode(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 = createNode(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 createNode(i, x, y) { + return { + i, // vertex index in coordinates array + x, y, // vertex coordinates + prev: null, // previous and next vertex nodes in a polygon ring + next: null, + z: 0, // z-order curve value + prevZ: null, // previous and next nodes in z-order + nextZ: null, + steiner: false // indicates whether this is a steiner point + }; +} + +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; +} + +/** + * An implementation of the earcut polygon triangulation algorithm. + * The code is a port of [mapbox/earcut](https://github.com/mapbox/earcut). + * + * @see https://github.com/mapbox/earcut + */ +class Earcut { + + /** + * Triangulates the given shape definition by returning an array of triangles. + * + * @param {Array} data - An array with 2D points. + * @param {Array} holeIndices - An array with indices defining holes. + * @param {number} [dim=2] - The number of coordinates per vertex in the input array. + * @return {Array} An array representing the triangulated faces. Each face is defined by three consecutive numbers + * representing vertex indices. + */ + static triangulate( data, holeIndices, dim = 2 ) { + + return earcut( data, holeIndices, dim ); + + } + +} + +/** + * A class containing utility functions for shapes. + * + * @hideconstructor + */ +class ShapeUtils { + + /** + * Calculate area of a ( 2D ) contour polygon. + * + * @param {Array} contour - An array of 2D points. + * @return {number} The area. + */ + 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; + + } + + /** + * Returns `true` if the given contour uses a clockwise winding order. + * + * @param {Array} pts - An array of 2D points defining a polygon. + * @return {boolean} Whether the given contour uses a clockwise winding order or not. + */ + static isClockWise( pts ) { + + return ShapeUtils.area( pts ) < 0; + + } + + /** + * Triangulates the given shape definition. + * + * @param {Array} contour - An array of 2D points defining the contour. + * @param {Array>} holes - An array that holds arrays of 2D points defining the holes. + * @return {Array>} An array that holds for each face definition an array with three indices. + */ + 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. + * + * ```js + * const length = 12, width = 8; + * + * const shape = new THREE.Shape(); + * shape.moveTo( 0,0 ); + * shape.lineTo( 0, width ); + * shape.lineTo( length, width ); + * shape.lineTo( length, 0 ); + * shape.lineTo( 0, 0 ); + * + * const geometry = new THREE.ExtrudeGeometry( shape ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + * const mesh = new THREE.Mesh( geometry, material ) ; + * scene.add( mesh ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#ExtrudeGeometry + */ +class ExtrudeGeometry extends BufferGeometry { + + /** + * Constructs a new extrude geometry. + * + * @param {Shape|Array} [shapes] - A shape or an array of shapes. + * @param {ExtrudeGeometry~Options} [options] - The extrude settings. + */ + 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'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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 + + const isClosed = extrudePath.isCatmullRomCurve3 ? extrudePath.closed : false; + + splineTube = extrudePath.computeFrenetFrames( steps, isClosed ); + + // 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(); + + } + + } + + } + + /**Merges index-adjacent points that are within a threshold distance of each other. Array is modified in-place. Threshold distance is empirical, and scaled based on the magnitude of point coordinates. + * @param {Array} points + */ + function mergeOverlappingPoints( points ) { + + const THRESHOLD = 1e-10; + const THRESHOLD_SQ = THRESHOLD * THRESHOLD; + let prevPos = points[ 0 ]; + for ( let i = 1; i <= points.length; i ++ ) { + + const currentIndex = i % points.length; + const currentPos = points[ currentIndex ]; + const dx = currentPos.x - prevPos.x; + const dy = currentPos.y - prevPos.y; + const distSq = dx * dx + dy * dy; + + const scalingFactorSqrt = Math.max( + Math.abs( currentPos.x ), + Math.abs( currentPos.y ), + Math.abs( prevPos.x ), + Math.abs( prevPos.y ) + ); + const thresholdSqScaled = THRESHOLD_SQ * scalingFactorSqrt * scalingFactorSqrt; + if ( distSq <= thresholdSqScaled ) { + + points.splice( currentIndex, 1 ); + i --; + continue; + + } + + prevPos = currentPos; + + } + + } + + mergeOverlappingPoints( vertices ); + holes.forEach( mergeOverlappingPoints ); + + const numHoles = holes.length; + + /* Vertices */ + + const contour = vertices; // vertices has all points but contour has only points of circumference + + for ( let h = 0; h < numHoles; h ++ ) { + + const ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2( pt, vec, size ) { + + if ( ! vec ) error( 'ExtrudeGeometry: vec does not exist' ); + + return pt.clone().addScaledVector( vec, size ); + + } + + const vlen = vertices.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 ) { + + // 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 { + + // 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) + // 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 = numHoles; 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 ); + + } + + let faces; + + if ( bevelSegments === 0 ) { + + faces = ShapeUtils.triangulateShape( contour, holes ); + + } else { + + const contractedContourVertices = []; + const expandedHoleVertices = []; + + // 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 ); + if ( t === 0 ) contractedContourVertices.push( vert ); + + } + + // expand holes + + for ( let h = 0, hl = numHoles; h < hl; h ++ ) { + + const ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + const oneHoleVertices = []; + for ( let i = 0, il = ahole.length; i < il; i ++ ) { + + const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + if ( t === 0 ) oneHoleVertices.push( vert ); + + } + + if ( t === 0 ) expandedHoleVertices.push( oneHoleVertices ); + + } + + } + + faces = ShapeUtils.triangulateShape( contractedContourVertices, expandedHoleVertices ); + + } + + const flen = faces.length; + + 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; + + //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 ); + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @param {Array} shapes - An array of shapes. + * @return {ExtrudeGeometry} A new instance. + */ + 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; + +} + +/** + * A geometry class for representing an icosahedron. + * + * ```js + * const geometry = new THREE.IcosahedronGeometry(); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const icosahedron = new THREE.Mesh( geometry, material ); + * scene.add( icosahedron ); + * ``` + * + * @augments PolyhedronGeometry + * @demo scenes/geometry-browser.html#IcosahedronGeometry + */ +class IcosahedronGeometry extends PolyhedronGeometry { + + /** + * Constructs a new icosahedron geometry. + * + * @param {number} [radius=1] - Radius of the icosahedron. + * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a icosahedron. + */ + 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'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + detail: detail + }; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {IcosahedronGeometry} A new instance. + */ + static fromJSON( data ) { + + return new IcosahedronGeometry( data.radius, data.detail ); + + } + +} + +/** + * Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis. + * + * ```js + * const points = []; + * for ( let i = 0; i < 10; i ++ ) { + * points.push( new THREE.Vector2( Math.sin( i * 0.2 ) * 10 + 5, ( i - 5 ) * 2 ) ); + * } + * const geometry = new THREE.LatheGeometry( points ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const lathe = new THREE.Mesh( geometry, material ); + * scene.add( lathe ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#LatheGeometry + */ +class LatheGeometry extends BufferGeometry { + + /** + * Constructs a new lathe geometry. + * + * @param {Array} [points] - An array of points in 2D space. The x-coordinate of each point + * must be greater than zero. + * @param {number} [segments=12] - The number of circumference segments to generate. + * @param {number} [phiStart=0] - The starting angle in radians. + * @param {number} [phiLength=Math.PI*2] - The radian (0 to 2PI) range of the lathed section 2PI is a + * closed lathe, less than 2PI is a portion. + */ + 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'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {LatheGeometry} A new instance. + */ + static fromJSON( data ) { + + return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength ); + + } + +} + +/** + * A geometry class for representing an octahedron. + * + * ```js + * const geometry = new THREE.OctahedronGeometry(); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const octahedron = new THREE.Mesh( geometry, material ); + * scene.add( octahedron ); + * ``` + * + * @augments PolyhedronGeometry + * @demo scenes/geometry-browser.html#OctahedronGeometry + */ +class OctahedronGeometry extends PolyhedronGeometry { + + /** + * Constructs a new octahedron geometry. + * + * @param {number} [radius=1] - Radius of the octahedron. + * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a octahedron. + */ + 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'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + detail: detail + }; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {OctahedronGeometry} A new instance. + */ + static fromJSON( data ) { + + return new OctahedronGeometry( data.radius, data.detail ); + + } + +} + +/** + * A geometry class for representing a plane. + * + * ```js + * const geometry = new THREE.PlaneGeometry( 1, 1 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } ); + * const plane = new THREE.Mesh( geometry, material ); + * scene.add( plane ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#PlaneGeometry + */ +class PlaneGeometry extends BufferGeometry { + + /** + * Constructs a new plane geometry. + * + * @param {number} [width=1] - The width along the X axis. + * @param {number} [height=1] - The height along the Y axis + * @param {number} [widthSegments=1] - The number of segments along the X axis. + * @param {number} [heightSegments=1] - The number of segments along the Y axis. + */ + constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { + + super(); + + this.type = 'PlaneGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {PlaneGeometry} A new instance. + */ + static fromJSON( data ) { + + return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments ); + + } + +} + +/** + * A class for generating a two-dimensional ring geometry. + * + * ```js + * const geometry = new THREE.RingGeometry( 1, 5, 32 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } ); + * const mesh = new THREE.Mesh( geometry, material ); + * scene.add( mesh ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#RingGeometry + */ +class RingGeometry extends BufferGeometry { + + /** + * Constructs a new ring geometry. + * + * @param {number} [innerRadius=0.5] - The inner radius of the ring. + * @param {number} [outerRadius=1] - The outer radius of the ring. + * @param {number} [thetaSegments=32] - Number of segments. A higher number means the ring will be more round. Minimum is `3`. + * @param {number} [phiSegments=1] - Number of segments per ring segment. Minimum is `1`. + * @param {number} [thetaStart=0] - Starting angle in radians. + * @param {number} [thetaLength=Math.PI*2] - Central angle in radians. + */ + constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'RingGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {RingGeometry} A new instance. + */ + static fromJSON( data ) { + + return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * Creates an one-sided polygonal geometry from one or more path shapes. + * + * ```js + * const arcShape = new THREE.Shape() + * .moveTo( 5, 1 ) + * .absarc( 1, 1, 4, 0, Math.PI * 2, false ); + * + * const geometry = new THREE.ShapeGeometry( arcShape ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00, side: THREE.DoubleSide } ); + * const mesh = new THREE.Mesh( geometry, material ) ; + * scene.add( mesh ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#ShapeGeometry + */ +class ShapeGeometry extends BufferGeometry { + + /** + * Constructs a new shape geometry. + * + * @param {Shape|Array} [shapes] - A shape or an array of shapes. + * @param {number} [curveSegments=12] - Number of segments per shape. + */ + 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'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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 ); + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @param {Array} shapes - An array of shapes. + * @return {ShapeGeometry} A new instance. + */ + 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; + +} + +/** + * A class for generating a sphere geometry. + * + * ```js + * const geometry = new THREE.SphereGeometry( 15, 32, 16 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const sphere = new THREE.Mesh( geometry, material ); + * scene.add( sphere ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#SphereGeometry + */ +class SphereGeometry extends BufferGeometry { + + /** + * Constructs a new sphere geometry. + * + * @param {number} [radius=1] - The sphere radius. + * @param {number} [widthSegments=32] - The number of horizontal segments. Minimum value is `3`. + * @param {number} [heightSegments=16] - The number of vertical segments. Minimum value is `2`. + * @param {number} [phiStart=0] - The horizontal starting angle in radians. + * @param {number} [phiLength=Math.PI*2] - The horizontal sweep angle size. + * @param {number} [thetaStart=0] - The vertical starting angle in radians. + * @param {number} [thetaLength=Math.PI] - The vertical sweep angle size. + */ + constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { + + super(); + + this.type = 'SphereGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {SphereGeometry} A new instance. + */ + static fromJSON( data ) { + + return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength ); + + } + +} + +/** + * A geometry class for representing an tetrahedron. + * + * ```js + * const geometry = new THREE.TetrahedronGeometry(); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const tetrahedron = new THREE.Mesh( geometry, material ); + * scene.add( tetrahedron ); + * ``` + * + * @augments PolyhedronGeometry + * @demo scenes/geometry-browser.html#TetrahedronGeometry + */ +class TetrahedronGeometry extends PolyhedronGeometry { + + /** + * Constructs a new tetrahedron geometry. + * + * @param {number} [radius=1] - Radius of the tetrahedron. + * @param {number} [detail=0] - Setting this to a value greater than `0` adds vertices making it no longer a tetrahedron. + */ + 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'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + detail: detail + }; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {TetrahedronGeometry} A new instance. + */ + static fromJSON( data ) { + + return new TetrahedronGeometry( data.radius, data.detail ); + + } + +} + +/** + * A geometry class for representing an torus. + * + * ```js + * const geometry = new THREE.TorusGeometry( 10, 3, 16, 100 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const torus = new THREE.Mesh( geometry, material ); + * scene.add( torus ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#TorusGeometry + */ +class TorusGeometry extends BufferGeometry { + + /** + * Constructs a new torus geometry. + * + * @param {number} [radius=1] - Radius of the torus, from the center of the torus to the center of the tube. + * @param {number} [tube=0.4] - Radius of the tube. Must be smaller than `radius`. + * @param {number} [radialSegments=12] - The number of radial segments. + * @param {number} [tubularSegments=48] - The number of tubular segments. + * @param {number} [arc=Math.PI*2] - Central angle in radians. + * @param {number} [thetaStart=0] - Start of the tubular sweep in radians. + * @param {number} [thetaLength=Math.PI*2] - Length of the tubular sweep in radians. + */ + constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'TorusGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc, + thetaStart: thetaStart, + thetaLength: thetaLength, + }; + + 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 ++ ) { + + const v = thetaStart + ( j / radialSegments ) * thetaLength; + + for ( let i = 0; i <= tubularSegments; i ++ ) { + + const u = i / tubularSegments * arc; + + // 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {TorusGeometry} A new instance. + */ + static fromJSON( data ) { + + return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc ); + + } + +} + +/** + * Creates a torus knot, the particular shape of which is defined by a pair + * of coprime integers, p and q. If p and q are not coprime, the result will + * be a torus link. + * + * ```js + * const geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 ); + * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); + * const torusKnot = new THREE.Mesh( geometry, material ); + * scene.add( torusKnot ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#TorusKnotGeometry + */ +class TorusKnotGeometry extends BufferGeometry { + + /** + * Constructs a new torus knot geometry. + * + * @param {number} [radius=1] - Radius of the torus knot. + * @param {number} [tube=0.4] - Radius of the tube. + * @param {number} [tubularSegments=64] - The number of tubular segments. + * @param {number} [radialSegments=8] - The number of radial segments. + * @param {number} [p=2] - This value determines, how many times the geometry winds around its axis of rotational symmetry. + * @param {number} [q=3] - This value determines, how many times the geometry winds around a circle in the interior of the torus. + */ + constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) { + + super(); + + this.type = 'TorusKnotGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {TorusKnotGeometry} A new instance. + */ + static fromJSON( data ) { + + return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q ); + + } + +} + +/** + * Creates a tube that extrudes along a 3D curve. + * + * ```js + * class CustomSinCurve extends THREE.Curve { + * + * getPoint( t, optionalTarget = new THREE.Vector3() ) { + * + * const tx = t * 3 - 1.5; + * const ty = Math.sin( 2 * Math.PI * t ); + * const tz = 0; + * + * return optionalTarget.set( tx, ty, tz ); + * } + * + * } + * + * const path = new CustomSinCurve( 10 ); + * const geometry = new THREE.TubeGeometry( path, 20, 2, 8, false ); + * const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } ); + * const mesh = new THREE.Mesh( geometry, material ); + * scene.add( mesh ); + * ``` + * + * @augments BufferGeometry + * @demo scenes/geometry-browser.html#TubeGeometry + */ +class TubeGeometry extends BufferGeometry { + + /** + * Constructs a new tube geometry. + * + * @param {Curve} [path=QuadraticBezierCurve3] - A 3D curve defining the path of the tube. + * @param {number} [tubularSegments=64] - The number of segments that make up the tube. + * @param {number} [radius=1] -The radius of the tube. + * @param {number} [radialSegments=8] - The number of segments that make up the cross-section. + * @param {boolean} [closed=false] - Whether the tube is closed or not. + */ + 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'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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; + + } + + /** + * Factory method for creating an instance of this class from the given + * JSON object. + * + * @param {Object} data - A JSON object representing the serialized geometry. + * @return {TubeGeometry} A new instance. + */ + 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 + ); + + } + +} + +/** + * Can be used as a helper object to visualize a geometry as a wireframe. + * + * ```js + * const geometry = new THREE.SphereGeometry(); + * + * const wireframe = new THREE.WireframeGeometry( geometry ); + * + * const line = new THREE.LineSegments( wireframe ); + * line.material.depthWrite = false; + * line.material.opacity = 0.25; + * line.material.transparent = true; + * + * scene.add( line ); + * ``` + * + * Note: It is not yet possible to serialize/deserialize instances of this class. + * + * @augments BufferGeometry + */ +class WireframeGeometry extends BufferGeometry { + + /** + * Constructs a new wireframe geometry. + * + * @param {?BufferGeometry} [geometry=null] - The geometry. + */ + constructor( geometry = null ) { + + super(); + + this.type = 'WireframeGeometry'; + + /** + * Holds the constructor parameters that have been + * used to generate the geometry. Any modification + * after instantiation does not change the geometry. + * + * @type {Object} + */ + 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 +}); + +/** + * This material can receive shadows, but otherwise is completely transparent. + * + * ```js + * const geometry = new THREE.PlaneGeometry( 2000, 2000 ); + * geometry.rotateX( - Math.PI / 2 ); + * + * const material = new THREE.ShadowMaterial(); + * material.opacity = 0.2; + * + * const plane = new THREE.Mesh( geometry, material ); + * plane.position.y = -200; + * plane.receiveShadow = true; + * scene.add( plane ); + * ``` + * + * @augments Material + */ +class ShadowMaterial extends Material { + + /** + * Constructs a new shadow material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isShadowMaterial = true; + + this.type = 'ShadowMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (0,0,0) + */ + this.color = new Color( 0x000000 ); + + /** + * Overwritten since shadow materials are transparent + * by default. + * + * @type {boolean} + * @default true + */ + this.transparent = true; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.fog = source.fog; + + return this; + + } + +} + +/** + * Provides utility functions for managing uniforms. + * + * @module UniformsUtils + */ + +/** + * Clones the given uniform definitions by performing a deep-copy. That means + * if the value of a uniform refers to an object like a Vector3 or Texture, + * the cloned uniform will refer to a new object reference. + * + * @param {Object} src - An object representing uniform definitions. + * @return {Object} The cloned uniforms. + */ +function cloneUniforms( src ) { + + const dst = {}; + + for ( const u in src ) { + + dst[ u ] = {}; + + for ( const p in src[ u ] ) { + + const property = src[ u ][ p ]; + + if ( isThreeObject( property ) ) { + + if ( property.isRenderTargetTexture ) { + + 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 ) ) { + + if ( isThreeObject( property[ 0 ] ) ) { + + const clonedProperty = []; + + for ( let i = 0, l = property.length; i < l; i ++ ) { + + clonedProperty[ i ] = property[ i ].clone(); + + } + + dst[ u ][ p ] = clonedProperty; + + } else { + + dst[ u ][ p ] = property.slice(); + + } + + } else { + + dst[ u ][ p ] = property; + + } + + } + + } + + return dst; + +} + +/** + * Merges the given uniform definitions into a single object. Since the + * method internally uses cloneUniforms(), it performs a deep-copy when + * producing the merged uniform definitions. + * + * @param {Array} uniforms - An array of objects containing uniform definitions. + * @return {Object} The merged uniforms. + */ +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 isThreeObject( property ) { + + return ( property && ( property.isColor || + property.isMatrix3 || property.isMatrix4 || + property.isVector2 || property.isVector3 || property.isVector4 || + property.isTexture || property.isQuaternion ) ); + +} + +function cloneUniformsGroups( src ) { + + const dst = []; + + for ( let u = 0; u < src.length; u ++ ) { + + dst.push( src[ u ].clone() ); + + } + + return dst; + +} + +function getUnlitUniformColorSpace( renderer ) { + + const currentRenderTarget = renderer.getRenderTarget(); + + if ( currentRenderTarget === null ) { + + // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398 + return renderer.outputColorSpace; + + } + + // https://github.com/mrdoob/three.js/issues/27868 + if ( currentRenderTarget.isXRRenderTarget === true ) { + + return currentRenderTarget.texture.colorSpace; + + } + + return ColorManagement.workingColorSpace; + +} + +// Legacy + +const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; + +var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; + +var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; + +/** + * A material rendered with custom shaders. A shader is a small program written in GLSL. + * that runs on the GPU. You may want to use a custom shader if you need to implement an + * effect not included with any of the built-in materials. + * + * There are the following notes to bear in mind when using a `ShaderMaterial`: + * + * - `ShaderMaterial` can only be used with {@link WebGLRenderer}. + * - Built in attributes and uniforms are passed to the shaders along with your code. If + * you don't want that, use {@link RawShaderMaterial} instead. + * - You can use the directive `#pragma unroll_loop_start` and `#pragma unroll_loop_end` + * in order to unroll a `for` loop in GLSL by the shader preprocessor. The directive has + * to be placed right above the loop. The loop formatting has to correspond to a defined standard. + * - The loop has to be [normalized](https://en.wikipedia.org/wiki/Normalized_loop). + * - The loop variable has to be *i*. + * - The value `UNROLLED_LOOP_INDEX` will be replaced with the explicitly + * value of *i* for the given iteration and can be used in preprocessor + * statements. + * + * ```js + * const material = new THREE.ShaderMaterial( { + * uniforms: { + * time: { value: 1.0 }, + * resolution: { value: new THREE.Vector2() } + * }, + * vertexShader: document.getElementById( 'vertexShader' ).textContent, + * fragmentShader: document.getElementById( 'fragmentShader' ).textContent + * } ); + * ``` + * + * @augments Material + */ +class ShaderMaterial extends Material { + + /** + * Constructs a new shader material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isShaderMaterial = true; + + this.type = 'ShaderMaterial'; + + /** + * Defines custom constants using `#define` directives within the GLSL code + * for both the vertex shader and the fragment shader; each key/value pair + * yields another directive. + * ```js + * defines: { + * FOO: 15, + * BAR: true + * } + * ``` + * Yields the lines: + * ``` + * #define FOO 15 + * #define BAR true + * ``` + * + * @type {Object} + */ + this.defines = {}; + + /** + * An object of the form: + * ```js + * { + * "uniform1": { value: 1.0 }, + * "uniform2": { value: 2 } + * } + * ``` + * specifying the uniforms to be passed to the shader code; keys are uniform + * names, values are definitions of the form + * ``` + * { + * value: 1.0 + * } + * ``` + * where `value` is the value of the uniform. Names must match the name of + * the uniform, as defined in the GLSL code. Note that uniforms are refreshed + * on every frame, so updating the value of the uniform will immediately + * update the value available to the GLSL code. + * + * @type {Object} + */ + this.uniforms = {}; + + /** + * An array holding uniforms groups for configuring UBOs. + * + * @type {Array} + */ + this.uniformsGroups = []; + + /** + * Vertex shader GLSL code. This is the actual code for the shader. + * + * @type {string} + */ + this.vertexShader = default_vertex; + + /** + * Fragment shader GLSL code. This is the actual code for the shader. + * + * @type {string} + */ + this.fragmentShader = default_fragment; + + /** + * Controls line thickness or lines. + * + * WebGL and WebGPU ignore this setting and always render line primitives with a + * width of one pixel. + * + * @type {number} + * @default 1 + */ + this.linewidth = 1; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * WebGL and WebGPU ignore this property and always render + * 1 pixel wide lines. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines whether the material color is affected by global fog settings; `true` + * to pass fog uniforms to the shader. + * + * Setting this property to `true` requires the definition of fog uniforms. It is + * recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms + * with predefined fog uniforms. + * + * ```js + * const material = new ShaderMaterial( { + * uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] ); + * vertexShader: vertexShader, + * fragmentShader: fragmentShader, + * fog: true + * } ); + * ``` + * + * @type {boolean} + * @default false + */ + this.fog = false; + + /** + * Defines whether this material uses lighting; `true` to pass uniform data + * related to lighting to this shader. + * + * @type {boolean} + * @default false + */ + this.lights = false; + + /** + * Defines whether this material supports clipping; `true` to let the renderer + * pass the clippingPlanes uniform. + * + * @type {boolean} + * @default false + */ + this.clipping = false; + + /** + * Overwritten and set to `true` by default. + * + * @type {boolean} + * @default true + */ + this.forceSinglePass = true; + + /** + * This object allows to enable certain WebGL 2 extensions. + * + * - clipCullDistance: set to `true` to use vertex shader clipping + * - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID + * + * @type {{clipCullDistance:false,multiDraw:false}} + */ + this.extensions = { + clipCullDistance: false, // set to use vertex shader clipping + multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID + }; + + /** + * When the rendered geometry doesn't include these attributes but the + * material does, these default values will be passed to the shaders. This + * avoids errors when buffer data is missing. + * + * - color: [ 1, 1, 1 ] + * - uv: [ 0, 0 ] + * - uv1: [ 0, 0 ] + * + * @type {Object} + */ + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv1': [ 0, 0 ] + }; + + /** + * If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation) + * to bind a generic vertex index to an attribute variable. + * + * @type {string|undefined} + * @default undefined + */ + this.index0AttributeName = undefined; + + /** + * Can be used to force a uniform update while changing uniforms in + * {@link Object3D#onBeforeRender}. + * + * @type {boolean} + * @default false + */ + this.uniformsNeedUpdate = false; + + /** + * Defines the GLSL version of custom shader code. + * + * @type {?(GLSL1|GLSL3)} + * @default null + */ + 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; + + this.defaultAttributeValues = Object.assign( {}, source.defaultAttributeValues ); + + this.index0AttributeName = source.index0AttributeName; + + this.uniformsNeedUpdate = source.uniformsNeedUpdate; + + 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; + + } + +} + +/** + * This class works just like {@link ShaderMaterial}, except that definitions + * of built-in uniforms and attributes are not automatically prepended to the + * GLSL shader code. + * + * `RawShaderMaterial` can only be used with {@link WebGLRenderer}. + * + * @augments ShaderMaterial + */ +class RawShaderMaterial extends ShaderMaterial { + + /** + * Constructs a new raw shader material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super( parameters ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isRawShaderMaterial = true; + + this.type = 'RawShaderMaterial'; + + } + +} + +/** + * A standard physically based material, using Metallic-Roughness workflow. + * + * Physically based rendering (PBR) has recently become the standard in many + * 3D applications, such as [Unity](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/), + * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and + * [3D Studio Max](http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017). + * + * This approach differs from older approaches in that instead of using + * approximations for the way in which light interacts with a surface, a + * physically correct model is used. The idea is that, instead of tweaking + * materials to look good under specific lighting, a material can be created + * that will react 'correctly' under all lighting scenarios. + * + * In practice this gives a more accurate and realistic looking result than + * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of + * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment + * shading. + * + * Note that for best results you should always specify an environment map when using this material. + * + * For a non-technical introduction to the concept of PBR and how to set up a + * PBR material, check out these articles by the people at [marmoset](https://www.marmoset.co): + * + * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/) + * - [Physically Based Rendering and You Can Too](https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/) + * + * Technical details of the approach used in three.js (and most other PBR systems) can be found is this + * [paper from Disney](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf) + * (pdf), by Brent Burley. + * + * @augments Material + * @demo scenes/material-browser.html#MeshStandardMaterial + */ +class MeshStandardMaterial extends Material { + + /** + * Constructs a new mesh standard material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshStandardMaterial = true; + + this.type = 'MeshStandardMaterial'; + + this.defines = { 'STANDARD': '' }; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); // diffuse + + /** + * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0` + * means fully diffuse. If `roughnessMap` is also provided, + * both values are multiplied. + * + * @type {number} + * @default 1 + */ + this.roughness = 1.0; + + /** + * How much the material is like a metal. Non-metallic materials such as wood + * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between. + * A value between `0.0` and `1.0` could be used for a rusty metal look. + * If `metalnessMap` is also provided, both values are multiplied. + * + * @type {number} + * @default 0 + */ + this.metalness = 0.0; + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The light map. Requires a second set of UVs. + * + * @type {?Texture} + * @default null + */ + this.lightMap = null; + + /** + * Intensity of the baked light. + * + * @type {number} + * @default 1 + */ + this.lightMapIntensity = 1.0; + + /** + * The red channel of this texture is used as the ambient occlusion map. + * Requires a second set of UVs. + * + * @type {?Texture} + * @default null + */ + this.aoMap = null; + + /** + * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` + * disables ambient occlusion. Where intensity is `1` and the AO map's + * red channel is also `1`, ambient light is fully occluded on a surface. + * + * @type {number} + * @default 1 + */ + this.aoMapIntensity = 1.0; + + /** + * Emissive (light) color of the material, essentially a solid color + * unaffected by other lighting. + * + * @type {Color} + * @default (0,0,0) + */ + this.emissive = new Color( 0x000000 ); + + /** + * Intensity of the emissive light. Modulates the emissive color. + * + * @type {number} + * @default 1 + */ + this.emissiveIntensity = 1.0; + + /** + * Set emissive (glow) map. The emissive map color is modulated by the + * emissive color and the emissive intensity. If you have an emissive map, + * be sure to set the emissive color to something other than black. + * + * @type {?Texture} + * @default null + */ + this.emissiveMap = null; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * The green channel of this texture is used to alter the roughness of the + * material. + * + * @type {?Texture} + * @default null + */ + this.roughnessMap = null; + + /** + * The blue channel of this texture is used to alter the metalness of the + * material. + * + * @type {?Texture} + * @default null + */ + this.metalnessMap = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The environment map. To ensure a physically correct rendering, environment maps + * are internally pre-processed with {@link PMREMGenerator}. + * + * @type {?Texture} + * @default null + */ + this.envMap = null; + + /** + * The rotation of the environment map in radians. + * + * @type {Euler} + * @default (0,0,0) + */ + this.envMapRotation = new Euler(); + + /** + * Scales the effect of the environment map by multiplying its color. + * + * @type {number} + * @default 1 + */ + this.envMapIntensity = 1.0; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines appearance of wireframe ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinecap = 'round'; + + /** + * Defines appearance of wireframe joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinejoin = 'round'; + + /** + * Whether the material is rendered with flat shading or not. + * + * @type {boolean} + * @default false + */ + this.flatShading = false; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { 'STANDARD': '' }; + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.envMapIntensity = source.envMapIntensity; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +/** + * An extension of the {@link MeshStandardMaterial}, providing more advanced + * physically-based rendering properties: + * + * - Anisotropy: Ability to represent the anisotropic property of materials + * as observable with brushed metals. + * - Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require + * a clear, reflective layer on top of another layer that may be irregular or rough. + * Clearcoat approximates this effect, without the need for a separate transparent surface. + * - Iridescence: Allows to render the effect where hue varies depending on the viewing + * angle and illumination angle. This can be seen on soap bubbles, oil films, or on the + * wings of many insects. + * - Physically-based transparency: One limitation of {@link Material#opacity} is that highly + * transparent materials are less reflective. Physically-based transmission provides a more + * realistic option for thin, transparent surfaces like glass. + * - Advanced reflectivity: More flexible reflectivity for non-metallic materials. + * - Sheen: Can be used for representing cloth and fabric materials. + * + * As a result of these complex shading features, `MeshPhysicalMaterial` has a + * higher performance cost, per pixel, than other three.js materials. Most + * effects are disabled by default, and add cost as they are enabled. For + * best results, always specify an environment map when using this material. + * + * @augments MeshStandardMaterial + * @demo scenes/material-browser.html#MeshPhysicalMaterial + */ +class MeshPhysicalMaterial extends MeshStandardMaterial { + + /** + * Constructs a new mesh physical material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshPhysicalMaterial = true; + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.type = 'MeshPhysicalMaterial'; + + /** + * The rotation of the anisotropy in tangent, bitangent space, measured in radians + * counter-clockwise from the tangent. When `anisotropyMap` is present, this + * property provides additional rotation to the vectors in the texture. + * + * @type {number} + * @default 1 + */ + this.anisotropyRotation = 0; + + /** + * Red and green channels represent the anisotropy direction in `[-1, 1]` tangent, + * bitangent space, to be rotated by `anisotropyRotation`. The blue channel + * contains strength as `[0, 1]` to be multiplied by `anisotropy`. + * + * @type {?Texture} + * @default null + */ + this.anisotropyMap = null; + + /** + * The red channel of this texture is multiplied against `clearcoat`, + * for per-pixel control over a coating's intensity. + * + * @type {?Texture} + * @default null + */ + this.clearcoatMap = null; + + /** + * Roughness of the clear coat layer, from `0.0` to `1.0`. + * + * @type {number} + * @default 0 + */ + this.clearcoatRoughness = 0.0; + + /** + * The green channel of this texture is multiplied against + * `clearcoatRoughness`, for per-pixel control over a coating's roughness. + * + * @type {?Texture} + * @default null + */ + this.clearcoatRoughnessMap = null; + + /** + * How much `clearcoatNormalMap` affects the clear coat layer, from + * `(0,0)` to `(1,1)`. + * + * @type {Vector2} + * @default (1,1) + */ + this.clearcoatNormalScale = new Vector2( 1, 1 ); + + /** + * Can be used to enable independent normals for the clear coat layer. + * + * @type {?Texture} + * @default null + */ + this.clearcoatNormalMap = null; + + /** + * Index-of-refraction for non-metallic materials, from `1.0` to `2.333`. + * + * @type {number} + * @default 1.5 + */ + this.ior = 1.5; + + /** + * Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which + * corresponds to an index-of-refraction of `1.5`. + * + * This models the reflectivity of non-metallic materials. It has no effect + * when `metalness` is `1.0` + * + * @name MeshPhysicalMaterial#reflectivity + * @type {number} + * @default 0.5 + */ + 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 ); + + } + } ); + + /** + * The red channel of this texture is multiplied against `iridescence`, for per-pixel + * control over iridescence. + * + * @type {?Texture} + * @default null + */ + this.iridescenceMap = null; + + /** + * Strength of the iridescence RGB color shift effect, represented by an index-of-refraction. + * Between `1.0` to `2.333`. + * + * @type {number} + * @default 1.3 + */ + this.iridescenceIOR = 1.3; + + /** + *Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer. + Thickness of iridescence layer has an equivalent effect of the one `thickness` has on `ior`. + * + * @type {Array} + * @default [100,400] + */ + this.iridescenceThicknessRange = [ 100, 400 ]; + + /** + * A texture that defines the thickness of the iridescence layer, stored in the green channel. + * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array: + * - `0.0` in the green channel will result in thickness equal to first element of the array. + * - `1.0` in the green channel will result in thickness equal to second element of the array. + * - Values in-between will linearly interpolate between the elements of the array. + * + * @type {?Texture} + * @default null + */ + this.iridescenceThicknessMap = null; + + /** + * The sheen tint. + * + * @type {Color} + * @default (0,0,0) + */ + this.sheenColor = new Color( 0x000000 ); + + /** + * The RGB channels of this texture are multiplied against `sheenColor`, for per-pixel control + * over sheen tint. + * + * @type {?Texture} + * @default null + */ + this.sheenColorMap = null; + + /** + * Roughness of the sheen layer, from `0.0` to `1.0`. + * + * @type {number} + * @default 1 + */ + this.sheenRoughness = 1.0; + + /** + * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control + * over sheen roughness. + * + * @type {?Texture} + * @default null + */ + this.sheenRoughnessMap = null; + + /** + * The red channel of this texture is multiplied against `transmission`, for per-pixel control over + * optical transparency. + * + * @type {?Texture} + * @default null + */ + this.transmissionMap = null; + + /** + * The thickness of the volume beneath the surface. The value is given in the + * coordinate space of the mesh. If the value is `0` the material is + * thin-walled. Otherwise the material is a volume boundary. + * + * @type {number} + * @default 0 + */ + this.thickness = 0; + + /** + * A texture that defines the thickness, stored in the green channel. This will + * be multiplied by `thickness`. + * + * @type {?Texture} + * @default null + */ + this.thicknessMap = null; + + /** + * Density of the medium given as the average distance that light travels in + * the medium before interacting with a particle. The value is given in world + * space units, and must be greater than zero. + * + * @type {number} + * @default Infinity + */ + this.attenuationDistance = Infinity; + + /** + * The color that white light turns into due to absorption when reaching the + * attenuation distance. + * + * @type {Color} + * @default (1,1,1) + */ + this.attenuationColor = new Color( 1, 1, 1 ); + + /** + * A float that scales the amount of specular reflection for non-metals only. + * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`. + * + * @type {number} + * @default 1 + */ + this.specularIntensity = 1.0; + + /** + * The alpha channel of this texture is multiplied against `specularIntensity`, + * for per-pixel control over specular intensity. + * + * @type {?Texture} + * @default null + */ + this.specularIntensityMap = null; + + /** + * Tints the specular reflection at normal incidence for non-metals only. + * + * @type {Color} + * @default (1,1,1) + */ + this.specularColor = new Color( 1, 1, 1 ); + + /** + * The RGB channels of this texture are multiplied against `specularColor`, + * for per-pixel control over specular color. + * + * @type {?Texture} + * @default null + */ + this.specularColorMap = null; + + this._anisotropy = 0; + this._clearcoat = 0; + this._dispersion = 0; + this._iridescence = 0; + this._sheen = 0.0; + this._transmission = 0; + + this.setValues( parameters ); + + } + + /** + * The anisotropy strength, from `0.0` to `1.0`. + * + * @type {number} + * @default 0 + */ + get anisotropy() { + + return this._anisotropy; + + } + + set anisotropy( value ) { + + if ( this._anisotropy > 0 !== value > 0 ) { + + this.version ++; + + } + + this._anisotropy = value; + + } + + /** + * Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use + * clear coat related properties to enable multilayer materials that have a + * thin translucent layer over the base layer. + * + * @type {number} + * @default 0 + */ + get clearcoat() { + + return this._clearcoat; + + } + + set clearcoat( value ) { + + if ( this._clearcoat > 0 !== value > 0 ) { + + this.version ++; + + } + + this._clearcoat = value; + + } + /** + * The intensity of the iridescence layer, simulating RGB color shift based on the angle between + * the surface and the viewer, from `0.0` to `1.0`. + * + * @type {number} + * @default 0 + */ + get iridescence() { + + return this._iridescence; + + } + + set iridescence( value ) { + + if ( this._iridescence > 0 !== value > 0 ) { + + this.version ++; + + } + + this._iridescence = value; + + } + + /** + * Defines the strength of the angular separation of colors (chromatic aberration) transmitting + * through a relatively clear volume. Any value zero or larger is valid, the typical range of + * realistic values is `[0, 1]`. This property can be only be used with transmissive objects. + * + * @type {number} + * @default 0 + */ + get dispersion() { + + return this._dispersion; + + } + + set dispersion( value ) { + + if ( this._dispersion > 0 !== value > 0 ) { + + this.version ++; + + } + + this._dispersion = value; + + } + + /** + * The intensity of the sheen layer, from `0.0` to `1.0`. + * + * @type {number} + * @default 0 + */ + get sheen() { + + return this._sheen; + + } + + set sheen( value ) { + + if ( this._sheen > 0 !== value > 0 ) { + + this.version ++; + + } + + this._sheen = value; + + } + + /** + * Degree of transmission (or optical transparency), from `0.0` to `1.0`. + * + * Thin, transparent or semitransparent, plastic or glass materials remain + * largely reflective even if they are fully transmissive. The transmission + * property can be used to model these materials. + * + * When transmission is non-zero, `opacity` should be set to `1`. + * + * @type {number} + * @default 0 + */ + get transmission() { + + return this._transmission; + + } + + set transmission( value ) { + + if ( this._transmission > 0 !== value > 0 ) { + + this.version ++; + + } + + this._transmission = value; + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.anisotropy = source.anisotropy; + this.anisotropyRotation = source.anisotropyRotation; + this.anisotropyMap = source.anisotropyMap; + + this.clearcoat = source.clearcoat; + this.clearcoatMap = source.clearcoatMap; + this.clearcoatRoughness = source.clearcoatRoughness; + this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; + this.clearcoatNormalMap = source.clearcoatNormalMap; + this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); + + this.dispersion = source.dispersion; + this.ior = source.ior; + + this.iridescence = source.iridescence; + this.iridescenceMap = source.iridescenceMap; + this.iridescenceIOR = source.iridescenceIOR; + this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ]; + this.iridescenceThicknessMap = source.iridescenceThicknessMap; + + this.sheen = source.sheen; + this.sheenColor.copy( source.sheenColor ); + this.sheenColorMap = source.sheenColorMap; + this.sheenRoughness = source.sheenRoughness; + this.sheenRoughnessMap = source.sheenRoughnessMap; + + this.transmission = source.transmission; + this.transmissionMap = source.transmissionMap; + + this.thickness = source.thickness; + this.thicknessMap = source.thicknessMap; + this.attenuationDistance = source.attenuationDistance; + this.attenuationColor.copy( source.attenuationColor ); + + this.specularIntensity = source.specularIntensity; + this.specularIntensityMap = source.specularIntensityMap; + this.specularColor.copy( source.specularColor ); + this.specularColorMap = source.specularColorMap; + + return this; + + } + +} + +/** + * A material for shiny surfaces with specular highlights. + * + * The material uses a non-physically based [Blinn-Phong](https://en.wikipedia.org/wiki/Blinn-Phong_shading_model) + * model for calculating reflectance. Unlike the Lambertian model used in the + * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular + * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading. + * + * Performance will generally be greater when using this material over the + * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of + * some graphical accuracy. + * + * @augments Material + * @demo scenes/material-browser.html#MeshPhongMaterial + */ +class MeshPhongMaterial extends Material { + + /** + * Constructs a new mesh phong material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshPhongMaterial = true; + + this.type = 'MeshPhongMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); // diffuse + + /** + * Specular color of the material. The default color is set to `0x111111` (very dark grey) + * + * This defines how shiny the material is and the color of its shine. + * + * @type {Color} + */ + this.specular = new Color( 0x111111 ); + + /** + * How shiny the specular highlight is; a higher value gives a sharper highlight. + * + * @type {number} + * @default 30 + */ + this.shininess = 30; + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The light map. Requires a second set of UVs. + * + * @type {?Texture} + * @default null + */ + this.lightMap = null; + + /** + * Intensity of the baked light. + * + * @type {number} + * @default 1 + */ + this.lightMapIntensity = 1.0; + + /** + * The red channel of this texture is used as the ambient occlusion map. + * Requires a second set of UVs. + * + * @type {?Texture} + * @default null + */ + this.aoMap = null; + + /** + * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` + * disables ambient occlusion. Where intensity is `1` and the AO map's + * red channel is also `1`, ambient light is fully occluded on a surface. + * + * @type {number} + * @default 1 + */ + this.aoMapIntensity = 1.0; + + /** + * Emissive (light) color of the material, essentially a solid color + * unaffected by other lighting. + * + * @type {Color} + * @default (0,0,0) + */ + this.emissive = new Color( 0x000000 ); + + /** + * Intensity of the emissive light. Modulates the emissive color. + * + * @type {number} + * @default 1 + */ + this.emissiveIntensity = 1.0; + + /** + * Set emissive (glow) map. The emissive map color is modulated by the + * emissive color and the emissive intensity. If you have an emissive map, + * be sure to set the emissive color to something other than black. + * + * @type {?Texture} + * @default null + */ + this.emissiveMap = null; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * The specular map value affects both how much the specular surface + * highlight contributes and how much of the environment map affects the + * surface. + * + * @type {?Texture} + * @default null + */ + this.specularMap = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The environment map. + * + * @type {?Texture} + * @default null + */ + this.envMap = null; + + /** + * The rotation of the environment map in radians. + * + * @type {Euler} + * @default (0,0,0) + */ + this.envMapRotation = new Euler(); + + /** + * How to combine the result of the surface's color with the environment map, if any. + * + * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to + * blend between the two colors. + * + * @type {(MultiplyOperation|MixOperation|AddOperation)} + * @default MultiplyOperation + */ + this.combine = MultiplyOperation; + + /** + * How much the environment map affects the surface. + * The valid range is between `0` (no reflections) and `1` (full reflections). + * + * @type {number} + * @default 1 + */ + this.reflectivity = 1; + + /** + * Scales the effect of the environment map by multiplying its color. + * + * @type {number} + * @default 1 + */ + this.envMapIntensity = 1.0; + + /** + * The index of refraction (IOR) of air (approximately 1) divided by the + * index of refraction of the material. It is used with environment mapping + * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}. + * The refraction ratio should not exceed `1`. + * + * @type {number} + * @default 0.98 + */ + this.refractionRatio = 0.98; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines appearance of wireframe ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinecap = 'round'; + + /** + * Defines appearance of wireframe joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinejoin = 'round'; + + /** + * Whether the material is rendered with flat shading or not. + * + * @type {boolean} + * @default false + */ + this.flatShading = false; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.envMapIntensity = source.envMapIntensity; + 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; + + } + +} + +/** + * A material implementing toon shading. + * + * @augments Material + * @demo scenes/material-browser.html#MeshToonMaterial + */ +class MeshToonMaterial extends Material { + + /** + * Constructs a new mesh toon material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshToonMaterial = true; + + this.defines = { 'TOON': '' }; + + this.type = 'MeshToonMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * Gradient map for toon shading. It's required to set + * {@link Texture#minFilter} and {@link Texture#magFilter} to {@link NearestFilter} + * when using this type of texture. + * + * @type {?Texture} + * @default null + */ + this.gradientMap = null; + + /** + * The light map. Requires a second set of UVs. + * + * @type {?Texture} + * @default null + */ + this.lightMap = null; + + /** + * Intensity of the baked light. + * + * @type {number} + * @default 1 + */ + this.lightMapIntensity = 1.0; + + /** + * The red channel of this texture is used as the ambient occlusion map. + * Requires a second set of UVs. + * + * @type {?Texture} + * @default null + */ + this.aoMap = null; + + /** + * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` + * disables ambient occlusion. Where intensity is `1` and the AO map's + * red channel is also `1`, ambient light is fully occluded on a surface. + * + * @type {number} + * @default 1 + */ + this.aoMapIntensity = 1.0; + + /** + * Emissive (light) color of the material, essentially a solid color + * unaffected by other lighting. + * + * @type {Color} + * @default (0,0,0) + */ + this.emissive = new Color( 0x000000 ); + + /** + * Intensity of the emissive light. Modulates the emissive color. + * + * @type {number} + * @default 1 + */ + this.emissiveIntensity = 1.0; + + /** + * Set emissive (glow) map. The emissive map color is modulated by the + * emissive color and the emissive intensity. If you have an emissive map, + * be sure to set the emissive color to something other than black. + * + * @type {?Texture} + * @default null + */ + this.emissiveMap = null; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines appearance of wireframe ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinecap = 'round'; + + /** + * Defines appearance of wireframe joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinejoin = 'round'; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + 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; + + } + +} + +/** + * A material that maps the normal vectors to RGB colors. + * + * @augments Material + * @demo scenes/material-browser.html#MeshNormalMaterial + */ +class MeshNormalMaterial extends Material { + + /** + * Constructs a new mesh normal material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshNormalMaterial = true; + + this.type = 'MeshNormalMaterial'; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * WebGL and WebGPU ignore this property and always render + * 1 pixel wide lines. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Whether the material is rendered with flat shading or not. + * + * @type {boolean} + * @default false + */ + 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; + + } + +} + +/** + * A material for non-shiny surfaces, without specular highlights. + * + * The material uses a non-physically based [Lambertian](https://en.wikipedia.org/wiki/Lambertian_reflectance) + * model for calculating reflectance. This can simulate some surfaces (such + * as untreated wood or stone) well, but cannot simulate shiny surfaces with + * specular highlights (such as varnished wood). `MeshLambertMaterial` uses per-fragment + * shading. + * + * Due to the simplicity of the reflectance and illumination models, + * performance will be greater when using this material over the + * {@link MeshPhongMaterial}, {@link MeshStandardMaterial} or + * {@link MeshPhysicalMaterial}, at the cost of some graphical accuracy. + * + * @augments Material + * @demo scenes/material-browser.html#MeshLambertMaterial + */ +class MeshLambertMaterial extends Material { + + /** + * Constructs a new mesh lambert material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshLambertMaterial = true; + + this.type = 'MeshLambertMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); // diffuse + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The light map. Requires a second set of UVs. + * + * @type {?Texture} + * @default null + */ + this.lightMap = null; + + /** + * Intensity of the baked light. + * + * @type {number} + * @default 1 + */ + this.lightMapIntensity = 1.0; + + /** + * The red channel of this texture is used as the ambient occlusion map. + * Requires a second set of UVs. + * + * @type {?Texture} + * @default null + */ + this.aoMap = null; + + /** + * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` + * disables ambient occlusion. Where intensity is `1` and the AO map's + * red channel is also `1`, ambient light is fully occluded on a surface. + * + * @type {number} + * @default 1 + */ + this.aoMapIntensity = 1.0; + + /** + * Emissive (light) color of the material, essentially a solid color + * unaffected by other lighting. + * + * @type {Color} + * @default (0,0,0) + */ + this.emissive = new Color( 0x000000 ); + + /** + * Intensity of the emissive light. Modulates the emissive color. + * + * @type {number} + * @default 1 + */ + this.emissiveIntensity = 1.0; + + /** + * Set emissive (glow) map. The emissive map color is modulated by the + * emissive color and the emissive intensity. If you have an emissive map, + * be sure to set the emissive color to something other than black. + * + * @type {?Texture} + * @default null + */ + this.emissiveMap = null; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * Specular map used by the material. + * + * @type {?Texture} + * @default null + */ + this.specularMap = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The environment map. + * + * @type {?Texture} + * @default null + */ + this.envMap = null; + + /** + * The rotation of the environment map in radians. + * + * @type {Euler} + * @default (0,0,0) + */ + this.envMapRotation = new Euler(); + + /** + * How to combine the result of the surface's color with the environment map, if any. + * + * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to + * blend between the two colors. + * + * @type {(MultiplyOperation|MixOperation|AddOperation)} + * @default MultiplyOperation + */ + this.combine = MultiplyOperation; + + /** + * How much the environment map affects the surface. + * The valid range is between `0` (no reflections) and `1` (full reflections). + * + * @type {number} + * @default 1 + */ + this.reflectivity = 1; + + /** + * Scales the effect of the environment map by multiplying its color. + * + * @type {number} + * @default 1 + */ + this.envMapIntensity = 1.0; + + /** + * The index of refraction (IOR) of air (approximately 1) divided by the + * index of refraction of the material. It is used with environment mapping + * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}. + * The refraction ratio should not exceed `1`. + * + * @type {number} + * @default 0.98 + */ + this.refractionRatio = 0.98; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Defines appearance of wireframe ends. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinecap = 'round'; + + /** + * Defines appearance of wireframe joints. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {('round'|'bevel'|'miter')} + * @default 'round' + */ + this.wireframeLinejoin = 'round'; + + /** + * Whether the material is rendered with flat shading or not. + * + * @type {boolean} + * @default false + */ + this.flatShading = false; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.envMapIntensity = source.envMapIntensity; + 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; + + } + +} + +/** + * A material for drawing geometry by depth. Depth is based off of the camera + * near and far plane. White is nearest, black is farthest. + * + * @augments Material + * @demo scenes/material-browser.html#MeshDepthMaterial + */ +class MeshDepthMaterial extends Material { + + /** + * Constructs a new mesh depth material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshDepthMaterial = true; + + this.type = 'MeshDepthMaterial'; + + /** + * Type for depth packing. + * + * @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)} + * @default BasicDepthPacking + */ + this.depthPacking = BasicDepthPacking; + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * WebGL and WebGPU ignore this property and always render + * 1 pixel wide lines. + * + * @type {number} + * @default 1 + */ + 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; + + } + +} + +/** + * A material used internally for implementing shadow mapping with + * point lights. + * + * Can also be used to customize the shadow casting of an object by assigning + * an instance of `MeshDistanceMaterial` to {@link Object3D#customDistanceMaterial}. + * The following examples demonstrates this approach in order to ensure + * transparent parts of objects do not cast shadows. + * + * @augments Material + */ +class MeshDistanceMaterial extends Material { + + /** + * Constructs a new mesh distance material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshDistanceMaterial = true; + + this.type = 'MeshDistanceMaterial'; + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + 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; + + } + +} + +/** + * This material is defined by a MatCap (or Lit Sphere) texture, which encodes the + * material color and shading. + * + * `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes + * baked lighting. It will cast a shadow onto an object that receives shadows + * (and shadow clipping works), but it will not self-shadow or receive + * shadows. + * + * @augments Material + * @demo scenes/material-browser.html#MeshMatcapMaterial + */ +class MeshMatcapMaterial extends Material { + + /** + * Constructs a new mesh matcap material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isMeshMatcapMaterial = true; + + this.defines = { 'MATCAP': '' }; + + this.type = 'MeshMatcapMaterial'; + + /** + * Color of the material. + * + * @type {Color} + * @default (1,1,1) + */ + this.color = new Color( 0xffffff ); // diffuse + + /** + * The matcap map. + * + * @type {?Texture} + * @default null + */ + this.matcap = null; + + /** + * The color map. May optionally include an alpha channel, typically combined + * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map + * color is modulated by the diffuse `color`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * The texture to create a bump map. The black and white values map to the + * perceived depth in relation to the lights. Bump doesn't actually affect + * the geometry of the object, only the lighting. If a normal map is defined + * this will be ignored. + * + * @type {?Texture} + * @default null + */ + this.bumpMap = null; + + /** + * How much the bump map affects the material. Typical range is `[0,1]`. + * + * @type {number} + * @default 1 + */ + this.bumpScale = 1; + + /** + * The texture to create a normal map. The RGB values affect the surface + * normal for each pixel fragment and change the way the color is lit. Normal + * maps do not change the actual shape of the surface, only the lighting. In + * case the material has a normal map authored using the left handed + * convention, the `y` component of `normalScale` should be negated to compensate + * for the different handedness. + * + * @type {?Texture} + * @default null + */ + this.normalMap = null; + + /** + * The type of normal map. + * + * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} + * @default TangentSpaceNormalMap + */ + this.normalMapType = TangentSpaceNormalMap; + + /** + * How much the normal map affects the material. Typical value range is `[0,1]`. + * + * @type {Vector2} + * @default (1,1) + */ + this.normalScale = new Vector2( 1, 1 ); + + /** + * The displacement map affects the position of the mesh's vertices. Unlike + * other maps which only affect the light and shade of the material the + * displaced vertices can cast shadows, block other objects, and otherwise + * act as real geometry. The displacement texture is an image where the value + * of each pixel (white being the highest) is mapped against, and + * repositions, the vertices of the mesh. + * + * @type {?Texture} + * @default null + */ + this.displacementMap = null; + + /** + * How much the displacement map affects the mesh (where black is no + * displacement, and white is maximum displacement). Without a displacement + * map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementScale = 1; + + /** + * The offset of the displacement map's values on the mesh's vertices. + * The bias is added to the scaled sample of the displacement map. + * Without a displacement map set, this value is not applied. + * + * @type {number} + * @default 0 + */ + this.displacementBias = 0; + + /** + * The alpha map is a grayscale texture that controls the opacity across the + * surface (black: fully transparent; white: fully opaque). + * + * Only the color of the texture is used, ignoring the alpha channel if one + * exists. For RGB and RGBA textures, the renderer will use the green channel + * when sampling this texture due to the extra bit of precision provided for + * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and + * luminance/alpha textures will also still work as expected. + * + * @type {?Texture} + * @default null + */ + this.alphaMap = null; + + /** + * Renders the geometry as a wireframe. + * + * @type {boolean} + * @default false + */ + this.wireframe = false; + + /** + * Controls the thickness of the wireframe. + * + * Can only be used with {@link SVGRenderer}. + * + * @type {number} + * @default 1 + */ + this.wireframeLinewidth = 1; + + /** + * Whether the material is rendered with flat shading or not. + * + * @type {boolean} + * @default false + */ + this.flatShading = false; + + /** + * Whether the material is affected by fog or not. + * + * @type {boolean} + * @default true + */ + 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.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +/** + * A material for rendering line primitives. + * + * Materials define the appearance of renderable 3D objects. + * + * ```js + * const material = new THREE.LineDashedMaterial( { + * color: 0xffffff, + * scale: 1, + * dashSize: 3, + * gapSize: 1, + * } ); + * ``` + * + * @augments LineBasicMaterial + */ +class LineDashedMaterial extends LineBasicMaterial { + + /** + * Constructs a new line dashed material. + * + * @param {Object} [parameters] - An object with one or more properties + * defining the material's appearance. Any property of the material + * (including any property from inherited materials) can be passed + * in here. Color values can be passed any type of value accepted + * by {@link Color#set}. + */ + constructor( parameters ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLineDashedMaterial = true; + this.type = 'LineDashedMaterial'; + + /** + * The scale of the dashed part of a line. + * + * @type {number} + * @default 1 + */ + this.scale = 1; + + /** + * The size of the dash. This is both the gap with the stroke. + * + * @type {number} + * @default 3 + */ + this.dashSize = 3; + + /** + * The size of the gap. + * + * @type {number} + * @default 1 + */ + this.gapSize = 1; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + + return this; + + } + +} + +/** + * Converts an array to a specific type. + * + * @param {TypedArray|Array} array - The array to convert. + * @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type. + * @return {TypedArray} The converted array. + */ +function convertArray( array, type ) { + + if ( ! array || 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 + +} + +/** + * Returns an array by which times and values can be sorted. + * + * @param {Array} times - The keyframe time values. + * @return {Array} The array. + */ +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; + +} + +/** + * Sorts the given array by the previously computed order via `getKeyframeOrder()`. + * + * @param {Array} values - The values to sort. + * @param {number} stride - The stride. + * @param {Array} order - The sort order. + * @return {Array} The sorted values. + */ +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; + +} + +/** + * Used for parsing AOS keyframe formats. + * + * @param {Array} jsonKeys - A list of JSON keyframes. + * @param {Array} times - This array will be filled with keyframe times by this function. + * @param {Array} values - This array will be filled with keyframe values by this function. + * @param {string} valuePropertyName - The name of the property to use. + */ +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( ...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 ); + + } + +} + +/** + * Creates a new clip, containing only the segment of the original clip between the given frames. + * + * @param {AnimationClip} sourceClip - The values to sort. + * @param {string} name - The name of the clip. + * @param {number} startFrame - The start frame. + * @param {number} endFrame - The end frame. + * @param {number} [fps=30] - The FPS. + * @return {AnimationClip} The new sub clip. + */ +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; + +} + +/** + * Converts the keyframes of the given animation clip to an additive format. + * + * @param {AnimationClip} targetClip - The clip to make additive. + * @param {number} [referenceFrame=0] - The reference frame. + * @param {AnimationClip} [referenceClip=targetClip] - The reference clip. + * @param {number} [fps=30] - The FPS. + * @return {AnimationClip} The updated clip which is now additive. + */ +function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { + + if ( fps <= 0 ) fps = 30; + + const numTracks = referenceClip.tracks.length; + const referenceTime = referenceFrame / fps; + + // Make each track's values relative to the values at the reference frame + for ( let i = 0; i < numTracks; ++ i ) { + + const referenceTrack = referenceClip.tracks[ i ]; + const referenceTrackType = referenceTrack.ValueTypeName; + + // Skip this track if it's non-numeric + if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; + + // Find the track in the target clip whose name and type matches the reference track + const targetTrack = targetClip.tracks.find( function ( track ) { + + return track.name === referenceTrack.name + && track.ValueTypeName === referenceTrackType; + + } ); + + if ( targetTrack === undefined ) continue; + + let referenceOffset = 0; + const referenceValueSize = referenceTrack.getValueSize(); + + if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + referenceOffset = referenceValueSize / 3; + + } + + let targetOffset = 0; + const targetValueSize = targetTrack.getValueSize(); + + if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + targetOffset = targetValueSize / 3; + + } + + const lastIndex = referenceTrack.times.length - 1; + let referenceValue; + + // Find the value to subtract out of the track + if ( referenceTime <= referenceTrack.times[ 0 ] ) { + + // Reference frame is earlier than the first keyframe, so just use the first keyframe + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + referenceValue = referenceTrack.values.slice( startIndex, endIndex ); + + } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) { + + // Reference frame is after the last keyframe, so just use the last keyframe + const startIndex = lastIndex * referenceValueSize + referenceOffset; + const endIndex = startIndex + referenceValueSize - referenceOffset; + referenceValue = referenceTrack.values.slice( startIndex, endIndex ); + + } else { + + // Interpolate to the reference value + const interpolant = referenceTrack.createInterpolant(); + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + interpolant.evaluate( referenceTime ); + referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex ); + + } + + // Conjugate the quaternion + if ( referenceTrackType === 'quaternion' ) { + + const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); + referenceQuat.toArray( referenceValue ); + + } + + // Subtract the reference value from all of the track values + + const numTimes = targetTrack.times.length; + for ( let j = 0; j < numTimes; ++ j ) { + + const valueStart = j * targetValueSize + targetOffset; + + if ( referenceTrackType === 'quaternion' ) { + + // Multiply the conjugate for quaternion track types + Quaternion.multiplyQuaternionsFlat( + targetTrack.values, + valueStart, + referenceValue, + 0, + targetTrack.values, + valueStart + ); + + } else { + + const valueEnd = targetValueSize - targetOffset * 2; + + // Subtract each value for all other numeric track types + for ( let k = 0; k < valueEnd; ++ k ) { + + targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; + + } + + } + + } + + } + + targetClip.blendMode = AdditiveAnimationBlendMode; + + return targetClip; + +} + +/** + * A class with various methods to assist with animations. + * + * @hideconstructor + */ +class AnimationUtils { + + /** + * Converts an array to a specific type + * + * @static + * @param {TypedArray|Array} array - The array to convert. + * @param {TypedArray.constructor} type - The constructor of a type array. + * @return {TypedArray} The converted array + */ + static convertArray( array, type ) { + + return convertArray( array, type ); + + } + + /** + * Returns `true` if the given object is a typed array. + * + * @static + * @param {any} object - The object to check. + * @return {boolean} Whether the given object is a typed array. + */ + static isTypedArray( object ) { + + return isTypedArray( object ); + + } + + /** + * Returns an array by which times and values can be sorted. + * + * @static + * @param {Array} times - The keyframe time values. + * @return {Array} The array. + */ + static getKeyframeOrder( times ) { + + return getKeyframeOrder( times ); + + } + + /** + * Sorts the given array by the previously computed order via `getKeyframeOrder()`. + * + * @static + * @param {Array} values - The values to sort. + * @param {number} stride - The stride. + * @param {Array} order - The sort order. + * @return {Array} The sorted values. + */ + static sortedArray( values, stride, order ) { + + return sortedArray( values, stride, order ); + + } + + /** + * Used for parsing AOS keyframe formats. + * + * @static + * @param {Array} jsonKeys - A list of JSON keyframes. + * @param {Array} times - This array will be filled with keyframe times by this method. + * @param {Array} values - This array will be filled with keyframe values by this method. + * @param {string} valuePropertyName - The name of the property to use. + */ + static flattenJSON( jsonKeys, times, values, valuePropertyName ) { + + flattenJSON( jsonKeys, times, values, valuePropertyName ); + + } + + /** + * Creates a new clip, containing only the segment of the original clip between the given frames. + * + * @static + * @param {AnimationClip} sourceClip - The values to sort. + * @param {string} name - The name of the clip. + * @param {number} startFrame - The start frame. + * @param {number} endFrame - The end frame. + * @param {number} [fps=30] - The FPS. + * @return {AnimationClip} The new sub clip. + */ + static subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) { + + return subclip( sourceClip, name, startFrame, endFrame, fps ); + + } + + /** + * Converts the keyframes of the given animation clip to an additive format. + * + * @static + * @param {AnimationClip} targetClip - The clip to make additive. + * @param {number} [referenceFrame=0] - The reference frame. + * @param {AnimationClip} [referenceClip=targetClip] - The reference clip. + * @param {number} [fps=30] - The FPS. + * @return {AnimationClip} The updated clip which is now additive. + */ + static makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { + + return makeClipAdditive( targetClip, referenceFrame, referenceClip, fps ); + + } + +} + +/** + * 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: {@link http://www.oodesign.com/template-method-pattern.html} + * + * @abstract + */ +class Interpolant { + + /** + * Constructs a new interpolant. + * + * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. + * @param {TypedArray} sampleValues - The sample values. + * @param {number} sampleSize - The sample size + * @param {TypedArray} [resultBuffer] - The result buffer. + */ + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + /** + * The parameter positions. + * + * @type {TypedArray} + */ + this.parameterPositions = parameterPositions; + + /** + * A cache index. + * + * @private + * @type {number} + * @default 0 + */ + this._cachedIndex = 0; + + /** + * The result buffer. + * + * @type {TypedArray} + */ + this.resultBuffer = resultBuffer !== undefined ? resultBuffer : new sampleValues.constructor( sampleSize ); + + /** + * The sample values. + * + * @type {TypedArray} + */ + this.sampleValues = sampleValues; + + /** + * The value size. + * + * @type {TypedArray} + */ + this.valueSize = sampleSize; + + /** + * The interpolation settings. + * + * @type {?Object} + * @default null + */ + this.settings = null; + + /** + * The default settings object. + * + * @type {Object} + */ + this.DefaultSettings_ = {}; + + } + + /** + * Evaluate the interpolant at position `t`. + * + * @param {number} t - The interpolation factor. + * @return {TypedArray} The result buffer. + */ + 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 ); + + } + + /** + * Returns the interpolation settings. + * + * @return {Object} The interpolation settings. + */ + getSettings_() { + + return this.settings || this.DefaultSettings_; + + } + + /** + * Copies a sample value to the result buffer. + * + * @param {number} index - An index into the sample value buffer. + * @return {TypedArray} The result buffer. + */ + 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; + + } + + /** + * Copies a sample value to the result buffer. + * + * @abstract + * @param {number} i1 - An index into the sample value buffer. + * @param {number} t0 - The previous interpolation factor. + * @param {number} t - The current interpolation factor. + * @param {number} t1 - The next interpolation factor. + * @return {TypedArray} The result buffer. + */ + interpolate_( /* i1, t0, t, t1 */ ) { + + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer + + } + + /** + * Optional method that is executed when the interval has changed. + * + * @param {number} i1 - An index into the sample value buffer. + * @param {number} t0 - The previous interpolation factor. + * @param {number} t - The current interpolation factor. + */ + 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. + * + * @augments Interpolant + */ +class CubicInterpolant extends Interpolant { + + /** + * Constructs a new cubic interpolant. + * + * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. + * @param {TypedArray} sampleValues - The sample values. + * @param {number} sampleSize - The sample size + * @param {TypedArray} [resultBuffer] - The result buffer. + */ + 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; + + } + +} + +/** + * A basic linear interpolant. + * + * @augments Interpolant + */ +class LinearInterpolant extends Interpolant { + + /** + * Constructs a new linear interpolant. + * + * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. + * @param {TypedArray} sampleValues - The sample values. + * @param {number} sampleSize - The sample size + * @param {TypedArray} [resultBuffer] - The result buffer. + */ + 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. + * + * @augments Interpolant + */ +class DiscreteInterpolant extends Interpolant { + + /** + * Constructs a new discrete interpolant. + * + * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. + * @param {TypedArray} sampleValues - The sample values. + * @param {number} sampleSize - The sample size + * @param {TypedArray} [resultBuffer] - The result buffer. + */ + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1 /*, t0, t, t1 */ ) { + + return this.copySampleValue_( i1 - 1 ); + + } + +} + +/** + * A Bezier interpolant using cubic Bezier curves with 2D control points. + * + * This interpolant supports the COLLADA/Maya style of Bezier animation where + * each keyframe has explicit in/out tangent control points specified as + * 2D coordinates (time, value). + * + * The tangent data must be provided via the `settings` object: + * - `settings.inTangents`: Float32Array with [time, value] pairs per keyframe per component + * - `settings.outTangents`: Float32Array with [time, value] pairs per keyframe per component + * + * For a track with N keyframes and stride S: + * - Each tangent array has N * S * 2 values + * - Layout: [k0_c0_time, k0_c0_value, k0_c1_time, k0_c1_value, ..., k0_cS_time, k0_cS_value, + * k1_c0_time, k1_c0_value, ...] + * + * @augments Interpolant + */ +class BezierInterpolant extends Interpolant { + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer; + const values = this.sampleValues; + const stride = this.valueSize; + + const offset1 = i1 * stride; + const offset0 = offset1 - stride; + + const settings = this.settings || this.DefaultSettings_; + const inTangents = settings.inTangents; + const outTangents = settings.outTangents; + + // If no tangent data, fall back to linear interpolation + if ( ! inTangents || ! outTangents ) { + + const weight1 = ( t - t0 ) / ( t1 - t0 ); + const weight0 = 1 - weight1; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset0 + i ] * weight0 + values[ offset1 + i ] * weight1; + + } + + return result; + + } + + const tangentStride = stride * 2; + const i0 = i1 - 1; + + for ( let i = 0; i !== stride; ++ i ) { + + const v0 = values[ offset0 + i ]; + const v1 = values[ offset1 + i ]; + + // outTangent of previous keyframe (C0) + const outTangentOffset = i0 * tangentStride + i * 2; + const c0x = outTangents[ outTangentOffset ]; + const c0y = outTangents[ outTangentOffset + 1 ]; + + // inTangent of current keyframe (C1) + const inTangentOffset = i1 * tangentStride + i * 2; + const c1x = inTangents[ inTangentOffset ]; + const c1y = inTangents[ inTangentOffset + 1 ]; + + // Solve for Bezier parameter s where Bx(s) = t using Newton-Raphson + let s = ( t - t0 ) / ( t1 - t0 ); + let s2, s3, oneMinusS, oneMinusS2, oneMinusS3; + + for ( let iter = 0; iter < 8; iter ++ ) { + + s2 = s * s; + s3 = s2 * s; + oneMinusS = 1 - s; + oneMinusS2 = oneMinusS * oneMinusS; + oneMinusS3 = oneMinusS2 * oneMinusS; + + // Bezier X(s) = (1-s)³·t0 + 3(1-s)²s·c0x + 3(1-s)s²·c1x + s³·t1 + const bx = oneMinusS3 * t0 + 3 * oneMinusS2 * s * c0x + 3 * oneMinusS * s2 * c1x + s3 * t1; + + const error = bx - t; + if ( Math.abs( error ) < 1e-10 ) break; + + // Derivative dX/ds + const dbx = 3 * oneMinusS2 * ( c0x - t0 ) + 6 * oneMinusS * s * ( c1x - c0x ) + 3 * s2 * ( t1 - c1x ); + if ( Math.abs( dbx ) < 1e-10 ) break; + + s = s - error / dbx; + s = Math.max( 0, Math.min( 1, s ) ); + + } + + // Evaluate Bezier Y(s) + result[ i ] = oneMinusS3 * v0 + 3 * oneMinusS2 * s * c0y + 3 * oneMinusS * s2 * c1y + s3 * v1; + + } + + return result; + + } + +} + +/** + * Represents a timed sequence of keyframes, which are composed of lists of + * times and related values, and which are used to animate a specific property + * of an object. + */ +class KeyframeTrack { + + /** + * Constructs a new keyframe track. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type. + */ + 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 ); + + /** + * The track's name can refer to morph targets or bones or + * possibly other values within an animated object. See {@link PropertyBinding#parseTrackName} + * for the forms of strings that can be parsed for property binding. + * + * @type {string} + */ + this.name = name; + + /** + * The keyframe times. + * + * @type {Float32Array} + */ + this.times = convertArray( times, this.TimeBufferType ); + + /** + * The keyframe values. + * + * @type {Float32Array} + */ + this.values = convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + + } + + /** + * Converts the keyframe track to JSON. + * + * @static + * @param {KeyframeTrack} track - The keyframe track to serialize. + * @return {Object} The serialized keyframe track as JSON. + */ + 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; + + } + + /** + * Factory method for creating a new discrete interpolant. + * + * @static + * @param {TypedArray} [result] - The result buffer. + * @return {DiscreteInterpolant} The new interpolant. + */ + InterpolantFactoryMethodDiscrete( result ) { + + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + /** + * Factory method for creating a new linear interpolant. + * + * @static + * @param {TypedArray} [result] - The result buffer. + * @return {LinearInterpolant} The new interpolant. + */ + InterpolantFactoryMethodLinear( result ) { + + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + /** + * Factory method for creating a new smooth interpolant. + * + * @static + * @param {TypedArray} [result] - The result buffer. + * @return {CubicInterpolant} The new interpolant. + */ + InterpolantFactoryMethodSmooth( result ) { + + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + /** + * Factory method for creating a new Bezier interpolant. + * + * The Bezier interpolant requires tangent data to be set via the `settings` property + * on the track before creating the interpolant. The settings should contain: + * - `inTangents`: Float32Array with [time, value] pairs per keyframe per component + * - `outTangents`: Float32Array with [time, value] pairs per keyframe per component + * + * @static + * @param {TypedArray} [result] - The result buffer. + * @return {BezierInterpolant} The new interpolant. + */ + InterpolantFactoryMethodBezier( result ) { + + const interpolant = new BezierInterpolant( this.times, this.values, this.getValueSize(), result ); + + // Pass tangent data from track settings to interpolant + if ( this.settings ) { + + interpolant.settings = this.settings; + + } + + return interpolant; + + } + + /** + * Defines the interpolation factor method for this keyframe track. + * + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type. + * @return {KeyframeTrack} A reference to this keyframe track. + */ + setInterpolation( interpolation ) { + + let factoryMethod; + + switch ( interpolation ) { + + case InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + case InterpolateBezier: + + factoryMethod = this.InterpolantFactoryMethodBezier; + + 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 + + } + + } + + warn( 'KeyframeTrack:', message ); + return this; + + } + + this.createInterpolant = factoryMethod; + + return this; + + } + + /** + * Returns the current interpolation type. + * + * @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type. + */ + getInterpolation() { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return InterpolateSmooth; + + case this.InterpolantFactoryMethodBezier: + + return InterpolateBezier; + + } + + } + + /** + * Returns the value size. + * + * @return {number} The value size. + */ + getValueSize() { + + return this.values.length / this.times.length; + + } + + /** + * Moves all keyframes either forward or backward in time. + * + * @param {number} timeOffset - The offset to move the time values. + * @return {KeyframeTrack} A reference to this keyframe track. + */ + 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). + * + * @param {number} timeScale - The time scale. + * @return {KeyframeTrack} A reference to this keyframe track. + */ + 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 defined time range. + * + * Note: The method does not shift around keys to the start of the track time, because for interpolated + * keys this will change their values + * + * @param {number} startTime - The start time. + * @param {number} endTime - The end time. + * @return {KeyframeTrack} A reference to this keyframe track. + */ + trim( startTime, endTime ) { + + const times = this.times, + nKeys = times.length; + + let from = 0, + to = nKeys - 1; + + while ( from !== nKeys && times[ from ] < startTime ) { + + ++ from; + + } + + while ( to !== -1 && times[ to ] > endTime ) { + + -- to; + + } + + ++ to; // inclusive -> exclusive bound + + if ( from !== 0 || to !== nKeys ) { + + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) { + + to = Math.max( to, 1 ); + from = to - 1; + + } + + const stride = this.getValueSize(); + this.times = times.slice( from, to ); + this.values = this.values.slice( from * stride, to * stride ); + + } + + return this; + + } + + /** + * Performs minimal validation on the keyframe track. Returns `true` if the values + * are valid. + * + * @return {boolean} Whether the keyframes are valid or not. + */ + validate() { + + let valid = true; + + const valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + error( 'KeyframeTrack: Invalid value size in track.', this ); + valid = false; + + } + + const times = this.times, + values = this.values, + + nKeys = times.length; + + if ( nKeys === 0 ) { + + error( '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 ) ) { + + error( 'KeyframeTrack: Time is not a valid number.', this, i, currTime ); + valid = false; + break; + + } + + if ( prevTime !== null && prevTime > currTime ) { + + error( '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 ) ) { + + error( 'KeyframeTrack: Value is not a valid number.', this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + } + + /** + * Optimizes this keyframe track by removing equivalent sequential keys (which are + * common in morph target sequences). + * + * @return {KeyframeTrack} A reference to this keyframe track. + */ + optimize() { + + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + + // times or values may be shared with other tracks, so overwriting is unsafe + const times = this.times.slice(), + values = this.values.slice(), + stride = this.getValueSize(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + lastIndex = times.length - 1; + + let writeIndex = 1; + + for ( let i = 1; i < lastIndex; ++ i ) { + + let keep = false; + + const time = times[ i ]; + const timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { + + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors + + const offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( let j = 0; j !== stride; ++ j ) { + + const value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } else { + + keep = true; + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + const readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( let j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + } + + ++ writeIndex; + + } + + } + + // flush last keyframe (compaction looks ahead) + + if ( lastIndex > 0 ) { + + times[ writeIndex ] = times[ lastIndex ]; + + for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + ++ writeIndex; + + } + + if ( writeIndex !== times.length ) { + + this.times = times.slice( 0, writeIndex ); + this.values = values.slice( 0, writeIndex * stride ); + + } else { + + this.times = times; + this.values = values; + + } + + return this; + + } + + /** + * Returns a new keyframe track with copied values from this instance. + * + * @return {KeyframeTrack} A clone of this instance. + */ + clone() { + + const times = this.times.slice(); + const values = this.values.slice(); + + const TypedKeyframeTrack = this.constructor; + const track = new TypedKeyframeTrack( this.name, times, values ); + + // Interpolant argument to constructor is not saved, so copy the factory method directly. + track.createInterpolant = this.createInterpolant; + + return track; + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default '' + */ +KeyframeTrack.prototype.ValueTypeName = ''; + +/** + * The time buffer type of this keyframe track. + * + * @type {TypedArray|Array} + * @default Float32Array.constructor + */ +KeyframeTrack.prototype.TimeBufferType = Float32Array; + +/** + * The value buffer type of this keyframe track. + * + * @type {TypedArray|Array} + * @default Float32Array.constructor + */ +KeyframeTrack.prototype.ValueBufferType = Float32Array; + +/** + * The default interpolation type of this keyframe track. + * + * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} + * @default InterpolateLinear + */ +KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; + +/** + * A track for boolean keyframe values. + * + * @augments KeyframeTrack + */ +class BooleanKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new boolean keyframe track. + * + * This keyframe track type has no `interpolation` parameter because the + * interpolation is always discrete. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + */ + constructor( name, times, values ) { + + super( name, times, values ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'bool' + */ +BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; + +/** + * The value buffer type of this keyframe track. + * + * @type {TypedArray|Array} + * @default Array.constructor + */ +BooleanKeyframeTrack.prototype.ValueBufferType = Array; + +/** + * The default interpolation type of this keyframe track. + * + * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} + * @default InterpolateDiscrete + */ +BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A track for color keyframe values. + * + * @augments KeyframeTrack + */ +class ColorKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new color keyframe track. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. + */ + constructor( name, times, values, interpolation ) { + + super( name, times, values, interpolation ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'color' + */ +ColorKeyframeTrack.prototype.ValueTypeName = 'color'; + +/** + * A track for numeric keyframe values. + * + * @augments KeyframeTrack + */ +class NumberKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new number keyframe track. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. + */ + constructor( name, times, values, interpolation ) { + + super( name, times, values, interpolation ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'number' + */ +NumberKeyframeTrack.prototype.ValueTypeName = 'number'; + +/** + * Spherical linear unit quaternion interpolant. + * + * @augments Interpolant + */ +class QuaternionLinearInterpolant extends Interpolant { + + /** + * Constructs a new SLERP interpolant. + * + * @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors. + * @param {TypedArray} sampleValues - The sample values. + * @param {number} sampleSize - The sample size + * @param {TypedArray} [resultBuffer] - The result buffer. + */ + 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 for Quaternion keyframe values. + * + * @augments KeyframeTrack + */ +class QuaternionKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new Quaternion keyframe track. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. + */ + constructor( name, times, values, interpolation ) { + + super( name, times, values, interpolation ); + + } + + /** + * Overwritten so the method returns Quaternion based interpolant. + * + * @static + * @param {TypedArray} [result] - The result buffer. + * @return {QuaternionLinearInterpolant} The new interpolant. + */ + InterpolantFactoryMethodLinear( result ) { + + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'quaternion' + */ +QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; +// ValueBufferType is inherited +// DefaultInterpolation is inherited; +QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A track for string keyframe values. + * + * @augments KeyframeTrack + */ +class StringKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new string keyframe track. + * + * This keyframe track type has no `interpolation` parameter because the + * interpolation is always discrete. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + */ + constructor( name, times, values ) { + + super( name, times, values ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'string' + */ +StringKeyframeTrack.prototype.ValueTypeName = 'string'; + +/** + * The value buffer type of this keyframe track. + * + * @type {TypedArray|Array} + * @default Array.constructor + */ +StringKeyframeTrack.prototype.ValueBufferType = Array; + +/** + * The default interpolation type of this keyframe track. + * + * @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} + * @default InterpolateDiscrete + */ +StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; +StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; +StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A track for vector keyframe values. + * + * @augments KeyframeTrack + */ +class VectorKeyframeTrack extends KeyframeTrack { + + /** + * Constructs a new vector keyframe track. + * + * @param {string} name - The keyframe track's name. + * @param {Array} times - A list of keyframe times. + * @param {Array} values - A list of keyframe values. + * @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type. + */ + constructor( name, times, values, interpolation ) { + + super( name, times, values, interpolation ); + + } + +} + +/** + * The value type name. + * + * @type {string} + * @default 'vector' + */ +VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; + +/** + * A reusable set of keyframe tracks which represent an animation. + */ +class AnimationClip { + + /** + * Constructs a new animation clip. + * + * Note: Instead of instantiating an AnimationClip directly with the constructor, you can + * use the static interface of this class for creating clips. In most cases though, animation clips + * will automatically be created by loaders when importing animated 3D assets. + * + * @param {string} [name=''] - The clip's name. + * @param {number} [duration=-1] - The clip's duration in seconds. If a negative value is passed, + * the duration will be calculated from the passed keyframes. + * @param {Array} tracks - An array of keyframe tracks. + * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode=NormalAnimationBlendMode] - Defines how the animation + * is blended/combined when two or more animations are simultaneously played. + */ + constructor( name = '', duration = -1, tracks = [], blendMode = NormalAnimationBlendMode ) { + + /** + * The clip's name. + * + * @type {string} + */ + this.name = name; + + /** + * An array of keyframe tracks. + * + * @type {Array} + */ + this.tracks = tracks; + + /** + * The clip's duration in seconds. + * + * @type {number} + */ + this.duration = duration; + + /** + * Defines how the animation is blended/combined when two or more animations + * are simultaneously played. + * + * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} + */ + this.blendMode = blendMode; + + /** + * The UUID of the animation clip. + * + * @type {string} + * @readonly + */ + this.uuid = generateUUID(); + + /** + * An object that can be used to store custom data about the animation clip. + * It should not hold references to functions as these will not be cloned. + * + * @type {Object} + */ + this.userData = {}; + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + + } + + /** + * Factory method for creating an animation clip from the given JSON. + * + * @static + * @param {Object} json - The serialized animation clip. + * @return {AnimationClip} The new animation clip. + */ + 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; + + clip.userData = JSON.parse( json.userData || '{}' ); + + return clip; + + } + + /** + * Serializes the given animation clip into JSON. + * + * @static + * @param {AnimationClip} clip - The animation clip to serialize. + * @return {Object} The JSON object. + */ + static toJSON( clip ) { + + const tracks = [], + clipTracks = clip.tracks; + + const json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks, + 'uuid': clip.uuid, + 'blendMode': clip.blendMode, + 'userData': JSON.stringify( clip.userData ), + + }; + + for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + } + + /** + * Returns a new animation clip from the passed morph targets array of a + * geometry, taking a name and the number of frames per second. + * + * Note: The fps parameter is required, but the animation speed can be + * overridden via {@link AnimationAction#setDuration}. + * + * @static + * @param {string} name - The name of the animation clip. + * @param {Array} morphTargetSequence - A sequence of morph targets. + * @param {number} fps - The Frames-Per-Second value. + * @param {boolean} noLoop - Whether the clip should be no loop or not. + * @return {AnimationClip} The new animation clip. + */ + 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 ); + + } + + /** + * Searches for an animation clip by name, taking as its first parameter + * either an array of clips, or a mesh or geometry that contains an + * array named "animations" property. + * + * @static + * @param {(Array|Object3D)} objectOrClipArray - The array or object to search through. + * @param {string} name - The name to search for. + * @return {?AnimationClip} The found animation clip. Returns `null` if no clip has been found. + */ + 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; + + } + + /** + * Returns an array of new AnimationClips created from the morph target + * sequences of a geometry, trying to sort morph target names into + * animation-group-based patterns like "Walk_001, Walk_002, Run_001, Run_002...". + * + * See {@link MD2Loader#parse} as an example for how the method should be used. + * + * @static + * @param {Array} morphTargets - A sequence of morph targets. + * @param {number} fps - The Frames-Per-Second value. + * @param {boolean} noLoop - Whether the clip should be no loop or not. + * @return {Array} An array of new animation clips. + */ + 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; + + } + + /** + * Parses the `animation.hierarchy` format and returns a new animation clip. + * + * @static + * @deprecated since r175. + * @param {Object} animation - A serialized animation clip as JSON. + * @param {Array} bones - An array of bones. + * @return {?AnimationClip} The new animation clip. + */ + static parseAnimation( animation, bones ) { + + warn( 'AnimationClip: parseAnimation() is deprecated and will be removed with r185' ); + + if ( ! animation ) { + + error( '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; + + } + + /** + * Sets the duration of this clip to the duration of its longest keyframe track. + * + * @return {AnimationClip} A reference to this animation 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; + + } + + /** + * Trims all tracks to the clip's duration. + * + * @return {AnimationClip} A reference to this animation clip. + */ + trim() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + } + + /** + * Performs minimal validation on each track in the clip. Returns `true` if all + * tracks are valid. + * + * @return {boolean} Whether the clip's keyframes are valid or not. + */ + validate() { + + let valid = true; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + valid = valid && this.tracks[ i ].validate(); + + } + + return valid; + + } + + /** + * Optimizes each track by removing equivalent sequential keys (which are + * common in morph target sequences). + * + * @return {AnimationClip} A reference to this animation clip. + */ + optimize() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + } + + /** + * Returns a new animation clip with copied values from this instance. + * + * @return {AnimationClip} A clone of this instance. + */ + clone() { + + const tracks = []; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + tracks.push( this.tracks[ i ].clone() ); + + } + + const clip = new this.constructor( this.name, this.duration, tracks, this.blendMode ); + + clip.userData = JSON.parse( JSON.stringify( this.userData ) ); + + return clip; + + } + + /** + * Serializes this animation clip into JSON. + * + * @return {Object} The JSON object. + */ + 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 ); + + } + +} + +/** + * @class + * @classdesc A simple caching system, used internally by {@link FileLoader}. + * To enable caching across all loaders that use {@link FileLoader}, add `THREE.Cache.enabled = true.` once in your app. + * @hideconstructor + */ +const Cache = { + + /** + * Whether caching is enabled or not. + * + * @static + * @type {boolean} + * @default false + */ + enabled: false, + + /** + * A dictionary that holds cached files. + * + * @static + * @type {Object} + */ + files: {}, + + /** + * Adds a cache entry with a key to reference the file. If this key already + * holds a file, it is overwritten. + * + * @static + * @param {string} key - The key to reference the cached file. + * @param {Object} file - The file to be cached. + */ + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + if ( isBlobURL( key ) ) return; + + // log( 'Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + /** + * Gets the cached value for the given key. + * + * @static + * @param {string} key - The key to reference the cached file. + * @return {Object|undefined} The cached file. If the key does not exist `undefined` is returned. + */ + get: function ( key ) { + + if ( this.enabled === false ) return; + + if ( isBlobURL( key ) ) return; + + // log( 'Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + /** + * Removes the cached file associated with the given key. + * + * @static + * @param {string} key - The key to reference the cached file. + */ + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + /** + * Remove all values from the cache. + * + * @static + */ + clear: function () { + + this.files = {}; + + } + +}; + +/** + * Returns true if the given cache key contains the blob: scheme. + * + * @private + * @param {string} key - The cache key. + * @return {boolean} Whether the given cache key contains the blob: scheme or not. + */ +function isBlobURL( key ) { + + try { + + const urlString = key.slice( key.indexOf( ':' ) + 1 ); // remove type identifier + + const url = new URL( urlString ); + return url.protocol === 'blob:'; + + } catch ( e ) { + + // If the string is not a valid URL, it throws an error + return false; + + } + +} + +/** + * Handles and keeps track of loaded and pending data. A default global + * instance of this class is created and used by loaders if not supplied + * manually. + * + * In general that should be sufficient, however there are times when it can + * be useful to have separate loaders - for example if you want to show + * separate loading bars for objects and textures. + * + * ```js + * const manager = new THREE.LoadingManager(); + * manager.onLoad = () => console.log( 'Loading complete!' ); + * + * const loader1 = new OBJLoader( manager ); + * const loader2 = new ColladaLoader( manager ); + * ``` + */ +class LoadingManager { + + /** + * Constructs a new loading manager. + * + * @param {Function} [onLoad] - Executes when all items have been loaded. + * @param {Function} [onProgress] - Executes when single items have been loaded. + * @param {Function} [onError] - Executes when an error occurs. + */ + 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 + + /** + * Executes when an item starts loading. + * + * @type {Function|undefined} + * @default undefined + */ + this.onStart = undefined; + + /** + * Executes when all items have been loaded. + * + * @type {Function|undefined} + * @default undefined + */ + this.onLoad = onLoad; + + /** + * Executes when single items have been loaded. + * + * @type {Function|undefined} + * @default undefined + */ + this.onProgress = onProgress; + + /** + * Executes when an error occurs. + * + * @type {Function|undefined} + * @default undefined + */ + this.onError = onError; + + /** + * Used for aborting ongoing requests in loaders using this manager. + * + * @private + * @type {AbortController | null} + */ + this._abortController = null; + + /** + * This should be called by any loader using the manager when the loader + * starts loading an item. + * + * @param {string} url - The URL to load. + */ + this.itemStart = function ( url ) { + + itemsTotal ++; + + if ( isLoading === false ) { + + if ( scope.onStart !== undefined ) { + + scope.onStart( url, itemsLoaded, itemsTotal ); + + } + + } + + isLoading = true; + + }; + + /** + * This should be called by any loader using the manager when the loader + * ended loading an item. + * + * @param {string} url - The URL of the loaded item. + */ + 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 should be called by any loader using the manager when the loader + * encounters an error when loading an item. + * + * @param {string} url - The URL of the item that produces an error. + */ + this.itemError = function ( url ) { + + if ( scope.onError !== undefined ) { + + scope.onError( url ); + + } + + }; + + /** + * Given a URL, uses the URL modifier callback (if any) and returns a + * resolved URL. If no URL modifier is set, returns the original URL. + * + * @param {string} url - The URL to load. + * @return {string} The resolved URL. + */ + this.resolveURL = function ( url ) { + + if ( urlModifier ) { + + return urlModifier( url ); + + } + + return url; + + }; + + /** + * If provided, the callback will be passed each resource URL before a + * request is sent. The callback may return the original URL, or a new URL to + * override loading behavior. This behavior can be used to load assets from + * .ZIP files, drag-and-drop APIs, and Data URIs. + * + * ```js + * const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3}; + * + * const manager = new THREE.LoadingManager(); + * + * // Initialize loading manager with URL callback. + * const objectURLs = []; + * manager.setURLModifier( ( url ) => { + * + * url = URL.createObjectURL( blobs[ url ] ); + * objectURLs.push( url ); + * return url; + * + * } ); + * + * // Load as usual, then revoke the blob URLs. + * const loader = new GLTFLoader( manager ); + * loader.load( 'fish.gltf', (gltf) => { + * + * scene.add( gltf.scene ); + * objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) ); + * + * } ); + * ``` + * + * @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL. + * @return {LoadingManager} A reference to this loading manager. + */ + this.setURLModifier = function ( transform ) { + + urlModifier = transform; + + return this; + + }; + + /** + * Registers a loader with the given regular expression. Can be used to + * define what loader should be used in order to load specific files. A + * typical use case is to overwrite the default loader for textures. + * + * ```js + * // add handler for TGA textures + * manager.addHandler( /\.tga$/i, new TGALoader() ); + * ``` + * + * @param {string} regex - A regular expression. + * @param {Loader} loader - A loader that should handle matched cases. + * @return {LoadingManager} A reference to this loading manager. + */ + this.addHandler = function ( regex, loader ) { + + handlers.push( regex, loader ); + + return this; + + }; + + /** + * Removes the loader for the given regular expression. + * + * @param {string} regex - A regular expression. + * @return {LoadingManager} A reference to this loading manager. + */ + this.removeHandler = function ( regex ) { + + const index = handlers.indexOf( regex ); + + if ( index !== -1 ) { + + handlers.splice( index, 2 ); + + } + + return this; + + }; + + /** + * Can be used to retrieve the registered loader for the given file path. + * + * @param {string} file - The file path. + * @return {?Loader} The registered loader. Returns `null` if no loader was found. + */ + 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; + + }; + + /** + * Can be used to abort ongoing loading requests in loaders using this manager. + * The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()` + * is supported in the browser. + * + * @return {LoadingManager} A reference to this loading manager. + */ + this.abort = function () { + + + this.abortController.abort(); + this._abortController = null; + + return this; + + }; + + } + + // TODO: Revert this back to a single member variable once this issue has been fixed + // https://github.com/cloudflare/workerd/issues/3657 + + /** + * Used for aborting ongoing requests in loaders using this manager. + * + * @type {AbortController} + */ + get abortController() { + + if ( ! this._abortController ) { + + this._abortController = new AbortController(); + + } + + return this._abortController; + + } + +} + +/** + * The global default loading manager. + * + * @constant + * @type {LoadingManager} + */ +const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager(); + +/** + * Abstract base class for loaders. + * + * @abstract + */ +class Loader { + + /** + * Constructs a new loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + /** + * The loading manager. + * + * @type {LoadingManager} + * @default DefaultLoadingManager + */ + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + /** + * The crossOrigin string to implement CORS for loading the url from a + * different domain that allows CORS. + * + * @type {string} + * @default 'anonymous' + */ + this.crossOrigin = 'anonymous'; + + /** + * Whether the XMLHttpRequest uses credentials. + * + * @type {boolean} + * @default false + */ + this.withCredentials = false; + + /** + * The base path from which the asset will be loaded. + * + * @type {string} + */ + this.path = ''; + + /** + * The base path from which additional resources like textures will be loaded. + * + * @type {string} + */ + this.resourcePath = ''; + + /** + * The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header) + * used in HTTP request. + * + * @type {Object} + */ + this.requestHeader = {}; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + /** + * This method needs to be implemented by all concrete loaders. It holds the + * logic for loading assets from the backend. + * + * @abstract + * @param {string} url - The path/URL of the file to be loaded. + * @param {Function} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress. + * @param {onErrorCallback} [onError] - Executed when errors occur. + */ + load( /* url, onLoad, onProgress, onError */ ) {} + + /** + * A async version of {@link Loader#load}. + * + * @param {string} url - The path/URL of the file to be loaded. + * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress. + * @return {Promise} A Promise that resolves when the asset has been loaded. + */ + loadAsync( url, onProgress ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.load( url, resolve, onProgress, reject ); + + } ); + + } + + /** + * This method needs to be implemented by all concrete loaders. It holds the + * logic for parsing the asset into three.js entities. + * + * @abstract + * @param {any} data - The data to parse. + */ + parse( /* data */ ) {} + + /** + * Sets the `crossOrigin` String to implement CORS for loading the URL + * from a different domain that allows CORS. + * + * @param {string} crossOrigin - The `crossOrigin` value. + * @return {Loader} A reference to this instance. + */ + setCrossOrigin( crossOrigin ) { + + this.crossOrigin = crossOrigin; + return this; + + } + + /** + * Whether the XMLHttpRequest uses credentials such as cookies, authorization + * headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials). + * + * Note: This setting has no effect if you are loading files locally or from the same domain. + * + * @param {boolean} value - The `withCredentials` value. + * @return {Loader} A reference to this instance. + */ + setWithCredentials( value ) { + + this.withCredentials = value; + return this; + + } + + /** + * Sets the base path for the asset. + * + * @param {string} path - The base path. + * @return {Loader} A reference to this instance. + */ + setPath( path ) { + + this.path = path; + return this; + + } + + /** + * Sets the base path for dependent resources like textures. + * + * @param {string} resourcePath - The resource path. + * @return {Loader} A reference to this instance. + */ + setResourcePath( resourcePath ) { + + this.resourcePath = resourcePath; + return this; + + } + + /** + * Sets the given request header. + * + * @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header) + * for configuring the HTTP request. + * @return {Loader} A reference to this instance. + */ + setRequestHeader( requestHeader ) { + + this.requestHeader = requestHeader; + return this; + + } + + /** + * This method can be implemented in loaders for aborting ongoing requests. + * + * @abstract + * @return {Loader} A reference to this instance. + */ + abort() { + + return this; + + } + +} + +/** + * Callback for onProgress in loaders. + * + * @callback onProgressCallback + * @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status. + */ + +/** + * Callback for onError in loaders. + * + * @callback onErrorCallback + * @param {Error} error - The error which occurred during the loading process. + */ + +/** + * The default material name that is used by loaders + * when creating materials for loaded 3D objects. + * + * Note: Not all loaders might honor this setting. + * + * @static + * @type {string} + * @default '__DEFAULT' + */ +Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT'; + +const loading = {}; + +class HttpError extends Error { + + constructor( message, response ) { + + super( message ); + this.response = response; + + } + +} + +/** + * A low level class for loading resources with the Fetch API, used internally by + * most loaders. It can also be used directly to load any file type that does + * not have a loader. + * + * This loader supports caching. If you want to use it, add `THREE.Cache.enabled = true;` + * once to your application. + * + * ```js + * const loader = new THREE.FileLoader(); + * const data = await loader.loadAsync( 'example.txt' ); + * ``` + * + * @augments Loader + */ +class FileLoader extends Loader { + + /** + * Constructs a new file loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + /** + * The expected mime type. Valid values can be found + * [here](https://developer.mozilla.org/en-US/docs/Web/API/DOMParser/parseFromString#mimetype) + * + * @type {string} + */ + this.mimeType = ''; + + /** + * The expected response type. + * + * @type {('arraybuffer'|'blob'|'document'|'json'|'')} + * @default '' + */ + this.responseType = ''; + + /** + * Used for aborting requests. + * + * @private + * @type {AbortController} + */ + this._abortController = new AbortController(); + + } + + /** + * Starts loading from the given URL and pass the loaded response to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(any)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} [onProgress] - Executed while the loading is in progress. + * @param {onErrorCallback} [onError] - Executed when errors occur. + */ + 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( `file:${url}` ); + + if ( cached !== undefined ) { + + this.manager.itemStart( url ); + + setTimeout( () => { + + if ( onLoad ) onLoad( cached ); + + this.manager.itemEnd( url ); + + }, 0 ); + + return; + + } + + // 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', + signal: ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal + } ); + + // 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 ) { + + warn( 'FileLoader: HTTP Status 0 received.' ); + + } + + // Workaround: Checking if response.body === undefined for Alipay browser #23548 + + if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) { + + return response; + + } + + const callbacks = loading[ url ]; + const reader = response.body.getReader(); + + // Nginx needs X-File-Size check + // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content + const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' ); + const total = contentLength ? parseInt( contentLength ) : 0; + const lengthComputable = total !== 0; + let loaded = 0; + + // periodically read data into the new stream tracking while download progress + const stream = new ReadableStream( { + start( controller ) { + + readData(); + + function readData() { + + reader.read().then( ( { done, value } ) => { + + if ( done ) { + + controller.close(); + + } else { + + loaded += value.byteLength; + + const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } ); + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); + + } + + controller.enqueue( value ); + readData(); + + } + + }, ( e ) => { + + controller.error( e ); + + } ); + + } + + } + + } ); + + return new Response( stream ); + + } else { + + throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response ); + + } + + } ) + .then( response => { + + switch ( responseType ) { + + case 'arraybuffer': + + return response.arrayBuffer(); + + case 'blob': + + return response.blob(); + + case 'document': + + return response.text() + .then( text => { + + const parser = new DOMParser(); + return parser.parseFromString( text, mimeType ); + + } ); + + case 'json': + + return response.json(); + + default: + + if ( mimeType === '' ) { + + return response.text(); + + } else { + + // sniff encoding + const re = /charset="?([^;"\s]*)"?/i; + const exec = re.exec( mimeType ); + const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined; + const decoder = new TextDecoder( label ); + return response.arrayBuffer().then( ab => decoder.decode( ab ) ); + + } + + } + + } ) + .then( data => { + + // Add to cache only on HTTP success, so that we do not cache + // error response bodies as proper responses to requests. + Cache.add( `file:${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 ); + + } + + /** + * Sets the expected response type. + * + * @param {('arraybuffer'|'blob'|'document'|'json'|'')} value - The response type. + * @return {FileLoader} A reference to this file loader. + */ + setResponseType( value ) { + + this.responseType = value; + return this; + + } + + /** + * Sets the expected mime type of the loaded file. + * + * @param {string} value - The mime type. + * @return {FileLoader} A reference to this file loader. + */ + setMimeType( value ) { + + this.mimeType = value; + return this; + + } + + /** + * Aborts ongoing fetch requests. + * + * @return {FileLoader} A reference to this instance. + */ + abort() { + + this._abortController.abort(); + this._abortController = new AbortController(); + + return this; + + } + +} + +/** + * Class for loading animation clips in the JSON format. The files are internally + * loaded via {@link FileLoader}. + * + * ```js + * const loader = new THREE.AnimationLoader(); + * const animations = await loader.loadAsync( 'animations/animation.js' ); + * ``` + * + * @augments Loader + */ +class AnimationLoader extends Loader { + + /** + * Constructs a new animation loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and pass the loaded animations as an array + * holding instances of {@link AnimationClip} to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Array)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + 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 { + + error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + /** + * Parses the given JSON object and returns an array of animation clips. + * + * @param {Object} json - The serialized animation clips. + * @return {Array} The parsed animation clips. + */ + 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 for loading compressed texture formats S3TC, ASTC or ETC. + * Textures are internally loaded via {@link FileLoader}. + * + * Derived classes have to implement the `parse()` method which holds the parsing + * for the respective format. + * + * @abstract + * @augments Loader + */ +class CompressedTextureLoader extends Loader { + + /** + * Constructs a new compressed texture loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and passes the loaded compressed texture + * to the `onLoad()` callback. The method also returns a new texture object which can + * directly be used for material creation. If you do it this way, the texture + * may pop up in your scene once the respective loading process is finished. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(CompressedTexture)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + * @return {CompressedTexture} The compressed texture. + */ + 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; + + } + +} + +const _loading = new WeakMap(); + +/** + * A loader for loading images. The class loads images with the HTML `Image` API. + * + * ```js + * const loader = new THREE.ImageLoader(); + * const image = await loader.loadAsync( 'image.png' ); + * ``` + * Please note that `ImageLoader` has dropped support for progress + * events in `r84`. For an `ImageLoader` that supports progress events, see + * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-275785639). + * + * @augments Loader + */ +class ImageLoader extends Loader { + + /** + * Constructs a new image loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and passes the loaded image + * to the `onLoad()` callback. The method also returns a new `Image` object which can + * directly be used for texture creation. If you do it this way, the texture + * may pop up in your scene once the respective loading process is finished. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Image)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Unsupported in this loader. + * @param {onErrorCallback} onError - Executed when errors occur. + * @return {Image} The image. + */ + 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( `image:${url}` ); + + if ( cached !== undefined ) { + + if ( cached.complete === true ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + } else { + + let arr = _loading.get( cached ); + + if ( arr === undefined ) { + + arr = []; + _loading.set( cached, arr ); + + } + + arr.push( { onLoad, onError } ); + + } + + return cached; + + } + + const image = createElementNS( 'img' ); + + function onImageLoad() { + + removeEventListeners(); + + if ( onLoad ) onLoad( this ); + + // + + const callbacks = _loading.get( this ) || []; + + for ( let i = 0; i < callbacks.length; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( this ); + + } + + _loading.delete( this ); + + scope.manager.itemEnd( url ); + + } + + function onImageError( event ) { + + removeEventListeners(); + + if ( onError ) onError( event ); + + Cache.remove( `image:${url}` ); + + // + + const callbacks = _loading.get( this ) || []; + + for ( let i = 0; i < callbacks.length; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( event ); + + } + + _loading.delete( this ); + + + 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; + + } + + Cache.add( `image:${url}`, image ); + scope.manager.itemStart( url ); + + image.src = url; + + return image; + + } + +} + +/** + * Class for loading cube textures. Images are internally loaded via {@link ImageLoader}. + * + * The loader returns an instance of {@link CubeTexture} and expects the cube map to + * be defined as six separate images representing the sides of a cube. Other cube map definitions + * like vertical and horizontal cross, column and row layouts are not supported. + * + * Note that, by convention, cube maps are specified in a coordinate system + * in which positive-x is to the right when looking up the positive-z axis -- + * in other words, using a left-handed coordinate system. Since three.js uses + * a right-handed coordinate system, environment maps used in three.js will + * have pos-x and neg-x swapped. + * + * The loaded cube texture is in sRGB color space. Meaning {@link Texture#colorSpace} + * is set to `SRGBColorSpace` by default. + * + * ```js + * const loader = new THREE.CubeTextureLoader().setPath( 'textures/cubeMaps/' ); + * const cubeTexture = await loader.loadAsync( [ + * 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png' + * ] ); + * scene.background = cubeTexture; + * ``` + * + * @augments Loader + */ +class CubeTextureLoader extends Loader { + + /** + * Constructs a new cube texture loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and pass the fully loaded cube texture + * to the `onLoad()` callback. The method also returns a new cube texture object which can + * directly be used for material creation. If you do it this way, the cube texture + * may pop up in your scene once the respective loading process is finished. + * + * @param {Array} urls - Array of 6 URLs to images, one for each side of the + * cube texture. The urls should be specified in the following order: pos-x, + * neg-x, pos-y, neg-y, pos-z, neg-z. An array of data URIs are allowed as well. + * @param {function(CubeTexture)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Unsupported in this loader. + * @param {onErrorCallback} onError - Executed when errors occur. + * @return {CubeTexture} The cube texture. + */ + 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 for loading binary texture formats RGBE, EXR or TGA. + * Textures are internally loaded via {@link FileLoader}. + * + * Derived classes have to implement the `parse()` method which holds the parsing + * for the respective format. + * + * @abstract + * @augments Loader + */ +class DataTextureLoader extends Loader { + + /** + * Constructs a new data texture loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and passes the loaded data texture + * to the `onLoad()` callback. The method also returns a new texture object which can + * directly be used for material creation. If you do it this way, the texture + * may pop up in your scene once the respective loading process is finished. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(DataTexture)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + * @return {DataTexture} The data texture. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const texture = new DataTexture(); + + const loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setPath( this.path ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( buffer ) { + + let texData; + + try { + + texData = scope.parse( buffer ); + + } catch ( e ) { + + if ( onError !== undefined ) { + + onError( e ); + + } else { + + error( e ); + + } + + return; + + } + + if ( texData.image !== undefined ) { + + texture.image = texData.image; + + } else if ( texData.data !== undefined ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; + + texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; + texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; + + texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; + + if ( texData.colorSpace !== undefined ) { + + texture.colorSpace = texData.colorSpace; + + } + + if ( texData.flipY !== undefined ) { + + texture.flipY = texData.flipY; + + } + + if ( texData.format !== undefined ) { + + texture.format = texData.format; + + } + + if ( texData.type !== undefined ) { + + texture.type = texData.type; + + } + + if ( texData.mipmaps !== undefined ) { + + texture.mipmaps = texData.mipmaps; + texture.minFilter = LinearMipmapLinearFilter; // presumably... + + } + + if ( texData.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + if ( texData.generateMipmaps !== undefined ) { + + texture.generateMipmaps = texData.generateMipmaps; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + +} + +/** + * Class for loading textures. Images are internally + * loaded via {@link ImageLoader}. + * + * ```js + * const loader = new THREE.TextureLoader(); + * const texture = await loader.loadAsync( 'textures/land_ocean_ice_cloud_2048.jpg' ); + * + * const material = new THREE.MeshBasicMaterial( { map:texture } ); + * ``` + * Please note that `TextureLoader` has dropped support for progress + * events in `r84`. For a `TextureLoader` that supports progress events, see + * [this thread](https://github.com/mrdoob/three.js/issues/10439#issuecomment-293260145). + * + * @augments Loader + */ +class TextureLoader extends Loader { + + /** + * Constructs a new texture loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and pass the fully loaded texture + * to the `onLoad()` callback. The method also returns a new texture object which can + * directly be used for material creation. If you do it this way, the texture + * may pop up in your scene once the respective loading process is finished. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Texture)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Unsupported in this loader. + * @param {onErrorCallback} onError - Executed when errors occur. + * @return {Texture} The texture. + */ + 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; + + } + +} + +/** + * Abstract base class for lights - all other light types inherit the + * properties and methods described here. + * + * @abstract + * @augments Object3D + */ +class Light extends Object3D { + + /** + * Constructs a new light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity. + */ + constructor( color, intensity = 1 ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLight = true; + + this.type = 'Light'; + + /** + * The light's color. + * + * @type {Color} + */ + this.color = new Color( color ); + + /** + * The light's intensity. + * + * @type {number} + * @default 1 + */ + this.intensity = intensity; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + 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; + + return data; + + } + +} + +/** + * A light source positioned directly above the scene, with color fading from + * the sky color to the ground color. + * + * This light cannot be used to cast shadows. + * + * ```js + * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 ); + * scene.add( light ); + * ``` + * + * @augments Light + */ +class HemisphereLight extends Light { + + /** + * Constructs a new hemisphere light. + * + * @param {(number|Color|string)} [skyColor=0xffffff] - The light's sky color. + * @param {(number|Color|string)} [groundColor=0xffffff] - The light's ground color. + * @param {number} [intensity=1] - The light's strength/intensity. + */ + constructor( skyColor, groundColor, intensity ) { + + super( skyColor, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isHemisphereLight = true; + + this.type = 'HemisphereLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + /** + * The light's ground color. + * + * @type {Color} + */ + this.groundColor = new Color( groundColor ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.groundColor = this.groundColor.getHex(); + + return data; + + } + +} + +const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); +const _lightPositionWorld = /*@__PURE__*/ new Vector3(); +const _lookTarget = /*@__PURE__*/ new Vector3(); + +/** + * Abstract base class for light shadow classes. These classes + * represent the shadow configuration for different light types. + * + * @abstract + */ +class LightShadow { + + /** + * Constructs a new light shadow. + * + * @param {Camera} camera - The light's view of the world. + */ + constructor( camera ) { + + /** + * The light's view of the world. + * + * @type {Camera} + */ + this.camera = camera; + + /** + * The intensity of the shadow. The default is `1`. + * Valid values are in the range `[0, 1]`. + * + * @type {number} + * @default 1 + */ + this.intensity = 1; + + /** + * Shadow map bias, how much to add or subtract from the normalized depth + * when deciding whether a surface is in shadow. + * + * The default is `0`. Very tiny adjustments here (in the order of `0.0001`) + * may help reduce artifacts in shadows. + * + * @type {number} + * @default 0 + */ + this.bias = 0; + + /** + * A node version of `bias`. Only supported with `WebGPURenderer`. + * + * If a bias node is defined, `bias` has no effect. + * + * @type {?Node} + * @default null + */ + this.biasNode = null; + + /** + * Defines how much the position used to query the shadow map is offset along + * the object normal. The default is `0`. Increasing this value can be used to + * reduce shadow acne especially in large scenes where light shines onto + * geometry at a shallow angle. The cost is that shadows may appear distorted. + * + * @type {number} + * @default 0 + */ + this.normalBias = 0; + + /** + * Setting this to values greater than 1 will blur the edges of the shadow. + * High values will cause unwanted banding effects in the shadows - a greater + * map size will allow for a higher value to be used here before these effects + * become visible. + * + * The property has no effect when the shadow map type is `BasicShadowMap`. + * + * @type {number} + * @default 1 + */ + this.radius = 1; + + /** + * The amount of samples to use when blurring a VSM shadow map. + * + * @type {number} + * @default 8 + */ + this.blurSamples = 8; + + /** + * Defines the width and height of the shadow map. Higher values give better quality + * shadows at the cost of computation time. Values must be powers of two. + * + * @type {Vector2} + * @default (512,512) + */ + this.mapSize = new Vector2( 512, 512 ); + + /** + * The type of shadow texture. The default is `UnsignedByteType`. + * + * @type {number} + * @default UnsignedByteType + */ + this.mapType = UnsignedByteType; + + /** + * The depth map generated using the internal camera; a location beyond a + * pixel's depth is in shadow. Computed internally during rendering. + * + * @type {?RenderTarget} + * @default null + */ + this.map = null; + + /** + * The distribution map generated using the internal camera; an occlusion is + * calculated based on the distribution of depths. Computed internally during + * rendering. + * + * @type {?RenderTarget} + * @default null + */ + this.mapPass = null; + + /** + * Model to shadow camera space, to compute location and depth in shadow map. + * This is computed internally during rendering. + * + * @type {Matrix4} + */ + this.matrix = new Matrix4(); + + /** + * Enables automatic updates of the light's shadow. If you do not require dynamic + * lighting / shadows, you may set this to `false`. + * + * @type {boolean} + * @default true + */ + this.autoUpdate = true; + + /** + * When set to `true`, shadow maps will be updated in the next `render` call. + * If you have set {@link LightShadow#autoUpdate} to `false`, you will need to + * set this property to `true` and then make a render call to update the light's shadow. + * + * @type {boolean} + * @default false + */ + this.needsUpdate = false; + + this._frustum = new Frustum(); + this._frameExtents = new Vector2( 1, 1 ); + + this._viewportCount = 1; + + this._viewports = [ + + new Vector4( 0, 0, 1, 1 ) + + ]; + + } + + /** + * Used internally by the renderer to get the number of viewports that need + * to be rendered for this shadow. + * + * @return {number} The viewport count. + */ + getViewportCount() { + + return this._viewportCount; + + } + + /** + * Gets the shadow cameras frustum. Used internally by the renderer to cull objects. + * + * @return {Frustum} The shadow camera frustum. + */ + getFrustum() { + + return this._frustum; + + } + + /** + * Update the matrices for the camera and shadow, used internally by the renderer. + * + * @param {Light} light - The light for which the shadow is being rendered. + */ + updateMatrices( light ) { + + const shadowCamera = this.camera; + const shadowMatrix = this.matrix; + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld ); + + _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget ); + shadowCamera.updateMatrixWorld(); + + _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( _projScreenMatrix, shadowCamera.coordinateSystem, shadowCamera.reversedDepth ); + + if ( shadowCamera.coordinateSystem === WebGPUCoordinateSystem || shadowCamera.reversedDepth ) { + + shadowMatrix.set( + 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 1.0, 0.0, // Identity Z (preserving the correct [0, 1] range from the projection matrix) + 0.0, 0.0, 0.0, 1.0 + ); + + } else { + + 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 ); + + } + + /** + * Returns a viewport definition for the given viewport index. + * + * @param {number} viewportIndex - The viewport index. + * @return {Vector4} The viewport. + */ + getViewport( viewportIndex ) { + + return this._viewports[ viewportIndex ]; + + } + + /** + * Returns the frame extends. + * + * @return {Vector2} The frame extends. + */ + getFrameExtents() { + + return this._frameExtents; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + if ( this.map ) { + + this.map.dispose(); + + } + + if ( this.mapPass ) { + + this.mapPass.dispose(); + + } + + } + + /** + * Copies the values of the given light shadow instance to this instance. + * + * @param {LightShadow} source - The light shadow to copy. + * @return {LightShadow} A reference to this light shadow instance. + */ + copy( source ) { + + this.camera = source.camera.clone(); + + this.intensity = source.intensity; + + this.bias = source.bias; + this.radius = source.radius; + + this.autoUpdate = source.autoUpdate; + this.needsUpdate = source.needsUpdate; + this.normalBias = source.normalBias; + this.blurSamples = source.blurSamples; + + this.mapSize.copy( source.mapSize ); + + this.biasNode = source.biasNode; + + return this; + + } + + /** + * Returns a new light shadow instance with copied values from this instance. + * + * @return {LightShadow} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Serializes the light shadow into JSON. + * + * @return {Object} A JSON object representing the serialized light shadow. + * @see {@link ObjectLoader#parse} + */ + toJSON() { + + const object = {}; + + if ( this.intensity !== 1 ) object.intensity = this.intensity; + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.normalBias !== 0 ) object.normalBias = this.normalBias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + +} + +const _position$2 = /*@__PURE__*/ new Vector3(); +const _quaternion$2 = /*@__PURE__*/ new Quaternion(); +const _scale$2 = /*@__PURE__*/ new Vector3(); + +/** + * Abstract base class for cameras. This class should always be inherited + * when you build a new camera. + * + * @abstract + * @augments Object3D + */ +class Camera extends Object3D { + + /** + * Constructs a new camera. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isCamera = true; + + this.type = 'Camera'; + + /** + * The inverse of the camera's world matrix. + * + * @type {Matrix4} + */ + this.matrixWorldInverse = new Matrix4(); + + /** + * The camera's projection matrix. + * + * @type {Matrix4} + */ + this.projectionMatrix = new Matrix4(); + + /** + * The inverse of the camera's projection matrix. + * + * @type {Matrix4} + */ + this.projectionMatrixInverse = new Matrix4(); + + /** + * The coordinate system in which the camera is used. + * + * @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} + */ + this.coordinateSystem = WebGLCoordinateSystem; + + this._reversedDepth = false; + + } + + /** + * The flag that indicates whether the camera uses a reversed depth buffer. + * + * @type {boolean} + * @default false + */ + get reversedDepth() { + + return this._reversedDepth; + + } + + 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; + + } + + /** + * Returns a vector representing the ("look") direction of the 3D object in world space. + * + * This method is overwritten since cameras have a different forward vector compared to other + * 3D objects. A camera looks down its local, negative z-axis by default. + * + * @param {Vector3} target - The target vector the result is stored to. + * @return {Vector3} The 3D object's direction in world space. + */ + getWorldDirection( target ) { + + return super.getWorldDirection( target ).negate(); + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + // exclude scale from view matrix to be glTF conform + + this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 ); + + if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) { + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } else { + + this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert(); + + } + + } + + updateWorldMatrix( updateParents, updateChildren ) { + + super.updateWorldMatrix( updateParents, updateChildren ); + + // exclude scale from view matrix to be glTF conform + + this.matrixWorld.decompose( _position$2, _quaternion$2, _scale$2 ); + + if ( _scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1 ) { + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } else { + + this.matrixWorldInverse.compose( _position$2, _quaternion$2, _scale$2.set( 1, 1, 1 ) ).invert(); + + } + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _v3$1 = /*@__PURE__*/ new Vector3(); +const _minTarget = /*@__PURE__*/ new Vector2(); +const _maxTarget = /*@__PURE__*/ new Vector2(); + +/** + * Camera that uses [perspective projection](https://en.wikipedia.org/wiki/Perspective_(graphical)). + * + * This projection mode is designed to mimic the way the human eye sees. It + * is the most common projection mode used for rendering a 3D scene. + * + * ```js + * const camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000 ); + * scene.add( camera ); + * ``` + * + * @augments Camera + */ +class PerspectiveCamera extends Camera { + + /** + * Constructs a new perspective camera. + * + * @param {number} [fov=50] - The vertical field of view. + * @param {number} [aspect=1] - The aspect ratio. + * @param {number} [near=0.1] - The camera's near plane. + * @param {number} [far=2000] - The camera's far plane. + */ + constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPerspectiveCamera = true; + + this.type = 'PerspectiveCamera'; + + /** + * The vertical field of view, from bottom to top of view, + * in degrees. + * + * @type {number} + * @default 50 + */ + this.fov = fov; + + /** + * The zoom factor of the camera. + * + * @type {number} + * @default 1 + */ + this.zoom = 1; + + /** + * The camera's near plane. The valid range is greater than `0` + * and less than the current value of {@link PerspectiveCamera#far}. + * + * Note that, unlike for the {@link OrthographicCamera}, `0` is not a + * valid value for a perspective camera's near plane. + * + * @type {number} + * @default 0.1 + */ + this.near = near; + + /** + * The camera's far plane. Must be greater than the + * current value of {@link PerspectiveCamera#near}. + * + * @type {number} + * @default 2000 + */ + this.far = far; + + /** + * Object distance used for stereoscopy and depth-of-field effects. This + * parameter does not influence the projection matrix unless a + * {@link StereoCamera} is being used. + * + * @type {number} + * @default 10 + */ + this.focus = 10; + + /** + * The aspect ratio, usually the canvas width / canvas height. + * + * @type {number} + * @default 1 + */ + this.aspect = aspect; + + /** + * Represents the frustum window specification. This property should not be edited + * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}. + * + * @type {?Object} + * @default null + */ + this.view = null; + + /** + * Film size used for the larger axis. Default is `35` (millimeters). This + * parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset} + * is set to a nonzero value. + * + * @type {number} + * @default 35 + */ + this.filmGauge = 35; + + /** + * Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}. + * + * @type {number} + * @default 0 + */ + this.filmOffset = 0; + + 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 {@link PerspectiveCamera#filmGauge}. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * @param {number} focalLength - 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(); + + } + + /** + * Returns the focal length from the current {@link PerspectiveCamera#fov} and + * {@link PerspectiveCamera#filmGauge}. + * + * @return {number} The computed focal length. + */ + getFocalLength() { + + const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + } + + /** + * Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}. + * + * @return {number} The effective FOV. + */ + getEffectiveFOV() { + + return RAD2DEG * 2 * Math.atan( + Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + } + + /** + * Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or + * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}. + * + * @return {number} The film width. + */ + getFilmWidth() { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + } + + /** + * Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or + * equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}. + * + * @return {number} The film width. + */ + getFilmHeight() { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + } + + /** + * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction. + * Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle. + * + * @param {number} distance - The viewing distance. + * @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector. + * @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector. + */ + getViewBounds( distance, minTarget, maxTarget ) { + + _v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); + + minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); + + _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); + + maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); + + } + + /** + * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction. + * + * @param {number} distance - The viewing distance. + * @param {Vector2} target - The target vector that is used to store result where x is width and y is height. + * @returns {Vector2} The view size. + */ + getViewSize( distance, target ) { + + this.getViewBounds( distance, _minTarget, _maxTarget ); + + return target.subVectors( _maxTarget, _minTarget ); + + } + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + *``` + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + *``` + * then for each monitor you would call it like this: + *```js + * 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. + * + * @param {number} fullWidth - The full width of multiview setup. + * @param {number} fullHeight - The full height of multiview setup. + * @param {number} x - The horizontal offset of the subcamera. + * @param {number} y - The vertical offset of the subcamera. + * @param {number} width - The width of subcamera. + * @param {number} height - The height of subcamera. + */ + 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(); + + } + + /** + * Removes the view offset from the projection matrix. + */ + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + /** + * Updates the camera's projection matrix. Must be called after any change of + * camera properties. + */ + 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.reversedDepth ); + + 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; + + } + +} + +/** + * Represents the shadow configuration of directional lights. + * + * @augments LightShadow + */ +class SpotLightShadow extends LightShadow { + + /** + * Constructs a new spot light shadow. + */ + constructor() { + + super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSpotLightShadow = true; + + /** + * Used to focus the shadow camera. The camera's field of view is set as a + * percentage of the spotlight's field-of-view. Range is `[0, 1]`. + * + * @type {number} + * @default 1 + */ + this.focus = 1; + + /** + * Texture aspect ratio. + * + * @type {number} + * @default 1 + */ + this.aspect = 1; + + } + + updateMatrices( light ) { + + const camera = this.camera; + + const fov = RAD2DEG * 2 * light.angle * this.focus; + const aspect = ( this.mapSize.width / this.mapSize.height ) * this.aspect; + 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; + + } + +} + +/** + * This light gets emitted from a single point in one direction, along a cone + * that increases in size the further from the light it gets. + * + * This light can cast shadows - see the {@link SpotLightShadow} for details. + * + * ```js + * // white spotlight shining from the side, modulated by a texture + * const spotLight = new THREE.SpotLight( 0xffffff ); + * spotLight.position.set( 100, 1000, 100 ); + * spotLight.map = new THREE.TextureLoader().load( url ); + * + * spotLight.castShadow = true; + * spotLight.shadow.mapSize.width = 1024; + * spotLight.shadow.mapSize.height = 1024; + * spotLight.shadow.camera.near = 500; + * spotLight.shadow.camera.far = 4000; + * spotLight.shadow.camera.fov = 30;s + * ``` + * + * @augments Light + */ +class SpotLight extends Light { + + /** + * Constructs a new spot light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd). + * @param {number} [distance=0] - Maximum range of the light. `0` means no limit. + * @param {number} [angle=Math.PI/3] - Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`. + * @param {number} [penumbra=0] - Percent of the spotlight cone that is attenuated due to penumbra. Value range is `[0,1]`. + * @param {number} [decay=2] - The amount the light dims along the distance of the light. + */ + constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) { + + super( color, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSpotLight = true; + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + /** + * The spot light points from its position to the + * target's position. + * + * For the target's position to be changed to anything other + * than the default, it must be added to the scene. + * + * It is also possible to set the target to be another 3D object + * in the scene. The light will now track the target object. + * + * @type {Object3D} + */ + this.target = new Object3D(); + + /** + * Maximum range of the light. `0` means no limit. + * + * @type {number} + * @default 0 + */ + this.distance = distance; + + /** + * Maximum angle of light dispersion from its direction whose upper bound is `Math.PI/2`. + * + * @type {number} + * @default Math.PI/3 + */ + this.angle = angle; + + /** + * Percent of the spotlight cone that is attenuated due to penumbra. + * Value range is `[0,1]`. + * + * @type {number} + * @default 0 + */ + this.penumbra = penumbra; + + /** + * The amount the light dims along the distance of the light. In context of + * physically-correct rendering the default value should not be changed. + * + * @type {number} + * @default 2 + */ + this.decay = decay; + + /** + * A texture used to modulate the color of the light. The spot light + * color is mixed with the RGB value of this texture, with a ratio + * corresponding to its alpha value. The cookie-like masking effect is + * reproduced using pixel values (0, 0, 0, 1-cookie_value). + * + * *Warning*: This property is disabled if {@link Object3D#castShadow} is set to `false`. + * + * @type {?Texture} + * @default null + */ + this.map = null; + + /** + * This property holds the light's shadow configuration. + * + * @type {SpotLightShadow} + */ + this.shadow = new SpotLightShadow(); + + } + + /** + * The light's power. Power is the luminous power of the light measured in lumens (lm). + * Changing the power will also change the light's intensity. + * + * @type {number} + */ + 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() { + + super.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.map = source.map; + this.shadow = source.shadow.clone(); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.distance = this.distance; + data.object.angle = this.angle; + data.object.decay = this.decay; + data.object.penumbra = this.penumbra; + + data.object.target = this.target.uuid; + + if ( this.map && this.map.isTexture ) data.object.map = this.map.toJSON( meta ).uuid; + + data.object.shadow = this.shadow.toJSON(); + + return data; + + } + +} + +/** + * Represents the shadow configuration of point lights. + * + * @augments LightShadow + */ +class PointLightShadow extends LightShadow { + + /** + * Constructs a new point light shadow. + */ + constructor() { + + super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPointLightShadow = true; + + } + +} + +/** + * A light that gets emitted from a single point in all directions. A common + * use case for this is to replicate the light emitted from a bare + * lightbulb. + * + * This light can cast shadows - see the {@link PointLightShadow} for details. + * + * ```js + * const light = new THREE.PointLight( 0xff0000, 1, 100 ); + * light.position.set( 50, 50, 50 ); + * scene.add( light ); + * ``` + * + * @augments Light + */ +class PointLight extends Light { + + /** + * Constructs a new point light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity measured in candela (cd). + * @param {number} [distance=0] - Maximum range of the light. `0` means no limit. + * @param {number} [decay=2] - The amount the light dims along the distance of the light. + */ + constructor( color, intensity, distance = 0, decay = 2 ) { + + super( color, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isPointLight = true; + + this.type = 'PointLight'; + + /** + * When distance is zero, light will attenuate according to inverse-square + * law to infinite distance. When distance is non-zero, light will attenuate + * according to inverse-square law until near the distance cutoff, where it + * will then attenuate quickly and smoothly to 0. Inherently, cutoffs are not + * physically correct. + * + * @type {number} + * @default 0 + */ + this.distance = distance; + + /** + * The amount the light dims along the distance of the light. In context of + * physically-correct rendering the default value should not be changed. + * + * @type {number} + * @default 2 + */ + this.decay = decay; + + /** + * This property holds the light's shadow configuration. + * + * @type {PointLightShadow} + */ + this.shadow = new PointLightShadow(); + + } + + /** + * The light's power. Power is the luminous power of the light measured in lumens (lm). + * Changing the power will also change the light's intensity. + * + * @type {number} + */ + 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() { + + super.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; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.distance = this.distance; + data.object.decay = this.decay; + + data.object.shadow = this.shadow.toJSON(); + + return data; + + } + +} + +/** + * Camera that uses [orthographic projection](https://en.wikipedia.org/wiki/Orthographic_projection). + * + * In this projection mode, an object's size in the rendered image stays + * constant regardless of its distance from the camera. This can be useful + * for rendering 2D scenes and UI elements, amongst other things. + * + * ```js + * const camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 ); + * scene.add( camera ); + * ``` + * + * @augments Camera + */ +class OrthographicCamera extends Camera { + + /** + * Constructs a new orthographic camera. + * + * @param {number} [left=-1] - The left plane of the camera's frustum. + * @param {number} [right=1] - The right plane of the camera's frustum. + * @param {number} [top=1] - The top plane of the camera's frustum. + * @param {number} [bottom=-1] - The bottom plane of the camera's frustum. + * @param {number} [near=0.1] - The camera's near plane. + * @param {number} [far=2000] - The camera's far plane. + */ + constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isOrthographicCamera = true; + + this.type = 'OrthographicCamera'; + + /** + * The zoom factor of the camera. + * + * @type {number} + * @default 1 + */ + this.zoom = 1; + + /** + * Represents the frustum window specification. This property should not be edited + * directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}. + * + * @type {?Object} + * @default null + */ + this.view = null; + + /** + * The left plane of the camera's frustum. + * + * @type {number} + * @default -1 + */ + this.left = left; + + /** + * The right plane of the camera's frustum. + * + * @type {number} + * @default 1 + */ + this.right = right; + + /** + * The top plane of the camera's frustum. + * + * @type {number} + * @default 1 + */ + this.top = top; + + /** + * The bottom plane of the camera's frustum. + * + * @type {number} + * @default -1 + */ + this.bottom = bottom; + + /** + * The camera's near plane. The valid range is greater than `0` + * and less than the current value of {@link OrthographicCamera#far}. + * + * Note that, unlike for the {@link PerspectiveCamera}, `0` is a + * valid value for an orthographic camera's near plane. + * + * @type {number} + * @default 0.1 + */ + this.near = near; + + /** + * The camera's far plane. Must be greater than the + * current value of {@link OrthographicCamera#near}. + * + * @type {number} + * @default 2000 + */ + 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; + + } + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * @param {number} fullWidth - The full width of multiview setup. + * @param {number} fullHeight - The full height of multiview setup. + * @param {number} x - The horizontal offset of the subcamera. + * @param {number} y - The vertical offset of the subcamera. + * @param {number} width - The width of subcamera. + * @param {number} height - The height of subcamera. + * @see {@link PerspectiveCamera#setViewOffset} + */ + 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(); + + } + + /** + * Removes the view offset from the projection matrix. + */ + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + /** + * Updates the camera's projection matrix. Must be called after any change of + * camera properties. + */ + 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.reversedDepth ); + + 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; + + } + +} + +/** + * Represents the shadow configuration of directional lights. + * + * @augments LightShadow + */ +class DirectionalLightShadow extends LightShadow { + + /** + * Constructs a new directional light shadow. + */ + constructor() { + + super( new OrthographicCamera( -5, 5, 5, -5, 0.5, 500 ) ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isDirectionalLightShadow = true; + + } + +} + +/** + * A light that gets emitted in a specific direction. This light will behave + * as though it is infinitely far away and the rays produced from it are all + * parallel. The common use case for this is to simulate daylight; the sun is + * far enough away that its position can be considered to be infinite, and + * all light rays coming from it are parallel. + * + * A common point of confusion for directional lights is that setting the + * rotation has no effect. This is because three.js's DirectionalLight is the + * equivalent to what is often called a 'Target Direct Light' in other + * applications. + * + * This means that its direction is calculated as pointing from the light's + * {@link Object3D#position} to the {@link DirectionalLight#target} position + * (as opposed to a 'Free Direct Light' that just has a rotation + * component). + * + * This light can cast shadows - see the {@link DirectionalLightShadow} for details. + * + * ```js + * // White directional light at half intensity shining from the top. + * const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 ); + * scene.add( directionalLight ); + * ``` + * + * @augments Light + */ +class DirectionalLight extends Light { + + /** + * Constructs a new directional light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity. + */ + constructor( color, intensity ) { + + super( color, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isDirectionalLight = true; + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + /** + * The directional light points from its position to the + * target's position. + * + * For the target's position to be changed to anything other + * than the default, it must be added to the scene. + * + * It is also possible to set the target to be another 3D object + * in the scene. The light will now track the target object. + * + * @type {Object3D} + */ + this.target = new Object3D(); + + /** + * This property holds the light's shadow configuration. + * + * @type {DirectionalLightShadow} + */ + this.shadow = new DirectionalLightShadow(); + + } + + dispose() { + + super.dispose(); + + this.shadow.dispose(); + + } + + copy( source ) { + + super.copy( source ); + + this.target = source.target.clone(); + this.shadow = source.shadow.clone(); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.shadow = this.shadow.toJSON(); + data.object.target = this.target.uuid; + + return data; + + } + +} + +/** + * This light globally illuminates all objects in the scene equally. + * + * It cannot be used to cast shadows as it does not have a direction. + * + * ```js + * const light = new THREE.AmbientLight( 0x404040 ); // soft white light + * scene.add( light ); + * ``` + * + * @augments Light + */ +class AmbientLight extends Light { + + /** + * Constructs a new ambient light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity. + */ + constructor( color, intensity ) { + + super( color, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isAmbientLight = true; + + this.type = 'AmbientLight'; + + } + +} + +/** + * This class emits light uniformly across the face a rectangular plane. + * This light type can be used to simulate light sources such as bright + * windows or strip lighting. + * + * Important Notes: + * + * - There is no shadow support. + * - Only PBR materials are supported. + * - You have to include `RectAreaLightUniformsLib` (`WebGLRenderer`) or `RectAreaLightTexturesLib` (`WebGPURenderer`) + * into your app and init the uniforms/textures. + * + * ```js + * RectAreaLightUniformsLib.init(); // only relevant for WebGLRenderer + * THREE.RectAreaLightNode.setLTC( RectAreaLightTexturesLib.init() ); // only relevant for WebGPURenderer + * + * const intensity = 1; const width = 10; const height = 10; + * const rectLight = new THREE.RectAreaLight( 0xffffff, intensity, width, height ); + * rectLight.position.set( 5, 5, 0 ); + * rectLight.lookAt( 0, 0, 0 ); + * scene.add( rectLight ) + * ``` + * + * @augments Light + */ +class RectAreaLight extends Light { + + /** + * Constructs a new area light. + * + * @param {(number|Color|string)} [color=0xffffff] - The light's color. + * @param {number} [intensity=1] - The light's strength/intensity. + * @param {number} [width=10] - The width of the light. + * @param {number} [height=10] - The height of the light. + */ + constructor( color, intensity, width = 10, height = 10 ) { + + super( color, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isRectAreaLight = true; + + this.type = 'RectAreaLight'; + + /** + * The width of the light. + * + * @type {number} + * @default 10 + */ + this.width = width; + + /** + * The height of the light. + * + * @type {number} + * @default 10 + */ + this.height = height; + + } + + /** + * The light's power. Power is the luminous power of the light measured in lumens (lm). + * Changing the power will also change the light's intensity. + * + * @type {number} + */ + 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; + + } + +} + +/** + * Represents a third-order spherical harmonics (SH). Light probes use this class + * to encode lighting information. + * + * - Primary reference: {@link https://graphics.stanford.edu/papers/envmap/envmap.pdf} + * - Secondary reference: {@link https://www.ppsloan.org/publications/StupidSH36.pdf} + */ +class SphericalHarmonics3 { + + /** + * Constructs a new spherical harmonics. + */ + constructor() { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSphericalHarmonics3 = true; + + /** + * An array holding the (9) SH coefficients. + * + * @type {Array} + */ + this.coefficients = []; + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients.push( new Vector3() ); + + } + + } + + /** + * Sets the given SH coefficients to this instance by copying + * the values. + * + * @param {Array} coefficients - The SH coefficients. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + set( coefficients ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].copy( coefficients[ i ] ); + + } + + return this; + + } + + /** + * Sets all SH coefficients to `0`. + * + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + zero() { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].set( 0, 0, 0 ); + + } + + return this; + + } + + /** + * Returns the radiance in the direction of the given normal. + * + * @param {Vector3} normal - The normal vector (assumed to be unit length) + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The radiance. + */ + 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; + + } + + /** + * Returns the irradiance (radiance convolved with cosine lobe) in the + * direction of the given normal. + * + * @param {Vector3} normal - The normal vector (assumed to be unit length) + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The irradiance. + */ + 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; + + } + + /** + * Adds the given SH to this instance. + * + * @param {SphericalHarmonics3} sh - The SH to add. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + add( sh ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].add( sh.coefficients[ i ] ); + + } + + return this; + + } + + /** + * A convenience method for performing {@link SphericalHarmonics3#add} and + * {@link SphericalHarmonics3#scale} at once. + * + * @param {SphericalHarmonics3} sh - The SH to add. + * @param {number} s - The scale factor. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + addScaledSH( sh, s ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); + + } + + return this; + + } + + /** + * Scales this SH by the given scale factor. + * + * @param {number} s - The scale factor. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + scale( s ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].multiplyScalar( s ); + + } + + return this; + + } + + /** + * Linear interpolates between the given SH and this instance by the given + * alpha factor. + * + * @param {SphericalHarmonics3} sh - The SH to interpolate with. + * @param {number} alpha - The alpha factor. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + lerp( sh, alpha ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); + + } + + return this; + + } + + /** + * Returns `true` if this spherical harmonics is equal with the given one. + * + * @param {SphericalHarmonics3} sh - The spherical harmonics to test for equality. + * @return {boolean} Whether this spherical harmonics is equal with the given one. + */ + equals( sh ) { + + for ( let i = 0; i < 9; i ++ ) { + + if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { + + return false; + + } + + } + + return true; + + } + + /** + * Copies the values of the given spherical harmonics to this instance. + * + * @param {SphericalHarmonics3} sh - The spherical harmonics to copy. + * @return {SphericalHarmonics3} A reference to this spherical harmonics. + */ + copy( sh ) { + + return this.set( sh.coefficients ); + + } + + /** + * Returns a new spherical harmonics with copied values from this instance. + * + * @return {SphericalHarmonics3} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Sets the SH coefficients of this instance from the given array. + * + * @param {Array} array - An array holding the SH coefficients. + * @param {number} [offset=0] - The array offset where to start copying. + * @return {SphericalHarmonics3} A clone of this instance. + */ + fromArray( array, offset = 0 ) { + + const coefficients = this.coefficients; + + for ( let i = 0; i < 9; i ++ ) { + + coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); + + } + + return this; + + } + + /** + * Returns an array with the SH coefficients, or copies them into the provided + * array. The coefficients are represented as numbers. + * + * @param {Array} [array=[]] - The target array. + * @param {number} [offset=0] - The array offset where to start copying. + * @return {Array} An array with flat SH coefficients. + */ + toArray( array = [], offset = 0 ) { + + const coefficients = this.coefficients; + + for ( let i = 0; i < 9; i ++ ) { + + coefficients[ i ].toArray( array, offset + ( i * 3 ) ); + + } + + return array; + + } + + /** + * Computes the SH basis for the given normal vector. + * + * @param {Vector3} normal - The normal. + * @param {Array} shBasis - The target array holding the SH basis. + */ + 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 ); + + } + +} + +/** + * Light probes are an alternative way of adding light to a 3D scene. Unlike + * classical light sources (e.g. directional, point or spot lights), light + * probes do not emit light. Instead they store information about light + * passing through 3D space. During rendering, the light that hits a 3D + * object is approximated by using the data from the light probe. + * + * Light probes are usually created from (radiance) environment maps. The + * class {@link LightProbeGenerator} can be used to create light probes from + * cube textures or render targets. However, light estimation data could also + * be provided in other forms e.g. by WebXR. This enables the rendering of + * augmented reality content that reacts to real world lighting. + * + * The current probe implementation in three.js supports so-called diffuse + * light probes. This type of light probe is functionally equivalent to an + * irradiance environment map. + * + * @augments Light + */ +class LightProbe extends Light { + + /** + * Constructs a new light probe. + * + * @param {SphericalHarmonics3} sh - The spherical harmonics which represents encoded lighting information. + * @param {number} [intensity=1] - The light's strength/intensity. + */ + constructor( sh = new SphericalHarmonics3(), intensity = 1 ) { + + super( undefined, intensity ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isLightProbe = true; + + /** + * A light probe uses spherical harmonics to encode lighting information. + * + * @type {SphericalHarmonics3} + */ + this.sh = sh; + + } + + copy( source ) { + + super.copy( source ); + + this.sh.copy( source.sh ); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.sh = this.sh.toArray(); + + return data; + + } + +} + +/** + * Class for loading materials. The files are internally + * loaded via {@link FileLoader}. + * + * ```js + * const loader = new THREE.MaterialLoader(); + * const material = await loader.loadAsync( 'material.json' ); + * ``` + * This loader does not support node materials. Use {@link NodeMaterialLoader} instead. + * + * @augments Loader + */ +class MaterialLoader extends Loader { + + /** + * Constructs a new material loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + /** + * A dictionary holding textures used by the material. + * + * @type {Object} + */ + this.textures = {}; + + } + + /** + * Starts loading from the given URL and pass the loaded material to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Material)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + 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 { + + error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + /** + * Parses the given JSON object and returns a material. + * + * @param {Object} json - The serialized material. + * @return {Material} The parsed material. + */ + parse( json ) { + + const textures = this.textures; + + function getTexture( name ) { + + if ( textures[ name ] === undefined ) { + + warn( 'MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + } + + const material = this.createMaterialFromType( json.type ); + + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.sheen !== undefined ) material.sheen = json.sheen; + if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor ); + if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness; + if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity; + if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat; + if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness; + if ( json.dispersion !== undefined ) material.dispersion = json.dispersion; + if ( json.iridescence !== undefined ) material.iridescence = json.iridescence; + if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR; + if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange; + if ( json.transmission !== undefined ) material.transmission = json.transmission; + if ( json.thickness !== undefined ) material.thickness = json.thickness; + if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance; + if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor ); + if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy; + if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation; + if ( json.fog !== undefined ) material.fog = json.fog; + if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.combine !== undefined ) material.combine = json.combine; + if ( json.side !== undefined ) material.side = json.side; + if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash; + if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc; + if ( json.blendDst !== undefined ) material.blendDst = json.blendDst; + if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation; + if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha; + if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha; + if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha; + if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor ); + if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha; + if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask; + if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc; + if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef; + if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask; + if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail; + if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail; + if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass; + if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; + + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + + if ( json.rotation !== undefined ) material.rotation = json.rotation; + + if ( json.linewidth !== undefined ) material.linewidth = json.linewidth; + if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; + if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; + if ( json.scale !== undefined ) material.scale = json.scale; + + if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; + if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; + if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; + + if ( json.dithering !== undefined ) material.dithering = json.dithering; + + if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage; + if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha; + if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass; + if ( json.allowOverride !== undefined ) material.allowOverride = json.allowOverride; + + 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; + + } else { + + material.vertexColors = json.vertexColors; + + } + + } + + // Shader Material + + if ( json.uniforms !== undefined ) { + + for ( const name in json.uniforms ) { + + const uniform = json.uniforms[ name ]; + + material.uniforms[ name ] = {}; + + switch ( uniform.type ) { + + case 't': + material.uniforms[ name ].value = getTexture( uniform.value ); + break; + + case 'c': + material.uniforms[ name ].value = new Color().setHex( uniform.value ); + break; + + case 'v2': + material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); + break; + + case 'v3': + material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); + break; + + case 'v4': + material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); + break; + + case 'm3': + material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); + break; + + case 'm4': + material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); + break; + + default: + material.uniforms[ name ].value = uniform.value; + + } + + } + + } + + if ( json.defines !== undefined ) material.defines = json.defines; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion; + + if ( json.extensions !== undefined ) { + + for ( const key in json.extensions ) { + + material.extensions[ key ] = json.extensions[ key ]; + + } + + } + + if ( json.lights !== undefined ) material.lights = json.lights; + if ( json.clipping !== undefined ) material.clipping = json.clipping; + + // for PointsMaterial + + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + + // maps + + if ( json.map !== undefined ) material.map = getTexture( json.map ); + if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap ); + + if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap ); + + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); + if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType; + if ( json.normalScale !== undefined ) { + + let normalScale = json.normalScale; + + if ( Array.isArray( normalScale ) === false ) { + + // Blender exporter used to export a scalar. See #7459 + + normalScale = [ normalScale, normalScale ]; + + } + + material.normalScale = new Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + + if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + + if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap ); + if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap ); + + if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation ); + if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity; + + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio; + + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + + if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + + if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap ); + if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); + if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); + if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); + + if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap ); + if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap ); + + if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap ); + if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap ); + + if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap ); + + if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap ); + if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap ); + + return material; + + } + + /** + * Textures are not embedded in the material JSON so they have + * to be injected before the loading process starts. + * + * @param {Object} value - A dictionary holding textures for material properties. + * @return {MaterialLoader} A reference to this material loader. + */ + setTextures( value ) { + + this.textures = value; + return this; + + } + + /** + * Creates a material for the given type. + * + * @param {string} type - The material type. + * @return {Material} The new material. + */ + createMaterialFromType( type ) { + + return MaterialLoader.createMaterialFromType( type ); + + } + + /** + * Creates a material for the given type. + * + * @static + * @param {string} type - The material type. + * @return {Material} The new material. + */ + 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 ](); + + } + +} + +/** + * A class with loader utility functions. + */ +class LoaderUtils { + + /** + * Extracts the base URL from the given URL. + * + * @param {string} url -The URL to extract the base URL from. + * @return {string} The extracted base URL. + */ + static extractUrlBase( url ) { + + const index = url.lastIndexOf( '/' ); + + if ( index === -1 ) return './'; + + return url.slice( 0, index + 1 ); + + } + + /** + * Resolves relative URLs against the given path. Absolute paths, data urls, + * and blob URLs will be returned as is. Invalid URLs will return an empty + * string. + * + * @param {string} url -The URL to resolve. + * @param {string} path - The base path for relative URLs to be resolved against. + * @return {string} The resolved URL. + */ + 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; + + } + +} + +/** + * An instanced version of a geometry. + */ +class InstancedBufferGeometry extends BufferGeometry { + + /** + * Constructs a new instanced buffer geometry. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInstancedBufferGeometry = true; + + this.type = 'InstancedBufferGeometry'; + + /** + * The instance count. + * + * @type {number} + * @default Infinity + */ + 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 for loading geometries. The files are internally + * loaded via {@link FileLoader}. + * + * ```js + * const loader = new THREE.BufferGeometryLoader(); + * const geometry = await loader.loadAsync( 'models/json/pressure.json' ); + * + * const material = new THREE.MeshBasicMaterial( { color: 0xF5F5F5 } ); + * const object = new THREE.Mesh( geometry, material ); + * scene.add( object ); + * ``` + * + * @augments Loader + */ +class BufferGeometryLoader extends Loader { + + /** + * Constructs a new geometry loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and pass the loaded geometry to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(BufferGeometry)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + 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 { + + error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + /** + * Parses the given JSON object and returns a geometry. + * + * @param {Object} json - The serialized geometry. + * @return {BufferGeometry} The parsed geometry. + */ + parse( json ) { + + const interleavedBufferMap = {}; + const arrayBufferMap = {}; + + function getInterleavedBuffer( json, uuid ) { + + if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ]; + + const interleavedBuffers = json.interleavedBuffers; + const interleavedBuffer = interleavedBuffers[ uuid ]; + + const buffer = getArrayBuffer( json, interleavedBuffer.buffer ); + + const array = getTypedArray( interleavedBuffer.type, buffer ); + const ib = new InterleavedBuffer( array, interleavedBuffer.stride ); + ib.uuid = interleavedBuffer.uuid; + + interleavedBufferMap[ uuid ] = ib; + + return ib; + + } + + function getArrayBuffer( json, uuid ) { + + if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ]; + + const arrayBuffers = json.arrayBuffers; + const arrayBuffer = arrayBuffers[ uuid ]; + + const ab = new Uint32Array( arrayBuffer ).buffer; + + arrayBufferMap[ uuid ] = ab; + + return ab; + + } + + const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); + + const index = json.data.index; + + if ( index !== undefined ) { + + const typedArray = getTypedArray( index.type, index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + + } + + const attributes = json.data.attributes; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + let bufferAttribute; + + if ( attribute.isInterleavedBufferAttribute ) { + + const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); + bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); + + } else { + + const typedArray = getTypedArray( attribute.type, attribute.array ); + const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; + bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); + + } + + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); + + geometry.setAttribute( key, bufferAttribute ); + + } + + const morphAttributes = json.data.morphAttributes; + + if ( morphAttributes ) { + + for ( const key in morphAttributes ) { + + const attributeArray = morphAttributes[ key ]; + + const array = []; + + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { + + const attribute = attributeArray[ i ]; + let bufferAttribute; + + if ( attribute.isInterleavedBufferAttribute ) { + + const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); + bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); + + } else { + + const typedArray = getTypedArray( attribute.type, attribute.array ); + bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); + + } + + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + array.push( bufferAttribute ); + + } + + geometry.morphAttributes[ key ] = array; + + } + + } + + const morphTargetsRelative = json.data.morphTargetsRelative; + + if ( morphTargetsRelative ) { + + geometry.morphTargetsRelative = true; + + } + + const groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( let i = 0, n = groups.length; i !== n; ++ i ) { + + const group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + const boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + geometry.boundingSphere = new Sphere().fromJSON( boundingSphere ); + + } + + if ( json.name ) geometry.name = json.name; + if ( json.userData ) geometry.userData = json.userData; + + return geometry; + + } + +} + +const _customGeometries = {}; + +/** + * A loader for loading a JSON resource in the [JSON Object/Scene format](https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4). + * The files are internally loaded via {@link FileLoader}. + * + * ```js + * const loader = new THREE.ObjectLoader(); + * const obj = await loader.loadAsync( 'models/json/example.json' ); + * scene.add( obj ); + * + * // Alternatively, to parse a previously loaded JSON structure + * const object = await loader.parseAsync( a_json_object ); + * scene.add( object ); + * ``` + * + * @augments Loader + */ +class ObjectLoader extends Loader { + + /** + * Constructs a new object loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and pass the loaded 3D object to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Object3D)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + 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 ( e ) { + + if ( onError !== undefined ) onError( e ); + + error( 'ObjectLoader: Can\'t parse ' + url + '.', e.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 ) ); + + error( 'ObjectLoader: Can\'t load ' + url ); + return; + + } + + scope.parse( json, onLoad ); + + }, onProgress, onError ); + + } + + /** + * Async version of {@link ObjectLoader#load}. + * + * @async + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @return {Promise} A Promise that resolves with the loaded 3D object. + */ + 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 ); + + let json; + + try { + + json = JSON.parse( text ); + + } catch ( e ) { + + throw new Error( 'ObjectLoader: Can\'t parse ' + url + '. ' + e.message ); + + } + + 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 ); + + } + + /** + * Parses the given JSON. This is used internally by {@link ObjectLoader#load} + * but can also be used directly to parse a previously loaded JSON structure. + * + * @param {Object} json - The serialized 3D object. + * @param {onLoad} onLoad - Executed when all resources (e.g. textures) have been fully loaded. + * @return {Object3D} The parsed 3D object. + */ + parse( json, onLoad ) { + + const animations = this.parseAnimations( json.animations ); + const shapes = this.parseShapes( json.shapes ); + const geometries = this.parseGeometries( json.geometries, shapes ); + + const images = this.parseImages( json.images, function () { + + if ( onLoad !== undefined ) onLoad( object ); + + } ); + + const textures = this.parseTextures( json.textures, images ); + const materials = this.parseMaterials( json.materials, textures ); + + const object = this.parseObject( json.object, geometries, materials, textures, animations ); + const skeletons = this.parseSkeletons( json.skeletons, object ); + + this.bindSkeletons( object, skeletons ); + this.bindLightTargets( object ); + + // + + if ( onLoad !== undefined ) { + + let hasImages = false; + + for ( const uuid in images ) { + + if ( images[ uuid ].data instanceof HTMLImageElement ) { + + hasImages = true; + break; + + } + + } + + if ( hasImages === false ) onLoad( object ); + + } + + return object; + + } + + /** + * Async version of {@link ObjectLoader#parse}. + * + * @param {Object} json - The serialized 3D object. + * @return {Promise} A Promise that resolves with the parsed 3D object. + */ + async parseAsync( json ) { + + const animations = this.parseAnimations( json.animations ); + const shapes = this.parseShapes( json.shapes ); + const geometries = this.parseGeometries( json.geometries, shapes ); + + const images = await this.parseImagesAsync( json.images ); + + const textures = this.parseTextures( json.textures, images ); + const materials = this.parseMaterials( json.materials, textures ); + + const object = this.parseObject( json.object, geometries, materials, textures, animations ); + const skeletons = this.parseSkeletons( json.skeletons, object ); + + this.bindSkeletons( object, skeletons ); + this.bindLightTargets( object ); + + return object; + + } + + /** + * Registers the given geometry at the internal + * geometry library. + * + * @static + * @param {string} type - The geometry type. + * @param {BufferGeometry.constructor} geometryClass - The geometry class. + */ + static registerGeometry( type, geometryClass ) { + + _customGeometries[ type ] = geometryClass; + + } + + // internals + + 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 if ( data.type in _customGeometries ) { + + geometry = _customGeometries[ data.type ].fromJSON( data, shapes ); + + } else { + + warn( `ObjectLoader: Unknown geometry type "${ data.type }". Use .registerGeometry() before starting the deserialization process.` ); + + } + + } + + 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; + + warn( '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 ) { + + warn( 'ObjectLoader: No "image" specified for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + warn( 'ObjectLoader: Undefined image', data.image ); + + } + + const source = images[ data.image ]; + const image = source.data; + + let texture; + + if ( Array.isArray( image ) ) { + + texture = new CubeTexture(); + + if ( image.length === 6 ) texture.needsUpdate = true; + + } else { + + if ( image && image.data ) { + + texture = new DataTexture(); + + } else { + + texture = new Texture(); + + } + + if ( image ) texture.needsUpdate = true; // textures can have undefined image data + + } + + texture.source = source; + + texture.uuid = data.uuid; + + if ( data.name !== undefined ) texture.name = data.name; + + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + if ( data.channel !== undefined ) texture.channel = data.channel; + + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.center !== undefined ) texture.center.fromArray( data.center ); + if ( data.rotation !== undefined ) texture.rotation = data.rotation; + + if ( data.wrap !== undefined ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + + } + + if ( data.format !== undefined ) texture.format = data.format; + if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat; + if ( data.type !== undefined ) texture.type = data.type; + if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace; + + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + + if ( data.flipY !== undefined ) texture.flipY = data.flipY; + + if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps; + if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; + if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; + if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction; + if ( data.normalized !== undefined ) texture.normalized = data.normalized; + + 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 ) { + + warn( '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 ) { + + warn( 'ObjectLoader: Undefined material', uuid ); + + } + + array.push( materials[ uuid ] ); + + } + + return array; + + } + + if ( materials[ name ] === undefined ) { + + warn( 'ObjectLoader: Undefined material', name ); + + } + + return materials[ name ]; + + } + + function getTexture( uuid ) { + + if ( textures[ uuid ] === undefined ) { + + warn( 'ObjectLoader: Undefined texture', uuid ); + + } + + return textures[ uuid ]; + + } + + let geometry, material; + + switch ( data.type ) { + + case 'Scene': + + object = new Scene(); + + if ( data.background !== undefined ) { + + if ( Number.isInteger( data.background ) ) { + + object.background = new Color( data.background ); + + } else { + + object.background = getTexture( data.background ); + + } + + } + + if ( data.environment !== undefined ) { + + object.environment = getTexture( data.environment ); + + } + + if ( data.fog !== undefined ) { + + if ( data.fog.type === 'Fog' ) { + + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + + } else if ( data.fog.type === 'FogExp2' ) { + + object.fog = new FogExp2( data.fog.color, data.fog.density ); + + } + + if ( data.fog.name !== '' ) { + + object.fog.name = data.fog.name; + + } + + } + + if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; + if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; + if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation ); + + if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity; + if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation ); + + break; + + case 'PerspectiveCamera': + + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'OrthographicCamera': + + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'AmbientLight': + + object = new AmbientLight( data.color, data.intensity ); + + break; + + case 'DirectionalLight': + + object = new DirectionalLight( data.color, data.intensity ); + object.target = data.target || ''; + + break; + + case 'PointLight': + + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'RectAreaLight': + + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + + break; + + case 'SpotLight': + + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + object.target = data.target || ''; + + break; + + case 'HemisphereLight': + + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'LightProbe': + + const sh = new SphericalHarmonics3().fromArray( data.sh ); + object = new LightProbe( sh, data.intensity ); + + break; + + case 'SkinnedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new SkinnedMesh( geometry, material ); + + if ( data.bindMode !== undefined ) object.bindMode = data.bindMode; + if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix ); + if ( data.skeleton !== undefined ) object.skeleton = data.skeleton; + + break; + + case 'Mesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new Mesh( geometry, material ); + + break; + + case 'InstancedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + const count = data.count; + const instanceMatrix = data.instanceMatrix; + const instanceColor = data.instanceColor; + + object = new InstancedMesh( geometry, material, count ); + object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); + if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize ); + + break; + + case 'BatchedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material ); + object.geometry = geometry; + object.perObjectFrustumCulled = data.perObjectFrustumCulled; + object.sortObjects = data.sortObjects; + + object._drawRanges = data.drawRanges; + object._reservedRanges = data.reservedRanges; + + object._geometryInfo = data.geometryInfo.map( info => { + + let box = null; + let sphere = null; + if ( info.boundingBox !== undefined ) { + + box = new Box3().fromJSON( info.boundingBox ); + + } + + if ( info.boundingSphere !== undefined ) { + + sphere = new Sphere().fromJSON( info.boundingSphere ); + + } + + return { + ...info, + boundingBox: box, + boundingSphere: sphere + }; + + } ); + object._instanceInfo = data.instanceInfo; + + object._availableInstanceIds = data._availableInstanceIds; + object._availableGeometryIds = data._availableGeometryIds; + + object._nextIndexStart = data.nextIndexStart; + object._nextVertexStart = data.nextVertexStart; + object._geometryCount = data.geometryCount; + + object._maxInstanceCount = data.maxInstanceCount; + object._maxVertexCount = data.maxVertexCount; + object._maxIndexCount = data.maxIndexCount; + + object._geometryInitialized = data.geometryInitialized; + + object._matricesTexture = getTexture( data.matricesTexture.uuid ); + + object._indirectTexture = getTexture( data.indirectTexture.uuid ); + + if ( data.colorsTexture !== undefined ) { + + object._colorsTexture = getTexture( data.colorsTexture.uuid ); + + } + + if ( data.boundingSphere !== undefined ) { + + object.boundingSphere = new Sphere().fromJSON( data.boundingSphere ); + + } + + if ( data.boundingBox !== undefined ) { + + object.boundingBox = new Box3().fromJSON( data.boundingBox ); + + } + + 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.pivot !== undefined ) object.pivot = new Vector3().fromArray( data.pivot ); + + if ( data.morphTargetDictionary !== undefined ) object.morphTargetDictionary = Object.assign( {}, data.morphTargetDictionary ); + if ( data.morphTargetInfluences !== undefined ) object.morphTargetInfluences = data.morphTargetInfluences.slice(); + + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + + if ( data.shadow ) { + + if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity; + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + + } + + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; + if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; + if ( data.static !== undefined ) object.static = data.static; + 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 ) { + + warn( 'ObjectLoader: No skeleton found with UUID:', child.skeleton ); + + } else { + + child.bind( skeleton, child.bindMatrix ); + + } + + } + + } ); + + } + + bindLightTargets( object ) { + + object.traverse( function ( child ) { + + if ( child.isDirectionalLight || child.isSpotLight ) { + + const uuid = child.target; + + const target = object.getObjectByProperty( 'uuid', uuid ); + + if ( target !== undefined ) { + + child.target = target; + + } else { + + child.target = new Object3D(); + + } + + } + + } ); + + } + +} + +const TEXTURE_MAPPING = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping +}; + +const TEXTURE_WRAPPING = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping +}; + +const TEXTURE_FILTER = { + NearestFilter: NearestFilter, + NearestMipmapNearestFilter: NearestMipmapNearestFilter, + NearestMipmapLinearFilter: NearestMipmapLinearFilter, + LinearFilter: LinearFilter, + LinearMipmapNearestFilter: LinearMipmapNearestFilter, + LinearMipmapLinearFilter: LinearMipmapLinearFilter +}; + +const _errorMap = new WeakMap(); + +/** + * A loader for loading images as an [ImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap). + * An `ImageBitmap` provides an asynchronous and resource efficient pathway to prepare + * textures for rendering. + * + * Note that {@link Texture#flipY} and {@link Texture#premultiplyAlpha} are ignored with image bitmaps. + * These options need to be configured via {@link ImageBitmapLoader#setOptions} prior to loading, + * unlike regular images which can be configured on the Texture to set these options on GPU upload instead. + * + * To match the default behaviour of {@link Texture}, the following options are needed: + * + * ```js + * { imageOrientation: 'flipY', premultiplyAlpha: 'none' } + * ``` + * + * Also note that unlike {@link FileLoader}, this loader will only avoid multiple concurrent requests to the same URL if {@link Cache} is enabled. + * + * ```js + * const loader = new THREE.ImageBitmapLoader(); + * loader.setOptions( { imageOrientation: 'flipY' } ); // set options if needed + * const imageBitmap = await loader.loadAsync( 'image.png' ); + * + * const texture = new THREE.Texture( imageBitmap ); + * texture.needsUpdate = true; + * ``` + * + * @augments Loader + */ +class ImageBitmapLoader extends Loader { + + /** + * Constructs a new image bitmap loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isImageBitmapLoader = true; + + if ( typeof createImageBitmap === 'undefined' ) { + + warn( 'ImageBitmapLoader: createImageBitmap() not supported.' ); + + } + + if ( typeof fetch === 'undefined' ) { + + warn( 'ImageBitmapLoader: fetch() not supported.' ); + + } + + /** + * Represents the loader options. + * + * @type {Object} + * @default {premultiplyAlpha:'none'} + */ + this.options = { premultiplyAlpha: 'none' }; + + /** + * Used for aborting requests. + * + * @private + * @type {AbortController} + */ + this._abortController = new AbortController(); + + } + + /** + * Sets the given loader options. The structure of the object must match the `options` parameter of + * [createImageBitmap](https://developer.mozilla.org/en-US/docs/Web/API/Window/createImageBitmap). + * + * Note: When caching is enabled, the cache key is based on the URL only. Loading the same URL with + * different options will return the cached result of the first request. + * + * @param {Object} options - The loader options to set. + * @return {ImageBitmapLoader} A reference to this image bitmap loader. + */ + setOptions( options ) { + + this.options = options; + + return this; + + } + + /** + * Starts loading from the given URL and pass the loaded image bitmap to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(ImageBitmap)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Unsupported in this loader. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + 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( `image-bitmap:${url}` ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + // If cached is a promise, wait for it to resolve + if ( cached.then ) { + + cached.then( imageBitmap => { + + // check if there is an error for the cached promise + + if ( _errorMap.has( cached ) === true ) { + + if ( onError ) onError( _errorMap.get( cached ) ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } else { + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } + + } ); + + return; + + } + + // If cached is not a promise (i.e., it's already an imageBitmap) + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return; + + } + + const fetchOptions = {}; + fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; + fetchOptions.headers = this.requestHeader; + fetchOptions.signal = ( typeof AbortSignal.any === 'function' ) ? AbortSignal.any( [ this._abortController.signal, this.manager.abortController.signal ] ) : this._abortController.signal; + + const promise = fetch( url, fetchOptions ).then( function ( res ) { + + return res.blob(); + + } ).then( function ( blob ) { + + return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) ); + + } ).then( function ( imageBitmap ) { + + Cache.add( `image-bitmap:${url}`, imageBitmap ); + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } ).catch( function ( e ) { + + if ( onError ) onError( e ); + + _errorMap.set( promise, e ); + + Cache.remove( `image-bitmap:${url}` ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + Cache.add( `image-bitmap:${url}`, promise ); + scope.manager.itemStart( url ); + + } + + /** + * Aborts ongoing fetch requests. + * + * @return {ImageBitmapLoader} A reference to this instance. + */ + abort() { + + this._abortController.abort(); + this._abortController = new AbortController(); + + return this; + + } + +} + +let _context; + +/** + * Manages the global audio context in the engine. + * + * @hideconstructor + */ +class AudioContext { + + /** + * Returns the global native audio context. + * + * @return {Window.AudioContext} The native audio context. + */ + static getContext() { + + if ( _context === undefined ) { + + _context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return _context; + + } + + /** + * Allows to set the global native audio context from outside. + * + * @param {Window.AudioContext} value - The native context to set. + */ + static setContext( value ) { + + _context = value; + + } + +} + +/** + * Class for loading audio buffers. Audios are internally + * loaded via {@link FileLoader}. + * + * ```js + * const audioListener = new THREE.AudioListener(); + * const ambientSound = new THREE.Audio( audioListener ); + * + * const loader = new THREE.AudioLoader(); + * const audioBuffer = await loader.loadAsync( 'audio/ambient_ocean.ogg' ); + * + * ambientSound.setBuffer( audioBuffer ); + * ambientSound.play(); + * ``` + * + * @augments Loader + */ +class AudioLoader extends Loader { + + /** + * Constructs a new audio loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + } + + /** + * Starts loading from the given URL and passes the loaded audio buffer + * to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(AudioBuffer)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + 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(); + + const decodeUrl = url + '#decode'; + scope.manager.itemStart( decodeUrl ); // prevent loading manager from completing too early, see #33378 + + context.decodeAudioData( bufferCopy, function ( audioBuffer ) { + + onLoad( audioBuffer ); + scope.manager.itemEnd( decodeUrl ); + + } ).catch( function ( e ) { + + handleError( e ); + scope.manager.itemEnd( decodeUrl ); + + } ); + + } catch ( e ) { + + handleError( e ); + + } + + }, onProgress, onError ); + + function handleError( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + error( e ); + + } + + scope.manager.itemError( url ); + + } + + } + +} + +const _eyeRight = /*@__PURE__*/ new Matrix4(); +const _eyeLeft = /*@__PURE__*/ new Matrix4(); +const _projectionMatrix = /*@__PURE__*/ new Matrix4(); + +/** + * A special type of camera that uses two perspective cameras with + * stereoscopic projection. Can be used for rendering stereo effects + * like [3D Anaglyph](https://en.wikipedia.org/wiki/Anaglyph_3D) or + * [Parallax Barrier](https://en.wikipedia.org/wiki/parallax_barrier). + */ +class StereoCamera { + + /** + * Constructs a new stereo camera. + */ + constructor() { + + /** + * The type property is used for detecting the object type + * in context of serialization/deserialization. + * + * @type {string} + * @readonly + */ + this.type = 'StereoCamera'; + + /** + * The aspect. + * + * @type {number} + * @default 1 + */ + this.aspect = 1; + + /** + * The eye separation which represents the distance + * between the left and right camera. + * + * @type {number} + * @default 0.064 + */ + this.eyeSep = 0.064; + + /** + * The camera representing the left eye. This is added to layer `1` so objects to be + * rendered by the left camera must also be added to this layer. + * + * @type {PerspectiveCamera} + */ + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + /** + * The camera representing the right eye. This is added to layer `2` so objects to be + * rendered by the right camera must also be added to this layer. + * + * @type {PerspectiveCamera} + */ + 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 + }; + + } + + /** + * Updates the stereo camera based on the given perspective camera. + * + * @param {PerspectiveCamera} camera - The perspective camera. + */ + 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 ); + + } + +} + +const fov = -90; // negative fov is not an error +const aspect = 1; + +/** + * A special type of camera that is positioned in 3D space to render its surroundings into a + * cube render target. The render target can then be used as an environment map for rendering + * realtime reflections in your scene. + * + * ```js + * // Create cube render target + * const cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256, { generateMipmaps: true, minFilter: THREE.LinearMipmapLinearFilter } ); + * + * // Create cube camera + * const cubeCamera = new THREE.CubeCamera( 1, 100000, cubeRenderTarget ); + * scene.add( cubeCamera ); + * + * // Create car + * const chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeRenderTarget.texture } ); + * const car = new THREE.Mesh( carGeometry, chromeMaterial ); + * scene.add( car ); + * + * // Update the render target cube + * car.visible = false; + * cubeCamera.position.copy( car.position ); + * cubeCamera.update( renderer, scene ); + * + * // Render the scene + * car.visible = true; + * renderer.render( scene, camera ); + * ``` + * + * @augments Object3D + */ +class CubeCamera extends Object3D { + + /** + * Constructs a new cube camera. + * + * @param {number} near - The camera's near plane. + * @param {number} far - The camera's far plane. + * @param {WebGLCubeRenderTarget} renderTarget - The cube render target. + */ + constructor( near, far, renderTarget ) { + + super(); + + this.type = 'CubeCamera'; + + /** + * A reference to the cube render target. + * + * @type {WebGLCubeRenderTarget} + */ + this.renderTarget = renderTarget; + + /** + * The current active coordinate system. + * + * @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)} + * @default null + */ + this.coordinateSystem = null; + + /** + * The current active mipmap level + * + * @type {number} + * @default 0 + */ + this.activeMipmapLevel = 0; + + const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.layers = this.layers; + this.add( cameraPX ); + + const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.layers = this.layers; + this.add( cameraNX ); + + const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.layers = this.layers; + this.add( cameraPY ); + + const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.layers = this.layers; + this.add( cameraNY ); + + const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.layers = this.layers; + this.add( cameraPZ ); + + const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.layers = this.layers; + this.add( cameraNZ ); + + } + + /** + * Must be called when the coordinate system of the cube camera is changed. + */ + 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(); + + } + + } + + /** + * Calling this method will render the given scene with the given renderer + * into the cube render target of the camera. + * + * @param {(Renderer|WebGLRenderer)} renderer - The renderer. + * @param {Scene} scene - The scene to render. + */ + update( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + const { renderTarget, activeMipmapLevel } = this; + + if ( this.coordinateSystem !== renderer.coordinateSystem ) { + + this.coordinateSystem = renderer.coordinateSystem; + + this.updateCoordinateSystem(); + + } + + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; + + const currentRenderTarget = renderer.getRenderTarget(); + const currentActiveCubeFace = renderer.getActiveCubeFace(); + const currentActiveMipmapLevel = renderer.getActiveMipmapLevel(); + + const currentXrEnabled = renderer.xr.enabled; + + renderer.xr.enabled = false; + + const generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812 + + let reversedDepthBuffer = false; + + if ( renderer.isWebGLRenderer === true ) { + + reversedDepthBuffer = renderer.state.buffers.depth.getReversed(); + + } else { + + reversedDepthBuffer = renderer.reversedDepthBuffer; + + } + + renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraPX ); + + renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraNX ); + + renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraPY ); + + renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraNY ); + + renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraPZ ); + + // mipmaps are generated during the last call of render() + // at this point, all sides of the cube render target are defined + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel ); + if ( reversedDepthBuffer && renderer.autoClear === false ) renderer.clearDepth(); + renderer.render( scene, cameraNZ ); + + renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel ); + + renderer.xr.enabled = currentXrEnabled; + + renderTarget.texture.needsPMREMUpdate = true; + + } + +} + +/** + * This type of camera can be used in order to efficiently render a scene with a + * predefined set of cameras. This is an important performance aspect for + * rendering VR scenes. + * + * An instance of `ArrayCamera` always has an array of sub cameras. It's mandatory + * to define for each sub camera the `viewport` property which determines the + * part of the viewport that is rendered with this camera. + * + * @augments PerspectiveCamera + */ +class ArrayCamera extends PerspectiveCamera { + + /** + * Constructs a new array camera. + * + * @param {Array} [array=[]] - An array of perspective sub cameras. + */ + constructor( array = [] ) { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isArrayCamera = true; + + /** + * Whether this camera is used with multiview rendering or not. + * + * @type {boolean} + * @readonly + * @default false + */ + this.isMultiViewCamera = false; + + /** + * An array of perspective sub cameras. + * + * @type {Array} + */ + this.cameras = array; + + } + +} + +/** + * This class is an alternative to {@link Clock} with a different API design and behavior. + * The goal is to avoid the conceptual flaws that became apparent in `Clock` over time. + * + * - `Timer` has an `update()` method that updates its internal state. That makes it possible to + * call `getDelta()` and `getElapsed()` multiple times per simulation step without getting different values. + * - The class can make use of the Page Visibility API to avoid large time delta values when the app + * is inactive (e.g. tab switched or browser hidden). + * + * ```js + * const timer = new Timer(); + * timer.connect( document ); // use Page Visibility API + * ``` + */ +class Timer { + + /** + * Constructs a new timer. + */ + constructor() { + + this._previousTime = 0; + this._currentTime = 0; + this._startTime = performance.now(); + + this._delta = 0; + this._elapsed = 0; + + this._timescale = 1; + + this._document = null; + this._pageVisibilityHandler = null; + + } + + /** + * Connect the timer to the given document.Calling this method is not mandatory to + * use the timer but enables the usage of the Page Visibility API to avoid large time + * delta values. + * + * @param {Document} document - The document. + */ + connect( document ) { + + this._document = document; + + // use Page Visibility API to avoid large time delta values + + if ( document.hidden !== undefined ) { + + this._pageVisibilityHandler = handleVisibilityChange.bind( this ); + + document.addEventListener( 'visibilitychange', this._pageVisibilityHandler, false ); + + } + + } + + /** + * Disconnects the timer from the DOM and also disables the usage of the Page Visibility API. + */ + disconnect() { + + if ( this._pageVisibilityHandler !== null ) { + + this._document.removeEventListener( 'visibilitychange', this._pageVisibilityHandler ); + this._pageVisibilityHandler = null; + + } + + this._document = null; + + } + + /** + * Returns the time delta in seconds. + * + * @return {number} The time delta in second. + */ + getDelta() { + + return this._delta / 1000; + + } + + /** + * Returns the elapsed time in seconds. + * + * @return {number} The elapsed time in second. + */ + getElapsed() { + + return this._elapsed / 1000; + + } + + /** + * Returns the timescale. + * + * @return {number} The timescale. + */ + getTimescale() { + + return this._timescale; + + } + + /** + * Sets the given timescale which scale the time delta computation + * in `update()`. + * + * @param {number} timescale - The timescale to set. + * @return {Timer} A reference to this timer. + */ + setTimescale( timescale ) { + + this._timescale = timescale; + + return this; + + } + + /** + * Resets the time computation for the current simulation step. + * + * @return {Timer} A reference to this timer. + */ + reset() { + + this._currentTime = performance.now() - this._startTime; + + return this; + + } + + /** + * Can be used to free all internal resources. Usually called when + * the timer instance isn't required anymore. + */ + dispose() { + + this.disconnect(); + + } + + /** + * Updates the internal state of the timer. This method should be called + * once per simulation step and before you perform queries against the timer + * (e.g. via `getDelta()`). + * + * @param {number} timestamp - The current time in milliseconds. Can be obtained + * from the `requestAnimationFrame` callback argument. If not provided, the current + * time will be determined with `performance.now`. + * @return {Timer} A reference to this timer. + */ + update( timestamp ) { + + if ( this._pageVisibilityHandler !== null && this._document.hidden === true ) { + + this._delta = 0; + + } else { + + this._previousTime = this._currentTime; + this._currentTime = ( timestamp !== undefined ? timestamp : performance.now() ) - this._startTime; + + this._delta = ( this._currentTime - this._previousTime ) * this._timescale; + this._elapsed += this._delta; // _elapsed is the accumulation of all previous deltas + + } + + return this; + + } + +} + +function handleVisibilityChange() { + + if ( this._document.hidden === false ) this.reset(); + +} + +const _position$1 = /*@__PURE__*/ new Vector3(); +const _quaternion$1 = /*@__PURE__*/ new Quaternion(); +const _scale$1 = /*@__PURE__*/ new Vector3(); + +const _forward = /*@__PURE__*/ new Vector3(); +const _up = /*@__PURE__*/ new Vector3(); + +/** + * The class represents a virtual listener of the all positional and non-positional audio effects + * in the scene. A three.js application usually creates a single listener. It is a mandatory + * constructor parameter for audios entities like {@link Audio} and {@link PositionalAudio}. + * + * In most cases, the listener object is a child of the camera. So the 3D transformation of the + * camera represents the 3D transformation of the listener. + * + * @augments Object3D + */ +class AudioListener extends Object3D { + + /** + * Constructs a new audio listener. + */ + constructor() { + + super(); + + this.type = 'AudioListener'; + + /** + * The native audio context. + * + * @type {AudioContext} + * @readonly + */ + this.context = AudioContext.getContext(); + + /** + * The gain node used for volume control. + * + * @type {GainNode} + * @readonly + */ + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + /** + * An optional filter. + * + * Defined via {@link AudioListener#setFilter}. + * + * @type {?AudioNode} + * @default null + * @readonly + */ + this.filter = null; + + /** + * Time delta values required for `linearRampToValueAtTime()` usage. + * + * @type {number} + * @default 0 + * @readonly + */ + this.timeDelta = 0; + + // private + + this._timer = new Timer(); + + } + + /** + * Returns the listener's input node. + * + * This method is used by other audio nodes to connect to this listener. + * + * @return {GainNode} The input node. + */ + getInput() { + + return this.gain; + + } + + /** + * Removes the current filter from this listener. + * + * @return {AudioListener} A reference to this listener. + */ + 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; + + } + + /** + * Returns the current set filter. + * + * @return {?AudioNode} The filter. + */ + getFilter() { + + return this.filter; + + } + + /** + * Sets the given filter to this listener. + * + * @param {AudioNode} value - The filter to set. + * @return {AudioListener} A reference to this listener. + */ + 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; + + } + + /** + * Returns the applications master volume. + * + * @return {number} The master volume. + */ + getMasterVolume() { + + return this.gain.gain.value; + + } + + /** + * Sets the applications master volume. This volume setting affects + * all audio nodes in the scene. + * + * @param {number} value - The master volume to set. + * @return {AudioListener} A reference to this listener. + */ + setMasterVolume( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + this._timer.update(); + + const listener = this.context.listener; + + this.timeDelta = this._timer.getDelta(); + + this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 ); + + // the initial forward and up directions must be orthogonal + _forward.set( 0, 0, -1 ).applyQuaternion( _quaternion$1 ); + _up.set( 0, 1, 0 ).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( _forward.x, endTime ); + listener.forwardY.linearRampToValueAtTime( _forward.y, endTime ); + listener.forwardZ.linearRampToValueAtTime( _forward.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( _forward.x, _forward.y, _forward.z, _up.x, _up.y, _up.z ); + + } + + } + +} + +/** + * Represents a non-positional ( global ) audio object. + * + * This and related audio modules make use of the [Web Audio API](https://www.w3.org/TR/webaudio-1.1/). + * + * ```js + * // create an AudioListener and add it to the camera + * const listener = new THREE.AudioListener(); + * camera.add( listener ); + * + * // create a global audio source + * const sound = new THREE.Audio( listener ); + * + * // load a sound and set it as the Audio object's buffer + * const audioLoader = new THREE.AudioLoader(); + * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) { + * sound.setBuffer( buffer ); + * sound.setLoop( true ); + * sound.setVolume( 0.5 ); + * sound.play(); + * }); + * ``` + * + * @augments Object3D + */ +class Audio extends Object3D { + + /** + * Constructs a new audio. + * + * @param {AudioListener} listener - The global audio listener. + */ + constructor( listener ) { + + super(); + + this.type = 'Audio'; + + /** + * The global audio listener. + * + * @type {AudioListener} + * @readonly + */ + this.listener = listener; + + /** + * The audio context. + * + * @type {AudioContext} + * @readonly + */ + this.context = listener.context; + + /** + * The gain node used for volume control. + * + * @type {GainNode} + * @readonly + */ + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); + + /** + * Whether to start playback automatically or not. + * + * @type {boolean} + * @default false + */ + this.autoplay = false; + + /** + * A reference to an audio buffer. + * + * Defined via {@link Audio#setBuffer}. + * + * @type {?AudioBuffer} + * @default null + * @readonly + */ + this.buffer = null; + + /** + * Modify pitch, measured in cents. +/- 100 is a semitone. + * +/- 1200 is an octave. + * + * Defined via {@link Audio#setDetune}. + * + * @type {number} + * @default 0 + * @readonly + */ + this.detune = 0; + + /** + * Whether the audio should loop or not. + * + * Defined via {@link Audio#setLoop}. + * + * @type {boolean} + * @default false + * @readonly + */ + this.loop = false; + + /** + * Defines where in the audio buffer the replay should + * start, in seconds. + * + * @type {number} + * @default 0 + */ + this.loopStart = 0; + + /** + * Defines where in the audio buffer the replay should + * stop, in seconds. + * + * @type {number} + * @default 0 + */ + this.loopEnd = 0; + + /** + * An offset to the time within the audio buffer the playback + * should begin, in seconds. + * + * @type {number} + * @default 0 + */ + this.offset = 0; + + /** + * Overrides the default duration of the audio. + * + * @type {undefined|number} + * @default undefined + */ + this.duration = undefined; + + /** + * The playback speed. + * + * Defined via {@link Audio#setPlaybackRate}. + * + * @type {number} + * @readonly + * @default 1 + */ + this.playbackRate = 1; + + /** + * Indicates whether the audio is playing or not. + * + * This flag will be automatically set when using {@link Audio#play}, + * {@link Audio#pause}, {@link Audio#stop}. + * + * @type {boolean} + * @readonly + * @default false + */ + this.isPlaying = false; + + /** + * Indicates whether the audio playback can be controlled + * with method like {@link Audio#play} or {@link Audio#pause}. + * + * This flag will be automatically set when audio sources are + * defined. + * + * @type {boolean} + * @readonly + * @default true + */ + this.hasPlaybackControl = true; + + /** + * Holds a reference to the current audio source. + * + * The property is automatically by one of the `set*()` methods. + * + * @type {?AudioNode} + * @readonly + * @default null + */ + this.source = null; + + /** + * Defines the source type. + * + * The property is automatically set by one of the `set*()` methods. + * + * @type {('empty'|'audioNode'|'mediaNode'|'mediaStreamNode'|'buffer')} + * @readonly + * @default 'empty' + */ + this.sourceType = 'empty'; + + this._startedAt = 0; + this._progress = 0; + this._connected = false; + + /** + * Can be used to apply a variety of low-order filters to create + * more complex sound effects e.g. via `BiquadFilterNode`. + * + * The property is automatically set by {@link Audio#setFilters}. + * + * @type {Array} + * @readonly + */ + this.filters = []; + + } + + /** + * Returns the output audio node. + * + * @return {GainNode} The output node. + */ + getOutput() { + + return this.gain; + + } + + /** + * Sets the given audio node as the source of this instance. + * + * {@link Audio#sourceType} is set to `audioNode` and {@link Audio#hasPlaybackControl} to `false`. + * + * @param {AudioNode} audioNode - The audio node like an instance of `OscillatorNode`. + * @return {Audio} A reference to this instance. + */ + setNodeSource( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + } + + /** + * Sets the given media element as the source of this instance. + * + * {@link Audio#sourceType} is set to `mediaNode` and {@link Audio#hasPlaybackControl} to `false`. + * + * @param {HTMLMediaElement} mediaElement - The media element. + * @return {Audio} A reference to this instance. + */ + setMediaElementSource( mediaElement ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaNode'; + this.source = this.context.createMediaElementSource( mediaElement ); + this.connect(); + + return this; + + } + + /** + * Sets the given media stream as the source of this instance. + * + * {@link Audio#sourceType} is set to `mediaStreamNode` and {@link Audio#hasPlaybackControl} to `false`. + * + * @param {MediaStream} mediaStream - The media stream. + * @return {Audio} A reference to this instance. + */ + setMediaStreamSource( mediaStream ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaStreamNode'; + this.source = this.context.createMediaStreamSource( mediaStream ); + this.connect(); + + return this; + + } + + /** + * Sets the given audio buffer as the source of this instance. + * + * {@link Audio#sourceType} is set to `buffer` and {@link Audio#hasPlaybackControl} to `true`. + * + * @param {AudioBuffer} audioBuffer - The audio buffer. + * @return {Audio} A reference to this instance. + */ + setBuffer( audioBuffer ) { + + this.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + } + + /** + * Starts the playback of the audio. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @param {number} [delay=0] - The delay, in seconds, at which the audio should start playing. + * @return {Audio|undefined} A reference to this instance. + */ + play( delay = 0 ) { + + if ( this.isPlaying === true ) { + + warn( 'Audio: Audio is already playing.' ); + return; + + } + + if ( this.hasPlaybackControl === false ) { + + warn( '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(); + + } + + /** + * Pauses the playback of the audio. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @return {Audio|undefined} A reference to this instance. + */ + pause() { + + if ( this.hasPlaybackControl === false ) { + + warn( '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; + + } + + /** + * Stops the playback of the audio. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @param {number} [delay=0] - The delay, in seconds, at which the audio should stop playing. + * @return {Audio|undefined} A reference to this instance. + */ + stop( delay = 0 ) { + + if ( this.hasPlaybackControl === false ) { + + warn( 'Audio: this Audio has no playback control.' ); + return; + + } + + this._progress = 0; + + if ( this.source !== null ) { + + this.source.stop( this.context.currentTime + delay ); + this.source.onended = null; + + } + + this.isPlaying = false; + + return this; + + } + + /** + * Connects to the audio source. This is used internally on + * initialisation and when setting / removing filters. + * + * @return {Audio} A reference to this instance. + */ + 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; + + } + + /** + * Disconnects to the audio source. This is used internally on + * initialisation and when setting / removing filters. + * + * @return {Audio|undefined} A reference to this instance. + */ + disconnect() { + + if ( this._connected === false ) { + + return; + + } + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( let i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + + this._connected = false; + + return this; + + } + + /** + * Returns the current set filters. + * + * @return {Array} The list of filters. + */ + getFilters() { + + return this.filters; + + } + + /** + * Sets an array of filters and connects them with the audio source. + * + * @param {Array} [value] - A list of filters. + * @return {Audio} A reference to this instance. + */ + setFilters( value ) { + + if ( ! value ) value = []; + + if ( this._connected === true ) { + + this.disconnect(); + this.filters = value.slice(); + this.connect(); + + } else { + + this.filters = value.slice(); + + } + + return this; + + } + + /** + * Defines the detuning of oscillation in cents. + * + * @param {number} value - The detuning of oscillation in cents. + * @return {Audio} A reference to this instance. + */ + setDetune( value ) { + + this.detune = value; + + if ( this.isPlaying === true && this.source.detune !== undefined ) { + + this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); + + } + + return this; + + } + + /** + * Returns the detuning of oscillation in cents. + * + * @return {number} The detuning of oscillation in cents. + */ + getDetune() { + + return this.detune; + + } + + /** + * Returns the first filter in the list of filters. + * + * @return {AudioNode|undefined} The first filter in the list of filters. + */ + getFilter() { + + return this.getFilters()[ 0 ]; + + } + + /** + * Applies a single filter node to the audio. + * + * @param {AudioNode} [filter] - The filter to set. + * @return {Audio} A reference to this instance. + */ + setFilter( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + } + + /** + * Sets the playback rate. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @param {number} [value] - The playback rate to set. + * @return {Audio|undefined} A reference to this instance. + */ + setPlaybackRate( value ) { + + if ( this.hasPlaybackControl === false ) { + + warn( '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; + + } + + /** + * Returns the current playback rate. + + * @return {number} The playback rate. + */ + getPlaybackRate() { + + return this.playbackRate; + + } + + /** + * Automatically called when playback finished. + */ + onEnded() { + + this.isPlaying = false; + this._progress = 0; + + } + + /** + * Returns the loop flag. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @return {boolean} Whether the audio should loop or not. + */ + getLoop() { + + if ( this.hasPlaybackControl === false ) { + + warn( 'Audio: this Audio has no playback control.' ); + return false; + + } + + return this.loop; + + } + + /** + * Sets the loop flag. + * + * Can only be used with compatible audio sources that allow playback control. + * + * @param {boolean} value - Whether the audio should loop or not. + * @return {Audio|undefined} A reference to this instance. + */ + setLoop( value ) { + + if ( this.hasPlaybackControl === false ) { + + warn( 'Audio: this Audio has no playback control.' ); + return; + + } + + this.loop = value; + + if ( this.isPlaying === true ) { + + this.source.loop = this.loop; + + } + + return this; + + } + + /** + * Sets the loop start value which defines where in the audio buffer the replay should + * start, in seconds. + * + * @param {number} value - The loop start value. + * @return {Audio} A reference to this instance. + */ + setLoopStart( value ) { + + this.loopStart = value; + + return this; + + } + + /** + * Sets the loop end value which defines where in the audio buffer the replay should + * stop, in seconds. + * + * @param {number} value - The loop end value. + * @return {Audio} A reference to this instance. + */ + setLoopEnd( value ) { + + this.loopEnd = value; + + return this; + + } + + /** + * Returns the volume. + * + * @return {number} The volume. + */ + getVolume() { + + return this.gain.gain.value; + + } + + /** + * Sets the volume. + * + * @param {number} value - The volume to set. + * @return {Audio} A reference to this instance. + */ + setVolume( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.sourceType !== 'buffer' ) { + + warn( 'Audio: Audio source type cannot be copied.' ); + + return this; + + } + + this.autoplay = source.autoplay; + + this.buffer = source.buffer; + this.detune = source.detune; + this.loop = source.loop; + this.loopStart = source.loopStart; + this.loopEnd = source.loopEnd; + this.offset = source.offset; + this.duration = source.duration; + this.playbackRate = source.playbackRate; + this.hasPlaybackControl = source.hasPlaybackControl; + this.sourceType = source.sourceType; + + this.filters = source.filters.slice(); + + return this; + + } + + clone( recursive ) { + + return new this.constructor( this.listener ).copy( this, recursive ); + + } + +} + +const _position = /*@__PURE__*/ new Vector3(); +const _quaternion = /*@__PURE__*/ new Quaternion(); +const _scale = /*@__PURE__*/ new Vector3(); +const _orientation = /*@__PURE__*/ new Vector3(); + +/** + * Represents a positional audio object. + * + * ```js + * // create an AudioListener and add it to the camera + * const listener = new THREE.AudioListener(); + * camera.add( listener ); + * + * // create the PositionalAudio object (passing in the listener) + * const sound = new THREE.PositionalAudio( listener ); + * + * // load a sound and set it as the PositionalAudio object's buffer + * const audioLoader = new THREE.AudioLoader(); + * audioLoader.load( 'sounds/song.ogg', function( buffer ) { + * sound.setBuffer( buffer ); + * sound.setRefDistance( 20 ); + * sound.play(); + * }); + * + * // create an object for the sound to play from + * const sphere = new THREE.SphereGeometry( 20, 32, 16 ); + * const material = new THREE.MeshPhongMaterial( { color: 0xff2200 } ); + * const mesh = new THREE.Mesh( sphere, material ); + * scene.add( mesh ); + * + * // finally add the sound to the mesh + * mesh.add( sound ); + * + * @augments Audio + */ +class PositionalAudio extends Audio { + + /** + * Constructs a positional audio. + * + * @param {AudioListener} listener - The global audio listener. + */ + constructor( listener ) { + + super( listener ); + + /** + * The panner node represents the location, direction, and behavior of an audio + * source in 3D space. + * + * @type {PannerNode} + * @readonly + */ + this.panner = this.context.createPanner(); + this.panner.panningModel = 'HRTF'; + this.panner.connect( this.gain ); + + } + + connect() { + + super.connect(); + + this.panner.connect( this.gain ); + + return this; + + } + + disconnect() { + + super.disconnect(); + + this.panner.disconnect( this.gain ); + + return this; + + } + + getOutput() { + + return this.panner; + + } + + /** + * Returns the current reference distance. + * + * @return {number} The reference distance. + */ + getRefDistance() { + + return this.panner.refDistance; + + } + + /** + * Defines the reference distance for reducing volume as the audio source moves + * further from the listener – i.e. the distance at which the volume reduction + * starts taking effect. + * + * @param {number} value - The reference distance to set. + * @return {PositionalAudio} A reference to this instance. + */ + setRefDistance( value ) { + + this.panner.refDistance = value; + + return this; + + } + + /** + * Returns the current rolloff factor. + * + * @return {number} The rolloff factor. + */ + getRolloffFactor() { + + return this.panner.rolloffFactor; + + } + + /** + * Defines how quickly the volume is reduced as the source moves away from the listener. + * + * @param {number} value - The rolloff factor. + * @return {PositionalAudio} A reference to this instance. + */ + setRolloffFactor( value ) { + + this.panner.rolloffFactor = value; + + return this; + + } + + /** + * Returns the current distance model. + * + * @return {('linear'|'inverse'|'exponential')} The distance model. + */ + getDistanceModel() { + + return this.panner.distanceModel; + + } + + /** + * Defines which algorithm to use to reduce the volume of the audio source + * as it moves away from the listener. + * + * Read [the spec](https://www.w3.org/TR/webaudio-1.1/#enumdef-distancemodeltype) + * for more details. + * + * @param {('linear'|'inverse'|'exponential')} value - The distance model to set. + * @return {PositionalAudio} A reference to this instance. + */ + setDistanceModel( value ) { + + this.panner.distanceModel = value; + + return this; + + } + + /** + * Returns the current max distance. + * + * @return {number} The max distance. + */ + getMaxDistance() { + + return this.panner.maxDistance; + + } + + /** + * Defines the maximum distance between the audio source and the listener, + * after which the volume is not reduced any further. + * + * This value is used only by the `linear` distance model. + * + * @param {number} value - The max distance. + * @return {PositionalAudio} A reference to this instance. + */ + setMaxDistance( value ) { + + this.panner.maxDistance = value; + + return this; + + } + + /** + * Sets the directional cone in which the audio can be listened. + * + * @param {number} coneInnerAngle - An angle, in degrees, of a cone inside of which there will be no volume reduction. + * @param {number} coneOuterAngle - An angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by the `coneOuterGain` parameter. + * @param {number} coneOuterGain - The amount of volume reduction outside the cone defined by the `coneOuterAngle`. When set to `0`, no sound can be heard. + * @return {PositionalAudio} A reference to this instance. + */ + 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 ); + + } + + } + +} + +/** + * This class can be used to analyse audio data. + * + * ```js + * // create an AudioListener and add it to the camera + * const listener = new THREE.AudioListener(); + * camera.add( listener ); + * + * // create an Audio source + * const sound = new THREE.Audio( listener ); + * + * // load a sound and set it as the Audio object's buffer + * const audioLoader = new THREE.AudioLoader(); + * audioLoader.load( 'sounds/ambient.ogg', function( buffer ) { + * sound.setBuffer( buffer ); + * sound.setLoop(true); + * sound.setVolume(0.5); + * sound.play(); + * }); + * + * // create an AudioAnalyser, passing in the sound and desired fftSize + * const analyser = new THREE.AudioAnalyser( sound, 32 ); + * + * // get the average frequency of the sound + * const data = analyser.getAverageFrequency(); + * ``` + */ +class AudioAnalyser { + + /** + * Constructs a new audio analyzer. + * + * @param {Audio} audio - The audio to analyze. + * @param {number} [fftSize=2048] - The window size in samples that is used when performing a Fast Fourier Transform (FFT) to get frequency domain data. + */ + constructor( audio, fftSize = 2048 ) { + + /** + * The global audio listener. + * + * @type {AnalyserNode} + */ + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize; + + /** + * Holds the analyzed data. + * + * @type {Uint8Array} + */ + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + + } + + /** + * Returns an array with frequency data of the audio. + * + * Each item in the array represents the decibel value for a specific frequency. + * The frequencies are spread linearly from 0 to 1/2 of the sample rate. + * For example, for 48000 sample rate, the last item of the array will represent + * the decibel value for 24000 Hz. + * + * @return {Uint8Array} The frequency data. + */ + getFrequencyData() { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + } + + /** + * Returns the average of the frequencies returned by {@link AudioAnalyser#getFrequencyData}. + * + * @return {number} The average frequency. + */ + getAverageFrequency() { + + let value = 0; + const data = this.getFrequencyData(); + + for ( let i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + +} + +/** + * Buffered scene graph property that allows weighted accumulation; used internally. + */ +class PropertyMixer { + + /** + * Constructs a new property mixer. + * + * @param {PropertyBinding} binding - The property binding. + * @param {string} typeName - The keyframe track type name. + * @param {number} valueSize - The keyframe track value size. + */ + constructor( binding, typeName, valueSize ) { + + /** + * The property binding. + * + * @type {PropertyBinding} + */ + this.binding = binding; + + /** + * The keyframe track value size. + * + * @type {number} + */ + 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; + + /** + * Accumulated weight of the property binding. + * + * @type {number} + * @default 0 + */ + this.cumulativeWeight = 0; + + /** + * Accumulated additive weight of the property binding. + * + * @type {number} + * @default 0 + */ + this.cumulativeWeightAdditive = 0; + + /** + * Number of active keyframe tracks currently using this property binding. + * + * @type {number} + * @default 0 + */ + this.useCount = 0; + + /** + * Number of keyframe tracks referencing this property binding. + * + * @type {number} + * @default 0 + */ + this.referenceCount = 0; + + } + + /** + * Accumulates data in the `incoming` region into `accu`. + * + * @param {number} accuIndex - The accumulation index. + * @param {number} weight - The weight. + */ + 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; + + } + + /** + * Accumulates data in the `incoming` region into `add`. + * + * @param {number} weight - The weight. + */ + 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; + + } + + /** + * Applies the state of `accu` to the binding when accus differ. + * + * @param {number} accuIndex - The accumulation index. + */ + 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; + + } + + } + + } + + + /** + * Remembers 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; + + } + + /** + * Applies the state previously taken via {@link PropertyMixer#saveOriginalState} to the binding. + */ + restoreOriginalState() { + + const originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + } + + // internals + + _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. + + +/** + * This holds a reference to a real property in the scene graph; used internally. + */ +class PropertyBinding { + + /** + * Constructs a new property binding. + * + * @param {Object} rootNode - The root node. + * @param {string} path - The path. + * @param {?Object} [parsedPath] - The parsed path. + */ + constructor( rootNode, path, parsedPath ) { + + /** + * The object path to the animated property. + * + * @type {string} + */ + this.path = path; + + /** + * An object holding information about the path. + * + * @type {Object} + */ + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + + /** + * The object owns the animated property. + * + * @type {?Object} + */ + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ); + + /** + * The root node. + * + * @type {Object3D|Skeleton} + */ + this.rootNode = rootNode; + + // initial state of these methods that calls 'bind' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + + + /** + * Factory method for creating a property binding from the given parameters. + * + * @static + * @param {Object} root - The root node. + * @param {string} path - The path. + * @param {?Object} [parsedPath] - The parsed path. + * @return {PropertyBinding|Composite} The created property binding or composite. + */ + 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} The sanitized node name. + */ + static sanitizeNodeName( name ) { + + return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); + + } + + /** + * Parses the given track name (an object path to an animated property) and + * returns an object with information about the path. Matches strings in the following forms: + * + * - nodeName.property + * - nodeName.property[accessor] + * - nodeName.material.property[accessor] + * - uuid.property[accessor] + * - uuid.objectName[objectIndex].propertyName[propertyIndex] + * - parentName/nodeName.property + * - parentName/parentName/nodeName.property[index] + * - .bone[Armature.DEF_cog].position + * - scene:helium_balloon_model:helium_balloon_model.position + * + * @static + * @param {string} trackName - The track name to parse. + * @return {Object} The parsed track name as an object. + */ + 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; + + } + + /** + * Searches for a node in the hierarchy of the given root object by the given + * node name. + * + * @static + * @param {Object} root - The root object. + * @param {string|number} nodeName - The name of the node. + * @return {?Object} The found node. Returns `null` if no object was found. + */ + 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 ); + + } + + /** + * Creates a getter / setter pair for the property tracked by this binding. + */ + 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 ) { + + warn( 'PropertyBinding: No target node found for track: ' + this.path + '.' ); + return; + + } + + if ( objectName ) { + + let objectIndex = parsedPath.objectIndex; + + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { + + case 'materials': + + if ( ! targetObject.material ) { + + error( 'PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.materials ) { + + error( '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 ) { + + error( '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 ) { + + error( 'PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.map ) { + + error( '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 ) { + + error( 'PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; + + } + + targetObject = targetObject[ objectName ]; + + } + + + if ( objectIndex !== undefined ) { + + if ( targetObject[ objectIndex ] === undefined ) { + + error( '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; + + error( '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.isMaterial === true ) { + + versioning = this.Versioning.NeedsUpdate; + + } else if ( targetObject.isObject3D === true ) { + + 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 ) { + + error( 'PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; + + } + + if ( ! targetObject.geometry.morphAttributes ) { + + error( '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 ]; + + } + + /** + * Unbinds the property. + */ + 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 { + + /** + * Constructs a new animation group. + * + * @param {...Object3D} arguments - An arbitrary number of 3D objects that share the same animation state. + */ + constructor() { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isAnimationObjectGroup = true; + + /** + * The UUID of the 3D object. + * + * @type {string} + * @readonly + */ + 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; + + } + + }; + + } + + /** + * Adds an arbitrary number of objects to this animation group. + * + * @param {...Object3D} arguments - The 3D objects to add. + */ + 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 ) { + + error( '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; + + } + + /** + * Removes an arbitrary number of objects to this animation group + * + * @param {...Object3D} arguments - The 3D objects to remove. + */ + 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; + + } + + /** + * Deallocates all memory resources for the passed 3D objects of this animation group. + * + * @param {...Object3D} arguments - The 3D objects to uncache. + */ + 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(); + + } + + } + +} + +/** + * An instance of `AnimationAction` schedules the playback of an animation which is + * stored in {@link AnimationClip}. + */ +class AnimationAction { + + /** + * Constructs a new animation action. + * + * @param {AnimationMixer} mixer - The mixer that is controlled by this action. + * @param {AnimationClip} clip - The animation clip that holds the actual keyframes. + * @param {?Object3D} [localRoot=null] - The root object on which this action is performed. + * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode. + */ + constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot; + + /** + * Defines how the animation is blended/combined when two or more animations + * are simultaneously played. + * + * @type {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} + */ + 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; + + // preserve interpolant settings (like tangent data from BezierInterpolant) + + if ( interpolant.settings ) { + + Object.assign( interpolantSettings, interpolant.settings ); + + } + + 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; + + /** + * The loop mode, set via {@link AnimationAction#setLoop}. + * + * @type {(LoopRepeat|LoopOnce|LoopPingPong)} + * @default LoopRepeat + */ + 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; + + /** + * The local time of this action (in seconds, starting with `0`). + * + * The value gets clamped or wrapped to `[0,clip.duration]` (according to the + * loop state). + * + * @type {number} + * @default Infinity + */ + this.time = 0; + + /** + * Scaling factor for the {@link AnimationAction#time}. A value of `0` causes the + * animation to pause. Negative values cause the animation to play backwards. + * + * @type {number} + * @default 1 + */ + this.timeScale = 1; + this._effectiveTimeScale = 1; + + /** + * The degree of influence of this action (in the interval `[0, 1]`). Values + * between `0` (no impact) and `1` (full impact) can be used to blend between + * several actions. + * + * @type {number} + * @default 1 + */ + this.weight = 1; + this._effectiveWeight = 1; + + /** + * The number of repetitions of the performed clip over the course of this action. + * Can be set via {@link AnimationAction#setLoop}. + * + * Setting this number has no effect if {@link AnimationAction#loop} is set to + * `THREE:LoopOnce`. + * + * @type {number} + * @default Infinity + */ + this.repetitions = Infinity; + + /** + * If set to `true`, the playback of the action is paused. + * + * @type {boolean} + * @default false + */ + this.paused = false; + + /** + * If set to `false`, the action is disabled so it has no impact. + * + * When the action is re-enabled, the animation continues from its current + * time (setting `enabled` to `false` doesn't reset the action). + * + * @type {boolean} + * @default true + */ + this.enabled = true; + + /** + * If set to true the animation will automatically be paused on its last frame. + * + * If set to false, {@link AnimationAction#enabled} will automatically be switched + * to `false` when the last loop of the action has finished, so that this action has + * no further impact. + * + * Note: This member has no impact if the action is interrupted (it + * has only an effect if its last loop has really finished). + * + * @type {boolean} + * @default false + */ + this.clampWhenFinished = false; + + /** + * Enables smooth interpolation without separate clips for start, loop and end. + * + * @type {boolean} + * @default true + */ + this.zeroSlopeAtStart = true; + + /** + * Enables smooth interpolation without separate clips for start, loop and end. + * + * @type {boolean} + * @default true + */ + this.zeroSlopeAtEnd = true; + + } + + /** + * Starts the playback of the animation. + * + * @return {AnimationAction} A reference to this animation action. + */ + play() { + + this._mixer._activateAction( this ); + + return this; + + } + + /** + * Stops the playback of the animation. + * + * @return {AnimationAction} A reference to this animation action. + */ + stop() { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + } + + /** + * Resets the playback of the animation. + * + * @return {AnimationAction} A reference to this animation action. + */ + 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(); + + } + + /** + * Returns `true` if the animation is running. + * + * @return {boolean} Whether the animation is running or not. + */ + isRunning() { + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + } + + /** + * Returns `true` when {@link AnimationAction#play} has been called. + * + * @return {boolean} Whether the animation is scheduled or not. + */ + isScheduled() { + + return this._mixer._isActiveAction( this ); + + } + + /** + * Defines the time when the animation should start. + * + * @param {number} time - The start time in seconds. + * @return {AnimationAction} A reference to this animation action. + */ + startAt( time ) { + + this._startTime = time; + + return this; + + } + + /** + * Configures the loop settings for this action. + * + * @param {(LoopRepeat|LoopOnce|LoopPingPong)} mode - The loop mode. + * @param {number} repetitions - The number of repetitions. + * @return {AnimationAction} A reference to this animation action. + */ + setLoop( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + } + + /** + * Sets the effective weight of this action. + * + * An action has no effect and thus an effective weight of zero when the + * action is disabled. + * + * @param {number} weight - The weight to set. + * @return {AnimationAction} A reference to this animation action. + */ + setEffectiveWeight( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + } + + /** + * Returns the effective weight of this action. + * + * @return {number} The effective weight. + */ + getEffectiveWeight() { + + return this._effectiveWeight; + + } + + /** + * Fades the animation in by increasing its weight gradually from `0` to `1`, + * within the passed time interval. + * + * @param {number} duration - The duration of the fade. + * @return {AnimationAction} A reference to this animation action. + */ + fadeIn( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + } + + /** + * Fades the animation out by decreasing its weight gradually from `1` to `0`, + * within the passed time interval. + * + * @param {number} duration - The duration of the fade. + * @return {AnimationAction} A reference to this animation action. + */ + fadeOut( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + } + + /** + * Causes this action to fade in and the given action to fade out, + * within the passed time interval. + * + * @param {AnimationAction} fadeOutAction - The animation action to fade out. + * @param {number} duration - The duration of the fade. + * @param {boolean} [warp=false] - Whether warping should be used or not. + * @return {AnimationAction} A reference to this animation action. + */ + crossFadeFrom( fadeOutAction, duration, warp = false ) { + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if ( warp === true ) { + + 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; + + } + + /** + * Causes this action to fade out and the given action to fade in, + * within the passed time interval. + * + * @param {AnimationAction} fadeInAction - The animation action to fade in. + * @param {number} duration - The duration of the fade. + * @param {boolean} [warp=false] - Whether warping should be used or not. + * @return {AnimationAction} A reference to this animation action. + */ + crossFadeTo( fadeInAction, duration, warp = false ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + } + + /** + * Stops any fading which is applied to this action. + * + * @return {AnimationAction} A reference to this animation action. + */ + stopFading() { + + const weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + } + + /** + * Sets the effective time scale of this action. + * + * An action has no effect and thus an effective time scale of zero when the + * action is paused. + * + * @param {number} timeScale - The time scale to set. + * @return {AnimationAction} A reference to this animation action. + */ + setEffectiveTimeScale( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + + return this.stopWarping(); + + } + + /** + * Returns the effective time scale of this action. + * + * @return {number} The effective time scale. + */ + getEffectiveTimeScale() { + + return this._effectiveTimeScale; + + } + + /** + * Sets the duration for a single loop of this action. + * + * @param {number} duration - The duration to set. + * @return {AnimationAction} A reference to this animation action. + */ + setDuration( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + } + + /** + * Synchronizes this action with the passed other action. + * + * @param {AnimationAction} action - The action to sync with. + * @return {AnimationAction} A reference to this animation action. + */ + syncWith( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + } + + /** + * Decelerates this animation's speed to `0` within the passed time interval. + * + * @param {number} duration - The duration. + * @return {AnimationAction} A reference to this animation action. + */ + halt( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + } + + /** + * Changes the playback speed, within the passed time interval, by modifying + * {@link AnimationAction#timeScale} gradually from `startTimeScale` to + * `endTimeScale`. + * + * @param {number} startTimeScale - The start time scale. + * @param {number} endTimeScale - The end time scale. + * @param {number} duration - The duration. + * @return {AnimationAction} A reference to this animation action. + */ + 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; + + } + + /** + * Stops any scheduled warping which is applied to this action. + * + * @return {AnimationAction} A reference to this animation action. + */ + stopWarping() { + + const timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + } + + /** + * Returns the animation mixer of this animation action. + * + * @return {AnimationMixer} The animation mixer. + */ + getMixer() { + + return this._mixer; + + } + + /** + * Returns the animation clip of this animation action. + * + * @return {AnimationClip} The animation clip. + */ + getClip() { + + return this._clip; + + } + + /** + * Returns the root object of this animation action. + * + * @return {Object3D} The root object. + */ + getRoot() { + + return this._localRoot || this._mixer._root; + + } + + // Internal + + _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._loopCount = loopCount; + 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 ); + +/** + * `AnimationMixer` is a player for animations on a particular object in + * the scene. When multiple objects in the scene are animated independently, + * one `AnimationMixer` may be used for each object. + */ +class AnimationMixer extends EventDispatcher { + + /** + * Constructs a new animation mixer. + * + * @param {Object3D} root - The object whose animations shall be played by this mixer. + */ + constructor( root ) { + + super(); + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + + /** + * The global mixer time (in seconds; starting with `0` on the mixer's creation). + * + * @type {number} + * @default 0 + */ + this.time = 0; + + /** + * A scaling factor for the global time. + * + * Note: Setting this member to `0` and later back to `1` is a + * possibility to pause/unpause all actions that are controlled by this + * mixer. + * + * @type {number} + * @default 1 + */ + this.timeScale = 1.0; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + _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; + + } + + /** + * Returns an instance of {@link AnimationAction} for the passed clip. + * + * If an action fitting the clip and root parameters doesn't yet exist, it + * will be created by this method. Calling this method several times with the + * same clip and root parameters always returns the same action. + * + * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip. + * @param {Object3D} [optionalRoot] - An alternative root object. + * @param {(NormalAnimationBlendMode|AdditiveAnimationBlendMode)} [blendMode] - The blend mode. + * @return {?AnimationAction} The animation action. + */ + 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; + + } + + /** + * Returns an existing animation action for the passed clip. + * + * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip. + * @param {Object3D} [optionalRoot] - An alternative root object. + * @return {?AnimationAction} The animation action. Returns `null` if no action was found. + */ + 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 on this mixer. + * + * @return {AnimationMixer} A reference to this animation mixer. + */ + stopAllAction() { + + const actions = this._actions, + nActions = this._nActiveActions; + + for ( let i = nActions - 1; i >= 0; -- i ) { + + actions[ i ].stop(); + + } + + return this; + + } + + /** + * Advances the global mixer time and updates the animation. + * + * This is usually done in the render loop by passing the delta + * time from {@link Clock} or {@link Timer}. + * + * @param {number} deltaTime - The delta time in seconds. + * @return {AnimationMixer} A reference to this animation mixer. + */ + 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; + + } + + /** + * Sets the global mixer to a specific time and updates the animation accordingly. + * + * This is useful when you need to jump to an exact time in an animation. The + * input parameter will be scaled by {@link AnimationMixer#timeScale} + * + * @param {number} time - The time to set in seconds. + * @return {AnimationMixer} A reference to this animation mixer. + */ + setTime( time ) { + + 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( time ); // Update used to set exact time. Returns "this" AnimationMixer object. + + } + + /** + * Returns this mixer's root object. + * + * @return {Object3D} The mixer's root object. + */ + getRoot() { + + return this._root; + + } + + /** + * Deallocates all memory resources for a clip. Before using this method make + * sure to call {@link AnimationAction#stop} for all related actions. + * + * @param {AnimationClip} clip - The clip to uncache. + */ + 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 ]; + + } + + } + + /** + * Deallocates all memory resources for a root object. Before using this + * method make sure to call {@link AnimationAction#stop} for all related + * actions or alternatively {@link AnimationMixer#stopAllAction} when the + * mixer operates on a single root. + * + * @param {Object3D} root - The root object to uncache. + */ + 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 ); + + } + + } + + } + + /** + * Deallocates all memory resources for an action. The action is identified by the + * given clip and an optional root object. Before using this method make + * sure to call {@link AnimationAction#stop} to deactivate the action. + * + * @param {AnimationClip|string} clip - An animation clip or alternatively the name of the animation clip. + * @param {Object3D} [optionalRoot] - An alternative root object. + */ + uncacheAction( clip, optionalRoot ) { + + const action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + +} + +/** + * Represents a 3D render target. + * + * @augments RenderTarget + */ +class RenderTarget3D extends RenderTarget { + + /** + * Constructs a new 3D render target. + * + * @param {number} [width=1] - The width of the render target. + * @param {number} [height=1] - The height of the render target. + * @param {number} [depth=1] - The height of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( width = 1, height = 1, depth = 1, options = {} ) { + + super( width, height, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isRenderTarget3D = true; + + this.depth = depth; + + /** + * Overwritten with a different texture type. + * + * @type {Data3DTexture} + */ + this.texture = new Data3DTexture( null, width, height, depth ); + this._setTextureOptions( options ); + + this.texture.isRenderTargetTexture = true; + + } + +} + +/** + * Represents a uniform which is a global shader variable. They are passed to shader programs. + * + * When declaring a uniform of a {@link ShaderMaterial}, it is declared by value or by object. + * ```js + * uniforms: { + * time: { value: 1.0 }, + * resolution: new Uniform( new Vector2() ) + * }; + * ``` + * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported + * in {@link WebGLRenderer}. + */ +class Uniform { + + /** + * Constructs a new uniform. + * + * @param {any} value - The uniform value. + */ + constructor( value ) { + + /** + * The uniform value. + * + * @type {any} + */ + this.value = value; + + } + + /** + * Returns a new uniform with copied values from this instance. + * If the value has a `clone()` method, the value is cloned as well. + * + * @return {Uniform} A clone of this instance. + */ + clone() { + + return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + + } + +} + +let _id = 0; + +/** + * A class for managing multiple uniforms in a single group. The renderer will process + * such a definition as a single UBO. + * + * Since this class can only be used in context of {@link ShaderMaterial}, it is only supported + * in {@link WebGLRenderer}. + * + * @augments EventDispatcher + */ +class UniformsGroup extends EventDispatcher { + + /** + * Constructs a new uniforms group. + */ + constructor() { + + super(); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isUniformsGroup = true; + + /** + * The ID of the 3D object. + * + * @name UniformsGroup#id + * @type {number} + * @readonly + */ + Object.defineProperty( this, 'id', { value: _id ++ } ); + + /** + * The name of the uniforms group. + * + * @type {string} + */ + this.name = ''; + + /** + * The buffer usage. + * + * @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} + * @default StaticDrawUsage + */ + this.usage = StaticDrawUsage; + + /** + * An array holding the uniforms. + * + * @type {Array} + */ + this.uniforms = []; + + } + + /** + * Adds the given uniform to this uniforms group. + * + * @param {Uniform} uniform - The uniform to add. + * @return {UniformsGroup} A reference to this uniforms group. + */ + add( uniform ) { + + this.uniforms.push( uniform ); + + return this; + + } + + /** + * Removes the given uniform from this uniforms group. + * + * @param {Uniform} uniform - The uniform to remove. + * @return {UniformsGroup} A reference to this uniforms group. + */ + remove( uniform ) { + + const index = this.uniforms.indexOf( uniform ); + + if ( index !== -1 ) this.uniforms.splice( index, 1 ); + + return this; + + } + + /** + * Sets the name of this uniforms group. + * + * @param {string} name - The name to set. + * @return {UniformsGroup} A reference to this uniforms group. + */ + setName( name ) { + + this.name = name; + + return this; + + } + + /** + * Sets the usage of this uniforms group. + * + * @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set. + * @return {UniformsGroup} A reference to this uniforms group. + */ + setUsage( value ) { + + this.usage = value; + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + * + * @fires Texture#dispose + */ + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + /** + * Copies the values of the given uniforms group to this instance. + * + * @param {UniformsGroup} source - The uniforms group to copy. + * @return {UniformsGroup} A reference to this uniforms group. + */ + copy( source ) { + + this.name = source.name; + this.usage = source.usage; + + const uniformsSource = source.uniforms; + + this.uniforms.length = 0; + + for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) { + + const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ]; + + for ( let j = 0; j < uniforms.length; j ++ ) { + + this.uniforms.push( uniforms[ j ].clone() ); + + } + + } + + return this; + + } + + /** + * Returns a new uniforms group with copied values from this instance. + * + * @return {UniformsGroup} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +/** + * An instanced version of an interleaved buffer. + * + * @augments InterleavedBuffer + */ +class InstancedInterleavedBuffer extends InterleavedBuffer { + + /** + * Constructs a new instanced interleaved buffer. + * + * @param {TypedArray} array - A typed array with a shared buffer storing attribute data. + * @param {number} stride - The number of typed-array elements per vertex. + * @param {number} [meshPerAttribute=1] - Defines how often a value of this interleaved buffer should be repeated. + */ + constructor( array, stride, meshPerAttribute = 1 ) { + + super( array, stride ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isInstancedInterleavedBuffer = true; + + /** + * Defines how often a value of this buffer attribute should be repeated, + * see {@link InstancedBufferAttribute#meshPerAttribute}. + * + * @type {number} + * @default 1 + */ + 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; + + } + +} + +/** + * An alternative version of a buffer attribute with more control over the VBO. + * + * The renderer does not construct a VBO for this kind of attribute. Instead, it uses + * whatever VBO is passed in constructor and can later be altered via the `buffer` property. + * + * The most common use case for this class is when some kind of GPGPU calculation interferes + * or even produces the VBOs in question. + * + * Notice that this class can only be used with {@link WebGLRenderer}. + */ +class GLBufferAttribute { + + /** + * Constructs a new GL buffer attribute. + * + * @param {WebGLBuffer} buffer - The native WebGL buffer. + * @param {number} type - The native data type (e.g. `gl.FLOAT`). + * @param {number} itemSize - The item size. + * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter. + * @param {number} count - The expected number of vertices in VBO. + * @param {boolean} [normalized=false] - Whether the data are normalized or not. + */ + constructor( buffer, type, itemSize, elementSize, count, normalized = false ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isGLBufferAttribute = true; + + /** + * The name of the buffer attribute. + * + * @type {string} + */ + this.name = ''; + + /** + * The native WebGL buffer. + * + * @type {WebGLBuffer} + */ + this.buffer = buffer; + + /** + * The native data type. + * + * @type {number} + */ + this.type = type; + + /** + * The item size, see {@link BufferAttribute#itemSize}. + * + * @type {number} + */ + this.itemSize = itemSize; + + /** + * The corresponding size (in bytes) for the given `type` parameter. + * + * @type {number} + */ + this.elementSize = elementSize; + + /** + * The expected number of vertices in VBO. + * + * @type {number} + */ + this.count = count; + + /** + * Applies to integer data only. Indicates how the underlying data in the buffer maps to + * the values in the GLSL code. For instance, if `buffer` contains data of `gl.UNSIGNED_SHORT`, + * and `normalized` is `true`, the values `0 - +65535` in the buffer data will be mapped to + * `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted + * to floats unmodified, i.e. `65535` becomes `65535.0f`. + * + * @type {boolean} + */ + this.normalized = normalized; + + /** + * A version number, incremented every time the `needsUpdate` is set to `true`. + * + * @type {number} + */ + this.version = 0; + + } + + /** + * Flag to indicate that this attribute has changed and should be re-sent to + * the GPU. Set this to `true` when you modify the value of the array. + * + * @type {number} + * @default false + * @param {boolean} value + */ + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + /** + * Sets the given native WebGL buffer. + * + * @param {WebGLBuffer} buffer - The buffer to set. + * @return {BufferAttribute} A reference to this instance. + */ + setBuffer( buffer ) { + + this.buffer = buffer; + + return this; + + } + + /** + * Sets the given native data type and element size. + * + * @param {number} type - The native data type (e.g. `gl.FLOAT`). + * @param {number} elementSize - The corresponding size (in bytes) for the given `type` parameter. + * @return {BufferAttribute} A reference to this instance. + */ + setType( type, elementSize ) { + + this.type = type; + this.elementSize = elementSize; + + return this; + + } + + /** + * Sets the item size. + * + * @param {number} itemSize - The item size. + * @return {BufferAttribute} A reference to this instance. + */ + setItemSize( itemSize ) { + + this.itemSize = itemSize; + + return this; + + } + + /** + * Sets the count (the expected number of vertices in VBO). + * + * @param {number} count - The count. + * @return {BufferAttribute} A reference to this instance. + */ + setCount( count ) { + + this.count = count; + + return this; + + } + +} + +const _matrix = /*@__PURE__*/ new Matrix4(); + +/** + * This class is designed to assist with raycasting. Raycasting is used for + * mouse picking (working out what objects in the 3d space the mouse is over) + * amongst other things. + */ +class Raycaster { + + /** + * Constructs a new raycaster. + * + * @param {Vector3} origin - The origin vector where the ray casts from. + * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray. + * @param {number} [near=0] - All results returned are further away than near. Near can't be negative. + * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near. + */ + constructor( origin, direction, near = 0, far = Infinity ) { + + /** + * The ray used for raycasting. + * + * @type {Ray} + */ + this.ray = new Ray( origin, direction ); + + /** + * All results returned are further away than near. Near can't be negative. + * + * @type {number} + * @default 0 + */ + this.near = near; + + /** + * All results returned are closer than far. Far can't be lower than near. + * + * @type {number} + * @default Infinity + */ + this.far = far; + + /** + * The camera to use when raycasting against view-dependent objects such as + * billboarded objects like sprites. This field can be set manually or + * is set when calling `setFromCamera()`. + * + * @type {?Camera} + * @default null + */ + this.camera = null; + + /** + * Allows to selectively ignore 3D objects when performing intersection tests. + * The following code example ensures that only 3D objects on layer `1` will be + * honored by raycaster. + * ```js + * raycaster.layers.set( 1 ); + * object.layers.enable( 1 ); + * ``` + * + * @type {Layers} + */ + this.layers = new Layers(); + + + /** + * A parameter object that configures the raycasting. It has the structure: + * + * ``` + * { + * Mesh: {}, + * Line: { threshold: 1 }, + * LOD: {}, + * Points: { threshold: 1 }, + * Sprite: {} + * } + * ``` + * Where `threshold` is the precision of the raycaster when intersecting objects, in world units. + * + * @type {Object} + */ + this.params = { + Mesh: {}, + Line: { threshold: 1 }, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + } + + /** + * Updates the ray with a new origin and direction by copying the values from the arguments. + * + * @param {Vector3} origin - The origin vector where the ray casts from. + * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray. + */ + set( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + } + + /** + * Uses the given coordinates and camera to compute a new origin and direction for the internal ray. + * + * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC). + * X and Y components should be between `-1` and `1`. + * @param {Camera} camera - The camera from which the ray should originate. + */ + 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 { + + error( 'Raycaster: Unsupported camera type: ' + camera.type ); + + } + + } + + /** + * Uses the given WebXR controller to compute a new origin and direction for the internal ray. + * + * @param {WebXRController} controller - The controller to copy the position and direction from. + * @return {Raycaster} A reference to this raycaster. + */ + setFromXRController( controller ) { + + _matrix.identity().extractRotation( controller.matrixWorld ); + + this.ray.origin.setFromMatrixPosition( controller.matrixWorld ); + this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix ); + + return this; + + } + + /** + * The intersection point of a raycaster intersection test. + * @typedef {Object} Raycaster~Intersection + * @property {number} distance - The distance from the ray's origin to the intersection point. + * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the + * intersection to the nearest point on the ray. For other objects it will be `undefined`. + * @property {Vector3} point - The intersection point, in world coordinates. + * @property {Object} face - The face that has been intersected. + * @property {number} faceIndex - The face index. + * @property {Object3D} object - The 3D object that has been intersected. + * @property {Vector2} uv - U,V coordinates at point of intersection. + * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection. + * @property {Vector3} normal - Interpolated normal vector at point of intersection. + * @property {number} instanceId - The index number of the instance where the ray + * intersects the {@link InstancedMesh}. + */ + + /** + * Checks all intersection between the ray and the object with or without the + * descendants. Intersections are returned sorted by distance, closest first. + * + * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when + * evaluating whether the ray intersects the object or not. This allows meshes to respond + * differently to ray casting than lines or points. + * + * Note that for meshes, faces must be pointed towards the origin of the ray in order + * to be detected; intersections of the ray passing through the back of a face will not + * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side} + * to `THREE.DoubleSide`. + * + * @param {Object3D} object - The 3D object to check for intersection with the ray. + * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants. + * Otherwise it only checks intersection with the object. + * @param {Array} [intersects=[]] The target array that holds the result of the method. + * @return {Array} An array holding the intersection points. + */ + intersectObject( object, recursive = true, intersects = [] ) { + + intersect( object, this, intersects, recursive ); + + intersects.sort( ascSort ); + + return intersects; + + } + + /** + * Checks all intersection between the ray and the objects with or without + * the descendants. Intersections are returned sorted by distance, closest first. + * + * @param {Array} objects - The 3D objects to check for intersection with the ray. + * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants. + * Otherwise it only checks intersection with the object. + * @param {Array} [intersects=[]] The target array that holds the result of the method. + * @return {Array} An array holding the intersection points. + */ + intersectObjects( objects, recursive = true, intersects = [] ) { + + for ( let i = 0, l = objects.length; i < l; i ++ ) { + + intersect( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( ascSort ); + + return intersects; + + } + +} + +function ascSort( a, b ) { + + return a.distance - b.distance; + +} + +function intersect( object, raycaster, intersects, recursive ) { + + let propagate = true; + + if ( object.layers.test( raycaster.layers ) ) { + + const result = object.raycast( raycaster, intersects ); + + if ( result === false ) propagate = false; + + } + + if ( propagate === true && recursive === true ) { + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + intersect( children[ i ], raycaster, intersects, true ); + + } + + } + +} + +/** + * Class for keeping track of time. + * + * @deprecated since r183. + */ +class Clock { + + /** + * Constructs a new clock. + * + * @deprecated since 183. + * @param {boolean} [autoStart=true] - Whether to automatically start the clock when + * `getDelta()` is called for the first time. + */ + constructor( autoStart = true ) { + + /** + * If set to `true`, the clock starts automatically when `getDelta()` is called + * for the first time. + * + * @type {boolean} + * @default true + */ + this.autoStart = autoStart; + + /** + * Holds the time at which the clock's `start()` method was last called. + * + * @type {number} + * @default 0 + */ + this.startTime = 0; + + /** + * Holds the time at which the clock's `start()`, `getElapsedTime()` or + * `getDelta()` methods were last called. + * + * @type {number} + * @default 0 + */ + this.oldTime = 0; + + /** + * Keeps track of the total time that the clock has been running. + * + * @type {number} + * @default 0 + */ + this.elapsedTime = 0; + + /** + * Whether the clock is running or not. + * + * @type {boolean} + * @default true + */ + this.running = false; + + warn( 'Clock: This module has been deprecated. Please use THREE.Timer instead.' ); // @deprecated, r183 + + } + + /** + * Starts the clock. When `autoStart` is set to `true`, the method is automatically + * called by the class. + */ + start() { + + this.startTime = performance.now(); + + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; + + } + + /** + * Stops the clock. + */ + stop() { + + this.getElapsedTime(); + this.running = false; + this.autoStart = false; + + } + + /** + * Returns the elapsed time in seconds. + * + * @return {number} The elapsed time. + */ + getElapsedTime() { + + this.getDelta(); + return this.elapsedTime; + + } + + /** + * Returns the delta time in seconds. + * + * @return {number} The delta time. + */ + getDelta() { + + let diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + return 0; + + } + + if ( this.running ) { + + const newTime = performance.now(); + + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + +} + +/** + * This class can be used to represent points in 3D space as + * [Spherical coordinates](https://en.wikipedia.org/wiki/Spherical_coordinate_system). + */ +class Spherical { + + /** + * Constructs a new spherical. + * + * @param {number} [radius=1] - The radius, or the Euclidean distance (straight-line distance) from the point to the origin. + * @param {number} [phi=0] - The polar angle in radians from the y (up) axis. + * @param {number} [theta=0] - The equator/azimuthal angle in radians around the y (up) axis. + */ + constructor( radius = 1, phi = 0, theta = 0 ) { + + /** + * The radius, or the Euclidean distance (straight-line distance) from the point to the origin. + * + * @type {number} + * @default 1 + */ + this.radius = radius; + + /** + * The polar angle in radians from the y (up) axis. + * + * @type {number} + * @default 0 + */ + this.phi = phi; + + /** + * The equator/azimuthal angle in radians around the y (up) axis. + * + * @type {number} + * @default 0 + */ + this.theta = theta; + + } + + /** + * Sets the spherical components by copying the given values. + * + * @param {number} radius - The radius. + * @param {number} phi - The polar angle. + * @param {number} theta - The azimuthal angle. + * @return {Spherical} A reference to this spherical. + */ + set( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + } + + /** + * Copies the values of the given spherical to this instance. + * + * @param {Spherical} other - The spherical to copy. + * @return {Spherical} A reference to this spherical. + */ + copy( other ) { + + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; + + return this; + + } + + /** + * Restricts the polar angle [page:.phi phi] to be between `0.000001` and pi - + * `0.000001`. + * + * @return {Spherical} A reference to this spherical. + */ + makeSafe() { + + const EPS = 0.000001; + this.phi = clamp( this.phi, EPS, Math.PI - EPS ); + + return this; + + } + + /** + * Sets the spherical components from the given vector which is assumed to hold + * Cartesian coordinates. + * + * @param {Vector3} v - The vector to set. + * @return {Spherical} A reference to this spherical. + */ + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + /** + * Sets the spherical components from the given Cartesian coordinates. + * + * @param {number} x - The x value. + * @param {number} y - The y value. + * @param {number} z - The z value. + * @return {Spherical} A reference to this spherical. + */ + 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; + + } + + /** + * Returns a new spherical with copied values from this instance. + * + * @return {Spherical} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +/** + * This class can be used to represent points in 3D space as + * [Cylindrical coordinates](https://en.wikipedia.org/wiki/Cylindrical_coordinate_system). + */ +class Cylindrical { + + /** + * Constructs a new cylindrical. + * + * @param {number} [radius=1] - The distance from the origin to a point in the x-z plane. + * @param {number} [theta=0] - A counterclockwise angle in the x-z plane measured in radians from the positive z-axis. + * @param {number} [y=0] - The height above the x-z plane. + */ + constructor( radius = 1, theta = 0, y = 0 ) { + + /** + * The distance from the origin to a point in the x-z plane. + * + * @type {number} + * @default 1 + */ + this.radius = radius; + + /** + * A counterclockwise angle in the x-z plane measured in radians from the positive z-axis. + * + * @type {number} + * @default 0 + */ + this.theta = theta; + + /** + * The height above the x-z plane. + * + * @type {number} + * @default 0 + */ + this.y = y; + + } + + /** + * Sets the cylindrical components by copying the given values. + * + * @param {number} radius - The radius. + * @param {number} theta - The theta angle. + * @param {number} y - The height value. + * @return {Cylindrical} A reference to this cylindrical. + */ + set( radius, theta, y ) { + + this.radius = radius; + this.theta = theta; + this.y = y; + + return this; + + } + + /** + * Copies the values of the given cylindrical to this instance. + * + * @param {Cylindrical} other - The cylindrical to copy. + * @return {Cylindrical} A reference to this cylindrical. + */ + copy( other ) { + + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; + + return this; + + } + + /** + * Sets the cylindrical components from the given vector which is assumed to hold + * Cartesian coordinates. + * + * @param {Vector3} v - The vector to set. + * @return {Cylindrical} A reference to this cylindrical. + */ + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + /** + * Sets the cylindrical components from the given Cartesian coordinates. + * + * @param {number} x - The x value. + * @param {number} y - The x value. + * @param {number} z - The x value. + * @return {Cylindrical} A reference to this cylindrical. + */ + setFromCartesianCoords( x, y, z ) { + + this.radius = Math.sqrt( x * x + z * z ); + this.theta = Math.atan2( x, z ); + this.y = y; + + return this; + + } + + /** + * Returns a new cylindrical with copied values from this instance. + * + * @return {Cylindrical} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +/** + * Represents a 2x2 matrix. + * + * A Note on Row-Major and Column-Major Ordering: + * + * The constructor and {@link Matrix2#set} method take arguments in + * [row-major](https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order) + * order, while internally they are stored in the {@link Matrix2#elements} array in column-major order. + * This means that calling: + * ```js + * const m = new THREE.Matrix2(); + * m.set( 11, 12, + * 21, 22 ); + * ``` + * will result in the elements array containing: + * ```js + * m.elements = [ 11, 21, + * 12, 22 ]; + * ``` + * and internally all calculations are performed using column-major ordering. + * However, as the actual ordering makes no difference mathematically and + * most people are used to thinking about matrices in row-major order, the + * three.js documentation shows matrices in row-major order. Just bear in + * mind that if you are reading the source code, you'll have to take the + * transpose of any matrices outlined here to make sense of the calculations. + */ +class Matrix2 { + + static { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + Matrix2.prototype.isMatrix2 = true; + + } + + /** + * Constructs a new 2x2 matrix. The arguments are supposed to be + * in row-major order. If no arguments are provided, the constructor + * initializes the matrix as an identity matrix. + * + * @param {number} [n11] - 1-1 matrix element. + * @param {number} [n12] - 1-2 matrix element. + * @param {number} [n21] - 2-1 matrix element. + * @param {number} [n22] - 2-2 matrix element. + */ + constructor( n11, n12, n21, n22 ) { + + /** + * A column-major list of matrix values. + * + * @type {Array} + */ + this.elements = [ + 1, 0, + 0, 1, + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n21, n22 ); + + } + + } + + /** + * Sets this matrix to the 2x2 identity matrix. + * + * @return {Matrix2} A reference to this matrix. + */ + identity() { + + this.set( + 1, 0, + 0, 1, + ); + + return this; + + } + + /** + * Sets the elements of the matrix from the given array. + * + * @param {Array} array - The matrix elements in column-major order. + * @param {number} [offset=0] - Index of the first element in the array. + * @return {Matrix2} A reference to this matrix. + */ + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 4; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + /** + * Sets the elements of the matrix.The arguments are supposed to be + * in row-major order. + * + * @param {number} n11 - 1-1 matrix element. + * @param {number} n12 - 1-2 matrix element. + * @param {number} n21 - 2-1 matrix element. + * @param {number} n22 - 2-2 matrix element. + * @return {Matrix2} A reference to this matrix. + */ + set( n11, n12, n21, n22 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 2 ] = n12; + te[ 1 ] = n21; te[ 3 ] = n22; + + return this; + + } + +} + +const _vector$4 = /*@__PURE__*/ new Vector2(); + +/** + * Represents an axis-aligned bounding box (AABB) in 2D space. + */ +class Box2 { + + /** + * Constructs a new bounding box. + * + * @param {Vector2} [min=(Infinity,Infinity)] - A vector representing the lower boundary of the box. + * @param {Vector2} [max=(-Infinity,-Infinity)] - A vector representing the upper boundary of the box. + */ + constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) { + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isBox2 = true; + + /** + * The lower boundary of the box. + * + * @type {Vector2} + */ + this.min = min; + + /** + * The upper boundary of the box. + * + * @type {Vector2} + */ + this.max = max; + + } + + /** + * Sets the lower and upper boundaries of this box. + * Please note that this method only copies the values from the given objects. + * + * @param {Vector2} min - The lower boundary of the box. + * @param {Vector2} max - The upper boundary of the box. + * @return {Box2} A reference to this bounding box. + */ + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + /** + * Sets the upper and lower bounds of this box so it encloses the position data + * in the given array. + * + * @param {Array} points - An array holding 2D position data as instances of {@link Vector2}. + * @return {Box2} A reference to this bounding box. + */ + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + /** + * Centers this box on the given center vector and sets this box's width, height and + * depth to the given size values. + * + * @param {Vector2} center - The center of the box. + * @param {Vector2} size - The x and y dimensions of the box. + * @return {Box2} A reference to this bounding box. + */ + 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; + + } + + /** + * Returns a new box with copied values from this instance. + * + * @return {Box2} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + + /** + * Copies the values of the given box to this instance. + * + * @param {Box2} box - The box to copy. + * @return {Box2} A reference to this bounding box. + */ + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + /** + * Makes this box empty which means in encloses a zero space in 2D. + * + * @return {Box2} A reference to this bounding box. + */ + makeEmpty() { + + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + } + + /** + * Returns true if this box includes zero points within its bounds. + * Note that a box with equal lower and upper bounds still includes one + * point, the one both bounds share. + * + * @return {boolean} Whether this box is empty or not. + */ + 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 ); + + } + + /** + * Returns the center point of this box. + * + * @param {Vector2} target - The target vector that is used to store the method's result. + * @return {Vector2} The center point. + */ + getCenter( target ) { + + return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + /** + * Returns the dimensions of this box. + * + * @param {Vector2} target - The target vector that is used to store the method's result. + * @return {Vector2} The size. + */ + getSize( target ) { + + return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + /** + * Expands the boundaries of this box to include the given point. + * + * @param {Vector2} point - The point that should be included by the bounding box. + * @return {Box2} A reference to this bounding box. + */ + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + /** + * Expands this box equilaterally by the given vector. The width of this + * box will be expanded by the x component of the vector in both + * directions. The height of this box will be expanded by the y component of + * the vector in both directions. + * + * @param {Vector2} vector - The vector that should expand the bounding box. + * @return {Box2} A reference to this bounding box. + */ + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + /** + * Expands each dimension of the box by the given scalar. If negative, the + * dimensions of the box will be contracted. + * + * @param {number} scalar - The scalar value that should expand the bounding box. + * @return {Box2} A reference to this bounding box. + */ + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + /** + * Returns `true` if the given point lies within or on the boundaries of this box. + * + * @param {Vector2} point - The point to test. + * @return {boolean} Whether the bounding box contains the given point or not. + */ + containsPoint( point ) { + + return point.x >= this.min.x && point.x <= this.max.x && + point.y >= this.min.y && point.y <= this.max.y; + + } + + /** + * Returns `true` if this bounding box includes the entirety of the given bounding box. + * If this box and the given one are identical, this function also returns `true`. + * + * @param {Box2} box - The bounding box to test. + * @return {boolean} Whether the bounding box contains the given bounding box or not. + */ + 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; + + } + + /** + * Returns a point as a proportion of this box's width and height. + * + * @param {Vector2} point - A point in 2D space. + * @param {Vector2} target - The target vector that is used to store the method's result. + * @return {Vector2} A point as a proportion of this box's width and height. + */ + 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 ) + ); + + } + + /** + * Returns `true` if the given bounding box intersects with this bounding box. + * + * @param {Box2} box - The bounding box to test. + * @return {boolean} Whether the given bounding box intersects with this bounding box. + */ + 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; + + } + + /** + * Clamps the given point within the bounds of this box. + * + * @param {Vector2} point - The point to clamp. + * @param {Vector2} target - The target vector that is used to store the method's result. + * @return {Vector2} The clamped point. + */ + clampPoint( point, target ) { + + return target.copy( point ).clamp( this.min, this.max ); + + } + + /** + * Returns the euclidean distance from any edge of this box to the specified point. If + * the given point lies inside of this box, the distance will be `0`. + * + * @param {Vector2} point - The point to compute the distance to. + * @return {number} The euclidean distance. + */ + distanceToPoint( point ) { + + return this.clampPoint( point, _vector$4 ).distanceTo( point ); + + } + + /** + * Computes the intersection of this bounding box and the given one, setting the upper + * bound of this box to the lesser of the two boxes' upper bounds and the + * lower bound of this box to the greater of the two boxes' lower bounds. If + * there's no overlap, makes this box empty. + * + * @param {Box2} box - The bounding box to intersect with. + * @return {Box2} A reference to this bounding box. + */ + intersect( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + } + + /** + * Computes the union of this box and another and the given one, setting the upper + * bound of this box to the greater of the two boxes' upper bounds and the + * lower bound of this box to the lesser of the two boxes' lower bounds. + * + * @param {Box2} box - The bounding box that will be unioned with this instance. + * @return {Box2} A reference to this bounding box. + */ + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + /** + * Adds the given offset to both the upper and lower bounds of this bounding box, + * effectively moving it in 2D space. + * + * @param {Vector2} offset - The offset that should be used to translate the bounding box. + * @return {Box2} A reference to this bounding box. + */ + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + /** + * Returns `true` if this bounding box is equal with the given one. + * + * @param {Box2} box - The box to test for equality. + * @return {boolean} Whether this bounding box is equal with the given one. + */ + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} + +const _startP = /*@__PURE__*/ new Vector3(); +const _startEnd = /*@__PURE__*/ new Vector3(); + +const _d1 = /*@__PURE__*/ new Vector3(); +const _d2 = /*@__PURE__*/ new Vector3(); +const _r = /*@__PURE__*/ new Vector3(); +const _c1 = /*@__PURE__*/ new Vector3(); +const _c2 = /*@__PURE__*/ new Vector3(); + +/** + * An analytical line segment in 3D space represented by a start and end point. + */ +class Line3 { + + /** + * Constructs a new line segment. + * + * @param {Vector3} [start=(0,0,0)] - Start of the line segment. + * @param {Vector3} [end=(0,0,0)] - End of the line segment. + */ + constructor( start = new Vector3(), end = new Vector3() ) { + + /** + * Start of the line segment. + * + * @type {Vector3} + */ + this.start = start; + + /** + * End of the line segment. + * + * @type {Vector3} + */ + this.end = end; + + } + + /** + * Sets the start and end values by copying the given vectors. + * + * @param {Vector3} start - The start point. + * @param {Vector3} end - The end point. + * @return {Line3} A reference to this line segment. + */ + set( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + } + + /** + * Copies the values of the given line segment to this instance. + * + * @param {Line3} line - The line segment to copy. + * @return {Line3} A reference to this line segment. + */ + copy( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + } + + /** + * Returns the center of the line segment. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The center point. + */ + getCenter( target ) { + + return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + } + + /** + * Returns the delta vector of the line segment's start and end point. + * + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The delta vector. + */ + delta( target ) { + + return target.subVectors( this.end, this.start ); + + } + + /** + * Returns the squared Euclidean distance between the line' start and end point. + * + * @return {number} The squared Euclidean distance. + */ + distanceSq() { + + return this.start.distanceToSquared( this.end ); + + } + + /** + * Returns the Euclidean distance between the line' start and end point. + * + * @return {number} The Euclidean distance. + */ + distance() { + + return this.start.distanceTo( this.end ); + + } + + /** + * Returns a vector at a certain position along the line segment. + * + * @param {number} t - A value between `[0,1]` to represent a position along the line segment. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The delta vector. + */ + at( t, target ) { + + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + } + + /** + * Returns a point parameter based on the closest point as projected on the line segment. + * + * @param {Vector3} point - The point for which to return a point parameter. + * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not. + * @return {number} The point parameter. + */ + closestPointToPointParameter( point, clampToLine ) { + + _startP.subVectors( point, this.start ); + _startEnd.subVectors( this.end, this.start ); + + const startEnd2 = _startEnd.dot( _startEnd ); + + if ( startEnd2 === 0 ) return 0; + + const startEnd_startP = _startEnd.dot( _startP ); + + let t = startEnd_startP / startEnd2; + + if ( clampToLine ) { + + t = clamp( t, 0, 1 ); + + } + + return t; + + } + + /** + * Returns the closest point on the line for a given point. + * + * @param {Vector3} point - The point to compute the closest point on the line for. + * @param {boolean} clampToLine - Whether to clamp the result to the range `[0,1]` or not. + * @param {Vector3} target - The target vector that is used to store the method's result. + * @return {Vector3} The closest point on the line. + */ + closestPointToPoint( point, clampToLine, target ) { + + const t = this.closestPointToPointParameter( point, clampToLine ); + + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + } + + /** + * Returns the closest squared distance between this line segment and the given one. + * + * @param {Line3} line - The line segment to compute the closest squared distance to. + * @param {Vector3} [c1] - The closest point on this line segment. + * @param {Vector3} [c2] - The closest point on the given line segment. + * @return {number} The squared distance between this line segment and the given one. + */ + distanceSqToLine3( line, c1 = _c1, c2 = _c2 ) { + + // from Real-Time Collision Detection by Christer Ericson, chapter 5.1.9 + + // Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and + // S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared + // distance between between S1(s) and S2(t) + + const EPSILON = 1e-8 * 1e-8; // must be squared since we compare squared length + let s, t; + + const p1 = this.start; + const p2 = line.start; + const q1 = this.end; + const q2 = line.end; + + _d1.subVectors( q1, p1 ); // Direction vector of segment S1 + _d2.subVectors( q2, p2 ); // Direction vector of segment S2 + _r.subVectors( p1, p2 ); + + const a = _d1.dot( _d1 ); // Squared length of segment S1, always nonnegative + const e = _d2.dot( _d2 ); // Squared length of segment S2, always nonnegative + const f = _d2.dot( _r ); + + // Check if either or both segments degenerate into points + + if ( a <= EPSILON && e <= EPSILON ) { + + // Both segments degenerate into points + + c1.copy( p1 ); + c2.copy( p2 ); + + c1.sub( c2 ); + + return c1.dot( c1 ); + + } + + if ( a <= EPSILON ) { + + // First segment degenerates into a point + + s = 0; + t = f / e; // s = 0 => t = (b*s + f) / e = f / e + t = clamp( t, 0, 1 ); + + + } else { + + const c = _d1.dot( _r ); + + if ( e <= EPSILON ) { + + // Second segment degenerates into a point + + t = 0; + s = clamp( - c / a, 0, 1 ); // t = 0 => s = (b*t - c) / a = -c / a + + } else { + + // The general nondegenerate case starts here + + const b = _d1.dot( _d2 ); + const denom = a * e - b * b; // Always nonnegative + + // If segments not parallel, compute closest point on L1 to L2 and + // clamp to segment S1. Else pick arbitrary s (here 0) + + if ( denom !== 0 ) { + + s = clamp( ( b * f - c * e ) / denom, 0, 1 ); + + } else { + + s = 0; + + } + + // Compute point on L2 closest to S1(s) using + // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e + + t = ( b * s + f ) / e; + + // If t in [0,1] done. Else clamp t, recompute s for the new value + // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a + // and clamp s to [0, 1] + + if ( t < 0 ) { + + t = 0.; + s = clamp( - c / a, 0, 1 ); + + } else if ( t > 1 ) { + + t = 1; + s = clamp( ( b - c ) / a, 0, 1 ); + + } + + } + + } + + c1.copy( p1 ).addScaledVector( _d1, s ); + c2.copy( p2 ).addScaledVector( _d2, t ); + + return c1.distanceToSquared( c2 ); + + } + + /** + * Applies a 4x4 transformation matrix to this line segment. + * + * @param {Matrix4} matrix - The transformation matrix. + * @return {Line3} A reference to this line segment. + */ + applyMatrix4( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + } + + /** + * Returns `true` if this line segment is equal with the given one. + * + * @param {Line3} line - The line segment to test for equality. + * @return {boolean} Whether this line segment is equal with the given one. + */ + equals( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + } + + /** + * Returns a new line segment with copied values from this instance. + * + * @return {Line3} A clone of this instance. + */ + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _vector$3 = /*@__PURE__*/ new Vector3(); + +/** + * This displays a cone shaped helper object for a {@link SpotLight}. + * + * When the spot light or its target are transformed or light properties are + * changed, it's necessary to call the `update()` method of the respective helper. + * + * ```js + * const spotLight = new THREE.SpotLight( 0xffffff ); + * spotLight.position.set( 10, 10, 10 ); + * scene.add( spotLight ); + * + * const spotLightHelper = new THREE.SpotLightHelper( spotLight ); + * scene.add( spotLightHelper ); + * ``` + * + * @augments Object3D + */ +class SpotLightHelper extends Object3D { + + /** + * Constructs a new spot light helper. + * + * @param {HemisphereLight} light - The light to be visualized. + * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take + * the color of the light. + */ + constructor( light, color ) { + + super(); + + /** + * The light being visualized. + * + * @type {SpotLight} + */ + this.light = light; + + this.matrixAutoUpdate = false; + + /** + * The color parameter passed in the constructor. + * If not set, the helper will take the color of the light. + * + * @type {number|Color|string} + */ + 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(); + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + } + + /** + * Updates the helper to match the position and direction of the + * light being visualized. + */ + update() { + + this.light.updateWorldMatrix( true, false ); + this.light.target.updateWorldMatrix( true, false ); + + // update the local matrix based on the parent and light target transforms + if ( this.parent ) { + + this.parent.updateWorldMatrix( true ); + + this.matrix + .copy( this.parent.matrixWorld ) + .invert() + .multiply( this.light.matrixWorld ); + + } else { + + this.matrix.copy( this.light.matrixWorld ); + + } + + this.matrixWorld.copy( this.light.matrixWorld ); + + const coneLength = this.light.distance ? this.light.distance : 1000; + const coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + _vector$3.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( _vector$3 ); + + if ( this.color !== undefined ) { + + this.cone.material.color.set( this.color ); + + } else { + + this.cone.material.color.copy( this.light.color ); + + } + + } + +} + +const _vector$2 = /*@__PURE__*/ new Vector3(); +const _boneMatrix = /*@__PURE__*/ new Matrix4(); +const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); + +/** + * A helper object to assist with visualizing a {@link Skeleton}. + * + * ```js + * const helper = new THREE.SkeletonHelper( skinnedMesh ); + * scene.add( helper ); + * ``` + * + * @augments LineSegments + */ +class SkeletonHelper extends LineSegments { + + /** + * Constructs a new skeleton helper. + * + * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object + * can be used if it represents a hierarchy of bones (see {@link Bone}). + */ + constructor( object ) { + + const bones = getBoneList( object ); + + const geometry = new BufferGeometry(); + + const vertices = []; + const colors = []; + + 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( 0, 0, 0 ); + colors.push( 0, 0, 0 ); + + } + + } + + 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 flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isSkeletonHelper = true; + + this.type = 'SkeletonHelper'; + + /** + * The object being visualized. + * + * @type {Object3D} + */ + this.root = object; + + /** + * The list of bones that the helper visualizes. + * + * @type {Array} + */ + this.bones = bones; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + // colors + + const color1 = new Color( 0x0000ff ); + const color2 = new Color( 0x00ff00 ); + + this.setColors( color1, color2 ); + + } + + 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 ); + + } + + /** + * Defines the colors of the helper. + * + * @param {Color} color1 - The first line color for each bone. + * @param {Color} color2 - The second line color for each bone. + * @return {SkeletonHelper} A reference to this helper. + */ + setColors( color1, color2 ) { + + const geometry = this.geometry; + const colorAttribute = geometry.getAttribute( 'color' ); + + for ( let i = 0; i < colorAttribute.count; i += 2 ) { + + colorAttribute.setXYZ( i, color1.r, color1.g, color1.b ); + colorAttribute.setXYZ( i + 1, color2.r, color2.g, color2.b ); + + } + + colorAttribute.needsUpdate = true; + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + 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( ...getBoneList( object.children[ i ] ) ); + + } + + return boneList; + +} + +/** + * This displays a helper object consisting of a spherical mesh for + * visualizing an instance of {@link PointLight}. + * + * ```js + * const pointLight = new THREE.PointLight( 0xff0000, 1, 100 ); + * pointLight.position.set( 10, 10, 10 ); + * scene.add( pointLight ); + * + * const sphereSize = 1; + * const pointLightHelper = new THREE.PointLightHelper( pointLight, sphereSize ); + * scene.add( pointLightHelper ); + * ``` + * + * @augments Mesh + */ +class PointLightHelper extends Mesh { + + /** + * Constructs a new point light helper. + * + * @param {PointLight} light - The light to be visualized. + * @param {number} [sphereSize=1] - The size of the sphere helper. + * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take + * the color of the light. + */ + constructor( light, sphereSize, color ) { + + const geometry = new SphereGeometry( sphereSize, 4, 2 ); + const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + + super( geometry, material ); + + /** + * The light being visualized. + * + * @type {PointLight} + */ + this.light = light; + + /** + * The color parameter passed in the constructor. + * If not set, the helper will take the color of the light. + * + * @type {number|Color|string} + */ + this.color = color; + + this.type = 'PointLightHelper'; + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + /** + * Updates the helper to match the position of the + * light being visualized. + */ + 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(); + +/** + * Creates a visual aid consisting of a spherical mesh for a + * given {@link HemisphereLight}. + * + * When the hemisphere light is transformed or its light properties are changed, + * it's necessary to call the `update()` method of the respective helper. + * + * ```js + * const light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 ); + * const helper = new THREE.HemisphereLightHelper( light, 5 ); + * scene.add( helper ); + * ``` + * + * @augments Object3D + */ +class HemisphereLightHelper extends Object3D { + + /** + * Constructs a new hemisphere light helper. + * + * @param {HemisphereLight} light - The light to be visualized. + * @param {number} [size=1] - The size of the mesh used to visualize the light. + * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take + * the color of the light. + */ + constructor( light, size, color ) { + + super(); + + /** + * The light being visualized. + * + * @type {HemisphereLight} + */ + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + /** + * The color parameter passed in the constructor. + * If not set, the helper will take the color of the light. + * + * @type {number|Color|string} + */ + 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(); + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + } + + /** + * Updates the helper to match the position and direction of the + * light being visualized. + */ + 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() ); + + } + +} + +/** + * The helper is an object to define grids. Grids are two-dimensional + * arrays of lines. + * + * ```js + * const size = 10; + * const divisions = 10; + * + * const gridHelper = new THREE.GridHelper( size, divisions ); + * scene.add( gridHelper ); + * ``` + * + * @augments LineSegments + */ +class GridHelper extends LineSegments { + + /** + * Constructs a new grid helper. + * + * @param {number} [size=10] - The size of the grid. + * @param {number} [divisions=10] - The number of divisions across the grid. + * @param {number|Color|string} [color1=0x444444] - The color of the center line. + * @param {number|Color|string} [color2=0x888888] - The color of the lines of the grid. + */ + 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'; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +/** + * This helper is an object to define polar grids. Grids are + * two-dimensional arrays of lines. + * + * ```js + * const radius = 10; + * const sectors = 16; + * const rings = 8; + * const divisions = 64; + * + * const helper = new THREE.PolarGridHelper( radius, sectors, rings, divisions ); + * scene.add( helper ); + * ``` + * + * @augments LineSegments + */ +class PolarGridHelper extends LineSegments { + + /** + * Constructs a new polar grid helper. + * + * @param {number} [radius=10] - The radius of the polar grid. This can be any positive number. + * @param {number} [sectors=16] - The number of sectors the grid will be divided into. This can be any positive integer. + * @param {number} [rings=16] - The number of rings. This can be any positive integer. + * @param {number} [divisions=64] - The number of line segments used for each circle. This can be any positive integer. + * @param {number|Color|string} [color1=0x444444] - The first color used for grid elements. + * @param {number|Color|string} [color2=0x888888] - The second color used for grid elements. + */ + 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'; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +const _v1 = /*@__PURE__*/ new Vector3(); +const _v2 = /*@__PURE__*/ new Vector3(); +const _v3 = /*@__PURE__*/ new Vector3(); + +/** + * Helper object to assist with visualizing a {@link DirectionalLight}'s + * effect on the scene. This consists of a plane and a line representing the + * light's position and direction. + * + * When the directional light or its target are transformed or light properties + * are changed, it's necessary to call the `update()` method of the respective helper. + * + * ```js + * const light = new THREE.DirectionalLight( 0xFFFFFF ); + * scene.add( light ); + * + * const helper = new THREE.DirectionalLightHelper( light, 5 ); + * scene.add( helper ); + * ``` + * + * @augments Object3D + */ +class DirectionalLightHelper extends Object3D { + + /** + * Constructs a new directional light helper. + * + * @param {DirectionalLight} light - The light to be visualized. + * @param {number} [size=1] - The dimensions of the plane. + * @param {number|Color|string} [color] - The helper's color. If not set, the helper will take + * the color of the light. + */ + constructor( light, size, color ) { + + super(); + + /** + * The light being visualized. + * + * @type {DirectionalLight} + */ + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + /** + * The color parameter passed in the constructor. + * If not set, the helper will take the color of the light. + * + * @type {number|Color|string} + */ + 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 } ); + + /** + * Contains the line showing the location of the directional light. + * + * @type {Line} + */ + 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 ) ); + + /** + * Represents the target line of the directional light. + * + * @type {Line} + */ + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); + + } + + /** + * Updates the helper to match the position and direction of the + * light being visualized. + */ + 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(); + +/** + * This helps with visualizing what a camera contains in its frustum. It + * visualizes the frustum of a camera using a line segments. + * + * Based on frustum visualization in [lightgl.js shadowmap example](https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html). + * + * `CameraHelper` must be a child of the scene. + * + * When the camera is transformed or its projection matrix is changed, it's necessary + * to call the `update()` method of the respective helper. + * + * ```js + * const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); + * const helper = new THREE.CameraHelper( camera ); + * scene.add( helper ); + * ``` + * + * @augments LineSegments + */ +class CameraHelper extends LineSegments { + + /** + * Constructs a new arrow helper. + * + * @param {Camera} camera - The camera to visualize. + */ + 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'; + + /** + * The camera being visualized. + * + * @type {Camera} + */ + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + /** + * This contains the points used to visualize the camera. + * + * @type {Object>} + */ + 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 ); + + } + + /** + * Defines the colors of the helper. + * + * @param {Color} frustum - The frustum line color. + * @param {Color} cone - The cone line color. + * @param {Color} up - The up line color. + * @param {Color} target - The target line color. + * @param {Color} cross - The cross line color. + * @return {CameraHelper} A reference to this helper. + */ + 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; + + return this; + + } + + /** + * Updates the helper based on the projection matrix of the camera. + */ + update() { + + const geometry = this.geometry; + const pointMap = this.pointMap; + + const w = 1, h = 1; + + let nearZ, farZ; + + // we need just camera projection matrix inverse + // world matrix must be identity + + _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); + + // Adjust z values based on coordinate system + + if ( this.camera.reversedDepth === true ) { + + nearZ = 1; + farZ = 0; + + } else { + + if ( this.camera.coordinateSystem === WebGLCoordinateSystem ) { + + nearZ = -1; + farZ = 1; + + } else if ( this.camera.coordinateSystem === WebGPUCoordinateSystem ) { + + nearZ = 0; + farZ = 1; + + } else { + + throw new Error( 'THREE.CameraHelper.update(): Invalid coordinate system: ' + this.camera.coordinateSystem ); + + } + + } + + + // center / target + setPoint( 'c', pointMap, geometry, _camera, 0, 0, nearZ ); + setPoint( 't', pointMap, geometry, _camera, 0, 0, farZ ); + + // near + + setPoint( 'n1', pointMap, geometry, _camera, - w, - h, nearZ ); + setPoint( 'n2', pointMap, geometry, _camera, w, - h, nearZ ); + setPoint( 'n3', pointMap, geometry, _camera, - w, h, nearZ ); + setPoint( 'n4', pointMap, geometry, _camera, w, h, nearZ ); + + // far + + setPoint( 'f1', pointMap, geometry, _camera, - w, - h, farZ ); + setPoint( 'f2', pointMap, geometry, _camera, w, - h, farZ ); + setPoint( 'f3', pointMap, geometry, _camera, - w, h, farZ ); + setPoint( 'f4', pointMap, geometry, _camera, w, h, farZ ); + + // up + + setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, nearZ ); + setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, nearZ ); + setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, nearZ ); + + // cross + + setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, farZ ); + setPoint( 'cf2', pointMap, geometry, _camera, w, 0, farZ ); + setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, farZ ); + setPoint( 'cf4', pointMap, geometry, _camera, 0, h, farZ ); + + setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, nearZ ); + setPoint( 'cn2', pointMap, geometry, _camera, w, 0, nearZ ); + setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, nearZ ); + setPoint( 'cn4', pointMap, geometry, _camera, 0, h, nearZ ); + + geometry.getAttribute( 'position' ).needsUpdate = true; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + 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(); + +/** + * Helper object to graphically show the world-axis-aligned bounding box + * around an object. The actual bounding box is handled with {@link Box3}, + * this is just a visual helper for debugging. It can be automatically + * resized with {@link BoxHelper#update} when the object it's created from + * is transformed. Note that the object must have a geometry for this to work, + * so it won't work with sprites. + * + * ```js + * const sphere = new THREE.SphereGeometry(); + * const object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) ); + * const box = new THREE.BoxHelper( object, 0xffff00 ); + * scene.add( box ); + * ``` + * + * @augments LineSegments + */ +class BoxHelper extends LineSegments { + + /** + * Constructs a new box helper. + * + * @param {Object3D} [object] - The 3D object to show the world-axis-aligned bounding box. + * @param {number|Color|string} [color=0xffff00] - The box's color. + */ + 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 } ) ); + + /** + * The 3D object being visualized. + * + * @type {Object3D} + */ + this.object = object; + this.type = 'BoxHelper'; + + this.matrixAutoUpdate = false; + + this.update(); + + } + + /** + * Updates the helper's geometry to match the dimensions of the object, + * including any children. + */ + update() { + + 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(); + + } + + /** + * Updates the wireframe box for the passed object. + * + * @param {Object3D} object - The 3D object to create the helper for. + * @return {BoxHelper} A reference to this instance. + */ + setFromObject( object ) { + + this.object = object; + this.update(); + + return this; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.object = source.object; + + return this; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +/** + * A helper object to visualize an instance of {@link Box3}. + * + * ```js + * const box = new THREE.Box3(); + * box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) ); + * + * const helper = new THREE.Box3Helper( box, 0xffff00 ); + * scene.add( helper ) + * ``` + * + * @augments LineSegments + */ +class Box3Helper extends LineSegments { + + /** + * Constructs a new box3 helper. + * + * @param {Box3} box - The box to visualize. + * @param {number|Color|string} [color=0xffff00] - The box's color. + */ + 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 } ) ); + + /** + * The box being visualized. + * + * @type {Box3} + */ + 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 ); + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +/** + * A helper object to visualize an instance of {@link Plane}. + * + * ```js + * const plane = new THREE.Plane( new THREE.Vector3( 1, 1, 0.2 ), 3 ); + * const helper = new THREE.PlaneHelper( plane, 1, 0xffff00 ); + * scene.add( helper ); + * ``` + * + * @augments Line + */ +class PlaneHelper extends Line { + + /** + * Constructs a new plane helper. + * + * @param {Plane} plane - The plane to be visualized. + * @param {number} [size=1] - The side length of plane helper. + * @param {number|Color|string} [hex=0xffff00] - The helper's color. + */ + 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'; + + /** + * The plane being visualized. + * + * @type {Plane} + */ + this.plane = plane; + + /** + * The side length of plane helper. + * + * @type {number} + * @default 1 + */ + 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 ); + + } + + /** + * Updates the helper to match the position and direction of the + * light being visualized. + */ + 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; + +/** + * An 3D arrow object for visualizing directions. + * + * ```js + * const dir = new THREE.Vector3( 1, 2, 0 ); + * + * //normalize the direction vector (convert to vector of length 1) + * dir.normalize(); + * + * const origin = new THREE.Vector3( 0, 0, 0 ); + * const length = 1; + * const hex = 0xffff00; + * + * const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex ); + * scene.add( arrowHelper ); + * ``` + * + * @augments Object3D + */ +class ArrowHelper extends Object3D { + + /** + * Constructs a new arrow helper. + * + * @param {Vector3} [dir=(0, 0, 1)] - The (normalized) direction vector. + * @param {Vector3} [origin=(0, 0, 0)] - Point at which the arrow starts. + * @param {number} [length=1] - Length of the arrow in world units. + * @param {(number|Color|string)} [color=0xffff00] - Color of the arrow. + * @param {number} [headLength=length*0.2] - The length of the head of the arrow. + * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow. + */ + 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 ConeGeometry( 0.5, 1, 5, 1 ); + _coneGeometry.translate( 0, -0.5, 0 ); + + } + + this.position.copy( origin ); + + /** + * The line part of the arrow helper. + * + * @type {Line} + */ + this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + /** + * The cone part of the arrow helper. + * + * @type {Mesh} + */ + 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 ); + + } + + /** + * Sets the direction of the helper. + * + * @param {Vector3} dir - The normalized direction vector. + */ + 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 ); + + } + + } + + /** + * Sets the length of the helper. + * + * @param {number} length - Length of the arrow in world units. + * @param {number} [headLength=length*0.2] - The length of the head of the arrow. + * @param {number} [headWidth=headLength*0.2] - The width of the head of the arrow. + */ + 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(); + + } + + /** + * Sets the color of the helper. + * + * @param {number|Color|string} color - The color to set. + */ + 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; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.line.geometry.dispose(); + this.line.material.dispose(); + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + } + +} + +/** + * An axis object to visualize the 3 axes in a simple way. + * The X axis is red. The Y axis is green. The Z axis is blue. + * + * ```js + * const axesHelper = new THREE.AxesHelper( 5 ); + * scene.add( axesHelper ); + * ``` + * + * @augments LineSegments + */ +class AxesHelper extends LineSegments { + + /** + * Constructs a new axes helper. + * + * @param {number} [size=1] - Size of the lines representing the axes. + */ + 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'; + + } + + /** + * Defines the colors of the axes helper. + * + * @param {number|Color|string} xAxisColor - The color for the x axis. + * @param {number|Color|string} yAxisColor - The color for the y axis. + * @param {number|Color|string} zAxisColor - The color for the z axis. + * @return {AxesHelper} A reference to this axes helper. + */ + 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; + + } + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +/** + * This class is used to convert a series of paths to an array of + * shapes. It is specifically used in context of fonts and SVG. + */ +class ShapePath { + + /** + * Constructs a new shape path. + */ + constructor() { + + this.type = 'ShapePath'; + + /** + * The color of the shape. + * + * @type {Color} + */ + this.color = new Color(); + + /** + * The paths that have been generated for this shape. + * + * @type {Array} + * @default null + */ + this.subPaths = []; + + /** + * The current path that is being generated. + * + * @type {?Path} + * @default null + */ + this.currentPath = null; + + } + + /** + * Creates a new path and moves it current point to the given one. + * + * @param {number} x - The x coordinate. + * @param {number} y - The y coordinate. + * @return {ShapePath} A reference to this shape path. + */ + moveTo( x, y ) { + + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); + + return this; + + } + + /** + * Adds an instance of {@link LineCurve} to the path by connecting + * the current point with the given one. + * + * @param {number} x - The x coordinate of the end point. + * @param {number} y - The y coordinate of the end point. + * @return {ShapePath} A reference to this shape path. + */ + lineTo( x, y ) { + + this.currentPath.lineTo( x, y ); + + return this; + + } + + /** + * Adds an instance of {@link QuadraticBezierCurve} to the path by connecting + * the current point with the given one. + * + * @param {number} aCPx - The x coordinate of the control point. + * @param {number} aCPy - The y coordinate of the control point. + * @param {number} aX - The x coordinate of the end point. + * @param {number} aY - The y coordinate of the end point. + * @return {ShapePath} A reference to this shape path. + */ + quadraticCurveTo( aCPx, aCPy, aX, aY ) { + + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + + return this; + + } + + /** + * Adds an instance of {@link CubicBezierCurve} to the path by connecting + * the current point with the given one. + * + * @param {number} aCP1x - The x coordinate of the first control point. + * @param {number} aCP1y - The y coordinate of the first control point. + * @param {number} aCP2x - The x coordinate of the second control point. + * @param {number} aCP2y - The y coordinate of the second control point. + * @param {number} aX - The x coordinate of the end point. + * @param {number} aY - The y coordinate of the end point. + * @return {ShapePath} A reference to this shape path. + */ + bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + + return this; + + } + + /** + * Adds an instance of {@link SplineCurve} to the path by connecting + * the current point with the given list of points. + * + * @param {Array} pts - An array of points in 2D space. + * @return {ShapePath} A reference to this shape path. + */ + splineThru( pts ) { + + this.currentPath.splineThru( pts ); + + return this; + + } + + /** + * Converts the paths into an array of shapes. + * + * @param {boolean} isCCW - By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW). + * If this flag is set to `true`, then those are flipped. + * @return {Array} An array of shapes. + */ + 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; + + // 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 ] = []; + + //log('cw', i); + + } else { + + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + + //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 ); + + } + + } + + //log("shape", shapes); + + return shapes; + + } + +} + +/** + * Abstract base class for controls. + * + * @abstract + * @augments EventDispatcher + */ +class Controls extends EventDispatcher { + + /** + * Constructs a new controls instance. + * + * @param {Object3D} object - The object that is managed by the controls. + * @param {?HTMLElement} domElement - The HTML element used for event listeners. + */ + constructor( object, domElement = null ) { + + super(); + + /** + * The object that is managed by the controls. + * + * @type {Object3D} + */ + this.object = object; + + /** + * The HTML element used for event listeners. + * + * @type {?HTMLElement} + * @default null + */ + this.domElement = domElement; + + /** + * Whether the controls responds to user input or not. + * + * @type {boolean} + * @default true + */ + this.enabled = true; + + /** + * The internal state of the controls. + * + * @type {number} + * @default -1 + */ + this.state = -1; + + /** + * This object defines the keyboard input of the controls. + * + * @type {Object} + */ + this.keys = {}; + + /** + * This object defines what type of actions are assigned to the available mouse buttons. + * It depends on the control implementation what kind of mouse buttons and actions are supported. + * + * @type {{LEFT: ?number, MIDDLE: ?number, RIGHT: ?number}} + */ + this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null }; + + /** + * This object defines what type of actions are assigned to what kind of touch interaction. + * It depends on the control implementation what kind of touch interaction and actions are supported. + * + * @type {{ONE: ?number, TWO: ?number}} + */ + this.touches = { ONE: null, TWO: null }; + + } + + /** + * Connects the controls to the DOM. This method has so called "side effects" since + * it adds the module's event listeners to the DOM. + * + * @param {HTMLElement} element - The DOM element to connect to. + */ + connect( element ) { + + if ( element === undefined ) { + + warn( 'Controls: connect() now requires an element.' ); // @deprecated, the warning can be removed with r185 + return; + + } + + if ( this.domElement !== null ) this.disconnect(); + + this.domElement = element; + + } + + /** + * Disconnects the controls from the DOM. + */ + disconnect() {} + + /** + * Call this method if you no longer want use to the controls. It frees all internal + * resources and removes all event listeners. + */ + dispose() {} + + /** + * Controls should implement this method if they have to update their internal state + * per simulation step. + * + * @param {number} [delta] - The time delta in seconds. + */ + update( /* delta */ ) {} + +} + +/** + * Scales the texture as large as possible within its surface without cropping + * or stretching the texture. The method preserves the original aspect ratio of + * the texture. Akin to CSS `object-fit: contain` + * + * @param {Texture} texture - The texture. + * @param {number} aspect - The texture's aspect ratio. + * @return {Texture} The updated texture. + */ +function contain( texture, aspect ) { + + const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1; + + if ( imageAspect > aspect ) { + + texture.repeat.x = 1; + texture.repeat.y = imageAspect / aspect; + + texture.offset.x = 0; + texture.offset.y = ( 1 - texture.repeat.y ) / 2; + + } else { + + texture.repeat.x = aspect / imageAspect; + texture.repeat.y = 1; + + texture.offset.x = ( 1 - texture.repeat.x ) / 2; + texture.offset.y = 0; + + } + + return texture; + +} + +/** + * Scales the texture to the smallest possible size to fill the surface, leaving + * no empty space. The method preserves the original aspect ratio of the texture. + * Akin to CSS `object-fit: cover`. + * + * @param {Texture} texture - The texture. + * @param {number} aspect - The texture's aspect ratio. + * @return {Texture} The updated texture. + */ +function cover( texture, aspect ) { + + const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1; + + if ( imageAspect > aspect ) { + + texture.repeat.x = aspect / imageAspect; + texture.repeat.y = 1; + + texture.offset.x = ( 1 - texture.repeat.x ) / 2; + texture.offset.y = 0; + + } else { + + texture.repeat.x = 1; + texture.repeat.y = imageAspect / aspect; + + texture.offset.x = 0; + texture.offset.y = ( 1 - texture.repeat.y ) / 2; + + } + + return texture; + +} + +/** + * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`. + * + * @param {Texture} texture - The texture. + * @return {Texture} The updated texture. + */ +function fill( texture ) { + + texture.repeat.x = 1; + texture.repeat.y = 1; + + texture.offset.x = 0; + texture.offset.y = 0; + + return texture; + +} + +/** + * Determines how many bytes must be used to represent the texture. + * + * @param {number} width - The width of the texture. + * @param {number} height - The height of the texture. + * @param {number} format - The texture's format. + * @param {number} type - The texture's type. + * @return {number} The byte length. + */ +function getByteLength( width, height, format, type ) { + + const typeByteLength = getTextureTypeByteLength( type ); + + switch ( format ) { + + // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml + case AlphaFormat: + return width * height; + case RedFormat: + return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength; + case RedIntegerFormat: + return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGFormat: + return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGIntegerFormat: + return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGBFormat: + return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGBAFormat: + return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGBAIntegerFormat: + return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/ + case RGB_S3TC_DXT1_Format: + case RGBA_S3TC_DXT1_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8; + case RGBA_S3TC_DXT3_Format: + case RGBA_S3TC_DXT5_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/ + case RGB_PVRTC_2BPPV1_Format: + case RGBA_PVRTC_2BPPV1_Format: + return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4; + case RGB_PVRTC_4BPPV1_Format: + case RGBA_PVRTC_4BPPV1_Format: + return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/ + case RGB_ETC1_Format: + case RGB_ETC2_Format: + case R11_EAC_Format: + case SIGNED_R11_EAC_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8; + case RGBA_ETC2_EAC_Format: + case RG11_EAC_Format: + case SIGNED_RG11_EAC_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/ + case RGBA_ASTC_4x4_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + case RGBA_ASTC_5x4_Format: + return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + case RGBA_ASTC_5x5_Format: + return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_6x5_Format: + return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_6x6_Format: + return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16; + case RGBA_ASTC_8x5_Format: + return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_8x6_Format: + return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16; + case RGBA_ASTC_8x8_Format: + return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16; + case RGBA_ASTC_10x5_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_10x6_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16; + case RGBA_ASTC_10x8_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16; + case RGBA_ASTC_10x10_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16; + case RGBA_ASTC_12x10_Format: + return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16; + case RGBA_ASTC_12x12_Format: + return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16; + + // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/ + case RGBA_BPTC_Format: + case RGB_BPTC_SIGNED_Format: + case RGB_BPTC_UNSIGNED_Format: + return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16; + + // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/ + case RED_RGTC1_Format: + case SIGNED_RED_RGTC1_Format: + return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8; + case RED_GREEN_RGTC2_Format: + case SIGNED_RED_GREEN_RGTC2_Format: + return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16; + + } + + throw new Error( + `Unable to determine texture byte length for ${format} format.`, + ); + +} + +function getTextureTypeByteLength( type ) { + + switch ( type ) { + + case UnsignedByteType: + case ByteType: + return { byteLength: 1, components: 1 }; + case UnsignedShortType: + case ShortType: + case HalfFloatType: + return { byteLength: 2, components: 1 }; + case UnsignedShort4444Type: + case UnsignedShort5551Type: + return { byteLength: 2, components: 4 }; + case UnsignedIntType: + case IntType: + case FloatType: + return { byteLength: 4, components: 1 }; + case UnsignedInt5999Type: + case UnsignedInt101111Type: + return { byteLength: 4, components: 3 }; + + } + + throw new Error( `Unknown texture type ${type}.` ); + +} + +/** + * A class containing utility functions for textures. + * + * @hideconstructor + */ +class TextureUtils { + + /** + * Scales the texture as large as possible within its surface without cropping + * or stretching the texture. The method preserves the original aspect ratio of + * the texture. Akin to CSS `object-fit: contain` + * + * @param {Texture} texture - The texture. + * @param {number} aspect - The texture's aspect ratio. + * @return {Texture} The updated texture. + */ + static contain( texture, aspect ) { + + return contain( texture, aspect ); + + } + + /** + * Scales the texture to the smallest possible size to fill the surface, leaving + * no empty space. The method preserves the original aspect ratio of the texture. + * Akin to CSS `object-fit: cover`. + * + * @param {Texture} texture - The texture. + * @param {number} aspect - The texture's aspect ratio. + * @return {Texture} The updated texture. + */ + static cover( texture, aspect ) { + + return cover( texture, aspect ); + + } + + /** + * Configures the texture to the default transformation. Akin to CSS `object-fit: fill`. + * + * @param {Texture} texture - The texture. + * @return {Texture} The updated texture. + */ + static fill( texture ) { + + return fill( texture ); + + } + + /** + * Determines how many bytes must be used to represent the texture. + * + * @param {number} width - The width of the texture. + * @param {number} height - The height of the texture. + * @param {number} format - The texture's format. + * @param {number} type - The texture's type. + * @return {number} The byte length. + */ + static getByteLength( width, height, format, type ) { + + return getByteLength( width, height, format, type ); + + } + +} + +if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { + revision: REVISION, + } } ) ); + +} + +if ( typeof window !== 'undefined' ) { + + if ( window.__THREE__ ) { + + warn( 'WARNING: Multiple instances of Three.js being imported.' ); + + } else { + + window.__THREE__ = REVISION; + + } + +} + +export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExternalTexture, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, FrustumArray, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoNormalPacking, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NormalGAPacking, NormalRGPacking, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, R11_EAC_Format, RAD2DEG, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RenderTarget3D, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, ReversedDepthFuncs, RingGeometry, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLRenderTarget, WebGPUCoordinateSystem, WebXRController, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, cloneUniforms, createCanvasElement, createElementNS, error, getByteLength, getConsoleFunction, getUnlitUniformColorSpace, isTypedArray, log, mergeUniforms, probeAsync, setConsoleFunction, warn, warnOnce, yieldToMain }; diff --git a/public/vendor/three/three.module.js b/public/vendor/three/three.module.js new file mode 100644 index 0000000..b1a0fdd --- /dev/null +++ b/public/vendor/three/three.module.js @@ -0,0 +1,19552 @@ +/** + * @license + * Copyright 2010-2026 Three.js Authors + * SPDX-License-Identifier: MIT + */ +import { Matrix3, Vector2, Color, Vector3, mergeUniforms, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, BackSide, cloneUniforms, Matrix4, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, IntType, warn, HalfFloatType, UnsignedByteType, FloatType, RGBAFormat, Plane, CubeReflectionMapping, CubeRefractionMapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, error, NoBlending, WebGLRenderTarget, BufferAttribute, LinearSRGBColorSpace, LinearFilter, CubeTexture, LinearMipmapLinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, warnOnce, Uint32BufferAttribute, Uint16BufferAttribute, DataArrayTexture, Vector4, DepthTexture, Float32BufferAttribute, RawShaderMaterial, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, Data3DTexture, GreaterEqualCompare, LessEqualCompare, Texture, GLSL3, VSMShadowMap, PCFShadowMap, AddOperation, MixOperation, MultiplyOperation, LinearTransfer, UniformsUtils, DoubleSide, NormalBlending, TangentSpaceNormalMap, ObjectSpaceNormalMap, Layers, RGFormat, RG11_EAC_Format, RED_GREEN_RGTC2_Format, MeshDepthMaterial, MeshDistanceMaterial, PCFSoftShadowMap, DepthFormat, NearestFilter, CubeDepthTexture, UnsignedIntType, Frustum, LessEqualDepth, ReverseSubtractEquation, SubtractEquation, AddEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcAlphaFactor, SrcColorFactor, OneFactor, ZeroFactor, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceNone, CullFaceBack, CullFaceFront, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, ReversedDepthFuncs, MinEquation, MaxEquation, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, LinearMipmapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NotEqualCompare, GreaterCompare, EqualCompare, LessCompare, AlwaysCompare, NeverCompare, NoColorSpace, DepthStencilFormat, getByteLength, UnsignedInt248Type, UnsignedShortType, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, UnsignedInt101111Type, ByteType, ShortType, AlphaFormat, RGBFormat, RedFormat, RedIntegerFormat, RGIntegerFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, SIGNED_RG11_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, SIGNED_RED_GREEN_RGTC2_Format, ExternalTexture, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, DataTexture, createCanvasElement, SRGBColorSpace, REVISION, log, WebGLCoordinateSystem, probeAsync } from './three.core.js'; +export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, Euler, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Fog, FogExp2, FramebufferTexture, FrustumArray, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NoNormalPacking, NormalAnimationBlendMode, NormalGAPacking, NormalRGPacking, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, Ray, Raycaster, RectAreaLight, RenderTarget, RenderTarget3D, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp, getConsoleFunction, setConsoleFunction } from './three.core.js'; + +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; + if ( context === null ) return; + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + isAnimating = true; + + }, + + stop: function () { + + if ( context !== null ) context.cancelAnimationFrame( requestId ); + + isAnimating = false; + + }, + + setAnimationLoop: function ( callback ) { + + animationLoop = callback; + + }, + + setContext: function ( value ) { + + context = value; + + } + + }; + +} + +function WebGLAttributes( gl ) { + + const buffers = new WeakMap(); + + function createBuffer( attribute, bufferType ) { + + const array = attribute.array; + const usage = attribute.usage; + const size = array.byteLength; + + const buffer = gl.createBuffer(); + + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); + + attribute.onUploadCallback(); + + let type; + + if ( array instanceof Float32Array ) { + + type = gl.FLOAT; + + } else if ( typeof Float16Array !== 'undefined' && array instanceof Float16Array ) { + + type = gl.HALF_FLOAT; + + } else if ( array instanceof Uint16Array ) { + + if ( attribute.isFloat16BufferAttribute ) { + + type = gl.HALF_FLOAT; + + } else { + + type = gl.UNSIGNED_SHORT; + + } + + } else if ( array instanceof Int16Array ) { + + type = gl.SHORT; + + } else if ( array instanceof Uint32Array ) { + + type = gl.UNSIGNED_INT; + + } else if ( array instanceof Int32Array ) { + + type = gl.INT; + + } else if ( array instanceof Int8Array ) { + + type = gl.BYTE; + + } else if ( array instanceof Uint8Array ) { + + type = gl.UNSIGNED_BYTE; + + } else if ( array instanceof Uint8ClampedArray ) { + + type = gl.UNSIGNED_BYTE; + + } else { + + throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array ); + + } + + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version, + size: size + }; + + } + + function updateBuffer( buffer, attribute, bufferType ) { + + const array = attribute.array; + const updateRanges = attribute.updateRanges; + + gl.bindBuffer( bufferType, buffer ); + + if ( updateRanges.length === 0 ) { + + // Not using update ranges + gl.bufferSubData( bufferType, 0, array ); + + } else { + + // Before applying update ranges, we merge any adjacent / overlapping + // ranges to reduce load on `gl.bufferSubData`. Empirically, this has led + // to performance improvements for applications which make heavy use of + // update ranges. Likely due to GPU command overhead. + // + // Note that to reduce garbage collection between frames, we merge the + // update ranges in-place. This is safe because this method will clear the + // update ranges once updated. + + updateRanges.sort( ( a, b ) => a.start - b.start ); + + // To merge the update ranges in-place, we work from left to right in the + // existing updateRanges array, merging ranges. This may result in a final + // array which is smaller than the original. This index tracks the last + // index representing a merged range, any data after this index can be + // trimmed once the merge algorithm is completed. + let mergeIndex = 0; + + for ( let i = 1; i < updateRanges.length; i ++ ) { + + const previousRange = updateRanges[ mergeIndex ]; + const range = updateRanges[ i ]; + + // We add one here to merge adjacent ranges. This is safe because ranges + // operate over positive integers. + if ( range.start <= previousRange.start + previousRange.count + 1 ) { + + previousRange.count = Math.max( + previousRange.count, + range.start + range.count - previousRange.start + ); + + } else { + + ++ mergeIndex; + updateRanges[ mergeIndex ] = range; + + } + + } + + // Trim the array to only contain the merged ranges. + updateRanges.length = mergeIndex + 1; + + for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { + + const range = updateRanges[ i ]; + + gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT, + array, range.start, range.count ); + + } + + attribute.clearUpdateRanges(); + + } + + attribute.onUploadCallback(); + + } + + // + + function get( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + return buffers.get( attribute ); + + } + + function remove( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + const data = buffers.get( attribute ); + + if ( data ) { + + gl.deleteBuffer( data.buffer ); + + buffers.delete( attribute ); + + } + + } + + function update( attribute, bufferType ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + if ( attribute.isGLBufferAttribute ) { + + const cached = buffers.get( attribute ); + + if ( ! cached || cached.version < attribute.version ) { + + buffers.set( attribute, { + buffer: attribute.buffer, + type: attribute.type, + bytesPerElement: attribute.elementSize, + version: attribute.version + } ); + + } + + return; + + } + + const data = buffers.get( attribute ); + + if ( data === undefined ) { + + buffers.set( attribute, createBuffer( attribute, bufferType ) ); + + } else if ( data.version < attribute.version ) { + + if ( data.size !== attribute.array.byteLength ) { + + throw new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' ); + + } + + updateBuffer( data.buffer, attribute, bufferType ); + + data.version = attribute.version; + + } + + } + + return { + + get: get, + remove: remove, + update: update + + }; + +} + +var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif"; + +var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif"; + +var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif"; + +var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var alphatest_fragment = "#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif"; + +var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif"; + +var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif"; + +var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + +var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec4 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 );\n\t}\n#endif"; + +var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif"; + +var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif"; + +var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; + +var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated"; + +var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif"; + +var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; + +var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif"; + +var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; + +var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; + +var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; + +var color_fragment = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#endif"; + +var color_pars_fragment = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#endif"; + +var color_pars_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec4 vColor;\n#endif"; + +var color_vertex = "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec4( 1.0 );\n#endif\n#ifdef USE_COLOR_ALPHA\n\tvColor *= color;\n#elif defined( USE_COLOR )\n\tvColor.rgb *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.rgb *= instanceColor.rgb;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvColor *= getBatchingColor( getIndirectIndex( gl_DrawID ) );\n#endif"; + +var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated"; + +var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif"; + +var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; + +var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; + +var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif"; + +var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n\t\temissiveColor = sRGBTransferEOTF( emissiveColor );\n\t#endif\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; + +var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; + +var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; + +var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}"; + +var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * reflectVec );\n\t\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t\t#endif\n\t#endif\n#endif"; + +var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n#endif"; + +var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; + +var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; + +var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; + +var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif"; + +var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif"; + +var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; + +var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; + +var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}"; + +var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + +var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;"; + +var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert"; + +var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif\n#include "; + +var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif"; + +var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; + +var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon"; + +var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; + +var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong"; + +var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = vec3( 0.04 );\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif"; + +var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t\tvec3 iridescenceFresnelDielectric;\n\t\tvec3 iridescenceFresnelMetallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\treturn 0.5 / max( gv + gl, EPSILON );\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.specularColorBlended;\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 * transpose( 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 rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\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\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\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}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n\tvec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n\tvec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3( 0, 1, 0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; + +var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#ifdef USE_LIGHT_PROBES_GRID\n\t\tvec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;\n\t\tvec3 probeWorldNormal = inverseTransformDirection( geometryNormal, viewMatrix );\n\t\tirradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );\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( ENVMAP_TYPE_CUBE_UV )\n\t\t#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n\t\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t\t#endif\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif"; + +var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\t#if defined( LAMBERT ) || defined( PHONG )\n\t\tirradiance += iblIrradiance;\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif"; + +var lightprobes_pars_fragment = "#ifdef USE_LIGHT_PROBES_GRID\nuniform highp sampler3D probesSH;\nuniform vec3 probesMin;\nuniform vec3 probesMax;\nuniform vec3 probesResolution;\nvec3 getLightProbeGridIrradiance( vec3 worldPos, vec3 worldNormal ) {\n\tvec3 res = probesResolution;\n\tvec3 gridRange = probesMax - probesMin;\n\tvec3 resMinusOne = res - 1.0;\n\tvec3 probeSpacing = gridRange / resMinusOne;\n\tvec3 samplePos = worldPos + worldNormal * probeSpacing * 0.5;\n\tvec3 uvw = clamp( ( samplePos - probesMin ) / gridRange, 0.0, 1.0 );\n\tuvw = uvw * resMinusOne / res + 0.5 / res;\n\tfloat nz = res.z;\n\tfloat paddedSlices = nz + 2.0;\n\tfloat atlasDepth = 7.0 * paddedSlices;\n\tfloat uvZBase = uvw.z * nz + 1.0;\n\tvec4 s0 = texture( probesSH, vec3( uvw.xy, ( uvZBase ) / atlasDepth ) );\n\tvec4 s1 = texture( probesSH, vec3( uvw.xy, ( uvZBase + paddedSlices ) / atlasDepth ) );\n\tvec4 s2 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 2.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s3 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 3.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s4 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 4.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s5 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 5.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s6 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 6.0 * paddedSlices ) / atlasDepth ) );\n\tvec3 c0 = s0.xyz;\n\tvec3 c1 = vec3( s0.w, s1.xy );\n\tvec3 c2 = vec3( s1.zw, s2.x );\n\tvec3 c3 = s2.yzw;\n\tvec3 c4 = s3.xyz;\n\tvec3 c5 = vec3( s3.w, s4.xy );\n\tvec3 c6 = vec3( s4.zw, s5.x );\n\tvec3 c7 = s5.yzw;\n\tvec3 c8 = s6.xyz;\n\tfloat x = worldNormal.x, y = worldNormal.y, z = worldNormal.z;\n\tvec3 result = c0 * 0.886227;\n\tresult += c1 * 2.0 * 0.511664 * y;\n\tresult += c2 * 2.0 * 0.511664 * z;\n\tresult += c3 * 2.0 * 0.511664 * x;\n\tresult += c4 * 2.0 * 0.429043 * x * y;\n\tresult += c5 * 2.0 * 0.429043 * y * z;\n\tresult += c6 * ( 0.743125 * z * z - 0.247708 );\n\tresult += c7 * 2.0 * 0.429043 * x * z;\n\tresult += c8 * 0.429043 * ( x * x - y * y );\n\treturn max( result, vec3( 0.0 ) );\n}\n#endif"; + +var logdepthbuf_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + +var logdepthbuf_pars_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; + +var logdepthbuf_pars_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; + +var logdepthbuf_vertex = "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif"; + +var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif"; + +var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; + +var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; + +var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; + +var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + +var morphinstance_vertex = "#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif"; + +var morphcolor_vertex = "#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif"; + +var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif"; + +var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif"; + +var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif"; + +var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;"; + +var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#if defined( USE_PACKED_NORMALMAP )\n\t\tmapN = vec3( mapN.xy, sqrt( saturate( 1.0 - dot( mapN.xy, mapN.xy ) ) ) );\n\t#endif\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif"; + +var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; + +var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; + +var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif"; + +var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif"; + +var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif"; + +var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif"; + +var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif"; + +var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif"; + +var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );"; + +var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\n\t\treturn depth * ( far - near ) - far;\n\t#else\n\t\treturn depth * ( near - far ) - near;\n\t#endif\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\t\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\treturn ( near * far ) / ( ( near - far ) * depth - near );\n\t#else\n\t\treturn ( near * far ) / ( ( far - near ) * depth - far );\n\t#endif\n}"; + +var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; + +var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; + +var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; + +var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; + +var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; + +var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + +var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\t\t\tuniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat interleavedGradientNoise( vec2 position ) {\n\t\t\treturn fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n\t\t}\n\t\tvec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n\t\t\tconst float goldenAngle = 2.399963229728653;\n\t\t\tfloat r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n\t\t\tfloat theta = float( sampleIndex ) * goldenAngle + phi;\n\t\t\treturn vec2( cos( theta ), sin( theta ) ) * r;\n\t\t}\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\t\tfloat radius = shadowRadius * texelSize.x;\n\t\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n\t\t\t\t) * 0.2;\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n\t\t\t\tfloat mean = distribution.x;\n\t\t\t\tfloat variance = distribution.y * distribution.y;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tfloat hard_shadow = step( mean, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tfloat hard_shadow = step( shadowCoord.z, mean );\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tif ( hard_shadow == 1.0 ) {\n\t\t\t\t\tshadow = 1.0;\n\t\t\t\t} else {\n\t\t\t\t\tvariance = max( variance, 0.0000001 );\n\t\t\t\t\tfloat d = shadowCoord.z - mean;\n\t\t\t\t\tfloat p_max = variance / ( variance + d * d );\n\t\t\t\t\tp_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n\t\t\t\t\tshadow = max( hard_shadow, p_max );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#else\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tfloat depth = texture2D( shadowMap, shadowCoord.xy ).r;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tshadow = step( depth, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tshadow = step( shadowCoord.z, depth );\n\t\t\t\t#endif\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\tfloat getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tfloat dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp -= shadowBias;\n\t\t\t#else\n\t\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp += shadowBias;\n\t\t\t#endif\n\t\t\tfloat texelSize = shadowRadius / shadowMapSize.x;\n\t\t\tvec3 absDir = abs( bd3D );\n\t\t\tvec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n\t\t\ttangent = normalize( cross( bd3D, tangent ) );\n\t\t\tvec3 bitangent = cross( bd3D, tangent );\n\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\tvec2 sample0 = vogelDiskSample( 0, 5, phi );\n\t\t\tvec2 sample1 = vogelDiskSample( 1, 5, phi );\n\t\t\tvec2 sample2 = vogelDiskSample( 2, 5, phi );\n\t\t\tvec2 sample3 = vogelDiskSample( 3, 5, phi );\n\t\t\tvec2 sample4 = vogelDiskSample( 4, 5, phi );\n\t\t\tshadow = (\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )\n\t\t\t) * 0.2;\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\tfloat getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat depth = textureCube( shadowMap, bd3D ).r;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tdepth = 1.0 - depth;\n\t\t\t#endif\n\t\t\tshadow = step( dp, depth );\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#endif\n\t#endif\n#endif"; + +var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; + +var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#ifdef HAS_NORMAL\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t#else\n\t\tvec3 shadowWorldNormal = vec3( 0.0 );\n\t#endif\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif"; + +var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; + +var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + +var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif"; + +var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; + +var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; + +var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + +var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + +var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; + +var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; + +var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif"; + +var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t#else\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif"; + +var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; + +var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; + +var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif"; + +var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; + +const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; + +const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; + +const vertex$g = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + +const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vWorldDirection );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; + +const vertex$f = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + +const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; + +const vertex$e = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; + +const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\tfloat fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n\t#else\n\t\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n\t#endif\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}"; + +const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; + +const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = vec4( dist, 0.0, 0.0, 1.0 );\n}"; + +const vertex$c = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; + +const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}"; + +const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$a = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}"; + +const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; + +const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( normalize( normal ) * 0.5 + 0.5, diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}"; + +const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}"; + +const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n \n\t\toutgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;\n \n \t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; + +const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$3 = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$2 = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; + +const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const ShaderChunk = { + alphahash_fragment: alphahash_fragment, + alphahash_pars_fragment: alphahash_pars_fragment, + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + alphatest_pars_fragment: alphatest_pars_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + batching_pars_vertex: batching_pars_vertex, + batching_vertex: batching_vertex, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + iridescence_fragment: iridescence_fragment, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + colorspace_fragment: colorspace_fragment, + colorspace_pars_fragment: colorspace_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_common_pars_fragment: envmap_common_pars_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_fragment: lights_lambert_fragment, + lights_lambert_pars_fragment: lights_lambert_pars_fragment, + lights_pars_begin: lights_pars_begin, + lights_toon_fragment: lights_toon_fragment, + lights_toon_pars_fragment: lights_toon_pars_fragment, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + lightprobes_pars_fragment: lightprobes_pars_fragment, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphinstance_vertex: morphinstance_vertex, + morphcolor_vertex: morphcolor_vertex, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + normal_pars_fragment: normal_pars_fragment, + normal_pars_vertex: normal_pars_vertex, + normal_vertex: normal_vertex, + normalmap_pars_fragment: normalmap_pars_fragment, + clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, + clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, + clearcoat_pars_fragment: clearcoat_pars_fragment, + iridescence_pars_fragment: iridescence_pars_fragment, + opaque_fragment: opaque_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + transmission_fragment: transmission_fragment, + transmission_pars_fragment: transmission_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + worldpos_vertex: worldpos_vertex, + + background_vert: vertex$h, + background_frag: fragment$h, + backgroundCube_vert: vertex$g, + backgroundCube_frag: fragment$g, + cube_vert: vertex$f, + cube_frag: fragment$f, + depth_vert: vertex$e, + depth_frag: fragment$e, + distance_vert: vertex$d, + distance_frag: fragment$d, + equirect_vert: vertex$c, + equirect_frag: fragment$c, + linedashed_vert: vertex$b, + linedashed_frag: fragment$b, + meshbasic_vert: vertex$a, + meshbasic_frag: fragment$a, + meshlambert_vert: vertex$9, + meshlambert_frag: fragment$9, + meshmatcap_vert: vertex$8, + meshmatcap_frag: fragment$8, + meshnormal_vert: vertex$7, + meshnormal_frag: fragment$7, + meshphong_vert: vertex$6, + meshphong_frag: fragment$6, + meshphysical_vert: vertex$5, + meshphysical_frag: fragment$5, + meshtoon_vert: vertex$4, + meshtoon_frag: fragment$4, + points_vert: vertex$3, + points_frag: fragment$3, + shadow_vert: vertex$2, + shadow_frag: fragment$2, + sprite_vert: vertex$1, + sprite_frag: fragment$1 +}; + +// Uniforms library for shared webgl shaders +const UniformsLib = { + + common: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + mapTransform: { value: /*@__PURE__*/ new Matrix3() }, + + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + + alphaTest: { value: 0 } + + }, + + specularmap: { + + specularMap: { value: null }, + specularMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + envmap: { + + envMap: { value: null }, + envMapRotation: { value: /*@__PURE__*/ new Matrix3() }, + reflectivity: { value: 1.0 }, // basic, lambert, phong + ior: { value: 1.5 }, // physical + refractionRatio: { value: 0.98 }, // basic, lambert, phong + dfgLUT: { value: null } // DFG LUT for physically-based rendering + + }, + + aomap: { + + aoMap: { value: null }, + aoMapIntensity: { value: 1 }, + aoMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + lightmap: { + + lightMap: { value: null }, + lightMapIntensity: { value: 1 }, + lightMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + bumpmap: { + + bumpMap: { value: null }, + bumpMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + bumpScale: { value: 1 } + + }, + + normalmap: { + + normalMap: { value: null }, + normalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) } + + }, + + displacementmap: { + + displacementMap: { value: null }, + displacementMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } + + }, + + emissivemap: { + + emissiveMap: { value: null }, + emissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + metalnessmap: { + + metalnessMap: { value: null }, + metalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + roughnessmap: { + + roughnessMap: { value: null }, + roughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + gradientmap: { + + gradientMap: { value: null } + + }, + + fog: { + + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) } + + }, + + lights: { + + ambientLightColor: { value: [] }, + + lightProbe: { value: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {} + } }, + + directionalLightShadows: { value: [], properties: { + shadowIntensity: 1, + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {} + } }, + + spotLightShadows: { value: [], properties: { + shadowIntensity: 1, + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotLightMap: { value: [] }, + spotLightMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {} + } }, + + pointLightShadows: { value: [], properties: { + shadowIntensity: 1, + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } }, + + 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 }, + + probesSH: { value: null }, + probesMin: { value: /*@__PURE__*/ new Vector3() }, + probesMax: { value: /*@__PURE__*/ new Vector3() }, + probesResolution: { value: /*@__PURE__*/ new Vector3() } + + }, + + 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 ) }, + envMapIntensity: { value: 1 } + } + ] ), + + 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 }, + envMapIntensity: { value: 1 } + } + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + + }, + + standard: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.roughnessmap, + UniformsLib.metalnessmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + roughness: { value: 1.0 }, + metalness: { value: 0.0 }, + envMapIntensity: { value: 1 } + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + toon: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshtoon_vert, + fragmentShader: ShaderChunk.meshtoon_frag + + }, + + matcap: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + { + matcap: { value: null } + } + ] ), + + vertexShader: ShaderChunk.meshmatcap_vert, + fragmentShader: ShaderChunk.meshmatcap_frag + + }, + + points: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.points, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.meshnormal_vert, + fragmentShader: ShaderChunk.meshnormal_frag + + }, + + sprite: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.sprite, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.sprite_vert, + fragmentShader: ShaderChunk.sprite_frag + + }, + + background: { + + uniforms: { + uvTransform: { value: /*@__PURE__*/ new Matrix3() }, + t2D: { value: null }, + backgroundIntensity: { value: 1 } + }, + + vertexShader: ShaderChunk.background_vert, + fragmentShader: ShaderChunk.background_frag + + }, + + backgroundCube: { + + uniforms: { + envMap: { value: null }, + backgroundBlurriness: { value: 0 }, + backgroundIntensity: { value: 1 }, + backgroundRotation: { value: /*@__PURE__*/ new Matrix3() } + }, + + vertexShader: ShaderChunk.backgroundCube_vert, + fragmentShader: ShaderChunk.backgroundCube_frag + + }, + + cube: { + + uniforms: { + tCube: { value: null }, + tFlip: { value: -1 }, + opacity: { value: 1.0 } + }, + + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag + + }, + + equirect: { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + + }, + + distance: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: /*@__PURE__*/ new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distance_vert, + fragmentShader: ShaderChunk.distance_frag + + }, + + shadow: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: /*@__PURE__*/ new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + +}; + +ShaderLib.physical = { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + ShaderLib.standard.uniforms, + { + clearcoat: { value: 0 }, + clearcoatMap: { value: null }, + clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + clearcoatNormalMap: { value: null }, + clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }, + clearcoatRoughness: { value: 0 }, + clearcoatRoughnessMap: { value: null }, + clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + dispersion: { value: 0 }, + iridescence: { value: 0 }, + iridescenceMap: { value: null }, + iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + iridescenceIOR: { value: 1.3 }, + iridescenceThicknessMinimum: { value: 100 }, + iridescenceThicknessMaximum: { value: 400 }, + iridescenceThicknessMap: { value: null }, + iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + sheen: { value: 0 }, + sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + sheenColorMap: { value: null }, + sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + sheenRoughness: { value: 1 }, + sheenRoughnessMap: { value: null }, + sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + transmission: { value: 0 }, + transmissionMap: { value: null }, + transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() }, + transmissionSamplerMap: { value: null }, + thickness: { value: 0 }, + thicknessMap: { value: null }, + thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + attenuationDistance: { value: 0 }, + attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) }, + specularColorMap: { value: null }, + specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + specularIntensity: { value: 1 }, + specularIntensityMap: { value: null }, + specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + anisotropyVector: { value: /*@__PURE__*/ new Vector2() }, + anisotropyMap: { value: null }, + anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + +}; + +const _rgb = { r: 0, b: 0, g: 0 }; +const _m1$1 = /*@__PURE__*/ new Matrix4(); +const _m$1 = /*@__PURE__*/ new Matrix3(); + +_m$1.set( -1, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ); + +function WebGLBackground( renderer, environments, state, objects, alpha, premultipliedAlpha ) { + + const clearColor = new Color( 0x000000 ); + let clearAlpha = alpha === true ? 0 : 1; + + let planeMesh; + let boxMesh; + + let currentBackground = null; + let currentBackgroundVersion = 0; + let currentTonemapping = null; + + function getBackground( scene ) { + + let background = scene.isScene === true ? scene.background : null; + + if ( background && background.isTexture ) { + + const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background + background = environments.get( background, usePMREM ); + + } + + return background; + + } + + function render( scene ) { + + let forceClear = false; + const background = getBackground( scene ); + + if ( background === null ) { + + setClear( clearColor, clearAlpha ); + + } else if ( background && background.isColor ) { + + setClear( background, 1 ); + forceClear = true; + + } + + const environmentBlendMode = renderer.xr.getEnvironmentBlendMode(); + + if ( environmentBlendMode === 'additive' ) { + + state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha ); + + } else if ( environmentBlendMode === 'alpha-blend' ) { + + state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha ); + + } + + if ( renderer.autoClear || forceClear ) { + + // buffers might not be writable which is required to ensure a correct clear + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); + + } + + } + + function addToRenderList( renderList, scene ) { + + const background = getBackground( scene ); + + if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) { + + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxGeometry( 1, 1, 1 ), + new ShaderMaterial( { + name: 'BackgroundCubeMaterial', + uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ), + vertexShader: ShaderLib.backgroundCube.vertexShader, + fragmentShader: ShaderLib.backgroundCube.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false, + allowOverride: 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.backgroundBlurriness.value = scene.backgroundBlurriness; + boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; + + + // note: since the matrix is orthonormal, we can use the more-efficient transpose() in lieu of invert() + boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( scene.backgroundRotation ) ).transpose(); + + if ( background.isCubeTexture && background.isRenderTargetTexture === false ) { + + boxMesh.material.uniforms.backgroundRotation.value.premultiply( _m$1 ); + + } + + + boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + boxMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + boxMesh.layers.enableAll(); + + // push to the pre-sorted opaque render list + renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); + + } else if ( background && background.isTexture ) { + + if ( planeMesh === undefined ) { + + planeMesh = new Mesh( + new PlaneGeometry( 2, 2 ), + new ShaderMaterial( { + name: 'BackgroundMaterial', + uniforms: cloneUniforms( ShaderLib.background.uniforms ), + vertexShader: ShaderLib.background.vertexShader, + fragmentShader: ShaderLib.background.fragmentShader, + side: FrontSide, + depthTest: false, + depthWrite: false, + fog: false, + allowOverride: false + } ) + ); + + planeMesh.geometry.deleteAttribute( 'normal' ); + + // add "map" material property so the renderer can evaluate it like for built-in materials + Object.defineProperty( planeMesh.material, 'map', { + + get: function () { + + return this.uniforms.t2D.value; + + } + + } ); + + objects.update( planeMesh ); + + } + + planeMesh.material.uniforms.t2D.value = background; + planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; + planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; + + if ( background.matrixAutoUpdate === true ) { + + background.updateMatrix(); + + } + + planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + planeMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + planeMesh.layers.enableAll(); + + // push to the pre-sorted opaque render list + renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); + + } + + } + + function setClear( color, alpha ) { + + color.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) ); + + state.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha ); + + } + + function dispose() { + + if ( boxMesh !== undefined ) { + + boxMesh.geometry.dispose(); + boxMesh.material.dispose(); + + boxMesh = undefined; + + } + + if ( planeMesh !== undefined ) { + + planeMesh.geometry.dispose(); + planeMesh.material.dispose(); + + planeMesh = undefined; + + } + + } + + return { + + getClearColor: function () { + + return clearColor; + + }, + setClearColor: function ( color, alpha = 1 ) { + + clearColor.set( color ); + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + getClearAlpha: function () { + + return clearAlpha; + + }, + setClearAlpha: function ( alpha ) { + + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + render: render, + addToRenderList: addToRenderList, + dispose: dispose + + }; + +} + +function WebGLBindingStates( gl, attributes ) { + + const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + + const bindingStates = {}; + + const defaultState = createBindingState( null ); + let currentState = defaultState; + let forceUpdate = false; + + function setup( object, material, program, geometry, index ) { + + let updateBuffers = false; + + const state = getBindingState( object, geometry, program, material ); + + if ( currentState !== state ) { + + currentState = state; + bindVertexArrayObject( currentState.object ); + + } + + updateBuffers = needsUpdate( object, geometry, program, index ); + + if ( updateBuffers ) saveCache( object, geometry, program, index ); + + if ( index !== null ) { + + attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); + + } + + if ( updateBuffers || forceUpdate ) { + + forceUpdate = false; + + setupVertexAttributes( object, material, program, geometry ); + + if ( index !== null ) { + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); + + } + + } + + } + + function createVertexArrayObject() { + + return gl.createVertexArray(); + + } + + function bindVertexArrayObject( vao ) { + + return gl.bindVertexArray( vao ); + + } + + function deleteVertexArrayObject( vao ) { + + return gl.deleteVertexArray( vao ); + + } + + function getBindingState( object, geometry, program, material ) { + + const wireframe = ( material.wireframe === true ); + + let objectMap = bindingStates[ geometry.id ]; + + if ( objectMap === undefined ) { + + objectMap = {}; + bindingStates[ geometry.id ] = objectMap; + + } + + // Each InstancedMesh requires unique binding states because it contains instanced attributes. + const objectId = ( object.isInstancedMesh === true ) ? object.id : 0; + + let programMap = objectMap[ objectId ]; + + if ( programMap === undefined ) { + + programMap = {}; + objectMap[ objectId ] = programMap; + + } + + let stateMap = programMap[ program.id ]; + + if ( stateMap === undefined ) { + + stateMap = {}; + programMap[ program.id ] = stateMap; + + } + + let state = stateMap[ wireframe ]; + + if ( state === undefined ) { + + state = createBindingState( createVertexArrayObject() ); + stateMap[ wireframe ] = state; + + } + + return state; + + } + + function createBindingState( vao ) { + + const newAttributes = []; + const enabledAttributes = []; + const attributeDivisors = []; + + for ( let i = 0; i < maxVertexAttributes; i ++ ) { + + newAttributes[ i ] = 0; + enabledAttributes[ i ] = 0; + attributeDivisors[ i ] = 0; + + } + + return { + + // for backward compatibility on non-VAO support browser + geometry: null, + program: null, + wireframe: false, + + newAttributes: newAttributes, + enabledAttributes: enabledAttributes, + attributeDivisors: attributeDivisors, + object: vao, + attributes: {}, + index: null + + }; + + } + + function needsUpdate( object, geometry, program, index ) { + + const cachedAttributes = currentState.attributes; + const geometryAttributes = geometry.attributes; + + let attributesNum = 0; + + const programAttributes = program.getAttributes(); + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + const cachedAttribute = cachedAttributes[ name ]; + let geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; + + } + + if ( cachedAttribute === undefined ) return true; + + if ( cachedAttribute.attribute !== geometryAttribute ) return true; + + if ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true; + + attributesNum ++; + + } + + } + + if ( currentState.attributesNum !== attributesNum ) return true; + + if ( currentState.index !== index ) return true; + + return false; + + } + + function saveCache( object, geometry, program, index ) { + + const cache = {}; + const attributes = geometry.attributes; + let attributesNum = 0; + + const programAttributes = program.getAttributes(); + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + let attribute = attributes[ name ]; + + if ( attribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor; + + } + + const data = {}; + data.attribute = attribute; + + if ( attribute && attribute.data ) { + + data.data = attribute.data; + + } + + cache[ name ] = data; + + attributesNum ++; + + } + + } + + currentState.attributes = cache; + currentState.attributesNum = attributesNum; + + currentState.index = index; + + } + + function initAttributes() { + + const newAttributes = currentState.newAttributes; + + for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + enableAttributeAndDivisor( attribute, 0 ); + + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + const attributeDivisors = currentState.attributeDivisors; + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + gl.vertexAttribDivisor( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + } + + function disableUnusedAttributes() { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + + for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) { + + if ( integer === true ) { + + gl.vertexAttribIPointer( index, size, type, stride, offset ); + + } else { + + gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); + + } + + } + + function setupVertexAttributes( object, material, program, geometry ) { + + initAttributes(); + + const geometryAttributes = geometry.attributes; + + const programAttributes = program.getAttributes(); + + const materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + let geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; + + } + + if ( geometryAttribute !== undefined ) { + + const normalized = geometryAttribute.normalized; + const size = geometryAttribute.itemSize; + + const attribute = attributes.get( geometryAttribute ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + const buffer = attribute.buffer; + const type = attribute.type; + const bytesPerElement = attribute.bytesPerElement; + + // check for integer attributes + + const integer = ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ); + + if ( geometryAttribute.isInterleavedBufferAttribute ) { + + const data = geometryAttribute.data; + const stride = data.stride; + const offset = geometryAttribute.offset; + + if ( data.isInstancedInterleavedBuffer ) { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute ); + + } + + if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = data.meshPerAttribute * data.count; + + } + + } else { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttribute( programAttribute.location + i ); + + } + + } + + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + vertexAttribPointer( + programAttribute.location + i, + size / programAttribute.locationSize, + type, + normalized, + stride * bytesPerElement, + ( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement, + integer + ); + + } + + } else { + + if ( geometryAttribute.isInstancedBufferAttribute ) { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute ); + + } + + if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttribute( programAttribute.location + i ); + + } + + } + + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + vertexAttribPointer( + programAttribute.location + i, + size / programAttribute.locationSize, + type, + normalized, + size * bytesPerElement, + ( size / programAttribute.locationSize ) * i * bytesPerElement, + integer + ); + + } + + } + + } else if ( materialDefaultAttributeValues !== undefined ) { + + const value = materialDefaultAttributeValues[ name ]; + + if ( value !== undefined ) { + + switch ( value.length ) { + + case 2: + gl.vertexAttrib2fv( programAttribute.location, value ); + break; + + case 3: + gl.vertexAttrib3fv( programAttribute.location, value ); + break; + + case 4: + gl.vertexAttrib4fv( programAttribute.location, value ); + break; + + default: + gl.vertexAttrib1fv( programAttribute.location, value ); + + } + + } + + } + + } + + } + + disableUnusedAttributes(); + + } + + function dispose() { + + reset(); + + for ( const geometryId in bindingStates ) { + + const objectMap = bindingStates[ geometryId ]; + + for ( const objectId in objectMap ) { + + const programMap = objectMap[ objectId ]; + + 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 objectMap = bindingStates[ geometry.id ]; + + for ( const objectId in objectMap ) { + + const programMap = objectMap[ objectId ]; + + 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 objectMap = bindingStates[ geometryId ]; + + for ( const objectId in objectMap ) { + + const programMap = objectMap[ objectId ]; + + 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 releaseStatesOfObject( object ) { + + for ( const geometryId in bindingStates ) { + + const objectMap = bindingStates[ geometryId ]; + + const objectId = ( object.isInstancedMesh === true ) ? object.id : 0; + + const programMap = objectMap[ objectId ]; + + if ( programMap === undefined ) continue; + + 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 objectMap[ objectId ]; + + if ( Object.keys( objectMap ).length === 0 ) { + + delete bindingStates[ geometryId ]; + + } + + } + + } + + + 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, + releaseStatesOfObject: releaseStatesOfObject, + releaseStatesOfProgram: releaseStatesOfProgram, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + disableUnusedAttributes: disableUnusedAttributes + + }; + +} + +function WebGLBufferRenderer( gl, extensions, info ) { + + let mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + gl.drawArrays( mode, start, count ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + gl.drawArraysInstanced( mode, start, count, primcount ); + + info.update( count, mode, primcount ); + + } + + function renderMultiDraw( starts, counts, drawCount ) { + + if ( drawCount === 0 ) return; + + const extension = extensions.get( 'WEBGL_multi_draw' ); + extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount ); + + let elementCount = 0; + for ( let i = 0; i < drawCount; i ++ ) { + + elementCount += counts[ i ]; + + } + + info.update( elementCount, mode, 1 ); + + } + + // + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + this.renderMultiDraw = renderMultiDraw; + +} + +function WebGLCapabilities( gl, extensions, parameters, utils ) { + + let maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function textureFormatReadable( textureFormat ) { + + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + return false; + + } + + return true; + + } + + function textureTypeReadable( textureType ) { + + const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ); + + if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513) + textureType !== FloatType && ! halfFloatSupportedByExt ) { + + return false; + + } + + return true; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + const maxPrecision = getMaxPrecision( precision ); + + if ( maxPrecision !== precision ) { + + warn( 'WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; + + } + + const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + const reversedDepthBuffer = parameters.reversedDepthBuffer === true && extensions.has( 'EXT_clip_control' ); + + if ( parameters.reversedDepthBuffer === true && reversedDepthBuffer === false ) { + + warn( 'WebGLRenderer: Unable to use reversed depth buffer due to missing EXT_clip_control extension. Fallback to default depth buffer.' ); + + } + + 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 maxSamples = gl.getParameter( gl.MAX_SAMPLES ); + const samples = gl.getParameter( gl.SAMPLES ); + + return { + + isWebGL2: true, // keeping this for backwards compatibility + + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, + + textureFormatReadable: textureFormatReadable, + textureTypeReadable: textureTypeReadable, + + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, + reversedDepthBuffer: reversedDepthBuffer, + + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, + + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, + + maxSamples: maxSamples, + + samples: samples + + }; + +} + +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; + + } + +} + +const LOD_MIN = 4; + +// The standard deviations (radians) associated with the extra mips. +// Used for scene blur in fromScene() method. +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. +// Used for scene blur in fromScene() method. +const MAX_SAMPLES = 20; + +// GGX VNDF importance sampling configuration +const GGX_SAMPLES = 256; + +const _flatCamera = /*@__PURE__*/ new OrthographicCamera(); +const _clearColor = /*@__PURE__*/ new Color(); +let _oldTarget = null; +let _oldActiveCubeFace = 0; +let _oldActiveMipmapLevel = 0; +let _oldXrEnabled = false; + +const _origin = /*@__PURE__*/ new Vector3(); + +/** + * 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. + * + * The prefiltering uses GGX VNDF (Visible Normal Distribution Function) + * importance sampling based on "Sampling the GGX Distribution of Visible Normals" + * (Heitz, 2018) to generate environment maps that accurately match the GGX BRDF + * used in material rendering for physically-based image-based lighting. + */ +class PMREMGenerator { + + /** + * Constructs a new PMREM generator. + * + * @param {WebGLRenderer} renderer - The renderer. + */ + constructor( renderer ) { + + this._renderer = renderer; + this._pingPongRenderTarget = null; + + this._lodMax = 0; + this._cubeSize = 0; + this._sizeLods = []; + this._sigmas = []; + this._lodMeshes = []; + + this._backgroundBox = null; + + this._cubemapMaterial = null; + this._equirectMaterial = null; + + this._blurMaterial = null; + this._ggxMaterial = null; + + } + + /** + * 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. + * + * @param {Scene} scene - The scene to be captured. + * @param {number} [sigma=0] - The blur radius in radians. + * @param {number} [near=0.1] - The near plane distance. + * @param {number} [far=100] - The far plane distance. + * @param {Object} [options={}] - The configuration options. + * @param {number} [options.size=256] - The texture size of the PMREM. + * @param {Vector3} [options.position=origin] - The position of the internal cube camera that renders the scene. + * @return {WebGLRenderTarget} The resulting PMREM. + */ + fromScene( scene, sigma = 0, near = 0.1, far = 100, options = {} ) { + + const { + size = 256, + position = _origin, + } = options; + + _oldTarget = this._renderer.getRenderTarget(); + _oldActiveCubeFace = this._renderer.getActiveCubeFace(); + _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); + _oldXrEnabled = this._renderer.xr.enabled; + + this._renderer.xr.enabled = false; + + this._setSize( size ); + + const cubeUVRenderTarget = this._allocateTargets(); + cubeUVRenderTarget.depthBuffer = true; + + this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position ); + + 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. + * + * @param {Texture} equirectangular - The equirectangular texture to be converted. + * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use. + * @return {WebGLRenderTarget} The resulting PMREM. + */ + 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. + * + * @param {Texture} cubemap - The cubemap texture to be converted. + * @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use. + * @return {WebGLRenderTarget} The resulting PMREM. + */ + 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(); + + if ( this._backgroundBox !== null ) { + + this._backgroundBox.geometry.dispose(); + this._backgroundBox.material.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._ggxMaterial !== null ) this._ggxMaterial.dispose(); + + if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose(); + + for ( let i = 0; i < this._lodMeshes.length; i ++ ) { + + this._lodMeshes[ i ].geometry.dispose(); + + } + + } + + _cleanup( outputTarget ) { + + this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel ); + this._renderer.xr.enabled = _oldXrEnabled; + + outputTarget.scissorTest = false; + _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height ); + + } + + _fromTexture( texture, renderTarget ) { + + if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) { + + this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) ); + + } else { // Equirectangular + + this._setSize( texture.image.width / 4 ); + + } + + _oldTarget = this._renderer.getRenderTarget(); + _oldActiveCubeFace = this._renderer.getActiveCubeFace(); + _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); + _oldXrEnabled = this._renderer.xr.enabled; + + this._renderer.xr.enabled = false; + + const cubeUVRenderTarget = renderTarget || this._allocateTargets(); + this._textureToCubeUV( texture, cubeUVRenderTarget ); + this._applyPMREM( cubeUVRenderTarget ); + this._cleanup( cubeUVRenderTarget ); + + return cubeUVRenderTarget; + + } + + _allocateTargets() { + + const width = 3 * Math.max( this._cubeSize, 16 * 7 ); + const height = 4 * this._cubeSize; + + const params = { + magFilter: LinearFilter, + minFilter: LinearFilter, + generateMipmaps: false, + type: HalfFloatType, + format: RGBAFormat, + colorSpace: LinearSRGBColorSpace, + depthBuffer: false + }; + + const cubeUVRenderTarget = _createRenderTarget( width, height, params ); + + if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) { + + if ( this._pingPongRenderTarget !== null ) { + + this._dispose(); + + } + + this._pingPongRenderTarget = _createRenderTarget( width, height, params ); + + const { _lodMax } = this; + ( { lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas } = _createPlanes( _lodMax ) ); + + this._blurMaterial = _getBlurShader( _lodMax, width, height ); + this._ggxMaterial = _getGGXShader( _lodMax, width, height ); + + } + + return cubeUVRenderTarget; + + } + + _compileMaterial( material ) { + + const mesh = new Mesh( new BufferGeometry(), material ); + this._renderer.compile( mesh, _flatCamera ); + + } + + _sceneToCubeUV( scene, near, far, cubeUVRenderTarget, position ) { + + 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; + + // https://github.com/mrdoob/three.js/issues/31413#issuecomment-3095966812 + const reversedDepthBuffer = renderer.state.buffers.depth.getReversed(); + + if ( reversedDepthBuffer ) { + + renderer.setRenderTarget( cubeUVRenderTarget ); + renderer.clearDepth(); + renderer.setRenderTarget( null ); + + } + + if ( this._backgroundBox === null ) { + + this._backgroundBox = new Mesh( + new BoxGeometry(), + new MeshBasicMaterial( { + name: 'PMREM.Background', + side: BackSide, + depthWrite: false, + depthTest: false, + } ) + ); + + } + + const backgroundBox = this._backgroundBox; + const backgroundMaterial = backgroundBox.material; + + 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.position.set( position.x, position.y, position.z ); + cubeCamera.lookAt( position.x + forwardSign[ i ], position.y, position.z ); + + } else if ( col === 1 ) { + + cubeCamera.up.set( 0, 0, upSign[ i ] ); + cubeCamera.position.set( position.x, position.y, position.z ); + cubeCamera.lookAt( position.x, position.y + forwardSign[ i ], position.z ); + + + } else { + + cubeCamera.up.set( 0, upSign[ i ], 0 ); + cubeCamera.position.set( position.x, position.y, position.z ); + cubeCamera.lookAt( position.x, position.y, position.z + 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 ); + + } + + 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 = this._lodMeshes[ 0 ]; + mesh.material = material; + + const uniforms = material.uniforms; + + uniforms[ 'envMap' ].value = texture; + + const size = this._cubeSize; + + _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size ); + + renderer.setRenderTarget( cubeUVRenderTarget ); + renderer.render( mesh, _flatCamera ); + + } + + _applyPMREM( cubeUVRenderTarget ) { + + const renderer = this._renderer; + const autoClear = renderer.autoClear; + renderer.autoClear = false; + + const n = this._lodMeshes.length; + + // Use GGX VNDF importance sampling + for ( let i = 1; i < n; i ++ ) { + + this._applyGGXFilter( cubeUVRenderTarget, i - 1, i ); + + } + + renderer.autoClear = autoClear; + + } + + /** + * Applies GGX VNDF importance sampling filter to generate a prefiltered environment map. + * Uses Monte Carlo integration with VNDF importance sampling to accurately represent the + * GGX BRDF for physically-based rendering. Reads from the previous LOD level and + * applies incremental roughness filtering to avoid over-blurring. + * + * @private + * @param {WebGLRenderTarget} cubeUVRenderTarget + * @param {number} lodIn - Source LOD level to read from + * @param {number} lodOut - Target LOD level to write to + */ + _applyGGXFilter( cubeUVRenderTarget, lodIn, lodOut ) { + + const renderer = this._renderer; + const pingPongRenderTarget = this._pingPongRenderTarget; + + const ggxMaterial = this._ggxMaterial; + const ggxMesh = this._lodMeshes[ lodOut ]; + ggxMesh.material = ggxMaterial; + + const ggxUniforms = ggxMaterial.uniforms; + + // Calculate incremental roughness between LOD levels + const targetRoughness = lodOut / ( this._lodMeshes.length - 1 ); + const sourceRoughness = lodIn / ( this._lodMeshes.length - 1 ); + const incrementalRoughness = Math.sqrt( targetRoughness * targetRoughness - sourceRoughness * sourceRoughness ); + + // Apply blur strength mapping for better quality across the roughness range + const blurStrength = 0.0 + targetRoughness * 1.25; + const adjustedRoughness = incrementalRoughness * blurStrength; + + // Calculate viewport position based on output LOD level + const { _lodMax } = this; + const outputSize = this._sizeLods[ lodOut ]; + const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 ); + const y = 4 * ( this._cubeSize - outputSize ); + + // Read from previous LOD with incremental roughness + ggxUniforms[ 'envMap' ].value = cubeUVRenderTarget.texture; + ggxUniforms[ 'roughness' ].value = adjustedRoughness; + ggxUniforms[ 'mipInt' ].value = _lodMax - lodIn; // Sample from input LOD + + _setViewport( pingPongRenderTarget, x, y, 3 * outputSize, 2 * outputSize ); + renderer.setRenderTarget( pingPongRenderTarget ); + renderer.render( ggxMesh, _flatCamera ); + + // Copy from pingPong back to cubeUV (simple direct copy) + ggxUniforms[ 'envMap' ].value = pingPongRenderTarget.texture; + ggxUniforms[ 'roughness' ].value = 0.0; // Direct copy + ggxUniforms[ 'mipInt' ].value = _lodMax - lodOut; // Read from the level we just wrote + + _setViewport( cubeUVRenderTarget, x, y, 3 * outputSize, 2 * outputSize ); + renderer.setRenderTarget( cubeUVRenderTarget ); + renderer.render( ggxMesh, _flatCamera ); + + } + + /** + * 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. + * + * Used for initial scene blur in fromScene() method when sigma > 0. + * + * @private + * @param {WebGLRenderTarget} cubeUVRenderTarget + * @param {number} lodIn + * @param {number} lodOut + * @param {number} sigma + * @param {Vector3} [poleAxis] + */ + _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' ) { + + 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 = this._lodMeshes[ lodOut ]; + blurMesh.material = 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 ) { + + 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 sizeLods = []; + const sigmas = []; + const lodMeshes = []; + + 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 ) ); + lodMeshes.push( new Mesh( planes, null ) ); + + if ( lod > LOD_MIN ) { + + lod --; + + } + + } + + return { lodMeshes, 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 _getGGXShader( lodMax, width, height ) { + + const shaderMaterial = new ShaderMaterial( { + + name: 'PMREMGGXConvolution', + + defines: { + 'GGX_SAMPLES': GGX_SAMPLES, + 'CUBEUV_TEXEL_WIDTH': 1.0 / width, + 'CUBEUV_TEXEL_HEIGHT': 1.0 / height, + 'CUBEUV_MAX_MIP': `${lodMax}.0`, + }, + + uniforms: { + 'envMap': { value: null }, + 'roughness': { value: 0.0 }, + 'mipInt': { value: 0 } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision highp float; + precision highp int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + uniform float roughness; + uniform float mipInt; + + #define ENVMAP_TYPE_CUBE_UV + #include + + #define PI 3.14159265359 + + // Van der Corput radical inverse + float radicalInverse_VdC(uint bits) { + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 + } + + // Hammersley sequence + vec2 hammersley(uint i, uint N) { + return vec2(float(i) / float(N), radicalInverse_VdC(i)); + } + + // GGX VNDF importance sampling (Eric Heitz 2018) + // "Sampling the GGX Distribution of Visible Normals" + // https://jcgt.org/published/0007/04/01/ + vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) { + float alpha = roughness * roughness; + + // Section 4.1: Orthonormal basis + vec3 T1 = vec3(1.0, 0.0, 0.0); + vec3 T2 = cross(V, T1); + + // Section 4.2: Parameterization of projected area + float r = sqrt(Xi.x); + float phi = 2.0 * PI * Xi.y; + float t1 = r * cos(phi); + float t2 = r * sin(phi); + float s = 0.5 * (1.0 + V.z); + t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2; + + // Section 4.3: Reprojection onto hemisphere + vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * V; + + // Section 3.4: Transform back to ellipsoid configuration + return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z))); + } + + void main() { + vec3 N = normalize(vOutputDirection); + vec3 V = N; // Assume view direction equals normal for pre-filtering + + vec3 prefilteredColor = vec3(0.0); + float totalWeight = 0.0; + + // For very low roughness, just sample the environment directly + if (roughness < 0.001) { + gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0); + return; + } + + // Tangent space basis for VNDF sampling + vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangent = normalize(cross(up, N)); + vec3 bitangent = cross(N, tangent); + + for(uint i = 0u; i < uint(GGX_SAMPLES); i++) { + vec2 Xi = hammersley(i, uint(GGX_SAMPLES)); + + // For PMREM, V = N, so in tangent space V is always (0, 0, 1) + vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness); + + // Transform H back to world space + vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z); + vec3 L = normalize(2.0 * dot(V, H) * H - V); + + float NdotL = max(dot(N, L), 0.0); + + if(NdotL > 0.0) { + // Sample environment at fixed mip level + // VNDF importance sampling handles the distribution filtering + vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt); + + // Weight by NdotL for the split-sum approximation + // VNDF PDF naturally accounts for the visible microfacet distribution + prefilteredColor += sampleColor * NdotL; + totalWeight += NdotL; + } + } + + if (totalWeight > 0.0) { + prefilteredColor = prefilteredColor / totalWeight; + } + + gl_FragColor = vec4(prefilteredColor, 1.0); + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + return shaderMaterial; + +} + +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 ); + + } + `; + +} + +/** + * A cube render target used in context of {@link WebGLRenderer}. + * + * @augments WebGLRenderTarget + */ +class WebGLCubeRenderTarget extends WebGLRenderTarget { + + /** + * Constructs a new cube render target. + * + * @param {number} [size=1] - The size of the render target. + * @param {RenderTarget~Options} [options] - The configuration object. + */ + constructor( size = 1, options = {} ) { + + super( size, size, options ); + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isWebGLCubeRenderTarget = true; + + const image = { width: size, height: size, depth: 1 }; + const images = [ image, image, image, image, image, image ]; + + /** + * Overwritten with a different texture type. + * + * @type {DataArrayTexture} + */ + this.texture = new CubeTexture( images ); + this._setTextureOptions( options ); + + // 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; + + } + + /** + * Converts the given equirectangular texture to a cube map. + * + * @param {WebGLRenderer} renderer - The renderer. + * @param {Texture} texture - The equirectangular texture. + * @return {WebGLCubeRenderTarget} A reference to this cube render target. + */ + 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; + + } + + /** + * Clears this cube render target. + * + * @param {WebGLRenderer} renderer - The renderer. + * @param {boolean} [color=true] - Whether the color buffer should be cleared or not. + * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not. + * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not. + */ + clear( renderer, color = true, depth = true, stencil = true ) { + + const currentRenderTarget = renderer.getRenderTarget(); + + for ( let i = 0; i < 6; i ++ ) { + + renderer.setRenderTarget( this, i ); + + renderer.clear( color, depth, stencil ); + + } + + renderer.setRenderTarget( currentRenderTarget ); + + } + +} + +function WebGLEnvironments( renderer ) { + + let cubeMaps = new WeakMap(); + let pmremMaps = new WeakMap(); + + let pmremGenerator = null; + + function get( texture, usePMREM = false ) { + + if ( texture === null || texture === undefined ) return null; + + if ( usePMREM ) { + + return getPMREM( texture ); + + } + + return getCube( texture ); + + } + + function getCube( texture ) { + + if ( texture && texture.isTexture ) { + + const mapping = texture.mapping; + + if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { + + if ( cubeMaps.has( texture ) ) { + + const cubemap = cubeMaps.get( texture ).texture; + return mapTextureMapping( cubemap, texture.mapping ); + + } else { + + const image = texture.image; + + if ( image && image.height > 0 ) { + + const renderTarget = new WebGLCubeRenderTarget( image.height ); + renderTarget.fromEquirectangularTexture( renderer, texture ); + cubeMaps.set( texture, renderTarget ); + + texture.addEventListener( 'dispose', onCubemapDispose ); + + return mapTextureMapping( renderTarget.texture, texture.mapping ); + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + return texture; + + } + + function getPMREM( texture ) { + + if ( texture && texture.isTexture ) { + + const mapping = texture.mapping; + + const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ); + const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); + + // equirect/cube map to cubeUV conversion + + if ( isEquirectMap || isCubeMap ) { + + let renderTarget = pmremMaps.get( texture ); + + const currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0; + + if ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) { + + if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); + + renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget ); + renderTarget.texture.pmremVersion = texture.pmremVersion; + + pmremMaps.set( texture, renderTarget ); + + return renderTarget.texture; + + } else { + + if ( renderTarget !== undefined ) { + + return renderTarget.texture; + + } else { + + const image = texture.image; + + if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) { + + if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); + + renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture ); + renderTarget.texture.pmremVersion = texture.pmremVersion; + + pmremMaps.set( texture, renderTarget ); + + texture.addEventListener( 'dispose', onPMREMDispose ); + + return renderTarget.texture; + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + } + + return texture; + + } + + function mapTextureMapping( texture, mapping ) { + + if ( mapping === EquirectangularReflectionMapping ) { + + texture.mapping = CubeReflectionMapping; + + } else if ( mapping === EquirectangularRefractionMapping ) { + + texture.mapping = CubeRefractionMapping; + + } + + 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 onCubemapDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onCubemapDispose ); + + const cubemap = cubeMaps.get( texture ); + + if ( cubemap !== undefined ) { + + cubeMaps.delete( texture ); + cubemap.dispose(); + + } + + } + + function onPMREMDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onPMREMDispose ); + + const pmrem = pmremMaps.get( texture ); + + if ( pmrem !== undefined ) { + + pmremMaps.delete( texture ); + pmrem.dispose(); + + } + + } + + function dispose() { + + cubeMaps = new WeakMap(); + pmremMaps = 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 ]; + + } + + const extension = gl.getExtension( name ); + + extensions[ name ] = extension; + + return extension; + + } + + return { + + has: function ( name ) { + + return getExtension( name ) !== null; + + }, + + init: function () { + + getExtension( 'EXT_color_buffer_float' ); + getExtension( 'WEBGL_clip_cull_distance' ); + getExtension( 'OES_texture_float_linear' ); + getExtension( 'EXT_color_buffer_half_float' ); + getExtension( 'WEBGL_multisampled_render_to_texture' ); + getExtension( 'WEBGL_render_shared_exponent' ); + + }, + + get: function ( name ) { + + const extension = getExtension( name ); + + if ( extension === null ) { + + warnOnce( '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 ] ); + + } + + 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 ); + + } + + } + + function updateWireframeAttribute( geometry ) { + + const indices = []; + + const geometryIndex = geometry.index; + const geometryPosition = geometry.attributes.position; + let version = 0; + + if ( geometryPosition === undefined ) { + + return; + + } + + 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 ); + + } + + } + + // check whether a 32 bit or 16 bit buffer is required to store the indices + // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 + const attribute = new ( geometryPosition.count >= 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + attribute.version = version; + + // Updating index buffer in VAO now. See WebGLBindingStates + + // + + const previousAttribute = wireframeAttributes.get( geometry ); + + if ( previousAttribute ) attributes.remove( previousAttribute ); + + // + + wireframeAttributes.set( geometry, attribute ); + + } + + function getWireframeAttribute( geometry ) { + + const currentAttribute = wireframeAttributes.get( geometry ); + + if ( currentAttribute ) { + + const geometryIndex = geometry.index; + + if ( geometryIndex !== null ) { + + // if the attribute is obsolete, create a new one + + if ( currentAttribute.version < geometryIndex.version ) { + + updateWireframeAttribute( geometry ); + + } + + } + + } else { + + updateWireframeAttribute( geometry ); + + } + + return wireframeAttributes.get( geometry ); + + } + + return { + + get: get, + update: update, + + getWireframeAttribute: getWireframeAttribute + + }; + +} + +function WebGLIndexedBufferRenderer( gl, extensions, info ) { + + let mode; + + function setMode( value ) { + + mode = value; + + } + + let type, bytesPerElement; + + function setIndex( value ) { + + type = value.type; + bytesPerElement = value.bytesPerElement; + + } + + function render( start, count ) { + + gl.drawElements( mode, count, type, start * bytesPerElement ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + gl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount ); + + info.update( count, mode, primcount ); + + } + + function renderMultiDraw( starts, counts, drawCount ) { + + if ( drawCount === 0 ) return; + + const extension = extensions.get( 'WEBGL_multi_draw' ); + extension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount ); + + let elementCount = 0; + for ( let i = 0; i < drawCount; i ++ ) { + + elementCount += counts[ i ]; + + } + + info.update( elementCount, mode, 1 ); + + + } + + // + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + this.renderMultiDraw = renderMultiDraw; + +} + +function WebGLInfo( gl ) { + + const memory = { + geometries: 0, + textures: 0 + }; + + const render = { + frame: 0, + calls: 0, + triangles: 0, + points: 0, + lines: 0 + }; + + function update( count, mode, instanceCount ) { + + render.calls ++; + + switch ( mode ) { + + case gl.TRIANGLES: + render.triangles += instanceCount * ( count / 3 ); + break; + + case gl.LINES: + render.lines += instanceCount * ( count / 2 ); + break; + + case gl.LINE_STRIP: + render.lines += instanceCount * ( count - 1 ); + break; + + case gl.LINE_LOOP: + render.lines += instanceCount * count; + break; + + case gl.POINTS: + render.points += instanceCount * count; + break; + + default: + error( 'WebGLInfo: Unknown draw mode:', mode ); + break; + + } + + } + + function reset() { + + render.calls = 0; + render.triangles = 0; + render.points = 0; + render.lines = 0; + + } + + return { + memory: memory, + render: render, + programs: null, + autoReset: true, + reset: reset, + update: update + }; + +} + +function WebGLMorphtargets( gl, capabilities, textures ) { + + const morphTextures = new WeakMap(); + const morph = new Vector4(); + + function update( object, geometry, program ) { + + const objectInfluences = object.morphTargetInfluences; + + // the following encodes morph targets into an array of data textures. Each layer represents a single morph target. + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + let entry = morphTextures.get( geometry ); + + if ( entry === undefined || entry.count !== morphTargetsCount ) { + + if ( entry !== undefined ) entry.texture.dispose(); + + const hasMorphPosition = geometry.morphAttributes.position !== undefined; + const hasMorphNormals = geometry.morphAttributes.normal !== undefined; + const hasMorphColors = geometry.morphAttributes.color !== undefined; + + const morphTargets = geometry.morphAttributes.position || []; + const morphNormals = geometry.morphAttributes.normal || []; + const morphColors = geometry.morphAttributes.color || []; + + let vertexDataCount = 0; + + if ( hasMorphPosition === true ) vertexDataCount = 1; + if ( hasMorphNormals === true ) vertexDataCount = 2; + if ( hasMorphColors === true ) vertexDataCount = 3; + + let width = geometry.attributes.position.count * vertexDataCount; + let height = 1; + + if ( width > capabilities.maxTextureSize ) { + + height = Math.ceil( width / capabilities.maxTextureSize ); + width = capabilities.maxTextureSize; + + } + + const buffer = new Float32Array( width * height * 4 * morphTargetsCount ); + + const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount ); + texture.type = FloatType; + texture.needsUpdate = true; + + // fill buffer + + const vertexDataStride = vertexDataCount * 4; + + for ( let i = 0; i < morphTargetsCount; i ++ ) { + + const morphTarget = morphTargets[ i ]; + const morphNormal = morphNormals[ i ]; + const morphColor = morphColors[ i ]; + + const offset = width * height * 4 * i; + + for ( let j = 0; j < morphTarget.count; j ++ ) { + + const stride = j * vertexDataStride; + + if ( hasMorphPosition === true ) { + + morph.fromBufferAttribute( morphTarget, j ); + + buffer[ offset + stride + 0 ] = morph.x; + buffer[ offset + stride + 1 ] = morph.y; + buffer[ offset + stride + 2 ] = morph.z; + buffer[ offset + stride + 3 ] = 0; + + } + + if ( hasMorphNormals === true ) { + + morph.fromBufferAttribute( morphNormal, j ); + + buffer[ offset + stride + 4 ] = morph.x; + buffer[ offset + stride + 5 ] = morph.y; + buffer[ offset + stride + 6 ] = morph.z; + buffer[ offset + stride + 7 ] = 0; + + } + + if ( hasMorphColors === true ) { + + morph.fromBufferAttribute( morphColor, j ); + + buffer[ offset + stride + 8 ] = morph.x; + buffer[ offset + stride + 9 ] = morph.y; + buffer[ offset + stride + 10 ] = morph.z; + buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1; + + } + + } + + } + + entry = { + count: morphTargetsCount, + texture: texture, + size: new Vector2( width, height ) + }; + + morphTextures.set( geometry, entry ); + + function disposeTexture() { + + texture.dispose(); + + morphTextures.delete( geometry ); + + geometry.removeEventListener( 'dispose', disposeTexture ); + + } + + geometry.addEventListener( 'dispose', disposeTexture ); + + } + + // + if ( object.isInstancedMesh === true && object.morphTexture !== null ) { + + program.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures ); + + } else { + + let morphInfluencesSum = 0; + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + morphInfluencesSum += objectInfluences[ i ]; + + } + + const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + + program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); + program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences ); + + } + + program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures ); + program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size ); + + } + + return { + + update: update + + }; + +} + +function WebGLObjects( gl, geometries, attributes, bindingStates, 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 ); + + bindingStates.releaseStatesOfObject( instancedMesh ); + + attributes.remove( instancedMesh.instanceMatrix ); + + if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); + + } + + return { + + update: update, + dispose: dispose + + }; + +} + +const toneMappingMap = { + [ LinearToneMapping ]: 'LINEAR_TONE_MAPPING', + [ ReinhardToneMapping ]: 'REINHARD_TONE_MAPPING', + [ CineonToneMapping ]: 'CINEON_TONE_MAPPING', + [ ACESFilmicToneMapping ]: 'ACES_FILMIC_TONE_MAPPING', + [ AgXToneMapping ]: 'AGX_TONE_MAPPING', + [ NeutralToneMapping ]: 'NEUTRAL_TONE_MAPPING', + [ CustomToneMapping ]: 'CUSTOM_TONE_MAPPING' +}; + +function WebGLOutput( type, width, height, depth, stencil ) { + + // render targets for scene and post-processing + const targetA = new WebGLRenderTarget( width, height, { + type: type, + depthBuffer: depth, + stencilBuffer: stencil, + depthTexture: depth ? new DepthTexture( width, height ) : undefined + } ); + + const targetB = new WebGLRenderTarget( width, height, { + type: HalfFloatType, + depthBuffer: false, + stencilBuffer: false + } ); + + // create fullscreen triangle geometry + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ -1, 3, 0, -1, -1, 0, 3, -1, 0 ], 3 ) ); + geometry.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) ); + + // create output material with tone mapping support + const material = new RawShaderMaterial( { + uniforms: { + tDiffuse: { value: null } + }, + vertexShader: /* glsl */` + precision highp float; + + uniform mat4 modelViewMatrix; + uniform mat4 projectionMatrix; + + attribute vec3 position; + attribute vec2 uv; + + varying vec2 vUv; + + void main() { + vUv = uv; + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + }`, + fragmentShader: /* glsl */` + precision highp float; + + uniform sampler2D tDiffuse; + + varying vec2 vUv; + + #include + #include + + void main() { + gl_FragColor = texture2D( tDiffuse, vUv ); + + #ifdef LINEAR_TONE_MAPPING + gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb ); + #elif defined( REINHARD_TONE_MAPPING ) + gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb ); + #elif defined( CINEON_TONE_MAPPING ) + gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb ); + #elif defined( ACES_FILMIC_TONE_MAPPING ) + gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb ); + #elif defined( AGX_TONE_MAPPING ) + gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb ); + #elif defined( NEUTRAL_TONE_MAPPING ) + gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb ); + #elif defined( CUSTOM_TONE_MAPPING ) + gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb ); + #endif + + #ifdef SRGB_TRANSFER + gl_FragColor = sRGBTransferOETF( gl_FragColor ); + #endif + }`, + depthTest: false, + depthWrite: false + } ); + + const mesh = new Mesh( geometry, material ); + const camera = new OrthographicCamera( -1, 1, 1, -1, 0, 1 ); + + let _outputColorSpace = null; + let _outputToneMapping = null; + let _isCompositing = false; + let _savedToneMapping; + let _savedRenderTarget = null; + let _effects = []; + let _hasRenderPass = false; + + this.setSize = function ( width, height ) { + + targetA.setSize( width, height ); + targetB.setSize( width, height ); + + for ( let i = 0; i < _effects.length; i ++ ) { + + const effect = _effects[ i ]; + if ( effect.setSize ) effect.setSize( width, height ); + + } + + }; + + this.setEffects = function ( effects ) { + + _effects = effects; + _hasRenderPass = _effects.length > 0 && _effects[ 0 ].isRenderPass === true; + + const width = targetA.width; + const height = targetA.height; + + for ( let i = 0; i < _effects.length; i ++ ) { + + const effect = _effects[ i ]; + if ( effect.setSize ) effect.setSize( width, height ); + + } + + }; + + this.begin = function ( renderer, renderTarget ) { + + // Don't begin during compositing phase (post-processing effects call render()) + if ( _isCompositing ) return false; + + if ( renderer.toneMapping === NoToneMapping && _effects.length === 0 ) return false; + + _savedRenderTarget = renderTarget; + + // resize internal buffers to match render target (e.g. XR resolution) + if ( renderTarget !== null ) { + + const width = renderTarget.width; + const height = renderTarget.height; + + if ( targetA.width !== width || targetA.height !== height ) { + + this.setSize( width, height ); + + } + + } + + // if first effect is a RenderPass, it will set its own render target + if ( _hasRenderPass === false ) { + + renderer.setRenderTarget( targetA ); + + } + + // disable tone mapping during render - it will be applied in end() + _savedToneMapping = renderer.toneMapping; + renderer.toneMapping = NoToneMapping; + + return true; + + }; + + this.hasRenderPass = function () { + + return _hasRenderPass; + + }; + + this.end = function ( renderer, deltaTime ) { + + // restore tone mapping + renderer.toneMapping = _savedToneMapping; + + _isCompositing = true; + + // run post-processing effects + let readBuffer = targetA; + let writeBuffer = targetB; + + for ( let i = 0; i < _effects.length; i ++ ) { + + const effect = _effects[ i ]; + + if ( effect.enabled === false ) continue; + + effect.render( renderer, writeBuffer, readBuffer, deltaTime ); + + if ( effect.needsSwap !== false ) { + + const temp = readBuffer; + readBuffer = writeBuffer; + writeBuffer = temp; + + } + + } + + // update output material defines if settings changed + if ( _outputColorSpace !== renderer.outputColorSpace || _outputToneMapping !== renderer.toneMapping ) { + + _outputColorSpace = renderer.outputColorSpace; + _outputToneMapping = renderer.toneMapping; + + material.defines = {}; + + if ( ColorManagement.getTransfer( _outputColorSpace ) === SRGBTransfer ) material.defines.SRGB_TRANSFER = ''; + + const toneMapping = toneMappingMap[ _outputToneMapping ]; + if ( toneMapping ) material.defines[ toneMapping ] = ''; + + material.needsUpdate = true; + + } + + // final output to canvas (or XR render target) + material.uniforms.tDiffuse.value = readBuffer.texture; + renderer.setRenderTarget( _savedRenderTarget ); + renderer.render( mesh, camera ); + + _savedRenderTarget = null; + _isCompositing = false; + + }; + + this.isCompositing = function () { + + return _isCompositing; + + }; + + this.dispose = function () { + + if ( targetA.depthTexture ) targetA.depthTexture.dispose(); + targetA.dispose(); + targetB.dispose(); + geometry.dispose(); + material.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 emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 ); + +const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture(); +const empty3dTexture = /*@__PURE__*/ new Data3DTexture(); +const emptyCubeTexture = /*@__PURE__*/ new CubeTexture(); + +// --- Utilities --- + +// Array Caches (provide typed arrays for temporary by size) + +const arrayCacheF32 = []; +const arrayCacheI32 = []; + +// Float32Array caches used for uploading Matrix uniforms + +const mat4array = new Float32Array( 16 ); +const mat3array = new Float32Array( 9 ); +const mat2array = new Float32Array( 4 ); + +// Flattening for arrays of vectors and matrices + +function flatten( array, nBlocks, blockSize ) { + + const firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + const n = nBlocks * blockSize; + let r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + +} + +function arraysEqual( a, b ) { + + if ( a.length !== b.length ) return false; + + for ( let i = 0, l = a.length; i < l; i ++ ) { + + if ( a[ i ] !== b[ i ] ) return false; + + } + + return true; + +} + +function copyArray( a, b ) { + + for ( let i = 0, l = b.length; i < l; i ++ ) { + + a[ i ] = b[ i ]; + + } + +} + +// Texture unit allocation + +function allocTexUnits( textures, n ) { + + let r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( let i = 0; i !== n; ++ i ) { + + r[ i ] = textures.allocateTextureUnit(); + + } + + return r; + +} + +// --- Setters --- + +// Note: Defining these methods externally, because they come in a bunch +// and this way their names minify. + +// Single scalar + +function setValueV1f( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1f( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single float vector (from flat array or THREE.VectorN) + +function setValueV2f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2f( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3f( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else if ( v.r !== undefined ) { + + if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { + + gl.uniform3f( this.addr, v.r, v.g, v.b ); + + cache[ 0 ] = v.r; + cache[ 1 ] = v.g; + cache[ 2 ] = v.b; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +// Single matrix (from flat array or THREE.MatrixN) + +function setValueM2( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix2fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat2array.set( elements ); + + gl.uniformMatrix2fv( this.addr, false, mat2array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM3( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix3fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat3array.set( elements ); + + gl.uniformMatrix3fv( this.addr, false, mat3array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM4( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix4fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat4array.set( elements ); + + gl.uniformMatrix4fv( this.addr, false, mat4array ); + + copyArray( cache, elements ); + + } + +} + +// Single integer / boolean + +function setValueV1i( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1i( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single integer / boolean vector (from flat array or THREE.VectorN) + +function setValueV2i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2i( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3i( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4i( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +// Single unsigned integer + +function setValueV1ui( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1ui( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single unsigned integer vector (from flat array or THREE.VectorN) + +function setValueV2ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2ui( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3ui( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4ui( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + + +// Single texture (2D / Cube) + +function setValueT1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + let emptyTexture2D; + + if ( this.type === gl.SAMPLER_2D_SHADOW ) { + + emptyShadowTexture.compareFunction = textures.isReversedDepthBuffer() ? GreaterEqualCompare : LessEqualCompare; + emptyTexture2D = emptyShadowTexture; + + } else { + + emptyTexture2D = emptyTexture; + + } + + textures.setTexture2D( v || emptyTexture2D, unit ); + +} + +function setValueT3D1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture3D( v || empty3dTexture, unit ); + +} + +function setValueT6( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTextureCube( v || emptyCubeTexture, unit ); + +} + +function setValueT2DArray1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture2DArray( v || emptyArrayTexture, unit ); + +} + +// Helper to pick the right setter for the singular case + +function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1f; // FLOAT + case 0x8b50: return setValueV2f; // _VEC2 + case 0x8b51: return setValueV3f; // _VEC3 + case 0x8b52: return setValueV4f; // _VEC4 + + case 0x8b5a: return setValueM2; // _MAT2 + case 0x8b5b: return setValueM3; // _MAT3 + case 0x8b5c: return setValueM4; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 + + case 0x1405: return setValueV1ui; // UINT + case 0x8dc6: return setValueV2ui; // _VEC2 + case 0x8dc7: return setValueV3ui; // _VEC3 + case 0x8dc8: return setValueV4ui; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3D1; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArray1; + + } + +} + + +// Array of scalars + +function setValueV1fArray( gl, v ) { + + gl.uniform1fv( this.addr, v ); + +} + +// Array of vectors (from flat array or array of THREE.VectorN) + +function setValueV2fArray( gl, v ) { + + const data = flatten( v, this.size, 2 ); + + gl.uniform2fv( this.addr, data ); + +} + +function setValueV3fArray( gl, v ) { + + const data = flatten( v, this.size, 3 ); + + gl.uniform3fv( this.addr, data ); + +} + +function setValueV4fArray( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniform4fv( this.addr, data ); + +} + +// Array of matrices (from flat array or array of THREE.MatrixN) + +function setValueM2Array( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniformMatrix2fv( this.addr, false, data ); + +} + +function setValueM3Array( gl, v ) { + + const data = flatten( v, this.size, 9 ); + + gl.uniformMatrix3fv( this.addr, false, data ); + +} + +function setValueM4Array( gl, v ) { + + const data = flatten( v, this.size, 16 ); + + gl.uniformMatrix4fv( this.addr, false, data ); + +} + +// Array of integer / boolean + +function setValueV1iArray( gl, v ) { + + gl.uniform1iv( this.addr, v ); + +} + +// Array of integer / boolean vectors (from flat array) + +function setValueV2iArray( gl, v ) { + + gl.uniform2iv( this.addr, v ); + +} + +function setValueV3iArray( gl, v ) { + + gl.uniform3iv( this.addr, v ); + +} + +function setValueV4iArray( gl, v ) { + + gl.uniform4iv( this.addr, v ); + +} + +// Array of unsigned integer + +function setValueV1uiArray( gl, v ) { + + gl.uniform1uiv( this.addr, v ); + +} + +// Array of unsigned integer vectors (from flat array) + +function setValueV2uiArray( gl, v ) { + + gl.uniform2uiv( this.addr, v ); + +} + +function setValueV3uiArray( gl, v ) { + + gl.uniform3uiv( this.addr, v ); + +} + +function setValueV4uiArray( gl, v ) { + + gl.uniform4uiv( this.addr, v ); + +} + + +// Array of textures (2D / 3D / Cube / 2DArray) + +function setValueT1Array( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + let emptyTexture2D; + + if ( this.type === gl.SAMPLER_2D_SHADOW ) { + + emptyTexture2D = emptyShadowTexture; + + } else { + + emptyTexture2D = emptyTexture; + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture2D( v[ i ] || emptyTexture2D, units[ i ] ); + + } + +} + +function setValueT3DArray( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] ); + + } + +} + +function setValueT6Array( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + +} + +function setValueT2DArrayArray( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] ); + + } + +} + + +// Helper to pick the right setter for a pure (bottom-level) array + +function getPureArraySetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1fArray; // FLOAT + case 0x8b50: return setValueV2fArray; // _VEC2 + case 0x8b51: return setValueV3fArray; // _VEC3 + case 0x8b52: return setValueV4fArray; // _VEC4 + + case 0x8b5a: return setValueM2Array; // _MAT2 + case 0x8b5b: return setValueM3Array; // _MAT3 + case 0x8b5c: return setValueM4Array; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 + + case 0x1405: return setValueV1uiArray; // UINT + case 0x8dc6: return setValueV2uiArray; // _VEC2 + case 0x8dc7: return setValueV3uiArray; // _VEC3 + case 0x8dc8: return setValueV4uiArray; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1Array; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3DArray; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6Array; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArrayArray; + + } + +} + +// --- Uniform Classes --- + +class SingleUniform { + + constructor( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.type = activeInfo.type; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + +} + +class PureArrayUniform { + + constructor( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.type = activeInfo.type; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + +} + +class StructuredUniform { + + constructor( id ) { + + this.id = id; + + this.seq = []; + this.map = {}; + + } + + setValue( gl, value, textures ) { + + const seq = this.seq; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + u.setValue( gl, value[ u.id ], textures ); + + } + + } + +} + +// --- Top-level --- + +// Parser - builds up the property tree from the path strings + +const RePathPart = /(\w+)(\])?(\[|\.)?/g; + +// extracts +// - the identifier (member name or array index) +// - followed by an optional right bracket (found when array index) +// - followed by an optional left bracket or dot (type of subscript) +// +// Note: These portions can be read in a non-overlapping fashion and +// allow straightforward parsing of the hierarchy that WebGL encodes +// in the uniform names. + +function addUniform( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + +} + +function parseUniform( activeInfo, addr, container ) { + + const path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + while ( true ) { + + const match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex; + + let id = match[ 1 ]; + const idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + + // step into inner node / create it in case it doesn't exist + + const map = container.map; + let next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + +} + +// Root Container + +class WebGLUniforms { + + constructor( gl, program ) { + + this.seq = []; + this.map = {}; + + const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( let i = 0; i < n; ++ i ) { + + const info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); + + parseUniform( info, addr, this ); + + } + + // Sort uniforms to prioritize shadow samplers first (for optimal texture unit allocation) + + const shadowSamplers = []; + const otherUniforms = []; + + for ( const u of this.seq ) { + + if ( u.type === gl.SAMPLER_2D_SHADOW || u.type === gl.SAMPLER_CUBE_SHADOW || u.type === gl.SAMPLER_2D_ARRAY_SHADOW ) { + + shadowSamplers.push( u ); + + } else { + + otherUniforms.push( u ); + + } + + } + + if ( shadowSamplers.length > 0 ) { + + this.seq = shadowSamplers.concat( otherUniforms ); + + } + + } + + setValue( gl, name, value, textures ) { + + const u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, textures ); + + } + + setOptional( gl, object, name ) { + + const v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + + } + + static upload( gl, seq, values, textures ) { + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, textures ); + + } + + } + + } + + static seqWithValue( seq, values ) { + + const r = []; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + + } + +} + +function WebGLShader( gl, type, string ) { + + const shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + return shader; + +} + +// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/ +const COMPLETION_STATUS_KHR = 0x91B1; + +let programIdCount = 0; + +function handleSource( string, errorLine ) { + + const lines = string.split( '\n' ); + const lines2 = []; + + const from = Math.max( errorLine - 6, 0 ); + const to = Math.min( errorLine + 6, lines.length ); + + for ( let i = from; i < to; i ++ ) { + + const line = i + 1; + lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` ); + + } + + return lines2.join( '\n' ); + +} + +const _m0 = /*@__PURE__*/ new Matrix3(); + +function getEncodingComponents( colorSpace ) { + + ColorManagement._getMatrix( _m0, ColorManagement.workingColorSpace, colorSpace ); + + const encodingMatrix = `mat3( ${ _m0.elements.map( ( v ) => v.toFixed( 4 ) ) } )`; + + switch ( ColorManagement.getTransfer( colorSpace ) ) { + + case LinearTransfer: + return [ encodingMatrix, 'LinearTransferOETF' ]; + + case SRGBTransfer: + return [ encodingMatrix, 'sRGBTransferOETF' ]; + + default: + warn( 'WebGLProgram: Unsupported color space: ', colorSpace ); + return [ encodingMatrix, 'LinearTransferOETF' ]; + + } + +} + +function getShaderErrors( gl, shader, type ) { + + const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS ); + + const shaderInfoLog = gl.getShaderInfoLog( shader ) || ''; + const errors = shaderInfoLog.trim(); + + if ( status && errors === '' ) return ''; + + const errorMatches = /ERROR: 0:(\d+)/.exec( errors ); + if ( errorMatches ) { + + // --enable-privileged-webgl-extension + // log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + const errorLine = parseInt( errorMatches[ 1 ] ); + return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine ); + + } else { + + return errors; + + } + +} + +function getTexelEncodingFunction( functionName, colorSpace ) { + + const components = getEncodingComponents( colorSpace ); + + return [ + + `vec4 ${functionName}( vec4 value ) {`, + + ` return ${components[ 1 ]}( vec4( value.rgb * ${components[ 0 ]}, value.a ) );`, + + '}', + + ].join( '\n' ); + +} + +const toneMappingFunctions = { + [ LinearToneMapping ]: 'Linear', + [ ReinhardToneMapping ]: 'Reinhard', + [ CineonToneMapping ]: 'Cineon', + [ ACESFilmicToneMapping ]: 'ACESFilmic', + [ AgXToneMapping ]: 'AgX', + [ NeutralToneMapping ]: 'Neutral', + [ CustomToneMapping ]: 'Custom' +}; + +function getToneMappingFunction( functionName, toneMapping ) { + + const toneMappingName = toneMappingFunctions[ toneMapping ]; + + if ( toneMappingName === undefined ) { + + warn( 'WebGLProgram: Unsupported toneMapping:', toneMapping ); + return 'vec3 ' + functionName + '( vec3 color ) { return LinearToneMapping( color ); }'; + + } + + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + +} + +const _v0 = /*@__PURE__*/ new Vector3(); + +function getLuminanceFunction() { + + ColorManagement.getLuminanceCoefficients( _v0 ); + + const r = _v0.x.toFixed( 4 ); + const g = _v0.y.toFixed( 4 ); + const b = _v0.z.toFixed( 4 ); + + return [ + + 'float luminance( const in vec3 rgb ) {', + + ` const vec3 weights = vec3( ${ r }, ${ g }, ${ b } );`, + + ' return dot( weights, rgb );', + + '}' + + ].join( '\n' ); + +} + +function generateVertexExtensions( parameters ) { + + const chunks = [ + parameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '', + parameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '', + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + +} + +function generateDefines( defines ) { + + const chunks = []; + + for ( const name in defines ) { + + const value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + +} + +function fetchAttributeLocations( gl, program ) { + + const attributes = {}; + + const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + + for ( let i = 0; i < n; i ++ ) { + + const info = gl.getActiveAttrib( program, i ); + const name = info.name; + + let locationSize = 1; + if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2; + if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3; + if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4; + + // log( 'WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); + + attributes[ name ] = { + type: info.type, + location: gl.getAttribLocation( program, name ), + locationSize: locationSize + }; + + } + + return attributes; + +} + +function filterEmptyLine( string ) { + + return string !== ''; + +} + +function replaceLightNums( string, parameters ) { + + const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps; + + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps ) + .replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords ) + .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) + .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) + .replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps ) + .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) + .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); + +} + +function replaceClippingPlaneNums( string, parameters ) { + + return string + .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) + .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); + +} + +// Resolve Includes + +const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; + +function resolveIncludes( string ) { + + return string.replace( includePattern, includeReplacer ); + +} + +const shaderChunkMap = new Map(); + +function includeReplacer( match, include ) { + + let string = ShaderChunk[ include ]; + + if ( string === undefined ) { + + const newInclude = shaderChunkMap.get( include ); + + if ( newInclude !== undefined ) { + + string = ShaderChunk[ newInclude ]; + warn( 'WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude ); + + } else { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + } + + return resolveIncludes( string ); + +} + +// Unroll Loops + +const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; + +function unrollLoops( string ) { + + return string.replace( unrollLoopPattern, loopReplacer ); + +} + +function loopReplacer( match, start, end, snippet ) { + + let string = ''; + + for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { + + string += snippet + .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) + .replace( /UNROLLED_LOOP_INDEX/g, i ); + + } + + return string; + +} + +// + +function generatePrecision( parameters ) { + + let precisionstring = `precision ${parameters.precision} float; + precision ${parameters.precision} int; + precision ${parameters.precision} sampler2D; + precision ${parameters.precision} samplerCube; + precision ${parameters.precision} sampler3D; + precision ${parameters.precision} sampler2DArray; + precision ${parameters.precision} sampler2DShadow; + precision ${parameters.precision} samplerCubeShadow; + precision ${parameters.precision} sampler2DArrayShadow; + precision ${parameters.precision} isampler2D; + precision ${parameters.precision} isampler3D; + precision ${parameters.precision} isamplerCube; + precision ${parameters.precision} isampler2DArray; + precision ${parameters.precision} usampler2D; + precision ${parameters.precision} usampler3D; + precision ${parameters.precision} usamplerCube; + precision ${parameters.precision} usampler2DArray; + `; + + if ( parameters.precision === 'highp' ) { + + precisionstring += '\n#define HIGH_PRECISION'; + + } else if ( parameters.precision === 'mediump' ) { + + precisionstring += '\n#define MEDIUM_PRECISION'; + + } else if ( parameters.precision === 'lowp' ) { + + precisionstring += '\n#define LOW_PRECISION'; + + } + + return precisionstring; + +} + +const shadowMapTypeDefines = { + [ PCFShadowMap ]: 'SHADOWMAP_TYPE_PCF', + [ VSMShadowMap ]: 'SHADOWMAP_TYPE_VSM' +}; + +function generateShadowMapTypeDefine( parameters ) { + + return shadowMapTypeDefines[ parameters.shadowMapType ] || 'SHADOWMAP_TYPE_BASIC'; + +} + +const envMapTypeDefines = { + [ CubeReflectionMapping ]: 'ENVMAP_TYPE_CUBE', + [ CubeRefractionMapping ]: 'ENVMAP_TYPE_CUBE', + [ CubeUVReflectionMapping ]: 'ENVMAP_TYPE_CUBE_UV' +}; + +function generateEnvMapTypeDefine( parameters ) { + + if ( parameters.envMap === false ) return 'ENVMAP_TYPE_CUBE'; + + return envMapTypeDefines[ parameters.envMapMode ] || 'ENVMAP_TYPE_CUBE'; + +} + +const envMapModeDefines = { + [ CubeRefractionMapping ]: 'ENVMAP_MODE_REFRACTION' +}; + +function generateEnvMapModeDefine( parameters ) { + + if ( parameters.envMap === false ) return 'ENVMAP_MODE_REFLECTION'; + + return envMapModeDefines[ parameters.envMapMode ] || 'ENVMAP_MODE_REFLECTION'; + +} + +const envMapBlendingDefines = { + [ MultiplyOperation ]: 'ENVMAP_BLENDING_MULTIPLY', + [ MixOperation ]: 'ENVMAP_BLENDING_MIX', + [ AddOperation ]: 'ENVMAP_BLENDING_ADD' +}; + +function generateEnvMapBlendingDefine( parameters ) { + + if ( parameters.envMap === false ) return 'ENVMAP_BLENDING_NONE'; + + return envMapBlendingDefines[ parameters.combine ] || 'ENVMAP_BLENDING_NONE'; + +} + +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 + // log( 'WebGLProgram', cacheKey ); + + const gl = renderer.getContext(); + + const defines = parameters.defines; + + let vertexShader = parameters.vertexShader; + let fragmentShader = parameters.fragmentShader; + + const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); + const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); + const envMapModeDefine = generateEnvMapModeDefine( parameters ); + const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); + const envMapCubeUVSize = generateCubeUVSize( parameters ); + + const customVertexExtensions = generateVertexExtensions( parameters ); + + const customDefines = generateDefines( defines ); + + const program = gl.createProgram(); + + let prefixVertex, prefixFragment; + let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; + + if ( parameters.isRawShaderMaterial ) { + + prefixVertex = [ + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixVertex.length > 0 ) { + + prefixVertex += '\n'; + + } + + prefixFragment = [ + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixFragment.length > 0 ) { + + prefixFragment += '\n'; + + } + + } else { + + prefixVertex = [ + + generatePrecision( parameters ), + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '', + parameters.batching ? '#define USE_BATCHING' : '', + parameters.batchingColor ? '#define USE_BATCHING_COLOR' : '', + parameters.instancing ? '#define USE_INSTANCING' : '', + parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', + parameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '', + + parameters.useFog && parameters.fog ? '#define USE_FOG' : '', + parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', + parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', + parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + + parameters.anisotropy ? '#define USE_ANISOTROPY' : '', + parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', + + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + + parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', + parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', + + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', + parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', + + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.alphaHash ? '#define USE_ALPHAHASH' : '', + + parameters.transmission ? '#define USE_TRANSMISSION' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', + + parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', + parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', + + // + + parameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '', + parameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '', + parameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '', + parameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '', + parameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '', + parameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '', + parameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '', + parameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '', + + parameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '', + parameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '', + + parameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '', + + parameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '', + parameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '', + parameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '', + + parameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '', + parameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '', + + parameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '', + parameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '', + + parameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '', + parameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '', + parameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '', + + parameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '', + parameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '', + + // + + parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', + parameters.vertexNormals ? '#define HAS_NORMAL' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUv1s ? '#define USE_UV1' : '', + parameters.vertexUv2s ? '#define USE_UV2' : '', + parameters.vertexUv3s ? '#define USE_UV3' : '', + + parameters.pointsUvs ? '#define USE_POINTS_UV' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.skinning ? '#define USE_SKINNING' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + ( parameters.morphColors ) ? '#define USE_MORPHCOLORS' : '', + ( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', + ( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '', + parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + '#ifdef USE_INSTANCING', + + ' attribute mat4 instanceMatrix;', + + '#endif', + + '#ifdef USE_INSTANCING_COLOR', + + ' attribute vec3 instanceColor;', + + '#endif', + + '#ifdef USE_INSTANCING_MORPH', + + ' uniform sampler2D morphTexture;', + + '#endif', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef USE_UV1', + + ' attribute vec2 uv1;', + + '#endif', + + '#ifdef USE_UV2', + + ' attribute vec2 uv2;', + + '#endif', + + '#ifdef USE_UV3', + + ' attribute vec2 uv3;', + + '#endif', + + '#ifdef USE_TANGENT', + + ' attribute vec4 tangent;', + + '#endif', + + '#if defined( USE_COLOR_ALPHA )', + + ' attribute vec4 color;', + + '#elif defined( USE_COLOR )', + + ' attribute vec3 color;', + + '#endif', + + '#ifdef USE_SKINNING', + + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', + + '#endif', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + generatePrecision( parameters ), + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.useFog && parameters.fog ? '#define USE_FOG' : '', + parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', + + parameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '', + parameters.map ? '#define USE_MAP' : '', + parameters.matcap ? '#define USE_MATCAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '', + envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '', + envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', + parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', + parameters.packedNormalMap ? '#define USE_PACKED_NORMALMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + + parameters.anisotropy ? '#define USE_ANISOTROPY' : '', + parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', + + parameters.clearcoat ? '#define USE_CLEARCOAT' : '', + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + + parameters.dispersion ? '#define USE_DISPERSION' : '', + + parameters.iridescence ? '#define USE_IRIDESCENCE' : '', + parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', + parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', + + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', + parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', + + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.alphaTest ? '#define USE_ALPHATEST' : '', + parameters.alphaHash ? '#define USE_ALPHAHASH' : '', + + parameters.sheen ? '#define USE_SHEEN' : '', + parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', + parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', + + parameters.transmission ? '#define USE_TRANSMISSION' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', + + parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', + parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', + parameters.vertexAlphas || parameters.batchingColor ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUv1s ? '#define USE_UV1' : '', + parameters.vertexUv2s ? '#define USE_UV2' : '', + parameters.vertexUv3s ? '#define USE_UV3' : '', + + parameters.pointsUvs ? '#define USE_POINTS_UV' : '', + + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', + + parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', + + parameters.numLightProbeGrids > 0 ? '#define USE_LIGHT_PROBES_GRID' : '', + + parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', + parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGARITHMIC_DEPTH_BUFFER' : '', + parameters.reversedDepthBuffer ? '#define USE_REVERSED_DEPTH_BUFFER' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + + parameters.dithering ? '#define DITHERING' : '', + parameters.opaque ? '#define OPAQUE' : '', + + ShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below + getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ), + getLuminanceFunction(), + + parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = resolveIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); + + fragmentShader = resolveIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + if ( parameters.isRawShaderMaterial !== true ) { + + // GLSL 3.0 conversion for built-in materials and ShaderMaterial + + versionString = '#version 300 es\n'; + + prefixVertex = [ + customVertexExtensions, + '#define attribute in', + '#define varying out', + '#define texture2D texture' + ].join( '\n' ) + '\n' + prefixVertex; + + prefixFragment = [ + '#define varying in', + ( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', + ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', + '#define gl_FragDepthEXT gl_FragDepth', + '#define texture2D texture', + '#define textureCube texture', + '#define texture2DProj textureProj', + '#define texture2DLodEXT textureLod', + '#define texture2DProjLodEXT textureProjLod', + '#define textureCubeLodEXT textureLod', + '#define texture2DGradEXT textureGrad', + '#define texture2DProjGradEXT textureProjGrad', + '#define textureCubeGradEXT textureGrad' + ].join( '\n' ) + '\n' + prefixFragment; + + } + + const vertexGlsl = versionString + prefixVertex + vertexShader; + const fragmentGlsl = versionString + prefixFragment + fragmentShader; + + // log( '*VERTEX*', vertexGlsl ); + // log( '*FRAGMENT*', fragmentGlsl ); + + const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( parameters.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + function onFirstUse( self ) { + + // check for link errors + if ( renderer.debug.checkShaderErrors ) { + + const programInfoLog = gl.getProgramInfoLog( program ) || ''; + const vertexShaderInfoLog = gl.getShaderInfoLog( glVertexShader ) || ''; + const fragmentShaderInfoLog = gl.getShaderInfoLog( glFragmentShader ) || ''; + + const programLog = programInfoLog.trim(); + const vertexLog = vertexShaderInfoLog.trim(); + const fragmentLog = fragmentShaderInfoLog.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' ); + + error( + 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + + 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' + + 'Material Name: ' + self.name + '\n' + + 'Material Type: ' + self.type + '\n\n' + + 'Program Info Log: ' + programLog + '\n' + + vertexErrors + '\n' + + fragmentErrors + ); + + } + + } else if ( programLog !== '' ) { + + warn( 'WebGLProgram: Program Info Log:', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + self.diagnostics = { + + runnable: runnable, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + } + + // Clean up + + // Crashes in iOS9 and iOS10. #18402 + // gl.detachShader( program, glVertexShader ); + // gl.detachShader( program, glFragmentShader ); + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + cachedUniforms = new WebGLUniforms( gl, program ); + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + // set up caching for uniform locations + + let cachedUniforms; + + this.getUniforms = function () { + + if ( cachedUniforms === undefined ) { + + // Populates cachedUniforms and cachedAttributes + onFirstUse( this ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + let cachedAttributes; + + this.getAttributes = function () { + + if ( cachedAttributes === undefined ) { + + // Populates cachedAttributes and cachedUniforms + onFirstUse( this ); + + } + + return cachedAttributes; + + }; + + // indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported, + // flag the program as ready immediately. It may cause a stall when it's first used. + + let programReady = ( parameters.rendererExtensionParallelShaderCompile === false ); + + this.isReady = function () { + + if ( programReady === false ) { + + programReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR ); + + } + + return programReady; + + }; + + // free resource + + this.destroy = function () { + + bindingStates.releaseStatesOfProgram( this ); + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // + + this.type = parameters.shaderType; + this.name = parameters.shaderName; + this.id = programIdCount ++; + this.cacheKey = cacheKey; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + +} + +let _id = 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 isPackedRGFormat( format ) { + + return format === RGFormat || format === RG11_EAC_Format || format === RED_GREEN_RGTC2_Format; + +} + +function WebGLPrograms( renderer, environments, extensions, capabilities, bindingStates, clipping ) { + + const _programLayers = new Layers(); + const _customShaders = new WebGLShaderCache(); + const _activeChannels = new Set(); + const programs = []; + const programsMap = new Map(); + + const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; + + let precision = capabilities.precision; + + const shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distance', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'toon', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + MeshMatcapMaterial: 'matcap', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow', + SpriteMaterial: 'sprite' + }; + + function getChannel( value ) { + + _activeChannels.add( value ); + + if ( value === 0 ) return 'uv'; + + return `uv${ value }`; + + } + + function getParameters( material, lights, shadows, scene, object, lightProbeGrids ) { + + const fog = scene.fog; + const geometry = object.geometry; + const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null; + + const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap ); + const envMap = environments.get( material.envMap || environment, usePMREM ); + 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 ) { + + warn( '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 reversedDepthBuffer = renderer.state.buffers.depth.getReversed(); + + const IS_INSTANCEDMESH = object.isInstancedMesh === true; + const IS_BATCHEDMESH = object.isBatchedMesh === true; + + const HAS_MAP = !! material.map; + const HAS_MATCAP = !! material.matcap; + const HAS_ENVMAP = !! envMap; + const HAS_AOMAP = !! material.aoMap; + const HAS_LIGHTMAP = !! material.lightMap; + const HAS_BUMPMAP = !! material.bumpMap; + const HAS_NORMALMAP = !! material.normalMap; + const HAS_DISPLACEMENTMAP = !! material.displacementMap; + const HAS_EMISSIVEMAP = !! material.emissiveMap; + + const HAS_METALNESSMAP = !! material.metalnessMap; + const HAS_ROUGHNESSMAP = !! material.roughnessMap; + + const HAS_ANISOTROPY = material.anisotropy > 0; + const HAS_CLEARCOAT = material.clearcoat > 0; + const HAS_DISPERSION = material.dispersion > 0; + const HAS_IRIDESCENCE = material.iridescence > 0; + const HAS_SHEEN = material.sheen > 0; + const HAS_TRANSMISSION = material.transmission > 0; + + const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap; + + const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap; + const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap; + const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap; + + const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap; + const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap; + + const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap; + const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap; + + const HAS_SPECULARMAP = !! material.specularMap; + const HAS_SPECULAR_COLORMAP = !! material.specularColorMap; + const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap; + + const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap; + const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap; + + const HAS_GRADIENTMAP = !! material.gradientMap; + + const HAS_ALPHAMAP = !! material.alphaMap; + + const HAS_ALPHATEST = material.alphaTest > 0; + + const HAS_ALPHAHASH = !! material.alphaHash; + + const HAS_EXTENSIONS = !! material.extensions; + + let toneMapping = NoToneMapping; + + if ( material.toneMapped ) { + + if ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) { + + toneMapping = renderer.toneMapping; + + } + + } + + const parameters = { + + shaderID: shaderID, + shaderType: material.type, + shaderName: material.name, + + vertexShader: vertexShader, + fragmentShader: fragmentShader, + defines: material.defines, + + customVertexShaderID: customVertexShaderID, + customFragmentShaderID: customFragmentShaderID, + + isRawShaderMaterial: material.isRawShaderMaterial === true, + glslVersion: material.glslVersion, + + precision: precision, + + batching: IS_BATCHEDMESH, + batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null, + instancing: IS_INSTANCEDMESH, + instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null, + instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null, + + outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace ), + alphaToCoverage: !! material.alphaToCoverage, + + map: HAS_MAP, + matcap: HAS_MATCAP, + envMap: HAS_ENVMAP, + envMapMode: HAS_ENVMAP && envMap.mapping, + envMapCubeUVHeight: envMapCubeUVHeight, + aoMap: HAS_AOMAP, + lightMap: HAS_LIGHTMAP, + bumpMap: HAS_BUMPMAP, + normalMap: HAS_NORMALMAP, + displacementMap: HAS_DISPLACEMENTMAP, + emissiveMap: HAS_EMISSIVEMAP, + + normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap, + normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap, + packedNormalMap: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap && isPackedRGFormat( material.normalMap.format ), + + metalnessMap: HAS_METALNESSMAP, + roughnessMap: HAS_ROUGHNESSMAP, + + anisotropy: HAS_ANISOTROPY, + anisotropyMap: HAS_ANISOTROPYMAP, + + clearcoat: HAS_CLEARCOAT, + clearcoatMap: HAS_CLEARCOATMAP, + clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP, + clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP, + + dispersion: HAS_DISPERSION, + + iridescence: HAS_IRIDESCENCE, + iridescenceMap: HAS_IRIDESCENCEMAP, + iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP, + + sheen: HAS_SHEEN, + sheenColorMap: HAS_SHEEN_COLORMAP, + sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP, + + specularMap: HAS_SPECULARMAP, + specularColorMap: HAS_SPECULAR_COLORMAP, + specularIntensityMap: HAS_SPECULAR_INTENSITYMAP, + + transmission: HAS_TRANSMISSION, + transmissionMap: HAS_TRANSMISSIONMAP, + thicknessMap: HAS_THICKNESSMAP, + + gradientMap: HAS_GRADIENTMAP, + + opaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false, + + alphaMap: HAS_ALPHAMAP, + alphaTest: HAS_ALPHATEST, + alphaHash: HAS_ALPHAHASH, + + combine: material.combine, + + // + + mapUv: HAS_MAP && getChannel( material.map.channel ), + aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ), + lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ), + bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ), + normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ), + displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ), + emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ), + + metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ), + roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ), + + anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ), + + clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ), + clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ), + clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ), + + iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ), + iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ), + + sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ), + sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ), + + specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ), + specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ), + specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ), + + transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ), + thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ), + + alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ), + + // + + vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ), + vertexNormals: !! geometry.attributes.normal, + vertexColors: material.vertexColors, + vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4, + + pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ), + + fog: !! fog, + useFog: material.fog === true, + fogExp2: ( !! fog && fog.isFogExp2 ), + + flatShading: material.wireframe === false && ( + material.flatShading === true || + ( geometry.attributes.normal === undefined && HAS_NORMALMAP === false && + ( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isMeshPhysicalMaterial ) + ) + ), + + sizeAttenuation: material.sizeAttenuation === true, + logarithmicDepthBuffer: logarithmicDepthBuffer, + reversedDepthBuffer: reversedDepthBuffer, + + skinning: object.isSkinnedMesh === true, + + morphTargets: geometry.morphAttributes.position !== undefined, + morphNormals: geometry.morphAttributes.normal !== undefined, + morphColors: geometry.morphAttributes.color !== undefined, + morphTargetsCount: morphTargetsCount, + morphTextureStride: morphTextureStride, + + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numSpotLightMaps: lights.spotLightMap.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, + + numDirLightShadows: lights.directionalShadowMap.length, + numPointLightShadows: lights.pointShadowMap.length, + numSpotLightShadows: lights.spotShadowMap.length, + numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps, + + numLightProbes: lights.numLightProbes, + + numLightProbeGrids: lightProbeGrids.length, + + numClippingPlanes: clipping.numPlanes, + numClipIntersection: clipping.numIntersection, + + dithering: material.dithering, + + shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: toneMapping, + + decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ), + decodeVideoTextureEmissive: HAS_EMISSIVEMAP && ( material.emissiveMap.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.emissiveMap.colorSpace ) === SRGBTransfer ), + + premultipliedAlpha: material.premultipliedAlpha, + + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + useDepthPacking: material.depthPacking >= 0, + depthPacking: material.depthPacking || 0, + + index0AttributeName: material.index0AttributeName, + + extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ), + extensionMultiDraw: ( HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH ) && extensions.has( 'WEBGL_multi_draw' ), + + rendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ), + + customProgramCacheKey: material.customProgramCacheKey() + + }; + + // the usage of getChannel() determines the active texture channels for this shader + + parameters.vertexUv1s = _activeChannels.has( 1 ); + parameters.vertexUv2s = _activeChannels.has( 2 ); + parameters.vertexUv3s = _activeChannels.has( 3 ); + + _activeChannels.clear(); + + return parameters; + + } + + function getProgramCacheKey( parameters ) { + + const array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( parameters.customVertexShaderID ); + array.push( parameters.customFragmentShaderID ); + + } + + if ( parameters.defines !== undefined ) { + + for ( const name in parameters.defines ) { + + array.push( name ); + array.push( parameters.defines[ name ] ); + + } + + } + + if ( parameters.isRawShaderMaterial === false ) { + + getProgramCacheKeyParameters( array, parameters ); + getProgramCacheKeyBooleans( array, parameters ); + array.push( renderer.outputColorSpace ); + + } + + array.push( parameters.customProgramCacheKey ); + + return array.join(); + + } + + function getProgramCacheKeyParameters( array, parameters ) { + + array.push( parameters.precision ); + array.push( parameters.outputColorSpace ); + array.push( parameters.envMapMode ); + array.push( parameters.envMapCubeUVHeight ); + array.push( parameters.mapUv ); + array.push( parameters.alphaMapUv ); + array.push( parameters.lightMapUv ); + array.push( parameters.aoMapUv ); + array.push( parameters.bumpMapUv ); + array.push( parameters.normalMapUv ); + array.push( parameters.displacementMapUv ); + array.push( parameters.emissiveMapUv ); + array.push( parameters.metalnessMapUv ); + array.push( parameters.roughnessMapUv ); + array.push( parameters.anisotropyMapUv ); + array.push( parameters.clearcoatMapUv ); + array.push( parameters.clearcoatNormalMapUv ); + array.push( parameters.clearcoatRoughnessMapUv ); + array.push( parameters.iridescenceMapUv ); + array.push( parameters.iridescenceThicknessMapUv ); + array.push( parameters.sheenColorMapUv ); + array.push( parameters.sheenRoughnessMapUv ); + array.push( parameters.specularMapUv ); + array.push( parameters.specularColorMapUv ); + array.push( parameters.specularIntensityMapUv ); + array.push( parameters.transmissionMapUv ); + array.push( parameters.thicknessMapUv ); + array.push( parameters.combine ); + array.push( parameters.fogExp2 ); + array.push( parameters.sizeAttenuation ); + array.push( parameters.morphTargetsCount ); + array.push( parameters.morphAttributeCount ); + array.push( parameters.numDirLights ); + array.push( parameters.numPointLights ); + array.push( parameters.numSpotLights ); + array.push( parameters.numSpotLightMaps ); + array.push( parameters.numHemiLights ); + array.push( parameters.numRectAreaLights ); + array.push( parameters.numDirLightShadows ); + array.push( parameters.numPointLightShadows ); + array.push( parameters.numSpotLightShadows ); + array.push( parameters.numSpotLightShadowsWithMaps ); + array.push( parameters.numLightProbes ); + array.push( parameters.shadowMapType ); + array.push( parameters.toneMapping ); + array.push( parameters.numClippingPlanes ); + array.push( parameters.numClipIntersection ); + array.push( parameters.depthPacking ); + + } + + function getProgramCacheKeyBooleans( array, parameters ) { + + _programLayers.disableAll(); + + if ( parameters.instancing ) + _programLayers.enable( 0 ); + if ( parameters.instancingColor ) + _programLayers.enable( 1 ); + if ( parameters.instancingMorph ) + _programLayers.enable( 2 ); + if ( parameters.matcap ) + _programLayers.enable( 3 ); + if ( parameters.envMap ) + _programLayers.enable( 4 ); + if ( parameters.normalMapObjectSpace ) + _programLayers.enable( 5 ); + if ( parameters.normalMapTangentSpace ) + _programLayers.enable( 6 ); + if ( parameters.clearcoat ) + _programLayers.enable( 7 ); + if ( parameters.iridescence ) + _programLayers.enable( 8 ); + if ( parameters.alphaTest ) + _programLayers.enable( 9 ); + if ( parameters.vertexColors ) + _programLayers.enable( 10 ); + if ( parameters.vertexAlphas ) + _programLayers.enable( 11 ); + if ( parameters.vertexUv1s ) + _programLayers.enable( 12 ); + if ( parameters.vertexUv2s ) + _programLayers.enable( 13 ); + if ( parameters.vertexUv3s ) + _programLayers.enable( 14 ); + if ( parameters.vertexTangents ) + _programLayers.enable( 15 ); + if ( parameters.anisotropy ) + _programLayers.enable( 16 ); + if ( parameters.alphaHash ) + _programLayers.enable( 17 ); + if ( parameters.batching ) + _programLayers.enable( 18 ); + if ( parameters.dispersion ) + _programLayers.enable( 19 ); + if ( parameters.batchingColor ) + _programLayers.enable( 20 ); + if ( parameters.gradientMap ) + _programLayers.enable( 21 ); + if ( parameters.packedNormalMap ) + _programLayers.enable( 22 ); + if ( parameters.vertexNormals ) + _programLayers.enable( 23 ); + + 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.reversedDepthBuffer ) + _programLayers.enable( 4 ); + if ( parameters.skinning ) + _programLayers.enable( 5 ); + if ( parameters.morphTargets ) + _programLayers.enable( 6 ); + if ( parameters.morphNormals ) + _programLayers.enable( 7 ); + if ( parameters.morphColors ) + _programLayers.enable( 8 ); + if ( parameters.premultipliedAlpha ) + _programLayers.enable( 9 ); + if ( parameters.shadowMapEnabled ) + _programLayers.enable( 10 ); + if ( parameters.doubleSided ) + _programLayers.enable( 11 ); + if ( parameters.flipSided ) + _programLayers.enable( 12 ); + if ( parameters.useDepthPacking ) + _programLayers.enable( 13 ); + if ( parameters.dithering ) + _programLayers.enable( 14 ); + if ( parameters.transmission ) + _programLayers.enable( 15 ); + if ( parameters.sheen ) + _programLayers.enable( 16 ); + if ( parameters.opaque ) + _programLayers.enable( 17 ); + if ( parameters.pointsUvs ) + _programLayers.enable( 18 ); + if ( parameters.decodeVideoTexture ) + _programLayers.enable( 19 ); + if ( parameters.decodeVideoTextureEmissive ) + _programLayers.enable( 20 ); + if ( parameters.alphaToCoverage ) + _programLayers.enable( 21 ); + if ( parameters.numLightProbeGrids > 0 ) + _programLayers.enable( 22 ); + + 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 = programsMap.get( cacheKey ); + + if ( program !== undefined ) { + + ++ program.usedTimes; + + } else { + + program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); + programs.push( program ); + + programsMap.set( cacheKey, 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(); + + // Remove from map + programsMap.delete( program.cacheKey ); + + // Free WebGL resources + program.destroy(); + + } + + } + + function releaseShaderCache( material ) { + + _customShaders.remove( material ); + + } + + function dispose() { + + _customShaders.dispose(); + + } + + return { + getParameters: getParameters, + getProgramCacheKey: getProgramCacheKey, + getUniforms: getUniforms, + acquireProgram: acquireProgram, + releaseProgram: releaseProgram, + releaseShaderCache: releaseShaderCache, + // Exposed for resource monitoring & error feedback via renderer.info: + programs: programs, + dispose: dispose + }; + +} + +function WebGLProperties() { + + let properties = new WeakMap(); + + function has( object ) { + + return properties.has( object ); + + } + + function get( object ) { + + let map = properties.get( object ); + + if ( map === undefined ) { + + map = {}; + properties.set( object, map ); + + } + + return map; + + } + + function remove( object ) { + + properties.delete( object ); + + } + + function update( object, key, value ) { + + properties.get( object )[ key ] = value; + + } + + function dispose() { + + properties = new WeakMap(); + + } + + return { + has: has, + get: get, + remove: remove, + update: update, + dispose: dispose + }; + +} + +function painterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.material.id !== b.material.id ) { + + return a.material.id - b.material.id; + + } else if ( a.materialVariant !== b.materialVariant ) { + + return a.materialVariant - b.materialVariant; + + } 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 materialVariant( object ) { + + let variant = 0; + if ( object.isInstancedMesh ) variant += 2; + if ( object.isSkinnedMesh ) variant += 1; + return variant; + + } + + 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, + materialVariant: materialVariant( object ), + 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.materialVariant = materialVariant( object ); + renderItem.groupOrder = groupOrder; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + + } + + renderItemsIndex ++; + + return renderItem; + + } + + function push( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + if ( material.transmission > 0.0 ) { + + transmissive.push( renderItem ); + + } else if ( material.transparent === true ) { + + transparent.push( renderItem ); + + } else { + + opaque.push( renderItem ); + + } + + } + + function unshift( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + if ( material.transmission > 0.0 ) { + + transmissive.unshift( renderItem ); + + } else if ( material.transparent === true ) { + + transparent.unshift( renderItem ); + + } else { + + opaque.unshift( renderItem ); + + } + + } + + function sort( customOpaqueSort, customTransparentSort ) { + + if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); + if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable ); + if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); + + } + + function finish() { + + // Clear references from inactive renderItems in the list + + for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { + + const renderItem = renderItems[ i ]; + + if ( renderItem.id === null ) break; + + renderItem.id = null; + renderItem.object = null; + renderItem.geometry = null; + renderItem.material = null; + renderItem.group = null; + + } + + } + + return { + + opaque: opaque, + transmissive: transmissive, + transparent: transparent, + + init: init, + push: push, + unshift: unshift, + finish: finish, + + sort: sort + }; + +} + +function WebGLRenderLists() { + + let lists = new WeakMap(); + + function get( scene, renderCallDepth ) { + + const listArray = lists.get( scene ); + let list; + + if ( listArray === undefined ) { + + list = new WebGLRenderList(); + lists.set( scene, [ list ] ); + + } else { + + if ( renderCallDepth >= listArray.length ) { + + list = new WebGLRenderList(); + listArray.push( list ); + + } else { + + list = listArray[ renderCallDepth ]; + + } + + } + + return list; + + } + + function dispose() { + + lists = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +function UniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0 + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0 + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + +function ShadowUniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + shadowIntensity: 1, + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + shadowIntensity: 1, + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + shadowIntensity: 1, + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; + + // TODO (abelnation): set RectAreaLight shadow uniforms + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + + + +let nextVersion = 0; + +function shadowCastingAndTexturingLightsFirst( lightA, lightB ) { + + return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 ); + +} + +function WebGLLights( extensions ) { + + const cache = new UniformsCache(); + + const shadowCache = ShadowUniformsCache(); + + const state = { + + version: 0, + + hash: { + directionalLength: -1, + pointLength: -1, + spotLength: -1, + rectAreaLength: -1, + hemiLength: -1, + + numDirectionalShadows: -1, + numPointShadows: -1, + numSpotShadows: -1, + numSpotMaps: -1, + + numLightProbes: -1 + }, + + ambient: [ 0, 0, 0 ], + probe: [], + directional: [], + directionalShadow: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotLightMap: [], + spotShadow: [], + spotShadowMap: [], + spotLightMatrix: [], + rectArea: [], + rectAreaLTC1: null, + rectAreaLTC2: null, + point: [], + pointShadow: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [], + numSpotLightShadowsWithMaps: 0, + numLightProbes: 0 + + }; + + for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); + + const vector3 = new Vector3(); + const matrix4 = new Matrix4(); + const matrix42 = new Matrix4(); + + function setup( lights ) { + + let r = 0, g = 0, b = 0; + + for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + let numDirectionalShadows = 0; + let numPointShadows = 0; + let numSpotShadows = 0; + let numSpotMaps = 0; + let numSpotShadowsWithMaps = 0; + + let numLightProbes = 0; + + // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ] + lights.sort( shadowCastingAndTexturingLightsFirst ); + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + const color = light.color; + const intensity = light.intensity; + const distance = light.distance; + + let shadowMap = null; + + if ( light.shadow && light.shadow.map ) { + + if ( light.shadow.map.texture.format === RGFormat ) { + + // VSM uses color texture with blurred mean/std_dev + shadowMap = light.shadow.map.texture; + + } else { + + // Other types use depth texture + shadowMap = light.shadow.map.depthTexture || light.shadow.map.texture; + + } + + } + + if ( light.isAmbientLight ) { + + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; + + } else if ( light.isLightProbe ) { + + for ( let j = 0; j < 9; j ++ ) { + + state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); + + } + + numLightProbes ++; + + } else if ( light.isDirectionalLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowIntensity = shadow.intensity; + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.directionalShadow[ directionalLength ] = shadowUniforms; + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + + numDirectionalShadows ++; + + } + + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = light.decay; + + state.spot[ spotLength ] = uniforms; + + const shadow = light.shadow; + + if ( light.map ) { + + state.spotLightMap[ numSpotMaps ] = light.map; + numSpotMaps ++; + + // make sure the lightMatrix is up to date + // TODO : do it if required only + shadow.updateMatrices( light ); + + if ( light.castShadow ) numSpotShadowsWithMaps ++; + + } + + state.spotLightMatrix[ spotLength ] = shadow.matrix; + + if ( light.castShadow ) { + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowIntensity = shadow.intensity; + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.spotShadow[ spotLength ] = shadowUniforms; + state.spotShadowMap[ spotLength ] = shadowMap; + + numSpotShadows ++; + + } + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = light.decay; + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowIntensity = shadow.intensity; + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + shadowUniforms.shadowCameraNear = shadow.camera.near; + shadowUniforms.shadowCameraFar = shadow.camera.far; + + state.pointShadow[ pointLength ] = shadowUniforms; + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + + numPointShadows ++; + + } + + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = cache.get( light ); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + if ( rectAreaLength > 0 ) { + + if ( extensions.has( 'OES_texture_float_linear' ) === true ) { + + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + + } else { + + state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; + state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + const hash = state.hash; + + if ( hash.directionalLength !== directionalLength || + hash.pointLength !== pointLength || + hash.spotLength !== spotLength || + hash.rectAreaLength !== rectAreaLength || + hash.hemiLength !== hemiLength || + hash.numDirectionalShadows !== numDirectionalShadows || + hash.numPointShadows !== numPointShadows || + hash.numSpotShadows !== numSpotShadows || + hash.numSpotMaps !== numSpotMaps || + hash.numLightProbes !== numLightProbes ) { + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + state.directionalShadow.length = numDirectionalShadows; + state.directionalShadowMap.length = numDirectionalShadows; + state.pointShadow.length = numPointShadows; + state.pointShadowMap.length = numPointShadows; + state.spotShadow.length = numSpotShadows; + state.spotShadowMap.length = numSpotShadows; + state.directionalShadowMatrix.length = numDirectionalShadows; + state.pointShadowMatrix.length = numPointShadows; + state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps; + state.spotLightMap.length = numSpotMaps; + state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps; + state.numLightProbes = numLightProbes; + + hash.directionalLength = directionalLength; + hash.pointLength = pointLength; + hash.spotLength = spotLength; + hash.rectAreaLength = rectAreaLength; + hash.hemiLength = hemiLength; + + hash.numDirectionalShadows = numDirectionalShadows; + hash.numPointShadows = numPointShadows; + hash.numSpotShadows = numSpotShadows; + hash.numSpotMaps = numSpotMaps; + + hash.numLightProbes = numLightProbes; + + state.version = nextVersion ++; + + } + + } + + function setupView( lights, camera ) { + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + const viewMatrix = camera.matrixWorldInverse; + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + if ( light.isDirectionalLight ) { + + const uniforms = state.directional[ directionalLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = state.spot[ spotLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = state.rectArea[ rectAreaLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + // extract local rotation of light to derive width/height half vectors + matrix42.identity(); + matrix4.copy( light.matrixWorld ); + matrix4.premultiply( viewMatrix ); + matrix42.extractRotation( matrix4 ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + uniforms.halfWidth.applyMatrix4( matrix42 ); + uniforms.halfHeight.applyMatrix4( matrix42 ); + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = state.point[ pointLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = state.hemi[ hemiLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + + hemiLength ++; + + } + + } + + } + + return { + setup: setup, + setupView: setupView, + state: state + }; + +} + +function WebGLRenderState( extensions ) { + + const lights = new WebGLLights( extensions ); + + const lightsArray = []; + const shadowsArray = []; + const lightProbeGridArray = []; + + function init( camera ) { + + state.camera = camera; + + lightsArray.length = 0; + shadowsArray.length = 0; + lightProbeGridArray.length = 0; + + } + + function pushLight( light ) { + + lightsArray.push( light ); + + } + + function pushShadow( shadowLight ) { + + shadowsArray.push( shadowLight ); + + } + + function pushLightProbeGrid( volume ) { + + lightProbeGridArray.push( volume ); + + } + + function setupLights() { + + lights.setup( lightsArray ); + + } + + function setupLightsView( camera ) { + + lights.setupView( lightsArray, camera ); + + } + + const state = { + lightsArray: lightsArray, + shadowsArray: shadowsArray, + lightProbeGridArray: lightProbeGridArray, + + camera: null, + + lights: lights, + + transmissionRenderTarget: {}, + textureUnits: 0 + }; + + return { + init: init, + state: state, + setupLights: setupLights, + setupLightsView: setupLightsView, + + pushLight: pushLight, + pushShadow: pushShadow, + pushLightProbeGrid: pushLightProbeGrid + }; + +} + +function WebGLRenderStates( extensions ) { + + let renderStates = new WeakMap(); + + function get( scene, renderCallDepth = 0 ) { + + const renderStateArray = renderStates.get( scene ); + let renderState; + + if ( renderStateArray === undefined ) { + + renderState = new WebGLRenderState( extensions ); + renderStates.set( scene, [ renderState ] ); + + } else { + + if ( renderCallDepth >= renderStateArray.length ) { + + renderState = new WebGLRenderState( extensions ); + renderStateArray.push( renderState ); + + } else { + + renderState = renderStateArray[ renderCallDepth ]; + + } + + } + + return renderState; + + } + + function dispose() { + + renderStates = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; + +const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\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 = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ).rg;\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 = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ).r;\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( max( 0.0, squared_mean - mean * mean ) );\n\tgl_FragColor = vec4( mean, std_dev, 0.0, 1.0 );\n}"; + +const _cubeDirections = [ + /*@__PURE__*/ new Vector3( 1, 0, 0 ), /*@__PURE__*/ new Vector3( -1, 0, 0 ), /*@__PURE__*/ new Vector3( 0, 1, 0 ), + /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), /*@__PURE__*/ new Vector3( 0, 0, -1 ) +]; + +const _cubeUps = [ + /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, 0, 1 ), + /*@__PURE__*/ new Vector3( 0, 0, -1 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ), /*@__PURE__*/ new Vector3( 0, -1, 0 ) +]; + +const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); +const _lightPositionWorld = /*@__PURE__*/ new Vector3(); +const _lookTarget = /*@__PURE__*/ new Vector3(); + +function WebGLShadowMap( renderer, objects, capabilities ) { + + let _frustum = new Frustum(); + + const _shadowMapSize = new Vector2(), + _viewportSize = new Vector2(), + + _viewport = new Vector4(), + + _depthMaterial = new MeshDepthMaterial(), + _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; + + if ( this.type === PCFSoftShadowMap ) { + + warn( 'WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.' ); + this.type = PCFShadowMap; + + } + + 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 ); + + if ( _state.buffers.depth.getReversed() === true ) { + + _state.buffers.color.setClear( 0, 0, 0, 0 ); + + } else { + + _state.buffers.color.setClear( 1, 1, 1, 1 ); + + } + + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); + + // check for shadow map type changes + + const typeChanged = _previousType !== this.type; + + // When shadow map type changes, materials need recompilation because sampler types change + // (sampler2DShadow for PCF vs sampler2D for Basic) + if ( typeChanged ) { + + scene.traverse( function ( object ) { + + if ( object.material ) { + + if ( Array.isArray( object.material ) ) { + + object.material.forEach( mat => mat.needsUpdate = true ); + + } else { + + object.material.needsUpdate = true; + + } + + } + + } ); + + } + + // render depth map + + for ( let i = 0, il = lights.length; i < il; i ++ ) { + + const light = lights[ i ]; + const shadow = light.shadow; + + if ( shadow === undefined ) { + + warn( '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; + + } + + } + + const reversedDepthBuffer = renderer.state.buffers.depth.getReversed(); + shadow.camera._reversedDepth = reversedDepthBuffer; + + if ( shadow.map === null || typeChanged === true ) { + + if ( shadow.map !== null ) { + + if ( shadow.map.depthTexture !== null ) { + + shadow.map.depthTexture.dispose(); + shadow.map.depthTexture = null; + + } + + shadow.map.dispose(); + + } + + if ( this.type === VSMShadowMap ) { + + if ( light.isPointLight ) { + + warn( 'WebGLShadowMap: VSM shadow maps are not supported for PointLights. Use PCF or BasicShadowMap instead.' ); + continue; + + } + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, { + format: RGFormat, + type: HalfFloatType, + minFilter: LinearFilter, + magFilter: LinearFilter, + generateMipmaps: false + } ); + shadow.map.texture.name = light.name + '.shadowMap'; + + // Native depth texture for VSM - depth is captured here, then blurred into the color texture + shadow.map.depthTexture = new DepthTexture( _shadowMapSize.x, _shadowMapSize.y, FloatType ); + shadow.map.depthTexture.name = light.name + '.shadowMapDepth'; + shadow.map.depthTexture.format = DepthFormat; + shadow.map.depthTexture.compareFunction = null; // For regular sampling (not shadow comparison) + shadow.map.depthTexture.minFilter = NearestFilter; + shadow.map.depthTexture.magFilter = NearestFilter; + + } else { + + if ( light.isPointLight ) { + + shadow.map = new WebGLCubeRenderTarget( _shadowMapSize.x ); + shadow.map.depthTexture = new CubeDepthTexture( _shadowMapSize.x, UnsignedIntType ); + + } else { + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); + shadow.map.depthTexture = new DepthTexture( _shadowMapSize.x, _shadowMapSize.y, UnsignedIntType ); + + } + + shadow.map.depthTexture.name = light.name + '.shadowMap'; + shadow.map.depthTexture.format = DepthFormat; + + if ( this.type === PCFShadowMap ) { + + shadow.map.depthTexture.compareFunction = reversedDepthBuffer ? GreaterEqualCompare : LessEqualCompare; + shadow.map.depthTexture.minFilter = LinearFilter; + shadow.map.depthTexture.magFilter = LinearFilter; + + } else { + + shadow.map.depthTexture.compareFunction = null; + shadow.map.depthTexture.minFilter = NearestFilter; + shadow.map.depthTexture.magFilter = NearestFilter; + + } + + } + + shadow.camera.updateProjectionMatrix(); + + } + + // For cube render targets (PointLights), render all 6 faces. Otherwise, render once. + const faceCount = shadow.map.isWebGLCubeRenderTarget ? 6 : 1; + + for ( let face = 0; face < faceCount; face ++ ) { + + // For cube render targets, render to each face separately + if ( shadow.map.isWebGLCubeRenderTarget ) { + + renderer.setRenderTarget( shadow.map, face ); + renderer.clear(); + + } else { + + // For 2D render targets, use viewports + if ( face === 0 ) { + + renderer.setRenderTarget( shadow.map ); + renderer.clear(); + + } + + const viewport = shadow.getViewport( face ); + + _viewport.set( + _viewportSize.x * viewport.x, + _viewportSize.y * viewport.y, + _viewportSize.x * viewport.z, + _viewportSize.y * viewport.w + ); + + _state.viewport( _viewport ); + + } + + if ( light.isPointLight ) { + + const camera = shadow.camera; + const shadowMatrix = shadow.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( _cubeDirections[ face ] ); + camera.up.copy( _cubeUps[ face ] ); + camera.lookAt( _lookTarget ); + camera.updateMatrixWorld(); + + shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + shadow._frustum.setFromProjectionMatrix( _projScreenMatrix, camera.coordinateSystem, camera.reversedDepth ); + + } else { + + shadow.updateMatrices( light ); + + } + + _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, { + format: RGFormat, + type: HalfFloatType + } ); + + } + + // vertical pass - read from native depth texture + + shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.depthTexture; + 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 ) || + ( material.alphaToCoverage === true ) ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + const keyA = result.uuid, keyB = material.uuid; + + let materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + let cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + material.addEventListener( 'dispose', onMaterialDispose ); + + } + + result = cachedMaterial; + + } + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + if ( type === VSMShadowMap ) { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; + + } else { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; + + } + + result.alphaMap = material.alphaMap; + result.alphaTest = ( material.alphaToCoverage === true ) ? 0.5 : material.alphaTest; // approximate alphaToCoverage by using a fixed alphaTest value + result.map = material.map; + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + + result.displacementMap = material.displacementMap; + result.displacementScale = material.displacementScale; + result.displacementBias = material.displacementBias; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { + + const materialProperties = renderer.properties.get( result ); + materialProperties.light = light; + + } + + return result; + + } + + function renderObject( object, camera, shadowCamera, light, type ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + const geometry = objects.update( object ); + const material = object.material; + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let k = 0, kl = groups.length; k < kl; k ++ ) { + + const group = groups[ k ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + const depthMaterial = getDepthMaterial( object, groupMaterial, light, type ); + + object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); + + renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); + + } + + } + + } else if ( material.visible ) { + + const depthMaterial = getDepthMaterial( object, material, light, type ); + + object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); + + renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + renderObject( children[ i ], camera, shadowCamera, light, type ); + + } + + } + + function onMaterialDispose( event ) { + + const material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + // make sure to remove the unique distance/depth materials used for shadow map rendering + + for ( const id in _materialCache ) { + + const cache = _materialCache[ id ]; + + const uuid = event.target.uuid; + + if ( uuid in cache ) { + + const shadowMaterial = cache[ uuid ]; + shadowMaterial.dispose(); + delete cache[ uuid ]; + + } + + } + + } + +} + +function WebGLState( gl, extensions ) { + + 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 currentReversed = false; + let currentDepthMask = null; + let currentDepthFunc = null; + let currentDepthClear = null; + + return { + + setReversed: function ( reversed ) { + + if ( currentReversed !== reversed ) { + + const ext = extensions.get( 'EXT_clip_control' ); + + if ( reversed ) { + + ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.ZERO_TO_ONE_EXT ); + + } else { + + ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.NEGATIVE_ONE_TO_ONE_EXT ); + + } + + currentReversed = reversed; + + const oldDepth = currentDepthClear; + currentDepthClear = null; + this.setClear( oldDepth ); + + } + + }, + + getReversed: function () { + + return currentReversed; + + }, + + 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 ( currentReversed ) depthFunc = ReversedDepthFuncs[ 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 ) { + + currentDepthClear = depth; + + if ( currentReversed ) { + + depth = 1 - depth; + + } + + gl.clearDepth( depth ); + + } + + }, + + reset: function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + currentReversed = false; + + } + + }; + + } + + function StencilBuffer() { + + let locked = false; + + let currentStencilMask = null; + let currentStencilFunc = null; + let currentStencilRef = null; + let currentStencilFuncMask = null; + let currentStencilFail = null; + let currentStencilZFail = null; + let currentStencilZPass = null; + let currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( ! locked ) { + + if ( stencilTest ) { + + enable( gl.STENCIL_TEST ); + + } else { + + disable( gl.STENCIL_TEST ); + + } + + } + + }, + + setMask: function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }, + + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }, + + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }, + + reset: function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + } + + }; + + } + + // + + const colorBuffer = new ColorBuffer(); + const depthBuffer = new DepthBuffer(); + const stencilBuffer = new StencilBuffer(); + + const uboBindings = new WeakMap(); + const uboProgramMap = new WeakMap(); + + let enabledCapabilities = {}; + let parameters = {}; + + let currentBoundFramebuffers = {}; + let currentDrawbuffers = new WeakMap(); + let defaultDrawbuffers = []; + + let currentProgram = null; + + let currentBlendingEnabled = false; + let currentBlending = null; + let currentBlendEquation = null; + let currentBlendSrc = null; + let currentBlendDst = null; + let currentBlendEquationAlpha = null; + let currentBlendSrcAlpha = null; + let currentBlendDstAlpha = null; + let currentBlendColor = new Color( 0, 0, 0 ); + let currentBlendAlpha = 0; + let currentPremultipledAlpha = false; + + let currentFlipSided = null; + let currentCullFace = null; + + let currentLineWidth = null; + + let currentPolygonOffsetFactor = null; + let currentPolygonOffsetUnits = null; + + const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); + + let lineWidthAvailable = false; + let version = 0; + const glVersion = gl.getParameter( gl.VERSION ); + + if ( glVersion.indexOf( 'WebGL' ) !== -1 ) { + + version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 1.0 ); + + } else if ( glVersion.indexOf( 'OpenGL ES' ) !== -1 ) { + + version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 2.0 ); + + } + + let currentTextureSlot = null; + let currentBoundTextures = {}; + + const scissorParam = gl.getParameter( gl.SCISSOR_BOX ); + const viewportParam = gl.getParameter( gl.VIEWPORT ); + + const currentScissor = new Vector4().fromArray( scissorParam ); + const currentViewport = new Vector4().fromArray( viewportParam ); + + function createTexture( type, target, count, dimensions ) { + + const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + const texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + + for ( let i = 0; i < count; i ++ ) { + + if ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) { + + gl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } else { + + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } + + } + + return texture; + + } + + const emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + emptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 ); + emptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 ); + + // init + + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); + + enable( gl.DEPTH_TEST ); + depthBuffer.setFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); + + setBlending( NoBlending ); + + // + + function enable( id ) { + + if ( enabledCapabilities[ id ] !== true ) { + + gl.enable( id ); + enabledCapabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( enabledCapabilities[ id ] !== false ) { + + gl.disable( id ); + enabledCapabilities[ id ] = false; + + } + + } + + function bindFramebuffer( target, framebuffer ) { + + if ( currentBoundFramebuffers[ target ] !== framebuffer ) { + + gl.bindFramebuffer( target, framebuffer ); + + currentBoundFramebuffers[ target ] = framebuffer; + + // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER + + if ( target === gl.DRAW_FRAMEBUFFER ) { + + currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer; + + } + + if ( target === gl.FRAMEBUFFER ) { + + currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer; + + } + + return true; + + } + + return false; + + } + + function drawBuffers( renderTarget, framebuffer ) { + + let drawBuffers = defaultDrawbuffers; + + let needsUpdate = false; + + if ( renderTarget ) { + + drawBuffers = currentDrawbuffers.get( framebuffer ); + + if ( drawBuffers === undefined ) { + + drawBuffers = []; + currentDrawbuffers.set( framebuffer, drawBuffers ); + + } + + const textures = renderTarget.textures; + + if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i; + + } + + drawBuffers.length = textures.length; + + needsUpdate = true; + + } + + } else { + + if ( drawBuffers[ 0 ] !== gl.BACK ) { + + drawBuffers[ 0 ] = gl.BACK; + + needsUpdate = true; + + } + + } + + if ( needsUpdate ) { + + gl.drawBuffers( drawBuffers ); + + } + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + const equationToGL = { + [ AddEquation ]: gl.FUNC_ADD, + [ SubtractEquation ]: gl.FUNC_SUBTRACT, + [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT + }; + + equationToGL[ MinEquation ] = gl.MIN; + equationToGL[ MaxEquation ] = gl.MAX; + + const factorToGL = { + [ ZeroFactor ]: gl.ZERO, + [ OneFactor ]: gl.ONE, + [ SrcColorFactor ]: gl.SRC_COLOR, + [ SrcAlphaFactor ]: gl.SRC_ALPHA, + [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE, + [ DstColorFactor ]: gl.DST_COLOR, + [ DstAlphaFactor ]: gl.DST_ALPHA, + [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR, + [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA, + [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR, + [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA, + [ ConstantColorFactor ]: gl.CONSTANT_COLOR, + [ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR, + [ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA, + [ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA + }; + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) { + + if ( blending === NoBlending ) { + + if ( currentBlendingEnabled === true ) { + + disable( gl.BLEND ); + currentBlendingEnabled = false; + + } + + return; + + } + + if ( currentBlendingEnabled === false ) { + + enable( gl.BLEND ); + currentBlendingEnabled = true; + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { + + gl.blendEquation( gl.FUNC_ADD ); + + currentBlendEquation = AddEquation; + currentBlendEquationAlpha = AddEquation; + + } + + if ( premultipliedAlpha ) { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFunc( gl.ONE, gl.ONE ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); + break; + + case MultiplyBlending: + gl.blendFuncSeparate( gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE ); + break; + + default: + error( '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.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE ); + break; + + case SubtractiveBlending: + error( 'WebGLState: SubtractiveBlending requires material.premultipliedAlpha = true' ); + break; + + case MultiplyBlending: + error( 'WebGLState: MultiplyBlending requires material.premultipliedAlpha = true' ); + break; + + default: + error( 'WebGLState: Invalid blending: ', blending ); + break; + + } + + } + + currentBlendSrc = null; + currentBlendDst = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentBlendColor.set( 0, 0, 0 ); + currentBlendAlpha = 0; + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + return; + + } + + // custom blending + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + if ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) { + + gl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha ); + + currentBlendColor.copy( blendColor ); + currentBlendAlpha = blendAlpha; + + } + + currentBlending = blending; + currentPremultipledAlpha = false; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( gl.CULL_FACE ) + : enable( gl.CULL_FACE ); + + let flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; + + setFlipSided( flipSided ); + + ( material.blending === NormalBlending && material.transparent === false ) + ? setBlending( NoBlending ) + : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha ); + + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); + + const stencilWrite = material.stencilWrite; + stencilBuffer.setTest( stencilWrite ); + if ( stencilWrite ) { + + stencilBuffer.setMask( material.stencilWriteMask ); + stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); + stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); + + } + + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + material.alphaToCoverage === true + ? enable( gl.SAMPLE_ALPHA_TO_COVERAGE ) + : disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( gl.CULL_FACE ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( gl.BACK ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( gl.FRONT ); + + } else { + + gl.cullFace( gl.FRONT_AND_BACK ); + + } + + } + + } else { + + disable( gl.CULL_FACE ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + if ( lineWidthAvailable ) gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( gl.POLYGON_OFFSET_FILL ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + if ( depthBuffer.getReversed() ) { + + factor = - factor; + + } + + gl.polygonOffset( factor, 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( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function compressedTexImage3D() { + + try { + + gl.compressedTexImage3D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texSubImage2D() { + + try { + + gl.texSubImage2D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texSubImage3D() { + + try { + + gl.texSubImage3D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function compressedTexSubImage2D() { + + try { + + gl.compressedTexSubImage2D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function compressedTexSubImage3D() { + + try { + + gl.compressedTexSubImage3D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texStorage2D() { + + try { + + gl.texStorage2D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texStorage3D() { + + try { + + gl.texStorage3D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texImage2D() { + + try { + + gl.texImage2D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function texImage3D() { + + try { + + gl.texImage3D( ...arguments ); + + } catch ( e ) { + + error( 'WebGLState:', e ); + + } + + } + + function getParameter( name ) { + + if ( parameters[ name ] !== undefined ) { + + return parameters[ name ]; + + } else { + + return gl.getParameter( name ); + + } + + } + + function pixelStorei( name, value ) { + + if ( parameters[ name ] !== value ) { + + gl.pixelStorei( name, value ); + parameters[ name ] = value; + + } + + } + + // + + function scissor( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + } + + function viewport( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + } + + function updateUBOMapping( uniformsGroup, program ) { + + let mapping = uboProgramMap.get( program ); + + if ( mapping === undefined ) { + + mapping = new WeakMap(); + + uboProgramMap.set( program, mapping ); + + } + + let blockIndex = mapping.get( uniformsGroup ); + + if ( blockIndex === undefined ) { + + blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name ); + + mapping.set( uniformsGroup, blockIndex ); + + } + + } + + function uniformBlockBinding( uniformsGroup, program ) { + + const mapping = uboProgramMap.get( program ); + const blockIndex = mapping.get( uniformsGroup ); + + if ( uboBindings.get( program ) !== blockIndex ) { + + // bind shader specific block index to global block point + gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex ); + + uboBindings.set( program, blockIndex ); + + } + + } + + // + + function reset() { + + // reset state + + gl.disable( gl.BLEND ); + gl.disable( gl.CULL_FACE ); + gl.disable( gl.DEPTH_TEST ); + gl.disable( gl.POLYGON_OFFSET_FILL ); + gl.disable( gl.SCISSOR_TEST ); + gl.disable( gl.STENCIL_TEST ); + gl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ONE, gl.ZERO ); + gl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO ); + gl.blendColor( 0, 0, 0, 0 ); + + gl.colorMask( true, true, true, true ); + gl.clearColor( 0, 0, 0, 0 ); + + gl.depthMask( true ); + gl.depthFunc( gl.LESS ); + + depthBuffer.setReversed( false ); + + gl.clearDepth( 1 ); + + gl.stencilMask( 0xffffffff ); + gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff ); + gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP ); + gl.clearStencil( 0 ); + + gl.cullFace( gl.BACK ); + gl.frontFace( gl.CCW ); + + gl.polygonOffset( 0, 0 ); + + gl.activeTexture( gl.TEXTURE0 ); + + gl.bindFramebuffer( gl.FRAMEBUFFER, null ); + gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null ); + gl.bindFramebuffer( gl.READ_FRAMEBUFFER, null ); + + gl.useProgram( null ); + + gl.lineWidth( 1 ); + + gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height ); + gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); + + gl.pixelStorei( gl.PACK_ALIGNMENT, 4 ); + gl.pixelStorei( gl.UNPACK_ALIGNMENT, 4 ); + gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false ); + gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false ); + gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.BROWSER_DEFAULT_WEBGL ); + gl.pixelStorei( gl.PACK_ROW_LENGTH, 0 ); + gl.pixelStorei( gl.PACK_SKIP_PIXELS, 0 ); + gl.pixelStorei( gl.PACK_SKIP_ROWS, 0 ); + gl.pixelStorei( gl.UNPACK_ROW_LENGTH, 0 ); + gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, 0 ); + gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, 0 ); + gl.pixelStorei( gl.UNPACK_SKIP_ROWS, 0 ); + gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, 0 ); + + // reset internals + + enabledCapabilities = {}; + parameters = {}; + + currentTextureSlot = null; + currentBoundTextures = {}; + + currentBoundFramebuffers = {}; + currentDrawbuffers = new WeakMap(); + defaultDrawbuffers = []; + + currentProgram = null; + + currentBlendingEnabled = false; + currentBlending = null; + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentBlendColor = new Color( 0, 0, 0 ); + currentBlendAlpha = 0; + currentPremultipledAlpha = false; + + currentFlipSided = null; + currentCullFace = null; + + currentLineWidth = null; + + currentPolygonOffsetFactor = null; + currentPolygonOffsetUnits = null; + + currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); + currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + enable: enable, + disable: disable, + + bindFramebuffer: bindFramebuffer, + drawBuffers: drawBuffers, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + unbindTexture: unbindTexture, + compressedTexImage2D: compressedTexImage2D, + compressedTexImage3D: compressedTexImage3D, + texImage2D: texImage2D, + texImage3D: texImage3D, + pixelStorei: pixelStorei, + getParameter: getParameter, + + 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 multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; + const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); + + const _imageDimensions = new Vector2(); + const _videoTextures = new WeakMap(); + const _htmlTextures = new Set(); + 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' + && ( 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 ? + new OffscreenCanvas( width, height ) : createElementNS( 'canvas' ); + + } + + function resizeImage( image, needsNewCanvas, maxSize ) { + + let scale = 1; + + const dimensions = getDimensions( image ); + + // handle case if texture exceeds max size + + if ( dimensions.width > maxSize || dimensions.height > maxSize ) { + + scale = maxSize / Math.max( dimensions.width, dimensions.height ); + + } + + // only perform resize if necessary + + if ( scale < 1 ) { + + // only perform resize for certain image types + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) || + ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) { + + const width = Math.floor( scale * dimensions.width ); + const height = Math.floor( scale * dimensions.height ); + + if ( _canvas === undefined ) _canvas = createCanvas( width, height ); + + // cube textures can't reuse the same canvas + + const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; + + canvas.width = width; + canvas.height = height; + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, width, height ); + + warn( 'WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' ); + + return canvas; + + } else { + + if ( 'data' in image ) { + + warn( 'WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' ); + + } + + return image; + + } + + } + + return image; + + } + + function textureNeedsGenerateMipmaps( texture ) { + + return texture.generateMipmaps; + + } + + function generateMipmap( target ) { + + _gl.generateMipmap( target ); + + } + + function getTargetType( texture ) { + + if ( texture.isWebGLCubeRenderTarget ) return _gl.TEXTURE_CUBE_MAP; + if ( texture.isWebGL3DRenderTarget ) return _gl.TEXTURE_3D; + if ( texture.isWebGLArrayRenderTarget || texture.isCompressedArrayTexture ) return _gl.TEXTURE_2D_ARRAY; + return _gl.TEXTURE_2D; + + } + + function getInternalFormat( internalFormatName, glFormat, glType, normalized, colorSpace, forceLinearTransfer = false ) { + + if ( internalFormatName !== null ) { + + if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; + + warn( 'WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); + + } + + let ext_texture_norm16; + + if ( normalized ) { + + ext_texture_norm16 = extensions.get( 'EXT_texture_norm16' ); + + if ( ! ext_texture_norm16 ) { + + warn( 'WebGLRenderer: Unable to use normalized textures without EXT_texture_norm16 extension' ); + + } + + } + + 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 ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.R16_EXT; + if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.R16_SNORM_EXT; + + } + + if ( glFormat === _gl.RED_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.R8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.R16I; + if ( glType === _gl.INT ) internalFormat = _gl.R32I; + + } + + if ( glFormat === _gl.RG ) { + + if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8; + if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RG16_EXT; + if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RG16_SNORM_EXT; + + } + + if ( glFormat === _gl.RG_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.RG8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.RG16I; + if ( glType === _gl.INT ) internalFormat = _gl.RG32I; + + } + + if ( glFormat === _gl.RGB_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGB16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGB32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.RGB8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.RGB16I; + if ( glType === _gl.INT ) internalFormat = _gl.RGB32I; + + } + + if ( glFormat === _gl.RGBA_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGBA16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGBA32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.RGBA8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.RGBA16I; + if ( glType === _gl.INT ) internalFormat = _gl.RGBA32I; + + } + + if ( glFormat === _gl.RGB ) { + + if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGB16_EXT; + if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGB16_SNORM_EXT; + if ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5; + if ( glType === _gl.UNSIGNED_INT_10F_11F_11F_REV ) internalFormat = _gl.R11F_G11F_B10F; + + } + + if ( glFormat === _gl.RGBA ) { + + const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace ); + + if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8; + if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGBA16_EXT; + if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGBA16_SNORM_EXT; + if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4; + if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1; + + } + + if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F || + internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || + internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) { + + extensions.get( 'EXT_color_buffer_float' ); + + } + + return internalFormat; + + } + + function getInternalDepthFormat( useStencil, depthType ) { + + let glInternalFormat; + if ( useStencil ) { + + if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) { + + glInternalFormat = _gl.DEPTH24_STENCIL8; + + } else if ( depthType === FloatType ) { + + glInternalFormat = _gl.DEPTH32F_STENCIL8; + + } else if ( depthType === UnsignedShortType ) { + + glInternalFormat = _gl.DEPTH24_STENCIL8; + warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' ); + + } + + } else { + + if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) { + + glInternalFormat = _gl.DEPTH_COMPONENT24; + + } else if ( depthType === FloatType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( depthType === UnsignedShortType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT16; + + } + + } + + return glInternalFormat; + + } + + function getMipLevels( texture, image ) { + + if ( textureNeedsGenerateMipmaps( texture ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) { + + return Math.log2( Math.max( image.width, image.height ) ) + 1; + + } else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) { + + // user-defined mipmaps + + return texture.mipmaps.length; + + } else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) { + + return image.mipmaps.length; + + } else { + + // texture without mipmaps (only base level) + + return 1; + + } + + } + + // + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + if ( texture.isVideoTexture ) { + + _videoTextures.delete( texture ); + + } + + if ( texture.isHTMLTexture ) { + + _htmlTextures.delete( texture ); + + } + + } + + function onRenderTargetDispose( event ) { + + const renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + } + + // + + function deallocateTexture( texture ) { + + const textureProperties = properties.get( texture ); + + if ( textureProperties.__webglInit === undefined ) return; + + // check if it's necessary to remove the WebGLTexture object + + const source = texture.source; + const webglTextures = _sources.get( source ); + + if ( webglTextures ) { + + const webglTexture = webglTextures[ textureProperties.__cacheKey ]; + webglTexture.usedTimes --; + + // the WebGLTexture object is not used anymore, remove it + + if ( webglTexture.usedTimes === 0 ) { + + deleteTexture( texture ); + + } + + // remove the weak map entry if no WebGLTexture uses the source anymore + + if ( Object.keys( webglTextures ).length === 0 ) { + + _sources.delete( source ); + + } + + } + + properties.remove( texture ); + + } + + function deleteTexture( texture ) { + + const textureProperties = properties.get( texture ); + _gl.deleteTexture( textureProperties.__webglTexture ); + + const source = texture.source; + const webglTextures = _sources.get( source ); + delete webglTextures[ textureProperties.__cacheKey ]; + + info.memory.textures --; + + } + + function deallocateRenderTarget( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + properties.remove( renderTarget.depthTexture ); + + } + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + for ( let i = 0; i < 6; i ++ ) { + + if ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) { + + for ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] ); + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + + } + + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + if ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) { + + for ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] ); + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + + } + + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); + + if ( renderTargetProperties.__webglColorRenderbuffer ) { + + for ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) { + + if ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + } + + if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); + + } + + const textures = renderTarget.textures; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachmentProperties = properties.get( textures[ i ] ); + + if ( attachmentProperties.__webglTexture ) { + + _gl.deleteTexture( attachmentProperties.__webglTexture ); + + info.memory.textures --; + + } + + properties.remove( textures[ i ] ); + + } + + properties.remove( renderTarget ); + + } + + // + + let textureUnits = 0; + + function resetTextureUnits() { + + textureUnits = 0; + + } + + function getTextureUnits() { + + return textureUnits; + + } + + function setTextureUnits( value ) { + + textureUnits = value; + + } + + function allocateTextureUnit() { + + const textureUnit = textureUnits; + + if ( textureUnit >= capabilities.maxTextures ) { + + warn( 'WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + + } + + textureUnits += 1; + + return textureUnit; + + } + + function getTextureCacheKey( texture ) { + + const array = []; + + array.push( texture.wrapS ); + array.push( texture.wrapT ); + array.push( texture.wrapR || 0 ); + array.push( texture.magFilter ); + array.push( texture.minFilter ); + array.push( texture.anisotropy ); + array.push( texture.internalFormat ); + array.push( texture.format ); + array.push( texture.type ); + array.push( texture.generateMipmaps ); + array.push( texture.premultiplyAlpha ); + array.push( texture.flipY ); + array.push( texture.unpackAlignment ); + array.push( texture.colorSpace ); + + return array.join(); + + } + + // + + function setTexture2D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isVideoTexture ) updateVideoTexture( texture ); + + if ( texture.isRenderTargetTexture === false && texture.isExternalTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version ) { + + const image = texture.image; + + if ( image === null ) { + + warn( 'WebGLRenderer: Texture marked for update but no image data found.' ); + + } else if ( image.complete === false ) { + + warn( 'WebGLRenderer: Texture marked for update but image is incomplete' ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } else if ( texture.isExternalTexture ) { + + textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null; + + } + + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTexture2DArray( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } else if ( texture.isExternalTexture ) { + + textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null; + + } + + state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTexture3D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isRenderTargetTexture === false && 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.isCubeDepthTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadCubeTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + const wrappingToGL = { + [ RepeatWrapping ]: _gl.REPEAT, + [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE, + [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT + }; + + const filterToGL = { + [ NearestFilter ]: _gl.NEAREST, + [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST, + [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR, + + [ LinearFilter ]: _gl.LINEAR, + [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST, + [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR + }; + + const compareToGL = { + [ NeverCompare ]: _gl.NEVER, + [ AlwaysCompare ]: _gl.ALWAYS, + [ LessCompare ]: _gl.LESS, + [ LessEqualCompare ]: _gl.LEQUAL, + [ EqualCompare ]: _gl.EQUAL, + [ GreaterEqualCompare ]: _gl.GEQUAL, + [ GreaterCompare ]: _gl.GREATER, + [ NotEqualCompare ]: _gl.NOTEQUAL + }; + + function setTextureParameters( textureType, texture ) { + + if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false && + ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter || + texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) { + + warn( 'WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); + + if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] ); + + if ( texture.compareFunction ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE ); + _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] ); + + } + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + if ( texture.magFilter === NearestFilter ) return; + if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return; + if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension + + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + function initTexture( textureProperties, texture ) { + + let forceUpload = false; + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + } + + // create Source <-> WebGLTextures mapping if necessary + + const source = texture.source; + let webglTextures = _sources.get( source ); + + if ( webglTextures === undefined ) { + + webglTextures = {}; + _sources.set( source, webglTextures ); + + } + + // check if there is already a WebGLTexture object for the given texture parameters + + const textureCacheKey = getTextureCacheKey( texture ); + + if ( textureCacheKey !== textureProperties.__cacheKey ) { + + // if not, create a new instance of WebGLTexture + + if ( webglTextures[ textureCacheKey ] === undefined ) { + + // create new entry + + webglTextures[ textureCacheKey ] = { + texture: _gl.createTexture(), + usedTimes: 0 + }; + + info.memory.textures ++; + + // when a new instance of WebGLTexture was created, a texture upload is required + // even if the image contents are identical + + forceUpload = true; + + } + + webglTextures[ textureCacheKey ].usedTimes ++; + + // every time the texture cache key changes, it's necessary to check if an instance of + // WebGLTexture can be deleted in order to avoid a memory leak. + + const webglTexture = webglTextures[ textureProperties.__cacheKey ]; + + if ( webglTexture !== undefined ) { + + webglTextures[ textureProperties.__cacheKey ].usedTimes --; + + if ( webglTexture.usedTimes === 0 ) { + + deleteTexture( texture ); + + } + + } + + // store references to cache key and WebGLTexture object + + textureProperties.__cacheKey = textureCacheKey; + textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture; + + } + + return forceUpload; + + } + + function getRow( index, rowLength, componentStride ) { + + return Math.floor( Math.floor( index / componentStride ) / rowLength ); + + } + + function updateTexture( texture, image, glFormat, glType ) { + + const componentStride = 4; // only RGBA supported + + const updateRanges = texture.updateRanges; + + if ( updateRanges.length === 0 ) { + + state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data ); + + } else { + + // Before applying update ranges, we merge any adjacent / overlapping + // ranges to reduce load on `gl.texSubImage2D`. Empirically, this has led + // to performance improvements for applications which make heavy use of + // update ranges. Likely due to GPU command overhead. + // + // Note that to reduce garbage collection between frames, we merge the + // update ranges in-place. This is safe because this method will clear the + // update ranges once updated. + + updateRanges.sort( ( a, b ) => a.start - b.start ); + + // To merge the update ranges in-place, we work from left to right in the + // existing updateRanges array, merging ranges. This may result in a final + // array which is smaller than the original. This index tracks the last + // index representing a merged range, any data after this index can be + // trimmed once the merge algorithm is completed. + let mergeIndex = 0; + + for ( let i = 1; i < updateRanges.length; i ++ ) { + + const previousRange = updateRanges[ mergeIndex ]; + const range = updateRanges[ i ]; + + // Only merge if in the same row and overlapping/adjacent + const previousEnd = previousRange.start + previousRange.count; + const currentRow = getRow( range.start, image.width, componentStride ); + const previousRow = getRow( previousRange.start, image.width, componentStride ); + + // We add one here to merge adjacent ranges. This is safe because ranges + // operate over positive integers. + if ( + range.start <= previousEnd + 1 && + currentRow === previousRow && + getRow( range.start + range.count - 1, image.width, componentStride ) === currentRow // ensure range doesn't spill + ) { + + previousRange.count = Math.max( + previousRange.count, + range.start + range.count - previousRange.start + ); + + } else { + + ++ mergeIndex; + updateRanges[ mergeIndex ] = range; + + } + + + } + + // Trim the array to only contain the merged ranges. + updateRanges.length = mergeIndex + 1; + + const currentUnpackRowLen = state.getParameter( _gl.UNPACK_ROW_LENGTH ); + const currentUnpackSkipPixels = state.getParameter( _gl.UNPACK_SKIP_PIXELS ); + const currentUnpackSkipRows = state.getParameter( _gl.UNPACK_SKIP_ROWS ); + + state.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); + + for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { + + const range = updateRanges[ i ]; + + const pixelStart = Math.floor( range.start / componentStride ); + const pixelCount = Math.ceil( range.count / componentStride ); + + const x = pixelStart % image.width; + const y = Math.floor( pixelStart / image.width ); + + // Assumes update ranges refer to contiguous memory + const width = pixelCount; + const height = 1; + + state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, x ); + state.pixelStorei( _gl.UNPACK_SKIP_ROWS, y ); + + state.texSubImage2D( _gl.TEXTURE_2D, 0, x, y, width, height, glFormat, glType, image.data ); + + } + + texture.clearUpdateRanges(); + + state.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen ); + state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels ); + state.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows ); + + } + + } + + function uploadTexture( textureProperties, texture, slot ) { + + let textureType = _gl.TEXTURE_2D; + + if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY; + if ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D; + + const forceUpload = initTexture( textureProperties, texture ); + const source = texture.source; + + state.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + const sourceProperties = properties.get( source ); + + if ( source.version !== sourceProperties.__version || forceUpload === true ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + + const isImageBitmap = ( typeof ImageBitmap !== 'undefined' && texture.image instanceof ImageBitmap ); + + if ( isImageBitmap === false ) { + + const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); + const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); + const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; + + state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + state.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion ); + + } + + state.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + + let image = resizeImage( texture.image, false, capabilities.maxTextureSize ); + image = verifyColorSpace( texture, image ); + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + + const glType = utils.convert( texture.type ); + let glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace, texture.isVideoTexture ); + + setTextureParameters( textureType, texture ); + + let mipmap; + const mipmaps = texture.mipmaps; + + const useTexStorage = ( texture.isVideoTexture !== true ); + const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); + const dataReady = source.dataReady; + const levels = getMipLevels( texture, image ); + + if ( texture.isDepthTexture ) { + + glInternalFormat = getInternalDepthFormat( texture.format === DepthStencilFormat, texture.type ); + + // + + if ( allocateMemory ) { + + if ( useTexStorage ) { + + state.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } + + } + + } else if ( texture.isDataTexture ) { + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + texture.generateMipmaps = false; + + } else { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } + + if ( dataReady ) { + + updateTexture( texture, image, glFormat, glType ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } + + } + + } else if ( texture.isCompressedTexture ) { + + if ( texture.isCompressedArrayTexture ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + if ( texture.layerUpdates.size > 0 ) { + + const layerByteLength = getByteLength( mipmap.width, mipmap.height, texture.format, texture.type ); + + for ( const layerIndex of texture.layerUpdates ) { + + const layerData = mipmap.data.subarray( + layerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT, + ( layerIndex + 1 ) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT + ); + state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData ); + + } + + texture.clearLayerUpdates(); + + } else { + + state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data ); + + } + + } + + } else { + + state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 ); + + } + + } else { + + warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } else { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); + + } + + } else { + + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + } else if ( texture.isDataArrayTexture ) { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth ); + + } + + if ( dataReady ) { + + if ( texture.layerUpdates.size > 0 ) { + + const layerByteLength = getByteLength( image.width, image.height, texture.format, texture.type ); + + for ( const layerIndex of texture.layerUpdates ) { + + const layerData = image.data.subarray( + layerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT, + ( layerIndex + 1 ) * layerByteLength / image.data.BYTES_PER_ELEMENT + ); + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData ); + + } + + texture.clearLayerUpdates(); + + } else { + + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); + + } + + } + + } else { + + state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isData3DTexture ) { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth ); + + } + + if ( dataReady ) { + + state.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); + + } + + } else { + + state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isFramebufferTexture ) { + + if ( allocateMemory ) { + + if ( useTexStorage ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } else { + + let width = image.width, height = image.height; + + for ( let i = 0; i < levels; i ++ ) { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null ); + + width >>= 1; + height >>= 1; + + } + + } + + } + + } else if ( texture.isHTMLTexture ) { + + if ( 'texElementImage2D' in _gl ) { + + const canvas = _gl.canvas; + + // Ensure the canvas supports HTML-in-Canvas and the element is a child. + if ( ! canvas.hasAttribute( 'layoutsubtree' ) ) { + + canvas.setAttribute( 'layoutsubtree', 'true' ); + + } + + if ( image.parentNode !== canvas ) { + + canvas.appendChild( image ); + + // Register and set up a shared paint callback for all HTMLTextures. + _htmlTextures.add( texture ); + + canvas.onpaint = ( event ) => { + + const changed = event.changedElements; + + for ( const t of _htmlTextures ) { + + if ( changed.includes( t.image ) ) { + + t.needsUpdate = true; + + } + + } + + }; + + canvas.requestPaint(); + return; + + } + + const level = 0; + const internalFormat = _gl.RGBA; + const srcFormat = _gl.RGBA; + const srcType = _gl.UNSIGNED_BYTE; + + _gl.texElementImage2D( _gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + } + + } else { + + // regular Texture (image, video, canvas) + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 ) { + + if ( useTexStorage && allocateMemory ) { + + const dimensions = getDimensions( mipmaps[ 0 ] ); + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap ); + + } + + } + + texture.generateMipmaps = false; + + } else { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + const dimensions = getDimensions( image ); + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height ); + + } + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + generateMipmap( textureType ); + + } + + sourceProperties.__version = source.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + textureProperties.__version = texture.version; + + } + + function uploadCubeTexture( textureProperties, texture, slot ) { + + if ( texture.image.length !== 6 ) return; + + const forceUpload = initTexture( textureProperties, texture ); + const source = texture.source; + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + const sourceProperties = properties.get( source ); + + if ( source.version !== sourceProperties.__version || forceUpload === true ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + + const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); + const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); + const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; + + state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + state.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + state.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion ); + + const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ); + const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + + const cubeImage = []; + + for ( let i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = resizeImage( texture.image[ i ], true, capabilities.maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] ); + + } + + const image = cubeImage[ 0 ], + glFormat = utils.convert( texture.format, texture.colorSpace ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace ); + + const useTexStorage = ( texture.isVideoTexture !== true ); + const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); + const dataReady = source.dataReady; + let levels = getMipLevels( texture, image ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture ); + + let mipmaps; + + if ( isCompressed ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height ); + + } + + for ( let i = 0; i < 6; i ++ ) { + + mipmaps = cubeImage[ i ].mipmaps; + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); + + } + + } else { + + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + warn( 'WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + } else { + + mipmaps = texture.mipmaps; + + if ( useTexStorage && allocateMemory ) { + + // TODO: Uniformly handle mipmap definitions + // Normal textures and compressed cube textures define base level + mips with their mipmap array + // Uncompressed cube textures use their mipmap array only for mips (no base level) + + if ( mipmaps.length > 0 ) levels ++; + + const dimensions = getDimensions( cubeImage[ 0 ] ); + + state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height ); + + } + + for ( let i = 0; i < 6; i ++ ) { + + if ( isDataTexture ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + const mipmapImage = mipmap.image[ i ].image; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); + + } + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); + + } + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); + + } + + } + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + // We assume images for cube map have the same size. + generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + sourceProperties.__version = source.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + textureProperties.__version = texture.version; + + } + + // Render targets + + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) { + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace ); + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + textureProperties.__renderTarget = renderTarget; + + if ( ! renderTargetProperties.__hasExternalTextures ) { + + const width = Math.max( 1, renderTarget.width >> level ); + const height = Math.max( 1, renderTarget.height >> level ); + + if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { + + state.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null ); + + } else { + + state.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null ); + + } + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); + + } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753 + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, level ); + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget, useMultisample ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer ) { + + // retrieve the depth attachment types + const depthTexture = renderTarget.depthTexture; + const depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null; + const glInternalFormat = getInternalDepthFormat( renderTarget.stencilBuffer, depthType ); + const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + + // set up the attachment + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); + + } else if ( useMultisample ) { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + const textures = renderTarget.textures; + + for ( let i = 0; i < textures.length; i ++ ) { + + const texture = textures[ i ]; + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace ); + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), glInternalFormat, renderTarget.width, renderTarget.height ); + + } else if ( useMultisample ) { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, getRenderTargetSamples( renderTarget ), 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, cubeFace ) { + + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { + + throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); + + } + + const textureProperties = properties.get( renderTarget.depthTexture ); + textureProperties.__renderTarget = renderTarget; + + // upload an empty depth texture with framebuffer size + if ( ! textureProperties.__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { + + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; + + } + + if ( isCube ) { + + // For cube depth textures, initialize and bind without uploading image data + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + renderTarget.depthTexture.addEventListener( 'dispose', onTextureDispose ); + + } + + // Only create and allocate storage once + if ( textureProperties.__webglTexture === undefined ) { + + textureProperties.__webglTexture = _gl.createTexture(); + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.depthTexture ); + + // Allocate storage for all 6 faces with correct depth texture format + const glFormat = utils.convert( renderTarget.depthTexture.format ); + const glType = utils.convert( renderTarget.depthTexture.type ); + + // Use proper internal format for depth textures + let glInternalFormat; + if ( renderTarget.depthTexture.format === DepthFormat ) { + + glInternalFormat = _gl.DEPTH_COMPONENT24; + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + glInternalFormat = _gl.DEPTH24_STENCIL8; + + } + + for ( let i = 0; i < 6; i ++ ) { + + _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + + } + + } + + } else { + + setTexture2D( renderTarget.depthTexture, 0 ); + + } + + const webglDepthTexture = textureProperties.__webglTexture; + const samples = getRenderTargetSamples( renderTarget ); + + const glTextureType = isCube ? _gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace : _gl.TEXTURE_2D; + const glAttachmentType = renderTarget.depthTexture.format === DepthStencilFormat ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + + if ( renderTarget.depthTexture.format === DepthFormat ) { + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples ); + + } else { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0 ); + + } + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples ); + + } else { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0 ); + + } + + } else { + + throw new Error( 'Unknown depthTexture format' ); + + } + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + + // if the bound depth texture has changed + if ( renderTargetProperties.__boundDepthTexture !== renderTarget.depthTexture ) { + + // fire the dispose event to get rid of stored state associated with the previously bound depth buffer + const depthTexture = renderTarget.depthTexture; + if ( renderTargetProperties.__depthDisposeCallback ) { + + renderTargetProperties.__depthDisposeCallback(); + + } + + // set up dispose listeners to track when the currently attached buffer is implicitly unbound + if ( depthTexture ) { + + const disposeEvent = () => { + + delete renderTargetProperties.__boundDepthTexture; + delete renderTargetProperties.__depthDisposeCallback; + depthTexture.removeEventListener( 'dispose', disposeEvent ); + + }; + + depthTexture.addEventListener( 'dispose', disposeEvent ); + renderTargetProperties.__depthDisposeCallback = disposeEvent; + + } + + renderTargetProperties.__boundDepthTexture = depthTexture; + + } + + if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) { + + if ( isCube ) { + + // For cube render targets with depth texture, setup each face + for ( let i = 0; i < 6; i ++ ) { + + setupDepthTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, i ); + + } + + } else { + + const mipmaps = renderTarget.texture.mipmaps; + + if ( mipmaps && mipmaps.length > 0 ) { + + setupDepthTexture( renderTargetProperties.__webglFramebuffer[ 0 ], renderTarget, 0 ); + + } else { + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 0 ); + + } + + } + + } else { + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + + if ( renderTargetProperties.__webglDepthbuffer[ i ] === undefined ) { + + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); + + } else { + + // attach buffer if it's been created already + const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderbuffer = renderTargetProperties.__webglDepthbuffer[ i ]; + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); + + } + + } + + } else { + + const mipmaps = renderTarget.texture.mipmaps; + + if ( mipmaps && mipmaps.length > 0 ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ 0 ] ); + + } else { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + + } + + if ( renderTargetProperties.__webglDepthbuffer === undefined ) { + + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); + + } else { + + // attach buffer if it's been created already + const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderbuffer = renderTargetProperties.__webglDepthbuffer; + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); + + } + + } + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // rebind framebuffer with external textures + function rebindTextures( renderTarget, colorTexture, depthTexture ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( colorTexture !== undefined ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 ); + + } + + if ( depthTexture !== undefined ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + const texture = renderTarget.texture; + + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + const textures = renderTarget.textures; + + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + const isMultipleRenderTargets = ( textures.length > 1 ); + + if ( ! isMultipleRenderTargets ) { + + if ( textureProperties.__webglTexture === undefined ) { + + textureProperties.__webglTexture = _gl.createTexture(); + + } + + textureProperties.__version = texture.version; + info.memory.textures ++; + + } + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + renderTargetProperties.__webglFramebuffer[ i ] = []; + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } + + } else { + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + renderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + } + + if ( isMultipleRenderTargets ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachmentProperties = properties.get( textures[ i ] ); + + if ( attachmentProperties.__webglTexture === undefined ) { + + attachmentProperties.__webglTexture = _gl.createTexture(); + + info.memory.textures ++; + + } + + } + + } + + if ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { + + renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); + renderTargetProperties.__webglColorRenderbuffer = []; + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + for ( let i = 0; i < textures.length; i ++ ) { + + const texture = textures[ i ]; + renderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer(); + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace, renderTarget.isXRRenderTarget === true ); + const samples = getRenderTargetSamples( renderTarget ); + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + if ( renderTarget.depthBuffer ) { + + renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture ); + + for ( let i = 0; i < 6; i ++ ) { + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level ); + + } + + } else { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 ); + + } + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + state.unbindTexture(); + + } else if ( isMultipleRenderTargets ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachment = textures[ i ]; + const attachmentProperties = properties.get( attachment ); + + let glTextureType = _gl.TEXTURE_2D; + + if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { + + glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; + + } + + state.bindTexture( glTextureType, attachmentProperties.__webglTexture ); + setTextureParameters( glTextureType, attachment ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, glTextureType, 0 ); + + if ( textureNeedsGenerateMipmaps( attachment ) ) { + + generateMipmap( glTextureType ); + + } + + } + + state.unbindTexture(); + + } else { + + let glTextureType = _gl.TEXTURE_2D; + + if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { + + glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; + + } + + state.bindTexture( glTextureType, textureProperties.__webglTexture ); + setTextureParameters( glTextureType, texture ); + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level ); + + } + + } else { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 ); + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + generateMipmap( glTextureType ); + + } + + state.unbindTexture(); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + const textures = renderTarget.textures; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const texture = textures[ i ]; + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + const targetType = getTargetType( renderTarget ); + const webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( targetType, webglTexture ); + generateMipmap( targetType ); + state.unbindTexture(); + + } + + } + + } + + const invalidationArrayRead = []; + const invalidationArrayDraw = []; + + function updateMultisampleRenderTarget( renderTarget ) { + + if ( renderTarget.samples > 0 ) { + + if ( useMultisampledRTT( renderTarget ) === false ) { + + const textures = renderTarget.textures; + const width = renderTarget.width; + const height = renderTarget.height; + let mask = _gl.COLOR_BUFFER_BIT; + const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderTargetProperties = properties.get( renderTarget ); + const isMultipleRenderTargets = ( textures.length > 1 ); + + // If MRT we need to remove FBO attachments + if ( isMultipleRenderTargets ) { + + for ( let i = 0; i < textures.length; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null ); + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 ); + + } + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + const mipmaps = renderTarget.texture.mipmaps; + + if ( mipmaps && mipmaps.length > 0 ) { + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ 0 ] ); + + } else { + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + + } + + for ( let i = 0; i < textures.length; i ++ ) { + + if ( renderTarget.resolveDepthBuffer ) { + + if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT; + + // resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799) + + if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT; + + } + + if ( isMultipleRenderTargets ) { + + _gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const webglTexture = properties.get( textures[ i ] ).__webglTexture; + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 ); + + } + + _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST ); + + if ( supportsInvalidateFramebuffer === true ) { + + invalidationArrayRead.length = 0; + invalidationArrayDraw.length = 0; + + invalidationArrayRead.push( _gl.COLOR_ATTACHMENT0 + i ); + + if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false ) { + + invalidationArrayRead.push( depthStyle ); + invalidationArrayDraw.push( depthStyle ); + + _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, invalidationArrayDraw ); + + } + + _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArrayRead ); + + } + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); + + // If MRT since pre-blit we removed the FBO we need to reconstruct the attachments + if ( isMultipleRenderTargets ) { + + for ( let i = 0; i < textures.length; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const webglTexture = properties.get( textures[ i ] ).__webglTexture; + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 ); + + } + + } + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + } else { + + if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false && supportsInvalidateFramebuffer ) { + + const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + + _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] ); + + } + + } + + } + + } + + function getRenderTargetSamples( renderTarget ) { + + return Math.min( capabilities.maxSamples, renderTarget.samples ); + + } + + function useMultisampledRTT( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + return renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false; + + } + + function updateVideoTexture( texture ) { + + const frame = info.render.frame; + + // Check the last frame we updated the VideoTexture + + if ( _videoTextures.get( texture ) !== frame ) { + + _videoTextures.set( texture, frame ); + texture.update(); + + } + + } + + function verifyColorSpace( texture, image ) { + + const colorSpace = texture.colorSpace; + const format = texture.format; + const type = texture.type; + + if ( texture.isCompressedTexture === true || texture.isVideoTexture === true ) return image; + + if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) { + + // sRGB + + if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) { + + // in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format + + if ( format !== RGBAFormat || type !== UnsignedByteType ) { + + warn( 'WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' ); + + } + + } else { + + error( 'WebGLTextures: Unsupported texture color space:', colorSpace ); + + } + + } + + return image; + + } + + function getDimensions( image ) { + + if ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) { + + // if intrinsic data are not available, fallback to width/height + + _imageDimensions.width = image.naturalWidth || image.width; + _imageDimensions.height = image.naturalHeight || image.height; + + } else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) { + + _imageDimensions.width = image.displayWidth; + _imageDimensions.height = image.displayHeight; + + } else { + + _imageDimensions.width = image.width; + _imageDimensions.height = image.height; + + } + + return _imageDimensions; + + } + + // + + this.allocateTextureUnit = allocateTextureUnit; + this.resetTextureUnits = resetTextureUnits; + this.getTextureUnits = getTextureUnits; + this.setTextureUnits = setTextureUnits; + + 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; + + this.isReversedDepthBuffer = function () { + + return state.buffers.depth.getReversed(); + + }; + +} + +function WebGLUtils( gl, extensions ) { + + function convert( p, colorSpace = NoColorSpace ) { + + let extension; + + const transfer = ColorManagement.getTransfer( colorSpace ); + + if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; + if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV; + if ( p === UnsignedInt101111Type ) return gl.UNSIGNED_INT_10F_11F_11F_REV; + + if ( p === ByteType ) return gl.BYTE; + if ( p === ShortType ) return gl.SHORT; + if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; + if ( p === IntType ) return gl.INT; + if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; + if ( p === FloatType ) return gl.FLOAT; + if ( p === HalfFloatType ) return gl.HALF_FLOAT; + + if ( p === AlphaFormat ) return gl.ALPHA; + if ( p === RGBFormat ) return gl.RGB; + if ( p === RGBAFormat ) return gl.RGBA; + if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; + if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; + + // WebGL2 formats. + + if ( p === RedFormat ) return gl.RED; + if ( p === RedIntegerFormat ) return gl.RED_INTEGER; + if ( p === RGFormat ) return gl.RG; + if ( p === RGIntegerFormat ) return gl.RG_INTEGER; + if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER; + + // S3TC + + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { + + if ( transfer === SRGBTransfer ) { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } else { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } + + } + + // PVRTC + + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } else { + + return null; + + } + + } + + // ETC + + if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format || p === R11_EAC_Format || p === SIGNED_R11_EAC_Format || p === RG11_EAC_Format || p === SIGNED_RG11_EAC_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc' ); + + if ( extension !== null ) { + + if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; + if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC; + if ( p === R11_EAC_Format ) return extension.COMPRESSED_R11_EAC; + if ( p === SIGNED_R11_EAC_Format ) return extension.COMPRESSED_SIGNED_R11_EAC; + if ( p === RG11_EAC_Format ) return extension.COMPRESSED_RG11_EAC; + if ( p === SIGNED_RG11_EAC_Format ) return extension.COMPRESSED_SIGNED_RG11_EAC; + + } else { + + return null; + + } + + } + + // ASTC + + if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || + p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || + p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || + p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || + p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_astc' ); + + if ( extension !== null ) { + + if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; + if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; + if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; + if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; + if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; + if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; + if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; + if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; + if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; + if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; + if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; + if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; + if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; + if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; + + } else { + + return null; + + } + + } + + // BPTC + + if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) { + + extension = extensions.get( 'EXT_texture_compression_bptc' ); + + if ( extension !== null ) { + + if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; + if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT; + if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT; + + } else { + + return null; + + } + + } + + // RGTC + + if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) { + + extension = extensions.get( 'EXT_texture_compression_rgtc' ); + + if ( extension !== null ) { + + if ( p === RED_RGTC1_Format ) return extension.COMPRESSED_RED_RGTC1_EXT; + if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT; + if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT; + if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT; + + } else { + + return null; + + } + + } + + // + + if ( p === UnsignedInt248Type ) return gl.UNSIGNED_INT_24_8; + + // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats) + + return ( gl[ p ] !== undefined ) ? gl[ p ] : null; + + } + + return { convert: convert }; + +} + +const _occlusion_vertex = ` +void main() { + + gl_Position = vec4( position, 1.0 ); + +}`; + +const _occlusion_fragment = ` +uniform sampler2DArray depthColor; +uniform float depthWidth; +uniform float depthHeight; + +void main() { + + vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight ); + + if ( coord.x >= 1.0 ) { + + gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r; + + } else { + + gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r; + + } + +}`; + +/** + * A XR module that manages the access to the Depth Sensing API. + */ +class WebXRDepthSensing { + + /** + * Constructs a new depth sensing module. + */ + constructor() { + + /** + * An opaque texture representing the depth of the user's environment. + * + * @type {?ExternalTexture} + */ + this.texture = null; + + /** + * A plane mesh for visualizing the depth texture. + * + * @type {?Mesh} + */ + this.mesh = null; + + /** + * The depth near value. + * + * @type {number} + */ + this.depthNear = 0; + + /** + * The depth near far. + * + * @type {number} + */ + this.depthFar = 0; + + } + + /** + * Inits the depth sensing module + * + * @param {XRWebGLDepthInformation} depthData - The XR depth data. + * @param {XRRenderState} renderState - The XR render state. + */ + init( depthData, renderState ) { + + if ( this.texture === null ) { + + const texture = new ExternalTexture( depthData.texture ); + + if ( ( depthData.depthNear !== renderState.depthNear ) || ( depthData.depthFar !== renderState.depthFar ) ) { + + this.depthNear = depthData.depthNear; + this.depthFar = depthData.depthFar; + + } + + this.texture = texture; + + } + + } + + /** + * Returns a plane mesh that visualizes the depth texture. + * + * @param {ArrayCamera} cameraXR - The XR camera. + * @return {?Mesh} The plane mesh. + */ + getMesh( cameraXR ) { + + if ( this.texture !== null ) { + + if ( this.mesh === null ) { + + const viewport = cameraXR.cameras[ 0 ].viewport; + const material = new ShaderMaterial( { + vertexShader: _occlusion_vertex, + fragmentShader: _occlusion_fragment, + uniforms: { + depthColor: { value: this.texture }, + depthWidth: { value: viewport.z }, + depthHeight: { value: viewport.w } + } + } ); + + this.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material ); + + } + + } + + return this.mesh; + + } + + /** + * Resets the module + */ + reset() { + + this.texture = null; + this.mesh = null; + + } + + /** + * Returns a texture representing the depth of the user's environment. + * + * @return {?ExternalTexture} The depth texture. + */ + getDepthTexture() { + + return this.texture; + + } + +} + +/** + * This class represents an abstraction of the WebXR Device API and is + * internally used by {@link WebGLRenderer}. `WebXRManager` also provides a public + * interface that allows users to enable/disable XR and perform XR related + * tasks like for instance retrieving controllers. + * + * @augments EventDispatcher + * @hideconstructor + */ +class WebXRManager extends EventDispatcher { + + /** + * Constructs a new WebGL renderer. + * + * @param {WebGLRenderer} renderer - The renderer. + * @param {WebGL2RenderingContext} gl - The rendering context. + */ + 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 supportsGlBinding = typeof XRWebGLBinding !== 'undefined'; + + const depthSensing = new WebXRDepthSensing(); + const cameraAccessTextures = {}; + const attributes = gl.getContextAttributes(); + + let initialRenderTarget = null; + let newRenderTarget = null; + + const controllers = []; + const controllerInputSources = []; + + const currentSize = new Vector2(); + let currentPixelRatio = null; + + // + + const cameraL = new PerspectiveCamera(); + cameraL.viewport = new Vector4(); + + const cameraR = new PerspectiveCamera(); + cameraR.viewport = new Vector4(); + + const cameras = [ cameraL, cameraR ]; + + const cameraXR = new ArrayCamera(); + + let _currentDepthNear = null; + let _currentDepthFar = null; + + // + + /** + * Whether the manager's XR camera should be automatically updated or not. + * + * @type {boolean} + * @default true + */ + this.cameraAutoUpdate = true; + + /** + * This flag notifies the renderer to be ready for XR rendering. Set it to `true` + * if you are going to use XR in your app. + * + * @type {boolean} + * @default false + */ + this.enabled = false; + + /** + * Whether XR presentation is active or not. + * + * @type {boolean} + * @readonly + * @default false + */ + this.isPresenting = false; + + /** + * Returns a group representing the `target ray` space of the XR controller. + * Use this space for visualizing 3D objects that support the user in pointing + * tasks like UI interaction. + * + * @param {number} index - The index of the controller. + * @return {Group} A group representing the `target ray` space. + */ + this.getController = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getTargetRaySpace(); + + }; + + /** + * Returns a group representing the `grip` space of the XR controller. + * Use this space for visualizing 3D objects that support the user in pointing + * tasks like UI interaction. + * + * Note: If you want to show something in the user's hand AND offer a + * pointing ray at the same time, you'll want to attached the handheld object + * to the group returned by `getControllerGrip()` and the ray to the + * group returned by `getController()`. The idea is to have two + * different groups in two different coordinate spaces for the same WebXR + * controller. + * + * @param {number} index - The index of the controller. + * @return {Group} A group representing the `grip` space. + */ + this.getControllerGrip = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getGripSpace(); + + }; + + /** + * Returns a group representing the `hand` space of the XR controller. + * Use this space for visualizing 3D objects that support the user in pointing + * tasks like UI interaction. + * + * @param {number} index - The index of the controller. + * @return {Group} A group representing the `hand` space. + */ + this.getHand = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getHandSpace(); + + }; + + // + + function onSessionEvent( event ) { + + const controllerIndex = controllerInputSources.indexOf( event.inputSource ); + + if ( controllerIndex === -1 ) { + + return; + + } + + const controller = controllers[ controllerIndex ]; + + if ( controller !== undefined ) { + + controller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace ); + controller.dispatchEvent( { type: event.type, data: event.inputSource } ); + + } + + } + + function onSessionEnd() { + + session.removeEventListener( 'select', onSessionEvent ); + session.removeEventListener( 'selectstart', onSessionEvent ); + session.removeEventListener( 'selectend', onSessionEvent ); + session.removeEventListener( 'squeeze', onSessionEvent ); + session.removeEventListener( 'squeezestart', onSessionEvent ); + session.removeEventListener( 'squeezeend', onSessionEvent ); + session.removeEventListener( 'end', onSessionEnd ); + session.removeEventListener( 'inputsourceschange', onInputSourcesChange ); + + for ( let i = 0; i < controllers.length; i ++ ) { + + const inputSource = controllerInputSources[ i ]; + + if ( inputSource === null ) continue; + + controllerInputSources[ i ] = null; + + controllers[ i ].disconnect( inputSource ); + + } + + _currentDepthNear = null; + _currentDepthFar = null; + + depthSensing.reset(); + for ( const key in cameraAccessTextures ) { + + delete cameraAccessTextures[ key ]; + + } + + // restore framebuffer/rendering state + + renderer.setRenderTarget( initialRenderTarget ); + + glBaseLayer = null; + glProjLayer = null; + glBinding = null; + session = null; + newRenderTarget = null; + + // + + animation.stop(); + + scope.isPresenting = false; + + renderer.setPixelRatio( currentPixelRatio ); + renderer.setSize( currentSize.width, currentSize.height, false ); + + scope.dispatchEvent( { type: 'sessionend' } ); + + } + + /** + * Sets the framebuffer scale factor. + * + * This method can not be used during a XR session. + * + * @param {number} value - The framebuffer scale factor. + */ + this.setFramebufferScaleFactor = function ( value ) { + + framebufferScaleFactor = value; + + if ( scope.isPresenting === true ) { + + warn( 'WebXRManager: Cannot change framebuffer scale while presenting.' ); + + } + + }; + + /** + * Sets the reference space type. Can be used to configure a spatial relationship with the user's physical + * environment. Depending on how the user moves in 3D space, setting an appropriate reference space can + * improve tracking. Default is `local-floor`. Valid values can be found here + * https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace#reference_space_types. + * + * This method can not be used during a XR session. + * + * @param {string} value - The reference space type. + */ + this.setReferenceSpaceType = function ( value ) { + + referenceSpaceType = value; + + if ( scope.isPresenting === true ) { + + warn( 'WebXRManager: Cannot change reference space type while presenting.' ); + + } + + }; + + /** + * Returns the XR reference space. + * + * @return {XRReferenceSpace} The XR reference space. + */ + this.getReferenceSpace = function () { + + return customReferenceSpace || referenceSpace; + + }; + + /** + * Sets a custom XR reference space. + * + * @param {XRReferenceSpace} space - The XR reference space. + */ + this.setReferenceSpace = function ( space ) { + + customReferenceSpace = space; + + }; + + /** + * Returns the current base layer. + * + * This is an `XRProjectionLayer` when the targeted XR device supports the + * WebXR Layers API, or an `XRWebGLLayer` otherwise. + * + * @return {?(XRWebGLLayer|XRProjectionLayer)} The XR base layer. + */ + this.getBaseLayer = function () { + + return glProjLayer !== null ? glProjLayer : glBaseLayer; + + }; + + /** + * Returns the current XR binding. + * + * Creates a new binding if needed and the browser is + * capable of doing so. + * + * @return {?XRWebGLBinding} The XR binding. Returns `null` if one cannot be created. + */ + this.getBinding = function () { + + if ( glBinding === null && supportsGlBinding ) { + + glBinding = new XRWebGLBinding( session, gl ); + + } + + return glBinding; + + }; + + /** + * Returns the current XR frame. + * + * @return {?XRFrame} The XR frame. Returns `null` when used outside a XR session. + */ + this.getFrame = function () { + + return xrFrame; + + }; + + /** + * Returns the current XR session. + * + * @return {?XRSession} The XR session. Returns `null` when used outside a XR session. + */ + this.getSession = function () { + + return session; + + }; + + /** + * After a XR session has been requested usually with one of the `*Button` modules, it + * is injected into the renderer with this method. This method triggers the start of + * the actual XR rendering. + * + * @async + * @param {XRSession} value - The XR session to set. + * @return {Promise} A Promise that resolves when the session has been set. + */ + this.setSession = async function ( value ) { + + session = value; + + if ( session !== null ) { + + initialRenderTarget = renderer.getRenderTarget(); + + session.addEventListener( 'select', onSessionEvent ); + session.addEventListener( 'selectstart', onSessionEvent ); + session.addEventListener( 'selectend', onSessionEvent ); + session.addEventListener( 'squeeze', onSessionEvent ); + session.addEventListener( 'squeezestart', onSessionEvent ); + session.addEventListener( 'squeezeend', onSessionEvent ); + session.addEventListener( 'end', onSessionEnd ); + session.addEventListener( 'inputsourceschange', onInputSourcesChange ); + + if ( attributes.xrCompatible !== true ) { + + await gl.makeXRCompatible(); + + } + + currentPixelRatio = renderer.getPixelRatio(); + renderer.getSize( currentSize ); + + + // Check that the browser implements the necessary APIs to use an + // XRProjectionLayer rather than an XRWebGLLayer + const supportsLayers = supportsGlBinding && 'createProjectionLayer' in XRWebGLBinding.prototype; + + if ( ! supportsLayers ) { + + const layerInit = { + antialias: attributes.antialias, + alpha: true, + depth: attributes.depth, + stencil: attributes.stencil, + framebufferScaleFactor: framebufferScaleFactor + }; + + glBaseLayer = new XRWebGLLayer( session, gl, layerInit ); + + session.updateRenderState( { baseLayer: glBaseLayer } ); + + renderer.setPixelRatio( 1 ); + renderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false ); + + newRenderTarget = new WebGLRenderTarget( + glBaseLayer.framebufferWidth, + glBaseLayer.framebufferHeight, + { + format: RGBAFormat, + type: UnsignedByteType, + colorSpace: renderer.outputColorSpace, + stencilBuffer: attributes.stencil, + resolveDepthBuffer: ( glBaseLayer.ignoreDepthValues === false ), + resolveStencilBuffer: ( glBaseLayer.ignoreDepthValues === false ) + + } + ); + + } 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 = this.getBinding(); + + glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); + + session.updateRenderState( { layers: [ glProjLayer ] } ); + + renderer.setPixelRatio( 1 ); + renderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false ); + + newRenderTarget = new WebGLRenderTarget( + glProjLayer.textureWidth, + glProjLayer.textureHeight, + { + format: RGBAFormat, + type: UnsignedByteType, + depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), + stencilBuffer: attributes.stencil, + colorSpace: renderer.outputColorSpace, + samples: attributes.antialias ? 4 : 0, + resolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false ), + resolveStencilBuffer: ( glProjLayer.ignoreDepthValues === false ) + } ); + + } + + newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278 + + this.setFoveation( foveation ); + + customReferenceSpace = null; + referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); + + animation.setContext( session ); + animation.start(); + + scope.isPresenting = true; + + scope.dispatchEvent( { type: 'sessionstart' } ); + + } + + }; + + /** + * Returns the environment blend mode from the current XR session. + * + * @return {'opaque'|'additive'|'alpha-blend'|undefined} The environment blend mode. Returns `undefined` when used outside of a XR session. + */ + this.getEnvironmentBlendMode = function () { + + if ( session !== null ) { + + return session.environmentBlendMode; + + } + + }; + + /** + * Returns the current depth texture computed via depth sensing. + * + * See {@link WebXRDepthSensing#getDepthTexture}. + * + * @return {?Texture} The depth texture. + */ + this.getDepthTexture = function () { + + return depthSensing.getDepthTexture(); + + }; + + function onInputSourcesChange( event ) { + + // Notify disconnected + + for ( let i = 0; i < event.removed.length; i ++ ) { + + const inputSource = event.removed[ i ]; + const index = controllerInputSources.indexOf( inputSource ); + + if ( index >= 0 ) { + + controllerInputSources[ index ] = null; + controllers[ index ].disconnect( inputSource ); + + } + + } + + // Notify connected + + for ( let i = 0; i < event.added.length; i ++ ) { + + const inputSource = event.added[ i ]; + + let controllerIndex = controllerInputSources.indexOf( inputSource ); + + if ( controllerIndex === -1 ) { + + // Assign input source a controller that currently has no input source + + for ( let i = 0; i < controllers.length; i ++ ) { + + if ( i >= controllerInputSources.length ) { + + controllerInputSources.push( inputSource ); + controllerIndex = i; + break; + + } else if ( controllerInputSources[ i ] === null ) { + + controllerInputSources[ i ] = inputSource; + controllerIndex = i; + break; + + } + + } + + // If all controllers do currently receive input we ignore new ones + + if ( controllerIndex === -1 ) break; + + } + + const controller = controllers[ controllerIndex ]; + + if ( controller ) { + + controller.connect( inputSource ); + + } + + } + + } + + // + + const cameraLPos = new Vector3(); + const cameraRPos = new Vector3(); + + /** + * Assumes 2 cameras that are parallel and share an X-axis, and that + * the cameras' projection and world matrices have already been set. + * And that near and far planes are identical for both cameras. + * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 + * + * @param {ArrayCamera} camera - The camera to update. + * @param {PerspectiveCamera} cameraL - The left camera. + * @param {PerspectiveCamera} cameraR - The right camera. + */ + function setProjectionFromUnion( camera, cameraL, cameraR ) { + + cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); + cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); + + const ipd = cameraLPos.distanceTo( cameraRPos ); + + const projL = cameraL.projectionMatrix.elements; + const projR = cameraR.projectionMatrix.elements; + + // VR systems will have identical far and near planes, and + // most likely identical top and bottom frustum extents. + // Use the left camera for these values. + const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); + const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); + const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; + const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; + + const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; + const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; + const left = near * leftFov; + const right = near * rightFov; + + // Calculate the new camera's position offset from the + // left camera. xOffset should be roughly half `ipd`. + const zOffset = ipd / ( - leftFov + rightFov ); + const xOffset = zOffset * - leftFov; + + // TODO: Better way to apply this offset? + cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); + camera.translateX( xOffset ); + camera.translateZ( zOffset ); + camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + // Check if the projection uses an infinite far plane. + if ( projL[ 10 ] === -1 ) { + + // Use the projection matrix from the left eye. + // The camera offset is sufficient to include the view volumes + // of both eyes (assuming symmetric projections). + camera.projectionMatrix.copy( cameraL.projectionMatrix ); + camera.projectionMatrixInverse.copy( cameraL.projectionMatrixInverse ); + + } else { + + // Find the union of the frustum values of the cameras and scale + // the values so that the near plane's position does not change in world space, + // although must now be relative to the new union camera. + const near2 = near + zOffset; + const far2 = far + zOffset; + const left2 = left - xOffset; + const right2 = right + ( ipd - xOffset ); + const top2 = topFov * far / far2 * near2; + const bottom2 = bottomFov * far / far2 * near2; + + camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); + camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); + + } + + } + + function updateCamera( camera, parent ) { + + if ( parent === null ) { + + camera.matrixWorld.copy( camera.matrix ); + + } else { + + camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); + + } + + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + } + + /** + * Updates the state of the XR camera. Use this method on app level if you + * set `cameraAutoUpdate` to `false`. The method requires the non-XR + * camera of the scene as a parameter. The passed in camera's transformation + * is automatically adjusted to the position of the XR camera when calling + * this method. + * + * @param {Camera} camera - The camera. + */ + this.updateCamera = function ( camera ) { + + if ( session === null ) return; + + let depthNear = camera.near; + let depthFar = camera.far; + + if ( depthSensing.texture !== null ) { + + if ( depthSensing.depthNear > 0 ) depthNear = depthSensing.depthNear; + if ( depthSensing.depthFar > 0 ) depthFar = depthSensing.depthFar; + + } + + cameraXR.near = cameraR.near = cameraL.near = depthNear; + cameraXR.far = cameraR.far = cameraL.far = depthFar; + + if ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) { + + // Note that the new renderState won't apply until the next frame. See #18320 + + session.updateRenderState( { + depthNear: cameraXR.near, + depthFar: cameraXR.far + } ); + + _currentDepthNear = cameraXR.near; + _currentDepthFar = cameraXR.far; + + } + + // inherit camera layers and enable eye layers (1 = left, 2 = right) + cameraXR.layers.mask = camera.layers.mask | 0b110; + cameraL.layers.mask = cameraXR.layers.mask & -5; + cameraR.layers.mask = cameraXR.layers.mask & -3; + + const parent = camera.parent; + const cameras = cameraXR.cameras; + + updateCamera( cameraXR, parent ); + + for ( let i = 0; i < cameras.length; i ++ ) { + + updateCamera( cameras[ i ], parent ); + + } + + // update projection matrix for proper view frustum culling + + if ( cameras.length === 2 ) { + + setProjectionFromUnion( cameraXR, cameraL, cameraR ); + + } else { + + // assume single camera setup (AR) + + cameraXR.projectionMatrix.copy( cameraL.projectionMatrix ); + + } + + // update user camera and its children + + updateUserCamera( camera, cameraXR, parent ); + + }; + + function updateUserCamera( camera, cameraXR, parent ) { + + if ( parent === null ) { + + camera.matrix.copy( cameraXR.matrixWorld ); + + } else { + + camera.matrix.copy( parent.matrixWorld ); + camera.matrix.invert(); + camera.matrix.multiply( cameraXR.matrixWorld ); + + } + + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + camera.updateMatrixWorld( true ); + + camera.projectionMatrix.copy( cameraXR.projectionMatrix ); + camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse ); + + if ( camera.isPerspectiveCamera ) { + + camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] ); + camera.zoom = 1; + + } + + } + + /** + * Returns an instance of {@link ArrayCamera} which represents the XR camera + * of the active XR session. For each view it holds a separate camera object. + * + * The camera's `fov` is currently not used and does not reflect the fov of + * the XR camera. If you need the fov on app level, you have to compute in + * manually from the XR camera's projection matrices. + * + * @return {ArrayCamera} The XR camera. + */ + this.getCamera = function () { + + return cameraXR; + + }; + + /** + * Returns the amount of foveation used by the XR compositor for the projection layer. + * + * @return {number|undefined} The amount of foveation. + */ + this.getFoveation = function () { + + if ( glProjLayer === null && glBaseLayer === null ) { + + return undefined; + + } + + return foveation; + + }; + + /** + * Sets the foveation value. + * + * @param {number} value - A number in the range `[0,1]` where `0` means no foveation (full resolution) + * and `1` means maximum foveation (the edges render at lower resolution). + */ + 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; + + } + + }; + + /** + * Returns `true` if depth sensing is supported. + * + * @return {boolean} Whether depth sensing is supported or not. + */ + this.hasDepthSensing = function () { + + return depthSensing.texture !== null; + + }; + + /** + * Returns the depth sensing mesh. + * + * See {@link WebXRDepthSensing#getMesh}. + * + * @return {Mesh} The depth sensing mesh. + */ + this.getDepthSensingMesh = function () { + + return depthSensing.getMesh( cameraXR ); + + }; + + /** + * Retrieves an opaque texture from the view-aligned {@link XRCamera}. + * Only available during the current animation loop. + * + * @param {XRCamera} xrCamera - The camera to query. + * @return {?Texture} An opaque texture representing the current raw camera frame. + */ + this.getCameraTexture = function ( xrCamera ) { + + return cameraAccessTextures[ xrCamera ]; + + }; + + // 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, + glSubImage.depthStencilTexture ); + + renderer.setRenderTarget( newRenderTarget ); + + } + + } + + let camera = cameras[ i ]; + + if ( camera === undefined ) { + + camera = new PerspectiveCamera(); + camera.layers.enable( i ); + camera.viewport = new Vector4(); + cameras[ i ] = camera; + + } + + camera.matrix.fromArray( view.transform.matrix ); + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + camera.projectionMatrix.fromArray( view.projectionMatrix ); + camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); + camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); + + if ( i === 0 ) { + + cameraXR.matrix.copy( camera.matrix ); + cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale ); + + } + + if ( cameraXRNeedsUpdate === true ) { + + cameraXR.cameras.push( camera ); + + } + + } + + // + + const enabledFeatures = session.enabledFeatures; + const gpuDepthSensingEnabled = enabledFeatures && + enabledFeatures.includes( 'depth-sensing' ) && + session.depthUsage == 'gpu-optimized'; + + if ( gpuDepthSensingEnabled && supportsGlBinding ) { + + glBinding = scope.getBinding(); + + const depthData = glBinding.getDepthInformation( views[ 0 ] ); + + if ( depthData && depthData.isValid && depthData.texture ) { + + depthSensing.init( depthData, session.renderState ); + + } + + } + + const cameraAccessEnabled = enabledFeatures && + enabledFeatures.includes( 'camera-access' ); + + if ( cameraAccessEnabled && supportsGlBinding ) { + + renderer.state.unbindTexture(); + + glBinding = scope.getBinding(); + + for ( let i = 0; i < views.length; i ++ ) { + + const camera = views[ i ].camera; + + if ( camera ) { + + let cameraTex = cameraAccessTextures[ camera ]; + + if ( ! cameraTex ) { + + cameraTex = new ExternalTexture(); + cameraAccessTextures[ camera ] = cameraTex; + + } + + const glTexture = glBinding.getCameraImage( camera ); + cameraTex.sourceTexture = glTexture; + + } + + } + + } + + } + + // + + for ( let i = 0; i < controllers.length; i ++ ) { + + const inputSource = controllerInputSources[ i ]; + const controller = controllers[ i ]; + + if ( inputSource !== null && controller !== undefined ) { + + controller.update( inputSource, frame, customReferenceSpace || referenceSpace ); + + } + + } + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); + + if ( frame.detectedPlanes ) { + + scope.dispatchEvent( { type: 'planesdetected', data: frame } ); + + } + + xrFrame = null; + + } + + const animation = new WebGLAnimation(); + + animation.setAnimationLoop( onAnimationFrame ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + + }; + + this.dispose = function () {}; + + } + +} + +const _m1 = /*@__PURE__*/ new Matrix4(); +const _m = /*@__PURE__*/ new Matrix3(); + +_m.set( -1, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ); + +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.isNodeMaterial ) { + + material.uniformsNeedUpdate = false; + + } else if ( material.isMeshBasicMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + if ( material.envMap ) { + + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } else if ( material.isMeshToonMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsToon( uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsPhong( uniforms, material ); + + if ( material.envMap ) { + + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsStandard( uniforms, material ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ); + + } + + } else if ( material.isMeshMatcapMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsMatcap( uniforms, material ); + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsDistance( uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( uniforms, material, pixelRatio, height ); + + } else if ( material.isSpriteMaterial ) { + + refreshUniformsSprites( uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + uniforms.color.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + } else if ( material.isShaderMaterial ) { + + material.uniformsNeedUpdate = false; // #15581 + + } + + } + + function refreshUniformsCommon( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value.copy( material.color ); + + } + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + + refreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform ); + + uniforms.bumpScale.value = material.bumpScale; + + if ( material.side === BackSide ) { + + uniforms.bumpScale.value *= -1; + + } + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + + refreshTransformUniform( material.normalMap, uniforms.normalMapTransform ); + + uniforms.normalScale.value.copy( material.normalScale ); + + if ( material.side === BackSide ) { + + uniforms.normalScale.value.negate(); + + } + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + + refreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform ); + + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + refreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform ); + + } + + if ( material.specularMap ) { + + uniforms.specularMap.value = material.specularMap; + + refreshTransformUniform( material.specularMap, uniforms.specularMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + const materialProperties = properties.get( material ); + + const envMap = materialProperties.envMap; + const envMapRotation = materialProperties.envMapRotation; + + if ( envMap ) { + + uniforms.envMap.value = envMap; + + // note: since the matrix is orthonormal, we can use the more-efficient transpose() in lieu of invert() + uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( envMapRotation ) ).transpose(); + + + if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) { + + uniforms.envMapRotation.value.premultiply( _m ); + + } + + uniforms.reflectivity.value = material.reflectivity; + uniforms.ior.value = material.ior; + uniforms.refractionRatio.value = material.refractionRatio; + + } + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + refreshTransformUniform( material.lightMap, uniforms.lightMapTransform ); + + } + + if ( material.aoMap ) { + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + refreshTransformUniform( material.aoMap, uniforms.aoMapTransform ); + + } + + } + + function refreshUniformsLine( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + } + + function refreshUniformsDash( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * pixelRatio; + uniforms.scale.value = height * 0.5; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.uvTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + } + + function refreshUniformsSprites( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.rotation.value = material.rotation; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + } + + function refreshUniformsPhong( uniforms, material ) { + + uniforms.specular.value.copy( material.specular ); + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + } + + function refreshUniformsToon( uniforms, material ) { + + if ( material.gradientMap ) { + + uniforms.gradientMap.value = material.gradientMap; + + } + + } + + function refreshUniformsStandard( uniforms, material ) { + + uniforms.metalness.value = material.metalness; + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + refreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform ); + + } + + uniforms.roughness.value = material.roughness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + refreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform ); + + } + + if ( material.envMap ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) { + + uniforms.ior.value = material.ior; // also part of uniforms common + + if ( material.sheen > 0 ) { + + uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen ); + + uniforms.sheenRoughness.value = material.sheenRoughness; + + if ( material.sheenColorMap ) { + + uniforms.sheenColorMap.value = material.sheenColorMap; + + refreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform ); + + } + + if ( material.sheenRoughnessMap ) { + + uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap; + + refreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform ); + + } + + } + + if ( material.clearcoat > 0 ) { + + uniforms.clearcoat.value = material.clearcoat; + uniforms.clearcoatRoughness.value = material.clearcoatRoughness; + + if ( material.clearcoatMap ) { + + uniforms.clearcoatMap.value = material.clearcoatMap; + + refreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform ); + + } + + if ( material.clearcoatRoughnessMap ) { + + uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; + + refreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform ); + + } + + if ( material.clearcoatNormalMap ) { + + uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; + + refreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform ); + + uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); + + if ( material.side === BackSide ) { + + uniforms.clearcoatNormalScale.value.negate(); + + } + + } + + } + + if ( material.dispersion > 0 ) { + + uniforms.dispersion.value = material.dispersion; + + } + + if ( material.iridescence > 0 ) { + + uniforms.iridescence.value = material.iridescence; + uniforms.iridescenceIOR.value = material.iridescenceIOR; + uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ]; + uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ]; + + if ( material.iridescenceMap ) { + + uniforms.iridescenceMap.value = material.iridescenceMap; + + refreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform ); + + } + + if ( material.iridescenceThicknessMap ) { + + uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap; + + refreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform ); + + } + + } + + if ( material.transmission > 0 ) { + + uniforms.transmission.value = material.transmission; + uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture; + uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height ); + + if ( material.transmissionMap ) { + + uniforms.transmissionMap.value = material.transmissionMap; + + refreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform ); + + } + + uniforms.thickness.value = material.thickness; + + if ( material.thicknessMap ) { + + uniforms.thicknessMap.value = material.thicknessMap; + + refreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform ); + + } + + uniforms.attenuationDistance.value = material.attenuationDistance; + uniforms.attenuationColor.value.copy( material.attenuationColor ); + + } + + if ( material.anisotropy > 0 ) { + + uniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) ); + + if ( material.anisotropyMap ) { + + uniforms.anisotropyMap.value = material.anisotropyMap; + + refreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform ); + + } + + } + + uniforms.specularIntensity.value = material.specularIntensity; + uniforms.specularColor.value.copy( material.specularColor ); + + if ( material.specularColorMap ) { + + uniforms.specularColorMap.value = material.specularColorMap; + + refreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform ); + + } + + if ( material.specularIntensityMap ) { + + uniforms.specularIntensityMap.value = material.specularIntensityMap; + + refreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform ); + + } + + } + + function refreshUniformsMatcap( uniforms, material ) { + + if ( material.matcap ) { + + uniforms.matcap.value = material.matcap; + + } + + } + + function refreshUniformsDistance( uniforms, material ) { + + const light = properties.get( material ).light; + + uniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld ); + uniforms.nearDistance.value = light.shadow.camera.near; + uniforms.farDistance.value = light.shadow.camera.far; + + } + + return { + refreshFogUniforms: refreshFogUniforms, + refreshMaterialUniforms: refreshMaterialUniforms + }; + +} + +function WebGLUniformsGroups( gl, info, capabilities, state ) { + + let buffers = {}; + let updateList = {}; + let allocatedBindingPoints = []; + + const maxBindingPoints = gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ); // binding points are global whereas block indices are per shader program + + function bind( uniformsGroup, program ) { + + const webglProgram = program.program; + state.uniformBlockBinding( uniformsGroup, webglProgram ); + + } + + function update( uniformsGroup, program ) { + + let buffer = buffers[ uniformsGroup.id ]; + + if ( buffer === undefined ) { + + prepareUniformsGroup( uniformsGroup ); + + buffer = createBuffer( uniformsGroup ); + buffers[ uniformsGroup.id ] = buffer; + + uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose ); + + } + + // ensure to update the binding points/block indices mapping for this program + + const webglProgram = program.program; + state.updateUBOMapping( uniformsGroup, webglProgram ); + + // update UBO once per frame + + const frame = info.render.frame; + + if ( updateList[ uniformsGroup.id ] !== frame ) { + + updateBufferData( uniformsGroup ); + + updateList[ uniformsGroup.id ] = frame; + + } + + } + + function createBuffer( uniformsGroup ) { + + // the setup of an UBO is independent of a particular shader program but global + + const bindingPointIndex = allocateBindingPointIndex(); + uniformsGroup.__bindingPointIndex = bindingPointIndex; + + const buffer = gl.createBuffer(); + const size = uniformsGroup.__size; + const usage = uniformsGroup.usage; + + gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); + gl.bufferData( gl.UNIFORM_BUFFER, size, usage ); + gl.bindBuffer( gl.UNIFORM_BUFFER, null ); + gl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer ); + + return buffer; + + } + + function allocateBindingPointIndex() { + + for ( let i = 0; i < maxBindingPoints; i ++ ) { + + if ( allocatedBindingPoints.indexOf( i ) === -1 ) { + + allocatedBindingPoints.push( i ); + return i; + + } + + } + + error( 'WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' ); + + return 0; + + } + + function updateBufferData( uniformsGroup ) { + + const buffer = buffers[ uniformsGroup.id ]; + const uniforms = uniformsGroup.uniforms; + const cache = uniformsGroup.__cache; + + gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); + + for ( let i = 0, il = uniforms.length; i < il; i ++ ) { + + const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ]; + + for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) { + + const uniform = uniformArray[ j ]; + + if ( hasUniformChanged( uniform, i, j, cache ) === true ) { + + const offset = uniform.__offset; + + const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; + + let arrayOffset = 0; + + for ( let k = 0; k < values.length; k ++ ) { + + const value = values[ k ]; + + const info = getUniformSize( value ); + + // TODO add integer and struct support + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + uniform.__data[ 0 ] = value; + gl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data ); + + } else if ( value.isMatrix3 ) { + + // manually converting 3x3 to 3x4 + + uniform.__data[ 0 ] = value.elements[ 0 ]; + uniform.__data[ 1 ] = value.elements[ 1 ]; + uniform.__data[ 2 ] = value.elements[ 2 ]; + uniform.__data[ 3 ] = 0; + uniform.__data[ 4 ] = value.elements[ 3 ]; + uniform.__data[ 5 ] = value.elements[ 4 ]; + uniform.__data[ 6 ] = value.elements[ 5 ]; + uniform.__data[ 7 ] = 0; + uniform.__data[ 8 ] = value.elements[ 6 ]; + uniform.__data[ 9 ] = value.elements[ 7 ]; + uniform.__data[ 10 ] = value.elements[ 8 ]; + uniform.__data[ 11 ] = 0; + + } else if ( ArrayBuffer.isView( value ) ) { + + // copy the buffer data using "set" + uniform.__data.set( new value.constructor( value.buffer, value.byteOffset, uniform.__data.length ) ); + + } else { + + value.toArray( uniform.__data, arrayOffset ); + + arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT; + + } + + } + + gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data ); + + } + + } + + } + + gl.bindBuffer( gl.UNIFORM_BUFFER, null ); + + } + + function hasUniformChanged( uniform, index, indexArray, cache ) { + + const value = uniform.value; + const indexString = index + '_' + indexArray; + + if ( cache[ indexString ] === undefined ) { + + // cache entry does not exist so far + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + cache[ indexString ] = value; + + } else if ( ArrayBuffer.isView( value ) ) { + + cache[ indexString ] = value.slice(); + + } else { + + cache[ indexString ] = value.clone(); + + } + + return true; + + } else { + + const cachedObject = cache[ indexString ]; + + // compare current value with cached entry + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + if ( cachedObject !== value ) { + + cache[ indexString ] = value; + return true; + + } + + } else if ( ArrayBuffer.isView( value ) ) { + + // always update the array buffers + return true; + + } else { + + if ( cachedObject.equals( value ) === false ) { + + cachedObject.copy( value ); + return true; + + } + + } + + } + + return false; + + } + + function prepareUniformsGroup( uniformsGroup ) { + + // determine total buffer size according to the STD140 layout + // Hint: STD140 is the only supported layout in WebGL 2 + + const uniforms = uniformsGroup.uniforms; + + let offset = 0; // global buffer offset in bytes + const chunkSize = 16; // size of a chunk in bytes + + for ( let i = 0, l = uniforms.length; i < l; i ++ ) { + + const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ]; + + for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) { + + const uniform = uniformArray[ j ]; + + const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; + + for ( let k = 0, kl = values.length; k < kl; k ++ ) { + + const value = values[ k ]; + + const info = getUniformSize( value ); + + const chunkOffset = offset % chunkSize; // offset in the current chunk + const chunkPadding = chunkOffset % info.boundary; // required padding to match boundary + const chunkStart = chunkOffset + chunkPadding; // the start position in the current chunk for the data + + offset += chunkPadding; + + // Check for chunk overflow + if ( chunkStart !== 0 && ( chunkSize - chunkStart ) < info.storage ) { + + // Add padding and adjust offset + offset += ( chunkSize - chunkStart ); + + } + + // the following two properties will be used for partial buffer updates + uniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT ); + uniform.__offset = offset; + + // Update the global offset + offset += info.storage; + + } + + } + + } + + // ensure correct final padding + + const chunkOffset = offset % chunkSize; + + if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset ); + + // + + uniformsGroup.__size = offset; + uniformsGroup.__cache = {}; + + return this; + + } + + function getUniformSize( value ) { + + const info = { + boundary: 0, // bytes + storage: 0 // bytes + }; + + // determine sizes according to STD140 + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + // float/int/bool + + info.boundary = 4; + info.storage = 4; + + } else if ( value.isVector2 ) { + + // vec2 + + info.boundary = 8; + info.storage = 8; + + } else if ( value.isVector3 || value.isColor ) { + + // vec3 + + info.boundary = 16; + info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes + + } else if ( value.isVector4 ) { + + // vec4 + + info.boundary = 16; + info.storage = 16; + + } else if ( value.isMatrix3 ) { + + // mat3 (in STD140 a 3x3 matrix is represented as 3x4) + + info.boundary = 48; + info.storage = 48; + + } else if ( value.isMatrix4 ) { + + // mat4 + + info.boundary = 64; + info.storage = 64; + + } else if ( value.isTexture ) { + + warn( 'WebGLRenderer: Texture samplers can not be part of an uniforms group.' ); + + } else if ( ArrayBuffer.isView( value ) ) { + + info.boundary = 16; + info.storage = value.byteLength; + + } else { + + warn( '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 + + }; + +} + +/** + * Precomputed DFG LUT for Image-Based Lighting + * Resolution: 16x16 + * Samples: 4096 per texel + * Format: RG16F (2 half floats per texel: scale, bias) + */ + + +const DATA = new Uint16Array( [ + 0x30b5, 0x3ad1, 0x314c, 0x3a4d, 0x33d2, 0x391c, 0x35ef, 0x3828, 0x37f3, 0x36a6, 0x38d1, 0x3539, 0x3979, 0x3410, 0x39f8, 0x3252, 0x3a53, 0x30f0, 0x3a94, 0x2fc9, 0x3abf, 0x2e35, 0x3ada, 0x2d05, 0x3ae8, 0x2c1f, 0x3aed, 0x2ae0, 0x3aea, 0x29d1, 0x3ae1, 0x28ff, + 0x3638, 0x38e4, 0x364a, 0x38ce, 0x3699, 0x385e, 0x374e, 0x372c, 0x3839, 0x35a4, 0x38dc, 0x3462, 0x396e, 0x32c4, 0x39de, 0x3134, 0x3a2b, 0x3003, 0x3a59, 0x2e3a, 0x3a6d, 0x2ce1, 0x3a6e, 0x2bba, 0x3a5f, 0x2a33, 0x3a49, 0x290a, 0x3a2d, 0x2826, 0x3a0a, 0x26e8, + 0x3894, 0x36d7, 0x3897, 0x36c9, 0x38a3, 0x3675, 0x38bc, 0x35ac, 0x38ee, 0x349c, 0x393e, 0x3332, 0x3997, 0x3186, 0x39e2, 0x3038, 0x3a13, 0x2e75, 0x3a29, 0x2cf5, 0x3a2d, 0x2bac, 0x3a21, 0x29ff, 0x3a04, 0x28bc, 0x39dc, 0x2790, 0x39ad, 0x261a, 0x3978, 0x24fa, + 0x39ac, 0x34a8, 0x39ac, 0x34a3, 0x39ae, 0x3480, 0x39ae, 0x3423, 0x39b1, 0x330e, 0x39c2, 0x31a9, 0x39e0, 0x3063, 0x39fc, 0x2eb5, 0x3a0c, 0x2d1d, 0x3a14, 0x2bcf, 0x3a07, 0x29ff, 0x39e9, 0x28a3, 0x39be, 0x273c, 0x3989, 0x25b3, 0x394a, 0x2488, 0x3907, 0x2345, + 0x3a77, 0x3223, 0x3a76, 0x321f, 0x3a73, 0x3204, 0x3a6a, 0x31b3, 0x3a58, 0x3114, 0x3a45, 0x303b, 0x3a34, 0x2eb6, 0x3a26, 0x2d31, 0x3a1e, 0x2bef, 0x3a0b, 0x2a0d, 0x39ec, 0x28a1, 0x39c0, 0x271b, 0x3987, 0x2580, 0x3944, 0x2449, 0x38fa, 0x22bd, 0x38ac, 0x2155, + 0x3b07, 0x2fca, 0x3b06, 0x2fca, 0x3b00, 0x2fb8, 0x3af4, 0x2f7c, 0x3adb, 0x2eea, 0x3ab4, 0x2e00, 0x3a85, 0x2cec, 0x3a5e, 0x2bc5, 0x3a36, 0x2a00, 0x3a0d, 0x2899, 0x39dc, 0x2707, 0x39a0, 0x2562, 0x395a, 0x2424, 0x390b, 0x2268, 0x38b7, 0x20fd, 0x385f, 0x1fd1, + 0x3b69, 0x2cb9, 0x3b68, 0x2cbb, 0x3b62, 0x2cbb, 0x3b56, 0x2cae, 0x3b3b, 0x2c78, 0x3b0d, 0x2c0a, 0x3acf, 0x2ae3, 0x3a92, 0x2998, 0x3a54, 0x2867, 0x3a17, 0x26d0, 0x39d3, 0x253c, 0x3989, 0x2402, 0x3935, 0x2226, 0x38dc, 0x20bd, 0x387d, 0x1f54, 0x381d, 0x1db3, + 0x3ba9, 0x296b, 0x3ba8, 0x296f, 0x3ba3, 0x297b, 0x3b98, 0x2987, 0x3b7f, 0x2976, 0x3b4e, 0x2927, 0x3b0e, 0x2895, 0x3ac2, 0x27b7, 0x3a73, 0x263b, 0x3a23, 0x24e7, 0x39d0, 0x239b, 0x3976, 0x21d9, 0x3917, 0x207e, 0x38b2, 0x1ee7, 0x384b, 0x1d53, 0x37c7, 0x1c1e, + 0x3bd2, 0x25cb, 0x3bd1, 0x25d3, 0x3bcd, 0x25f0, 0x3bc2, 0x261f, 0x3bad, 0x2645, 0x3b7d, 0x262d, 0x3b3e, 0x25c4, 0x3aec, 0x250f, 0x3a93, 0x243a, 0x3a32, 0x22ce, 0x39d0, 0x215b, 0x3969, 0x202a, 0x38fe, 0x1e6e, 0x388f, 0x1cf1, 0x381f, 0x1b9b, 0x3762, 0x19dd, + 0x3be9, 0x21ab, 0x3be9, 0x21b7, 0x3be5, 0x21e5, 0x3bdd, 0x2241, 0x3bc9, 0x22a7, 0x3ba0, 0x22ec, 0x3b62, 0x22cd, 0x3b0f, 0x2247, 0x3aae, 0x2175, 0x3a44, 0x2088, 0x39d4, 0x1f49, 0x3960, 0x1dbe, 0x38e9, 0x1c77, 0x3870, 0x1ae8, 0x37f1, 0x1953, 0x3708, 0x181b, + 0x3bf6, 0x1cea, 0x3bf6, 0x1cfb, 0x3bf3, 0x1d38, 0x3bec, 0x1dbd, 0x3bda, 0x1e7c, 0x3bb7, 0x1f25, 0x3b7d, 0x1f79, 0x3b2c, 0x1f4c, 0x3ac6, 0x1ea6, 0x3a55, 0x1dbb, 0x39da, 0x1cbd, 0x395a, 0x1b9d, 0x38d8, 0x1a00, 0x3855, 0x18ac, 0x37ab, 0x173c, 0x36b7, 0x1598, + 0x3bfc, 0x1736, 0x3bfc, 0x1759, 0x3bf9, 0x17e7, 0x3bf4, 0x1896, 0x3be4, 0x1997, 0x3bc6, 0x1aa8, 0x3b91, 0x1b84, 0x3b43, 0x1bd2, 0x3ade, 0x1b8a, 0x3a65, 0x1acd, 0x39e2, 0x19d3, 0x3957, 0x18cd, 0x38ca, 0x17b3, 0x383e, 0x1613, 0x376d, 0x14bf, 0x366f, 0x135e, + 0x3bff, 0x101b, 0x3bff, 0x1039, 0x3bfc, 0x10c8, 0x3bf9, 0x1226, 0x3bea, 0x1428, 0x3bcf, 0x1584, 0x3b9f, 0x16c5, 0x3b54, 0x179a, 0x3af0, 0x17ce, 0x3a76, 0x1771, 0x39ea, 0x16a4, 0x3956, 0x15a7, 0x38bf, 0x14a7, 0x3829, 0x1379, 0x3735, 0x11ea, 0x362d, 0x10a1, + 0x3c00, 0x061b, 0x3c00, 0x066a, 0x3bfe, 0x081c, 0x3bfa, 0x0a4c, 0x3bed, 0x0d16, 0x3bd5, 0x0fb3, 0x3ba9, 0x114d, 0x3b63, 0x127c, 0x3b01, 0x132f, 0x3a85, 0x1344, 0x39f4, 0x12d2, 0x3957, 0x120d, 0x38b5, 0x1122, 0x3817, 0x103c, 0x3703, 0x0ed3, 0x35f0, 0x0d6d, + 0x3c00, 0x007a, 0x3c00, 0x0089, 0x3bfe, 0x011d, 0x3bfb, 0x027c, 0x3bf0, 0x04fa, 0x3bda, 0x0881, 0x3bb1, 0x0acd, 0x3b6f, 0x0c97, 0x3b10, 0x0d7b, 0x3a93, 0x0df1, 0x39fe, 0x0def, 0x3959, 0x0d8a, 0x38af, 0x0ce9, 0x3808, 0x0c31, 0x36d5, 0x0af0, 0x35b9, 0x09a3, + 0x3c00, 0x0000, 0x3c00, 0x0001, 0x3bff, 0x0015, 0x3bfb, 0x0059, 0x3bf2, 0x00fd, 0x3bdd, 0x01df, 0x3bb7, 0x031c, 0x3b79, 0x047c, 0x3b1d, 0x05d4, 0x3aa0, 0x06d5, 0x3a08, 0x075a, 0x395d, 0x075e, 0x38aa, 0x06f7, 0x37f4, 0x0648, 0x36ac, 0x0576, 0x3586, 0x049f +] ); + +let lut = null; + +function getDFGLUT() { + + if ( lut === null ) { + + lut = new DataTexture( DATA, 16, 16, RGFormat, HalfFloatType ); + lut.name = 'DFG_LUT'; + lut.minFilter = LinearFilter; + lut.magFilter = LinearFilter; + lut.wrapS = ClampToEdgeWrapping; + lut.wrapT = ClampToEdgeWrapping; + lut.generateMipmaps = false; + lut.needsUpdate = true; + + } + + return lut; + +} + +/** + * This renderer uses WebGL 2 to display scenes. + * + * WebGL 1 is not supported since `r163`. + */ +class WebGLRenderer { + + /** + * Constructs a new WebGL renderer. + * + * @param {WebGLRenderer~Options} [parameters] - The configuration parameter. + */ + constructor( parameters = {} ) { + + const { + canvas = createCanvasElement(), + context = null, + depth = true, + stencil = false, + alpha = false, + antialias = false, + premultipliedAlpha = true, + preserveDrawingBuffer = false, + powerPreference = 'default', + failIfMajorPerformanceCaveat = false, + reversedDepthBuffer = false, + outputBufferType = UnsignedByteType, + } = parameters; + + /** + * This flag can be used for type testing. + * + * @type {boolean} + * @readonly + * @default true + */ + this.isWebGLRenderer = true; + + let _alpha; + + if ( context !== null ) { + + if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) { + + throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' ); + + } + + _alpha = context.getContextAttributes().alpha; + + } else { + + _alpha = alpha; + + } + + const _outputBufferType = outputBufferType; + + const INTEGER_FORMATS = new Set( [ + RGBAIntegerFormat, + RGIntegerFormat, + RedIntegerFormat + ] ); + + const UNSIGNED_TYPES = new Set( [ + UnsignedByteType, + UnsignedIntType, + UnsignedShortType, + UnsignedInt248Type, + UnsignedShort4444Type, + UnsignedShort5551Type + ] ); + + const uintClearColor = new Uint32Array( 4 ); + const intClearColor = new Int32Array( 4 ); + const objectPosition = new Vector3(); + + 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 = []; + + // internal render target for non-UnsignedByteType color buffer + + let output = null; + + // public properties + + /** + * A canvas where the renderer draws its output. This is automatically created by the renderer + * in the constructor (if not provided already); you just need to add it to your page like so: + * ```js + * document.body.appendChild( renderer.domElement ); + * ``` + * + * @type {HTMLCanvasElement|OffscreenCanvas} + */ + this.domElement = canvas; + + /** + * A object with debug configuration settings. + * + * - `checkShaderErrors`: If it is `true`, defines whether material shader programs are + * checked for errors during compilation and linkage process. It may be useful to disable + * this check in production for performance gain. It is strongly recommended to keep these + * checks enabled during development. If the shader does not compile and link, it will not + * work and associated material will not render. + * - `onShaderError(gl, program, glVertexShader,glFragmentShader)`: A callback function that + * can be used for custom error reporting. The callback receives the WebGL context, an instance + * of WebGLProgram as well two instances of WebGLShader representing the vertex and fragment shader. + * Assigning a custom function disables the default error reporting. + * + * @type {Object} + */ + 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 + + /** + * Whether the renderer should automatically clear its output before rendering a frame or not. + * + * @type {boolean} + * @default true + */ + this.autoClear = true; + + /** + * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear + * the color buffer or not. + * + * @type {boolean} + * @default true + */ + this.autoClearColor = true; + + /** + * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear + * the depth buffer or not. + * + * @type {boolean} + * @default true + */ + this.autoClearDepth = true; + + /** + * If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear + * the stencil buffer or not. + * + * @type {boolean} + * @default true + */ + this.autoClearStencil = true; + + // scene graph + + /** + * Whether the renderer should sort objects or not. + * + * Note: Sorting is used to attempt to properly render objects that have some + * degree of transparency. By definition, sorting objects may not work in all + * cases. Depending on the needs of application, it may be necessary to turn + * off sorting and use other methods to deal with transparency rendering e.g. + * manually determining each object's rendering order. + * + * @type {boolean} + * @default true + */ + this.sortObjects = true; + + // user-defined clipping + + /** + * User-defined clipping planes specified in world space. These planes apply globally. + * Points in space whose dot product with the plane is negative are cut away. + * + * @type {Array} + */ + this.clippingPlanes = []; + + /** + * Whether the renderer respects object-level clipping planes or not. + * + * @type {boolean} + * @default false + */ + this.localClippingEnabled = false; + + // tone mapping + + /** + * The tone mapping technique of the renderer. + * + * @type {(NoToneMapping|LinearToneMapping|ReinhardToneMapping|CineonToneMapping|ACESFilmicToneMapping|CustomToneMapping|AgXToneMapping|NeutralToneMapping)} + * @default NoToneMapping + */ + this.toneMapping = NoToneMapping; + + /** + * Exposure level of tone mapping. + * + * @type {number} + * @default 1 + */ + this.toneMappingExposure = 1.0; + + // transmission + + /** + * The normalized resolution scale for the transmission render target, measured in percentage + * of viewport dimensions. Lowering this value can result in significant performance improvements + * when using {@link MeshPhysicalMaterial#transmission}. + * + * @type {number} + * @default 1 + */ + this.transmissionResolutionScale = 1.0; + + // internal properties + + const _this = this; + + let _isContextLost = false; + let _nodesHandler = null; + + // internal state cache + + this._outputColorSpace = SRGBColorSpace; + + let _currentActiveCubeFace = 0; + let _currentActiveMipmapLevel = 0; + let _currentRenderTarget = null; + let _currentMaterialId = -1; + + let _currentCamera = null; + + const _currentViewport = new Vector4(); + const _currentScissor = new Vector4(); + let _currentScissorTest = null; + + const _currentClearColor = new Color( 0x000000 ); + let _currentClearAlpha = 0; + + // + + let _width = canvas.width; + let _height = canvas.height; + + let _pixelRatio = 1; + let _opaqueSort = null; + let _transparentSort = null; + + const _viewport = new Vector4( 0, 0, _width, _height ); + const _scissor = new Vector4( 0, 0, _width, _height ); + let _scissorTest = false; + + // frustum + + const _frustum = new Frustum(); + + // clipping + + let _clippingEnabled = false; + let _localClippingEnabled = false; + + // camera matrices cache + + const _projScreenMatrix = new Matrix4(); + + const _vector3 = new Vector3(); + + const _vector4 = new Vector4(); + + const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; + + let _renderBackground = false; + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + let _gl = context; + + function getContext( contextName, contextAttributes ) { + + return canvas.getContext( contextName, contextAttributes ); + + } + + try { + + const contextAttributes = { + alpha: true, + depth, + stencil, + antialias, + premultipliedAlpha, + preserveDrawingBuffer, + powerPreference, + failIfMajorPerformanceCaveat, + }; + + // OffscreenCanvas does not have setAttribute, see #22811 + if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` ); + + // event listeners must be registered before WebGL context is created, see #12753 + canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + if ( _gl === null ) { + + const contextName = 'webgl2'; + + _gl = getContext( contextName, contextAttributes ); + + if ( _gl === null ) { + + if ( getContext( contextName ) ) { + + throw new Error( 'Error creating WebGL context with your selected attributes.' ); + + } else { + + throw new Error( 'Error creating WebGL context.' ); + + } + + } + + } + + } catch ( e ) { + + error( 'WebGLRenderer: ' + e.message ); + throw e; + + } + + let extensions, capabilities, state, info; + let properties, textures, environments, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; + + let background, morphtargets, bufferRenderer, indexedBufferRenderer; + + let utils, bindingStates, uniformsGroups; + + function initGLContext() { + + extensions = new WebGLExtensions( _gl ); + extensions.init(); + + utils = new WebGLUtils( _gl, extensions ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters, utils ); + + state = new WebGLState( _gl, extensions ); + + if ( capabilities.reversedDepthBuffer && reversedDepthBuffer ) { + + state.buffers.depth.setReversed( true ); + + } + + info = new WebGLInfo( _gl ); + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); + environments = new WebGLEnvironments( _this ); + attributes = new WebGLAttributes( _gl ); + bindingStates = new WebGLBindingStates( _gl, attributes ); + geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); + objects = new WebGLObjects( _gl, geometries, attributes, bindingStates, info ); + morphtargets = new WebGLMorphtargets( _gl, capabilities, textures ); + clipping = new WebGLClipping( properties ); + programCache = new WebGLPrograms( _this, environments, extensions, capabilities, bindingStates, clipping ); + materials = new WebGLMaterials( _this, properties ); + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates( extensions ); + background = new WebGLBackground( _this, environments, state, objects, _alpha, premultipliedAlpha ); + shadowMap = new WebGLShadowMap( _this, objects, capabilities ); + uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info ); + + info.programs = programCache.programs; + + /** + * Holds details about the capabilities of the current rendering context. + * + * @name WebGLRenderer#capabilities + * @type {WebGLRenderer~Capabilities} + */ + _this.capabilities = capabilities; + + /** + * Provides methods for retrieving and testing WebGL extensions. + * + * - `get(extensionName:string)`: Used to check whether a WebGL extension is supported + * and return the extension object if available. + * - `has(extensionName:string)`: returns `true` if the extension is supported. + * + * @name WebGLRenderer#extensions + * @type {Object} + */ + _this.extensions = extensions; + + /** + * Used to track properties of other objects like native WebGL objects. + * + * @name WebGLRenderer#properties + * @type {Object} + */ + _this.properties = properties; + + /** + * Manages the render lists of the renderer. + * + * @name WebGLRenderer#renderLists + * @type {Object} + */ + _this.renderLists = renderLists; + + + + /** + * Interface for managing shadows. + * + * @name WebGLRenderer#shadowMap + * @type {WebGLRenderer~ShadowMap} + */ + _this.shadowMap = shadowMap; + + /** + * Interface for managing the WebGL state. + * + * @name WebGLRenderer#state + * @type {Object} + */ + _this.state = state; + + /** + * Holds a series of statistical information about the GPU memory + * and the rendering process. Useful for debugging and monitoring. + * + * By default these data are reset at each render call but when having + * multiple render passes per frame (e.g. when using post processing) it can + * be preferred to reset with a custom pattern. First, set `autoReset` to + * `false`. + * ```js + * renderer.info.autoReset = false; + * ``` + * Call `reset()` whenever you have finished to render a single frame. + * ```js + * renderer.info.reset(); + * ``` + * + * @name WebGLRenderer#info + * @type {WebGLRenderer~Info} + */ + _this.info = info; + + } + + initGLContext(); + + // initialize internal render target for non-UnsignedByteType color buffer + + if ( _outputBufferType !== UnsignedByteType ) { + + output = new WebGLOutput( _outputBufferType, canvas.width, canvas.height, depth, stencil ); + + } + + // xr + + const xr = new WebXRManager( _this, _gl ); + + /** + * A reference to the XR manager. + * + * @type {WebXRManager} + */ + this.xr = xr; + + /** + * Returns the rendering context. + * + * @return {WebGL2RenderingContext} The rendering context. + */ + this.getContext = function () { + + return _gl; + + }; + + /** + * Returns the rendering context attributes. + * + * @return {WebGLContextAttributes} The rendering context attributes. + */ + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + /** + * Simulates a loss of the WebGL context. This requires support for the `WEBGL_lose_context` extension. + */ + this.forceContextLoss = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); + + }; + + /** + * Simulates a restore of the WebGL context. This requires support for the `WEBGL_lose_context` extension. + */ + this.forceContextRestore = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.restoreContext(); + + }; + + /** + * Returns the pixel ratio. + * + * @return {number} The pixel ratio. + */ + this.getPixelRatio = function () { + + return _pixelRatio; + + }; + + /** + * Sets the given pixel ratio and resizes the canvas if necessary. + * + * @param {number} value - The pixel ratio. + */ + this.setPixelRatio = function ( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + this.setSize( _width, _height, false ); + + }; + + /** + * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio. + * + * @param {Vector2} target - The method writes the result in this target object. + * @return {Vector2} The renderer's size in logical pixels. + */ + this.getSize = function ( target ) { + + return target.set( _width, _height ); + + }; + + /** + * Resizes the output canvas to (width, height) with device pixel ratio taken + * into account, and also sets the viewport to fit that size, starting in (0, + * 0). Setting `updateStyle` to false prevents any style changes to the output canvas. + * + * @param {number} width - The width in logical pixels. + * @param {number} height - The height in logical pixels. + * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not. + */ + this.setSize = function ( width, height, updateStyle = true ) { + + if ( xr.isPresenting ) { + + warn( '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'; + + } + + if ( output !== null ) { + + output.setSize( canvas.width, canvas.height ); + + } + + this.setViewport( 0, 0, width, height ); + + }; + + /** + * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio. + * + * @param {Vector2} target - The method writes the result in this target object. + * @return {Vector2} The drawing buffer size. + */ + this.getDrawingBufferSize = function ( target ) { + + return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); + + }; + + /** + * This method allows to define the drawing buffer size by specifying + * width, height and pixel ratio all at once. The size of the drawing + * buffer is computed with this formula: + * ```js + * size.x = width * pixelRatio; + * size.y = height * pixelRatio; + * ``` + * + * @param {number} width - The width in logical pixels. + * @param {number} height - The height in logical pixels. + * @param {number} pixelRatio - The pixel ratio. + */ + 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 ); + + }; + + /** + * Sets the post-processing effects to be applied after rendering. + * + * @param {Array} effects - An array of post-processing effects. + */ + this.setEffects = function ( effects ) { + + if ( _outputBufferType === UnsignedByteType ) { + + error( 'THREE.WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.' ); + return; + + } + + if ( effects ) { + + for ( let i = 0; i < effects.length; i ++ ) { + + if ( effects[ i ].isOutputPass === true ) { + + warn( 'THREE.WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.' ); + break; + + } + + } + + } + + output.setEffects( effects || [] ); + + }; + + /** + * Returns the current viewport definition. + * + * @param {Vector2} target - The method writes the result in this target object. + * @return {Vector2} The current viewport definition. + */ + this.getCurrentViewport = function ( target ) { + + return target.copy( _currentViewport ); + + }; + + /** + * Returns the viewport definition. + * + * @param {Vector4} target - The method writes the result in this target object. + * @return {Vector4} The viewport definition. + */ + this.getViewport = function ( target ) { + + return target.copy( _viewport ); + + }; + + /** + * Sets the viewport to render from `(x, y)` to `(x + width, y + height)`. + * + * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit. + * Or alternatively a four-component vector specifying all the parameters of the viewport. + * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin in logical pixel unit. + * @param {number} width - The width of the viewport in logical pixel unit. + * @param {number} height - The height of the viewport in logical pixel unit. + */ + this.setViewport = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _viewport.set( x.x, x.y, x.z, x.w ); + + } else { + + _viewport.set( x, y, width, height ); + + } + + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() ); + + }; + + /** + * Returns the scissor region. + * + * @param {Vector4} target - The method writes the result in this target object. + * @return {Vector4} The scissor region. + */ + this.getScissor = function ( target ) { + + return target.copy( _scissor ); + + }; + + /** + * Sets the scissor region to render from `(x, y)` to `(x + width, y + height)`. + * + * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the scissor region origin in logical pixel unit. + * Or alternatively a four-component vector specifying all the parameters of the scissor region. + * @param {number} y - The vertical coordinate for the lower left corner of the scissor region origin in logical pixel unit. + * @param {number} width - The width of the scissor region in logical pixel unit. + * @param {number} height - The height of the scissor region in logical pixel unit. + */ + this.setScissor = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _scissor.set( x.x, x.y, x.z, x.w ); + + } else { + + _scissor.set( x, y, width, height ); + + } + + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() ); + + }; + + /** + * Returns `true` if the scissor test is enabled. + * + * @return {boolean} Whether the scissor test is enabled or not. + */ + this.getScissorTest = function () { + + return _scissorTest; + + }; + + /** + * Enable or disable the scissor test. When this is enabled, only the pixels + * within the defined scissor area will be affected by further renderer + * actions. + * + * @param {boolean} boolean - Whether the scissor test is enabled or not. + */ + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + /** + * Sets a custom opaque sort function for the render lists. Pass `null` + * to use the default `painterSortStable` function. + * + * @param {?Function} method - The opaque sort function. + */ + this.setOpaqueSort = function ( method ) { + + _opaqueSort = method; + + }; + + /** + * Sets a custom transparent sort function for the render lists. Pass `null` + * to use the default `reversePainterSortStable` function. + * + * @param {?Function} method - The opaque sort function. + */ + this.setTransparentSort = function ( method ) { + + _transparentSort = method; + + }; + + // Clearing + + /** + * Returns the clear color. + * + * @param {Color} target - The method writes the result in this target object. + * @return {Color} The clear color. + */ + this.getClearColor = function ( target ) { + + return target.copy( background.getClearColor() ); + + }; + + /** + * Sets the clear color and alpha. + * + * @param {Color} color - The clear color. + * @param {number} [alpha=1] - The clear alpha. + */ + this.setClearColor = function () { + + background.setClearColor( ...arguments ); + + }; + + /** + * Returns the clear alpha. Ranges within `[0,1]`. + * + * @return {number} The clear alpha. + */ + this.getClearAlpha = function () { + + return background.getClearAlpha(); + + }; + + /** + * Sets the clear alpha. + * + * @param {number} alpha - The clear alpha. + */ + this.setClearAlpha = function () { + + background.setClearAlpha( ...arguments ); + + }; + + /** + * Tells the renderer to clear its color, depth or stencil drawing buffer(s). + * This method initializes the buffers to the current clear color values. + * + * @param {boolean} [color=true] - Whether the color buffer should be cleared or not. + * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not. + * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not. + */ + 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 = INTEGER_FORMATS.has( targetFormat ); + + } + + // 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 = UNSIGNED_TYPES.has( targetType ); + + 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; + this.state.buffers.depth.setMask( true ); + + } + + if ( stencil ) { + + bits |= _gl.STENCIL_BUFFER_BIT; + this.state.buffers.stencil.setMask( 0xffffffff ); + + } + + if ( bits !== 0 ) { + + _gl.clear( bits ); + + } + + }; + + /** + * Clears the color buffer. Equivalent to calling `renderer.clear( true, false, false )`. + */ + this.clearColor = function () { + + this.clear( true, false, false ); + + }; + + /** + * Clears the depth buffer. Equivalent to calling `renderer.clear( false, true, false )`. + */ + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + /** + * Clears the stencil buffer. Equivalent to calling `renderer.clear( false, false, true )`. + */ + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + /** + * Sets a compatibility node builder for rendering node materials with WebGLRenderer. + * This enables using TSL (Three.js Shading Language) node materials to prepare + * for migration to WebGPURenderer. + * + * @param {WebGLNodesHandler} nodesHandler - The node builder instance. + */ + this.setNodesHandler = function ( nodesHandler ) { + + nodesHandler.setRenderer( this ); + _nodesHandler = nodesHandler; + + }; + + /** + * Frees the GPU-related resources allocated by this instance. Call this + * method whenever this instance is no longer used in your app. + */ + this.dispose = function () { + + canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + background.dispose(); + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + environments.dispose(); + objects.dispose(); + bindingStates.dispose(); + uniformsGroups.dispose(); + programCache.dispose(); + + xr.dispose(); + + xr.removeEventListener( 'sessionstart', onXRSessionStart ); + xr.removeEventListener( 'sessionend', onXRSessionEnd ); + + animation.stop(); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + log( 'WebGLRenderer: Context Lost.' ); + + _isContextLost = true; + + } + + function onContextRestore( /* event */ ) { + + log( '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 ) { + + error( 'WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage ); + + } + + function onMaterialDispose( event ) { + + const material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateMaterial( material ) { + + releaseMaterialProgramReferences( material ); + + properties.remove( material ); + + } + + + function releaseMaterialProgramReferences( material ) { + + const programs = properties.get( material ).programs; + + if ( programs !== undefined ) { + + programs.forEach( function ( program ) { + + programCache.releaseProgram( program ); + + } ); + + if ( material.isShaderMaterial ) { + + programCache.releaseShaderCache( material ); + + } + + } + + } + + // Buffer rendering + + this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { + + if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) + + const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + const program = setProgram( camera, scene, geometry, material, object ); + + state.setMaterial( material, frontFaceCW ); + + // + + let index = geometry.index; + let rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = geometries.getWireframeAttribute( geometry ); + + if ( index === undefined ) return; + + rangeFactor = 2; + + } + + // + + const drawRange = geometry.drawRange; + const position = geometry.attributes.position; + + let drawStart = drawRange.start * rangeFactor; + let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor; + + if ( group !== null ) { + + drawStart = Math.max( drawStart, group.start * rangeFactor ); + drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor ); + + } + + if ( index !== null ) { + + drawStart = Math.max( drawStart, 0 ); + drawEnd = Math.min( drawEnd, index.count ); + + } else if ( position !== undefined && position !== null ) { + + drawStart = Math.max( drawStart, 0 ); + drawEnd = Math.min( drawEnd, position.count ); + + } + + const drawCount = drawEnd - drawStart; + + if ( drawCount < 0 || drawCount === Infinity ) return; + + // + + bindingStates.setup( object, material, program, geometry, index ); + + let attribute; + let renderer = bufferRenderer; + + if ( index !== null ) { + + attribute = attributes.get( index ); + + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); + + } + + // + + if ( object.isMesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); + + } else { + + renderer.setMode( _gl.TRIANGLES ); + + } + + } else if ( object.isLine ) { + + let lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else if ( object.isLineLoop ) { + + renderer.setMode( _gl.LINE_LOOP ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( _gl.POINTS ); + + } else if ( object.isSprite ) { + + renderer.setMode( _gl.TRIANGLES ); + + } + + if ( object.isBatchedMesh ) { + + if ( ! extensions.get( 'WEBGL_multi_draw' ) ) { + + const starts = object._multiDrawStarts; + const counts = object._multiDrawCounts; + const drawCount = object._multiDrawCount; + const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1; + const uniforms = properties.get( material ).currentProgram.getUniforms(); + for ( let i = 0; i < drawCount; i ++ ) { + + uniforms.setValue( _gl, '_gl_DrawID', i ); + renderer.render( starts[ i ] / bytesPerElement, counts[ i ] ); + + } + + } else { + + renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount ); + + } + + } else if ( object.isInstancedMesh ) { + + renderer.renderInstances( drawStart, drawCount, object.count ); + + } else if ( geometry.isInstancedBufferGeometry ) { + + const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity; + const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount ); + + renderer.renderInstances( drawStart, drawCount, instanceCount ); + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + // Compile + + function prepareMaterial( material, scene, object ) { + + if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { + + material.side = BackSide; + material.needsUpdate = true; + getProgram( material, scene, object ); + + material.side = FrontSide; + material.needsUpdate = true; + getProgram( material, scene, object ); + + material.side = DoubleSide; + + } else { + + getProgram( material, scene, object ); + + } + + } + + /** + * Compiles all materials in the scene with the camera. This is useful to precompile shaders + * before the first rendering. If you want to add a 3D object to an existing scene, use the third + * optional parameter for applying the target scene. + * + * Note that the (target) scene's lighting and environment must be configured before calling this method. + * + * @param {Object3D} scene - The scene or another type of 3D object to precompile. + * @param {Camera} camera - The camera. + * @param {?Scene} [targetScene=null] - The target scene. + * @return {Set} The precompiled materials. + */ + this.compile = function ( scene, camera, targetScene = null ) { + + if ( targetScene === null ) targetScene = scene; + + currentRenderState = renderStates.get( targetScene ); + currentRenderState.init( camera ); + + renderStateStack.push( currentRenderState ); + + // gather lights from both the target scene and the new object that will be added to the scene. + + targetScene.traverseVisible( function ( object ) { + + if ( object.isLight && object.layers.test( camera.layers ) ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + if ( scene !== targetScene ) { + + scene.traverseVisible( function ( object ) { + + if ( object.isLight && object.layers.test( camera.layers ) ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + } + + currentRenderState.setupLights(); + + // Only initialize materials in the new scene, not the targetScene. + + const materials = new Set(); + + scene.traverse( function ( object ) { + + if ( ! ( object.isMesh || object.isPoints || object.isLine || object.isSprite ) ) { + + return; + + } + + const material = object.material; + + if ( material ) { + + if ( Array.isArray( material ) ) { + + for ( let i = 0; i < material.length; i ++ ) { + + const material2 = material[ i ]; + + prepareMaterial( material2, targetScene, object ); + materials.add( material2 ); + + } + + } else { + + prepareMaterial( material, targetScene, object ); + materials.add( material ); + + } + + } + + } ); + + currentRenderState = renderStateStack.pop(); + + return materials; + + }; + + // compileAsync + + /** + * Asynchronous version of {@link WebGLRenderer#compile}. + * + * This method makes use of the `KHR_parallel_shader_compile` WebGL extension. Hence, + * it is recommended to use this version of `compile()` whenever possible. + * + * @async + * @param {Object3D} scene - The scene or another type of 3D object to precompile. + * @param {Camera} camera - The camera. + * @param {?Scene} [targetScene=null] - The target scene. + * @return {Promise} A Promise that resolves when the given scene can be rendered without unnecessary stalling due to shader compilation. + */ + this.compileAsync = function ( scene, camera, targetScene = null ) { + + const materials = this.compile( scene, camera, targetScene ); + + // Wait for all the materials in the new object to indicate that they're + // ready to be used before resolving the promise. + + return new Promise( ( resolve ) => { + + function checkMaterialsReady() { + + materials.forEach( function ( material ) { + + const materialProperties = properties.get( material ); + const program = materialProperties.currentProgram; + + if ( program.isReady() ) { + + // remove any programs that report they're ready to use from the list + materials.delete( material ); + + } + + } ); + + // once the list of compiling materials is empty, call the callback + + if ( materials.size === 0 ) { + + resolve( scene ); + return; + + } + + // if some materials are still not ready, wait a bit and check again + + setTimeout( checkMaterialsReady, 10 ); + + } + + if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) { + + // If we can check the compilation status of the materials without + // blocking then do so right away. + + checkMaterialsReady(); + + } else { + + // Otherwise start by waiting a bit to give the materials we just + // initialized a chance to finish. + + setTimeout( checkMaterialsReady, 10 ); + + } + + } ); + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time ) { + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + + } + + function onXRSessionStart() { + + animation.stop(); + + } + + function onXRSessionEnd() { + + animation.start(); + + } + + const animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); + + if ( typeof self !== 'undefined' ) animation.setContext( self ); + + /** + * Applications are advised to always define the animation loop + * with this method and not manually with `requestAnimationFrame()` + * for best compatibility. + * + * @param {?onAnimationCallback} callback - The application's animation loop. + */ + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + xr.setAnimationLoop( callback ); + + ( callback === null ) ? animation.stop() : animation.start(); + + }; + + xr.addEventListener( 'sessionstart', onXRSessionStart ); + xr.addEventListener( 'sessionend', onXRSessionEnd ); + + // Rendering + + /** + * Renders the given scene (or other type of 3D object) using the given camera. + * + * The render is done to a previously specified render target set by calling {@link WebGLRenderer#setRenderTarget} + * or to the canvas as usual. + * + * By default render buffers are cleared before rendering but you can prevent + * this by setting the property `autoClear` to `false`. If you want to prevent + * only certain buffers being cleared you can `autoClearColor`, `autoClearDepth` + * or `autoClearStencil` to `false`. To force a clear, use {@link WebGLRenderer#clear}. + * + * @param {Object3D} scene - The scene to render. + * @param {Camera} camera - The camera. + */ + this.render = function ( scene, camera ) { + + if ( camera !== undefined && camera.isCamera !== true ) { + + error( 'WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + if ( _isContextLost === true ) return; + + // update node builder if available + if ( _nodesHandler !== null ) { + + _nodesHandler.renderStart( scene, camera ); + + } + + // use internal render target for HalfFloatType color buffer (only when tone mapping is enabled) + + const isXRPresenting = xr.enabled === true && xr.isPresenting === true; + + const useOutput = output !== null && ( _currentRenderTarget === null || isXRPresenting ) && output.begin( _this, _currentRenderTarget ); + + // 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 && ( output === null || output.isCompositing() === false ) ) { + + if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); + + camera = xr.getCamera(); // use XR camera for rendering + + } + + // + if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget ); + + currentRenderState = renderStates.get( scene, renderStateStack.length ); + currentRenderState.init( camera ); + + currentRenderState.state.textureUnits = textures.getTextureUnits(); + renderStateStack.push( currentRenderState ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromProjectionMatrix( _projScreenMatrix, WebGLCoordinateSystem, camera.reversedDepth ); + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled ); + + currentRenderList = renderLists.get( scene, renderListStack.length ); + currentRenderList.init(); + + renderListStack.push( currentRenderList ); + + if ( xr.enabled === true && xr.isPresenting === true ) { + + const depthSensingMesh = _this.xr.getDepthSensingMesh(); + + if ( depthSensingMesh !== null ) { + + projectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects ); + + } + + } + + projectObject( scene, camera, 0, _this.sortObjects ); + + currentRenderList.finish(); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort( _opaqueSort, _transparentSort ); + + } + + _renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false; + if ( _renderBackground ) { + + background.addToRenderList( currentRenderList, scene ); + + } + + // + + this.info.render.frame ++; + + if ( _clippingEnabled === true ) clipping.beginShadows(); + + const shadowsArray = currentRenderState.state.shadowsArray; + + shadowMap.render( shadowsArray, scene, camera ); + + if ( _clippingEnabled === true ) clipping.endShadows(); + + // + + if ( this.info.autoReset === true ) this.info.reset(); + + // render scene (skip if first effect is a render pass - it will render the scene itself) + + const skipSceneRender = useOutput && output.hasRenderPass(); + + if ( skipSceneRender === false ) { + + const opaqueObjects = currentRenderList.opaque; + const transmissiveObjects = currentRenderList.transmissive; + + currentRenderState.setupLights(); + + if ( camera.isArrayCamera ) { + + const cameras = camera.cameras; + + if ( transmissiveObjects.length > 0 ) { + + for ( let i = 0, l = cameras.length; i < l; i ++ ) { + + const camera2 = cameras[ i ]; + + renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 ); + + } + + } + + if ( _renderBackground ) background.render( scene ); + + for ( let i = 0, l = cameras.length; i < l; i ++ ) { + + const camera2 = cameras[ i ]; + + renderScene( currentRenderList, scene, camera2, camera2.viewport ); + + } + + } else { + + if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ); + + if ( _renderBackground ) background.render( scene ); + + renderScene( currentRenderList, scene, camera ); + + } + + } + + // + + if ( _currentRenderTarget !== null && _currentActiveMipmapLevel === 0 ) { + + // 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 ); + + } + + // copy from internal render target to canvas using fullscreen quad + + if ( useOutput ) { + + output.end( _this ); + + } + + // + + 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 ]; + + textures.setTextureUnits( currentRenderState.state.textureUnits ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera ); + + } else { + + currentRenderState = null; + + } + + renderListStack.pop(); + + if ( renderListStack.length > 0 ) { + + currentRenderList = renderListStack[ renderListStack.length - 1 ]; + + } else { + + currentRenderList = null; + + } + + if ( _nodesHandler !== null ) { + + _nodesHandler.renderEnd(); + + } + + }; + + 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.isLightProbeGrid ) { + + currentRenderState.pushLightProbeGrid( object ); + + } else if ( object.isLight ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } else if ( object.isSprite ) { + + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { + + if ( sortObjects ) { + + _vector4.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + const geometry = objects.update( object ); + const material = object.material; + + if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null ); + + } + + } + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { + + const geometry = objects.update( object ); + const material = object.material; + + if ( sortObjects ) { + + if ( object.boundingSphere !== undefined ) { + + if ( object.boundingSphere === null ) object.computeBoundingSphere(); + _vector4.copy( object.boundingSphere.center ); + + } else { + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + _vector4.copy( geometry.boundingSphere.center ); + + } + + _vector4 + .applyMatrix4( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group ); + + } + + } + + } else if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null ); + + } + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, groupOrder, sortObjects ); + + } + + } + + function renderScene( currentRenderList, scene, camera, viewport ) { + + const { opaque: opaqueObjects, transmissive: transmissiveObjects, transparent: transparentObjects } = currentRenderList; + + currentRenderState.setupLightsView( camera ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); + + if ( viewport ) state.viewport( _currentViewport.copy( viewport ) ); + + if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); + if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera ); + if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + state.setPolygonOffset( false ); + + } + + function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) { + + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; + + if ( overrideMaterial !== null ) { + + return; + + } + + if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) { + + const hasHalfFloatSupport = extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ); + + currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, { + generateMipmaps: true, + type: hasHalfFloatSupport ? HalfFloatType : UnsignedByteType, + minFilter: LinearMipmapLinearFilter, + samples: Math.max( 4, capabilities.samples ), // to avoid feedback loops, the transmission render target requires a resolve, see #26177 + stencilBuffer: stencil, + resolveDepthBuffer: false, + resolveStencilBuffer: false, + colorSpace: ColorManagement.workingColorSpace, + } ); + + // debug + + /* + const geometry = new PlaneGeometry(); + const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } ); + + const mesh = new Mesh( geometry, material ); + scene.add( mesh ); + */ + + } + + const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ]; + + const activeViewport = camera.viewport || _currentViewport; + transmissionRenderTarget.setSize( activeViewport.z * _this.transmissionResolutionScale, activeViewport.w * _this.transmissionResolutionScale ); + + // + + const currentRenderTarget = _this.getRenderTarget(); + const currentActiveCubeFace = _this.getActiveCubeFace(); + const currentActiveMipmapLevel = _this.getActiveMipmapLevel(); + + _this.setRenderTarget( transmissionRenderTarget ); + + _this.getClearColor( _currentClearColor ); + _currentClearAlpha = _this.getClearAlpha(); + if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 ); + + _this.clear(); + + if ( _renderBackground ) background.render( scene ); + + // Turn off the features which can affect the frag color for opaque objects pass. + // Otherwise they are applied twice in opaque objects pass and transmission objects pass. + const currentToneMapping = _this.toneMapping; + _this.toneMapping = NoToneMapping; + + // Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector). + // Transmission render pass requires viewport to match the transmissionRenderTarget. + const currentCameraViewport = camera.viewport; + if ( camera.viewport !== undefined ) camera.viewport = undefined; + + currentRenderState.setupLightsView( camera ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); + + renderObjects( opaqueObjects, scene, camera ); + + textures.updateMultisampleRenderTarget( transmissionRenderTarget ); + textures.updateRenderTargetMipmap( transmissionRenderTarget ); + + if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131 + + let renderTargetNeedsUpdate = false; + + for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) { + + const renderItem = transmissiveObjects[ i ]; + + const { object, geometry, material, group } = renderItem; + + 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, currentActiveCubeFace, currentActiveMipmapLevel ); + + _this.setClearColor( _currentClearColor, _currentClearAlpha ); + + if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport; + + _this.toneMapping = currentToneMapping; + + } + + function renderObjects( renderList, scene, camera ) { + + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; + + for ( let i = 0, l = renderList.length; i < l; i ++ ) { + + const renderItem = renderList[ i ]; + + const { object, geometry, group } = renderItem; + let material = renderItem.material; + + if ( material.allowOverride === true && overrideMaterial !== null ) { + + material = overrideMaterial; + + } + + 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, currentRenderState.state.lightProbeGridArray ); + 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 || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null; + materialProperties.fog = scene.fog; + + const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap ); + materialProperties.envMap = environments.get( material.envMap || materialProperties.environment, usePMREM ); + materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation; + + if ( programs === undefined ) { + + // new material + + material.addEventListener( 'dispose', onMaterialDispose ); + + programs = new Map(); + materialProperties.programs = programs; + + } + + let program = programs.get( programCacheKey ); + + if ( program !== undefined ) { + + // early out if program and light state is identical + + if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { + + updateCommonMaterialProperties( material, parameters ); + + return program; + + } + + } else { + + parameters.uniforms = programCache.getUniforms( material ); + + // Use node builder for node materials if available + if ( _nodesHandler !== null && material.isNodeMaterial ) { + + _nodesHandler.build( material, object, parameters ); + + } + + 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.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotLightMatrix.value = lights.state.spotLightMatrix; + uniforms.spotLightMap.value = lights.state.spotLightMap; + uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; + // TODO (abelnation): add area lights shadow info to uniforms + + } + + materialProperties.lightProbeGrid = currentRenderState.state.lightProbeGridArray.length > 0; + + materialProperties.currentProgram = program; + materialProperties.uniformsList = null; + + return program; + + } + + function getUniformList( materialProperties ) { + + if ( materialProperties.uniformsList === null ) { + + const progUniforms = materialProperties.currentProgram.getUniforms(); + materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms ); + + } + + return materialProperties.uniformsList; + + } + + function updateCommonMaterialProperties( material, parameters ) { + + const materialProperties = properties.get( material ); + + materialProperties.outputColorSpace = parameters.outputColorSpace; + materialProperties.batching = parameters.batching; + materialProperties.batchingColor = parameters.batchingColor; + materialProperties.instancing = parameters.instancing; + materialProperties.instancingColor = parameters.instancingColor; + materialProperties.instancingMorph = parameters.instancingMorph; + materialProperties.skinning = parameters.skinning; + materialProperties.morphTargets = parameters.morphTargets; + materialProperties.morphNormals = parameters.morphNormals; + materialProperties.morphColors = parameters.morphColors; + materialProperties.morphTargetsCount = parameters.morphTargetsCount; + materialProperties.numClippingPlanes = parameters.numClippingPlanes; + materialProperties.numIntersection = parameters.numClipIntersection; + materialProperties.vertexAlphas = parameters.vertexAlphas; + materialProperties.vertexTangents = parameters.vertexTangents; + materialProperties.toneMapping = parameters.toneMapping; + + } + + function findLightProbeGrid( volumes, object ) { + + if ( volumes.length === 0 ) return null; + + if ( volumes.length === 1 ) { + + return volumes[ 0 ].texture !== null ? volumes[ 0 ] : null; + + } + + objectPosition.setFromMatrixPosition( object.matrixWorld ); + + for ( let i = 0, l = volumes.length; i < l; i ++ ) { + + const v = volumes[ i ]; + + if ( v.texture !== null && v.boundingBox.containsPoint( objectPosition ) ) return v; + + } + + return null; + + } + + 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 || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null; + const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace ); + const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap ); + const envMap = environments.get( material.envMap || environment, usePMREM ); + const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4; + const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 ); + const morphTargets = !! geometry.morphAttributes.position; + const morphNormals = !! geometry.morphAttributes.normal; + const morphColors = !! geometry.morphAttributes.color; + + let toneMapping = NoToneMapping; + + if ( material.toneMapped ) { + + if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) { + + toneMapping = _this.toneMapping; + + } + + } + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + const materialProperties = properties.get( material ); + const lights = currentRenderState.state.lights; + + if ( _clippingEnabled === true ) { + + if ( _localClippingEnabled === true || camera !== _currentCamera ) { + + const useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + clipping.setState( material, camera, useCache ); + + } + + } + + // + + let needsProgramChange = false; + + if ( material.version === materialProperties.__version ) { + + if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.outputColorSpace !== colorSpace ) { + + needsProgramChange = true; + + } else if ( object.isBatchedMesh && materialProperties.batching === false ) { + + needsProgramChange = true; + + } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) { + + needsProgramChange = true; + + } else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) { + + needsProgramChange = true; + + } else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { + + needsProgramChange = true; + + } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { + + needsProgramChange = true; + + } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) { + + needsProgramChange = true; + + } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) { + + needsProgramChange = true; + + } else if ( materialProperties.envMap !== envMap ) { + + needsProgramChange = true; + + } else if ( material.fog === true && materialProperties.fog !== fog ) { + + needsProgramChange = true; + + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== clipping.numPlanes || + materialProperties.numIntersection !== clipping.numIntersection ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexTangents !== vertexTangents ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphTargets !== morphTargets ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphNormals !== morphNormals ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphColors !== morphColors ) { + + needsProgramChange = true; + + } else if ( materialProperties.toneMapping !== toneMapping ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) { + + needsProgramChange = true; + + } else if ( !! materialProperties.lightProbeGrid !== ( currentRenderState.state.lightProbeGridArray.length > 0 ) ) { + + needsProgramChange = true; + + } + + } else { + + needsProgramChange = true; + materialProperties.__version = material.version; + + } + + // + + let program = materialProperties.currentProgram; + + if ( needsProgramChange === true ) { + + program = getProgram( material, scene, object ); + + // notify the node builder that the program has changed so uniforms and update nodes can + // be cached and triggered. + if ( _nodesHandler && material.isNodeMaterial ) { + + _nodesHandler.onUpdateProgram( material, program, materialProperties ); + + } + + } + + 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 ( materialProperties.needsLights ) { + + const objectVolume = findLightProbeGrid( currentRenderState.state.lightProbeGridArray, object ); + + if ( materialProperties.lightProbeGrid !== objectVolume ) { + + materialProperties.lightProbeGrid = objectVolume; + refreshMaterial = true; + + } + + } + + if ( refreshProgram || _currentCamera !== camera ) { + + // common camera uniforms + + const reversedDepthBuffer = state.buffers.depth.getReversed(); + + if ( reversedDepthBuffer && camera.reversedDepth !== true ) { + + camera._reversedDepth = true; + camera.updateProjectionMatrix(); + + } + + p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + const uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + if ( capabilities.logarithmicDepthBuffer ) { + + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067 + + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial ) { + + p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); + + } + + if ( _currentCamera !== camera ) { + + _currentCamera = camera; + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + } + + // Pre-allocate texture units for shadow samplers before setting data textures + if ( materialProperties.needsLights ) { + + // Set shadow map uniforms first to ensure they get the first texture units + if ( lights.state.directionalShadowMap.length > 0 ) { + + p_uniforms.setValue( _gl, 'directionalShadowMap', lights.state.directionalShadowMap, textures ); + + } + + if ( lights.state.spotShadowMap.length > 0 ) { + + p_uniforms.setValue( _gl, 'spotShadowMap', lights.state.spotShadowMap, textures ); + + } + + if ( lights.state.pointShadowMap.length > 0 ) { + + p_uniforms.setValue( _gl, 'pointShadowMap', lights.state.pointShadowMap, textures ); + + } + + } + + // skinning and morph target uniforms must be set even if material didn't change + // auto-setting of texture unit for bone and morph texture must go before other textures + // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures + + if ( object.isSkinnedMesh ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + const skeleton = object.skeleton; + + if ( skeleton ) { + + if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture(); + + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); + + } + + } + + if ( object.isBatchedMesh ) { + + p_uniforms.setOptional( _gl, object, 'batchingTexture' ); + p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures ); + + p_uniforms.setOptional( _gl, object, 'batchingIdTexture' ); + p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures ); + + p_uniforms.setOptional( _gl, object, 'batchingColorTexture' ); + if ( object._colorsTexture !== null ) { + + p_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures ); + + } + + } + + const morphAttributes = geometry.morphAttributes; + + if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) { + + morphtargets.update( object, geometry, program ); + + } + + if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { + + materialProperties.receiveShadow = object.receiveShadow; + p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); + + } + + if ( ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) && material.envMap === null && scene.environment !== null ) { + + m_uniforms.envMapIntensity.value = scene.environmentIntensity; + + } + + // Set DFG LUT for physically-based materials + if ( m_uniforms.dfgLUT !== undefined ) { + + m_uniforms.dfgLUT.value = getDFGLUT(); + + } + + if ( refreshMaterial ) { + + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + + if ( materialProperties.needsLights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog === true ) { + + materials.refreshFogUniforms( m_uniforms, fog ); + + } + + materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] ); + + // light probe volume + + if ( materialProperties.needsLights && materialProperties.lightProbeGrid ) { + + const volume = materialProperties.lightProbeGrid; + + m_uniforms.probesSH.value = volume.texture; + m_uniforms.probesMin.value.copy( volume.boundingBox.min ); + m_uniforms.probesMax.value.copy( volume.boundingBox.max ); + m_uniforms.probesResolution.value.copy( volume.resolution ); + + } + + WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); + + } + + if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { + + WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); + material.uniformsNeedUpdate = false; + + } + + if ( material.isSpriteMaterial ) { + + p_uniforms.setValue( _gl, 'center', object.center ); + + } + + // common matrices + + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + // UBOs + + if ( material.uniformsGroups !== undefined ) { + + const groups = material.uniformsGroups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + + uniformsGroups.update( group, program ); + uniformsGroups.bind( group, program ); + + } + + } + + return program; + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + uniforms.lightProbe.needsUpdate = value; + + uniforms.directionalLights.needsUpdate = value; + uniforms.directionalLightShadows.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.pointLightShadows.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.spotLightShadows.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + function materialNeedsLights( material ) { + + return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || + material.isMeshStandardMaterial || material.isShadowMaterial || + ( material.isShaderMaterial && material.lights === true ); + + } + + /** + * Returns the active cube face. + * + * @return {number} The active cube face. + */ + this.getActiveCubeFace = function () { + + return _currentActiveCubeFace; + + }; + + /** + * Returns the active mipmap level. + * + * @return {number} The active mipmap level. + */ + this.getActiveMipmapLevel = function () { + + return _currentActiveMipmapLevel; + + }; + + /** + * Returns the active render target. + * + * @return {?WebGLRenderTarget} The active render target. Returns `null` if no render target + * is currently set. + */ + this.getRenderTarget = function () { + + return _currentRenderTarget; + + }; + + this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) { + + const renderTargetProperties = properties.get( renderTarget ); + + renderTargetProperties.__autoAllocateDepthBuffer = renderTarget.resolveDepthBuffer === false; + if ( renderTargetProperties.__autoAllocateDepthBuffer === false ) { + + // 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. + renderTargetProperties.__useRenderToTexture = false; + + } + + properties.get( renderTarget.texture ).__webglTexture = colorTexture; + properties.get( renderTarget.depthTexture ).__webglTexture = renderTargetProperties.__autoAllocateDepthBuffer ? undefined : depthTexture; + + renderTargetProperties.__hasExternalTextures = true; + + }; + + this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) { + + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__webglFramebuffer = defaultFramebuffer; + renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined; + + }; + + const _scratchFrameBuffer = _gl.createFramebuffer(); + + /** + * Sets the active rendertarget. + * + * @param {?WebGLRenderTarget} renderTarget - The render target to set. When `null` is given, + * the canvas is set as the active render target instead. + * @param {number} [activeCubeFace=0] - The active cube face when using a cube render target. + * Indicates the z layer to render in to when using 3D or array render targets. + * @param {number} [activeMipmapLevel=0] - The active mipmap level. + */ + this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { + + _currentRenderTarget = renderTarget; + _currentActiveCubeFace = activeCubeFace; + _currentActiveMipmapLevel = activeMipmapLevel; + + let framebuffer = null; + let isCube = false; + let isRenderTarget3D = false; + + if ( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) { + + // Externally-managed framebuffer (e.g. XR) + // Bind to the stored framebuffer (may be null for default, or a WebGLFramebuffer) + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + _currentMaterialId = -1; + + return; + + } else if ( renderTargetProperties.__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } else if ( renderTargetProperties.__hasExternalTextures ) { + + // Color and depth texture must be rebound in order for the swapchain to update. + textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture ); + + } else if ( renderTarget.depthBuffer ) { + + // check if the depth texture is already bound to the frame buffer and that it's been initialized + const depthTexture = renderTarget.depthTexture; + if ( renderTargetProperties.__boundDepthTexture !== depthTexture ) { + + // check if the depth texture is compatible + if ( + depthTexture !== null && + properties.has( depthTexture ) && + ( renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height ) + ) { + + throw new Error( 'WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.' ); + + } + + // Swap the depth buffer to the currently attached one + textures.setupDepthRenderbuffer( renderTarget ); + + } + + } + + const texture = renderTarget.texture; + + if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { + + isRenderTarget3D = true; + + } + + const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) { + + framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ]; + + } else { + + framebuffer = __webglFramebuffer[ activeCubeFace ]; + + } + + isCube = true; + + } else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) { + + framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; + + } else { + + if ( Array.isArray( __webglFramebuffer ) ) { + + framebuffer = __webglFramebuffer[ activeMipmapLevel ]; + + } else { + + framebuffer = __webglFramebuffer; + + } + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); + _currentScissorTest = _scissorTest; + + } + + // Use a scratch frame buffer if rendering to a mip level to avoid depth buffers + // being bound that are different sizes. + if ( activeMipmapLevel !== 0 ) { + + framebuffer = _scratchFrameBuffer; + + } + + const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( framebufferBound ) { + + 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 layer = activeCubeFace; + + for ( let i = 0; i < renderTarget.textures.length; i ++ ) { + + const textureProperties = properties.get( renderTarget.textures[ i ] ); + + _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, textureProperties.__webglTexture, activeMipmapLevel, layer ); + + } + + } else if ( renderTarget !== null && activeMipmapLevel !== 0 ) { + + // Only bind the frame buffer if we are using a scratch frame buffer to render to a mipmap. + // If we rebind the texture when using a multi sample buffer then an error about inconsistent samples will be thrown. + const textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, textureProperties.__webglTexture, activeMipmapLevel ); + + } + + _currentMaterialId = -1; // reset current material to ensure correct uniform bindings + + }; + + /** + * Reads the pixel data from the given render target into the given buffer. + * + * @param {WebGLRenderTarget} renderTarget - The render target to read from. + * @param {number} x - The `x` coordinate of the copy region's origin. + * @param {number} y - The `y` coordinate of the copy region's origin. + * @param {number} width - The width of the copy region. + * @param {number} height - The height of the copy region. + * @param {TypedArray} buffer - The result buffer. + * @param {number} [activeCubeFaceIndex] - The active cube face index. + * @param {number} [textureIndex=0] - The texture index of an MRT render target. + */ + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + error( '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.textures[ textureIndex ]; + const textureFormat = texture.format; + const textureType = texture.type; + + // when using MRT, select the correct color buffer for the subsequent read command + + if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex ); + + if ( ! capabilities.textureFormatReadable( textureFormat ) ) { + + error( 'WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + if ( ! capabilities.textureTypeReadable( textureType ) ) { + + error( '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 ); + + } + + } + + }; + + /** + * Asynchronous, non-blocking version of {@link WebGLRenderer#readRenderTargetPixels}. + * + * It is recommended to use this version of `readRenderTargetPixels()` whenever possible. + * + * @async + * @param {WebGLRenderTarget} renderTarget - The render target to read from. + * @param {number} x - The `x` coordinate of the copy region's origin. + * @param {number} y - The `y` coordinate of the copy region's origin. + * @param {number} width - The width of the copy region. + * @param {number} height - The height of the copy region. + * @param {TypedArray} buffer - The result buffer. + * @param {number} [activeCubeFaceIndex] - The active cube face index. + * @param {number} [textureIndex=0] - The texture index of an MRT render target. + * @return {Promise} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array. + */ + this.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0 ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + + } + + let framebuffer = properties.get( renderTarget ).__webglFramebuffer; + if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { + + framebuffer = framebuffer[ activeCubeFaceIndex ]; + + } + + if ( framebuffer ) { + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + // set the active frame buffer to the one we want to read + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + const texture = renderTarget.textures[ textureIndex ]; + const textureFormat = texture.format; + const textureType = texture.type; + + // when using MRT, select the correct color buffer for the subsequent read command + + if ( renderTarget.textures.length > 1 ) _gl.readBuffer( _gl.COLOR_ATTACHMENT0 + textureIndex ); + + + if ( ! capabilities.textureFormatReadable( textureFormat ) ) { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' ); + + } + + if ( ! capabilities.textureTypeReadable( textureType ) ) { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' ); + + } + + const glBuffer = _gl.createBuffer(); + _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer ); + _gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ ); + + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 ); + + // reset the frame buffer to the currently set buffer before waiting + const currFramebuffer = _currentRenderTarget !== null ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; + state.bindFramebuffer( _gl.FRAMEBUFFER, currFramebuffer ); + + // check if the commands have finished every 8 ms + const sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 ); + + _gl.flush(); + + await probeAsync( _gl, sync, 4 ); + + // read the data and delete the buffer + _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer ); + _gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer ); + _gl.deleteBuffer( glBuffer ); + _gl.deleteSync( sync ); + + return buffer; + + } else { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.' ); + + } + + } + + }; + + /** + * Copies pixels from the current bound framebuffer into the given texture. + * + * @param {FramebufferTexture} texture - The texture. + * @param {?Vector2} [position=null] - The start position of the copy operation. + * @param {number} [level=0] - The mip level. The default represents the base mip. + */ + this.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) { + + const levelScale = Math.pow( 2, - level ); + const width = Math.floor( texture.image.width * levelScale ); + const height = Math.floor( texture.image.height * levelScale ); + + const x = position !== null ? position.x : 0; + const y = position !== null ? position.y : 0; + + textures.setTexture2D( texture, 0 ); + + _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height ); + + state.unbindTexture(); + + }; + + const _srcFramebuffer = _gl.createFramebuffer(); + const _dstFramebuffer = _gl.createFramebuffer(); + + /** + * Copies data of the given source texture into a destination texture. + * + * When using render target textures as `srcTexture` and `dstTexture`, you must make sure both render targets are initialized + * {@link WebGLRenderer#initRenderTarget}. + * + * @param {Texture} srcTexture - The source texture. + * @param {Texture} dstTexture - The destination texture. + * @param {?(Box2|Box3)} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional. + * @param {?(Vector2|Vector3)} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional. + * @param {number} [srcLevel=0] - The source mipmap level to copy. + * @param {?number} [dstLevel=0] - The destination mipmap level. + */ + this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0 ) { + + // gather the necessary dimensions to copy + let width, height, depth, minX, minY, minZ; + let dstX, dstY, dstZ; + const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ dstLevel ] : srcTexture.image; + if ( srcRegion !== null ) { + + width = srcRegion.max.x - srcRegion.min.x; + height = srcRegion.max.y - srcRegion.min.y; + depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1; + minX = srcRegion.min.x; + minY = srcRegion.min.y; + minZ = srcRegion.isBox3 ? srcRegion.min.z : 0; + + } else { + + const levelScale = Math.pow( 2, - srcLevel ); + width = Math.floor( image.width * levelScale ); + height = Math.floor( image.height * levelScale ); + if ( srcTexture.isDataArrayTexture ) { + + depth = image.depth; + + } else if ( srcTexture.isData3DTexture ) { + + depth = Math.floor( image.depth * levelScale ); + + } else { + + depth = 1; + + } + + minX = 0; + minY = 0; + minZ = 0; + + } + + if ( dstPosition !== null ) { + + dstX = dstPosition.x; + dstY = dstPosition.y; + dstZ = dstPosition.z; + + } else { + + dstX = 0; + dstY = 0; + dstZ = 0; + + } + + // Set up the destination target + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); + let glTarget; + + if ( dstTexture.isData3DTexture ) { + + textures.setTexture3D( dstTexture, 0 ); + glTarget = _gl.TEXTURE_3D; + + } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) { + + textures.setTexture2DArray( dstTexture, 0 ); + glTarget = _gl.TEXTURE_2D_ARRAY; + + } else { + + textures.setTexture2D( dstTexture, 0 ); + glTarget = _gl.TEXTURE_2D; + + } + + state.activeTexture( _gl.TEXTURE0 ); // see #33153 + + state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); + state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); + state.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); + + // used for copying data from cpu + const currentUnpackRowLen = state.getParameter( _gl.UNPACK_ROW_LENGTH ); + const currentUnpackImageHeight = state.getParameter( _gl.UNPACK_IMAGE_HEIGHT ); + const currentUnpackSkipPixels = state.getParameter( _gl.UNPACK_SKIP_PIXELS ); + const currentUnpackSkipRows = state.getParameter( _gl.UNPACK_SKIP_ROWS ); + const currentUnpackSkipImages = state.getParameter( _gl.UNPACK_SKIP_IMAGES ); + + state.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); + state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height ); + state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX ); + state.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY ); + state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ ); + + // set up the src texture + const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture; + const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture; + if ( srcTexture.isDepthTexture ) { + + const srcTextureProperties = properties.get( srcTexture ); + const dstTextureProperties = properties.get( dstTexture ); + const srcRenderTargetProperties = properties.get( srcTextureProperties.__renderTarget ); + const dstRenderTargetProperties = properties.get( dstTextureProperties.__renderTarget ); + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, srcRenderTargetProperties.__webglFramebuffer ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, dstRenderTargetProperties.__webglFramebuffer ); + + for ( let i = 0; i < depth; i ++ ) { + + // if the source or destination are a 3d target then a layer needs to be bound + if ( isSrc3D ) { + + _gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( srcTexture ).__webglTexture, srcLevel, minZ + i ); + _gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( dstTexture ).__webglTexture, dstLevel, dstZ + i ); + + } + + _gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.DEPTH_BUFFER_BIT, _gl.NEAREST ); + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); + + } else if ( srcLevel !== 0 || srcTexture.isRenderTargetTexture || properties.has( srcTexture ) ) { + + // get the appropriate frame buffers + const srcTextureProperties = properties.get( srcTexture ); + const dstTextureProperties = properties.get( dstTexture ); + + // bind the frame buffer targets + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, _srcFramebuffer ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, _dstFramebuffer ); + + for ( let i = 0; i < depth; i ++ ) { + + // assign the correct layers and mip maps to the frame buffers + if ( isSrc3D ) { + + _gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, srcTextureProperties.__webglTexture, srcLevel, minZ + i ); + + } else { + + _gl.framebufferTexture2D( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, srcTextureProperties.__webglTexture, srcLevel ); + + } + + if ( isDst3D ) { + + _gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, dstTextureProperties.__webglTexture, dstLevel, dstZ + i ); + + } else { + + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, dstTextureProperties.__webglTexture, dstLevel ); + + } + + // copy the data using the fastest function that can achieve the copy + if ( srcLevel !== 0 ) { + + _gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.COLOR_BUFFER_BIT, _gl.NEAREST ); + + } else if ( isDst3D ) { + + _gl.copyTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ + i, minX, minY, width, height ); + + } else { + + _gl.copyTexSubImage2D( glTarget, dstLevel, dstX, dstY, minX, minY, width, height ); + + } + + } + + // unbind read, draw buffers + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); + + } else { + + if ( isDst3D ) { + + // copy data into the 3d texture + if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) { + + _gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data ); + + } else if ( dstTexture.isCompressedArrayTexture ) { + + _gl.compressedTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data ); + + } else { + + _gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image ); + + } + + } else { + + // copy data into the 2d texture + if ( srcTexture.isDataTexture ) { + + _gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data ); + + } else if ( srcTexture.isCompressedTexture ) { + + _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data ); + + } else { + + _gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image ); + + } + + } + + } + + // reset values + state.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen ); + state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight ); + state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels ); + state.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows ); + state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages ); + + // Generate mipmaps only when copying level 0 + if ( dstLevel === 0 && dstTexture.generateMipmaps ) { + + _gl.generateMipmap( glTarget ); + + } + + state.unbindTexture(); + + }; + + /** + * Initializes the given WebGLRenderTarget memory. Useful for initializing a render target so data + * can be copied into it using {@link WebGLRenderer#copyTextureToTexture} before it has been + * rendered to. + * + * @param {WebGLRenderTarget} target - The render target. + */ + this.initRenderTarget = function ( target ) { + + if ( properties.get( target ).__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( target ); + + } + + }; + + /** + * Initializes the given texture. Useful for preloading a texture rather than waiting until first + * render (which can cause noticeable lags due to decode and GPU upload overhead). + * + * @param {Texture} texture - The texture. + */ + 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(); + + }; + + /** + * Can be used to reset the internal WebGL state. This method is mostly + * relevant for applications which share a single WebGL context across + * multiple WebGL libraries. + */ + 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 } ) ); + + } + + } + + /** + * Defines the coordinate system of the renderer. + * + * In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`. + * + * @type {WebGLCoordinateSystem|WebGPUCoordinateSystem} + * @default WebGLCoordinateSystem + * @readonly + */ + get coordinateSystem() { + + return WebGLCoordinateSystem; + + } + + /** + * Defines the output color space of the renderer. + * + * @type {SRGBColorSpace|LinearSRGBColorSpace} + * @default SRGBColorSpace + */ + get outputColorSpace() { + + return this._outputColorSpace; + + } + + set outputColorSpace( colorSpace ) { + + this._outputColorSpace = colorSpace; + + const gl = this.getContext(); + gl.drawingBufferColorSpace = ColorManagement._getDrawingBufferColorSpace( colorSpace ); + gl.unpackColorSpace = ColorManagement._getUnpackColorSpace(); + + } + +} + +export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, ArrayCamera, BackSide, BoxGeometry, BufferAttribute, BufferGeometry, ByteType, CineonToneMapping, ClampToEdgeWrapping, Color, ColorManagement, ConstantAlphaFactor, ConstantColorFactor, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CustomToneMapping, Data3DTexture, DataArrayTexture, DataTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping, EventDispatcher, ExternalTexture, Float32BufferAttribute, FloatType, FrontSide, Frustum, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, HalfFloatType, IntType, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NoBlending, NoColorSpace, NoToneMapping, NormalBlending, NotEqualCompare, NotEqualDepth, ObjectSpaceNormalMap, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, PerspectiveCamera, Plane, PlaneGeometry, R11_EAC_Format, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReverseSubtractEquation, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, ShaderChunk, ShaderLib, ShaderMaterial, ShortType, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, SubtractEquation, SubtractiveBlending, TangentSpaceNormalMap, Texture, Uint16BufferAttribute, Uint32BufferAttribute, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebXRController, ZeroFactor, createCanvasElement, error, log, warn, warnOnce }; diff --git a/server.js b/server.js new file mode 100644 index 0000000..8153da8 --- /dev/null +++ b/server.js @@ -0,0 +1,3113 @@ +const express = require('express'); +const path = require('path'); +const cors = require('cors'); +const fetch = require('node-fetch'); +const crypto = require('crypto'); +const { exec, execFile } = require('child_process'); +const compression = require('compression'); + +// Load environment variables if dotenv is available +try { + require('dotenv').config({ path: process.env.DOTENV_PATH || require('path').join(__dirname, '.env') }); +} catch (err) { + // dotenv not installed, continue without it (production uses env vars) +} + +const fs = require('fs'); +const fsp = require('fs/promises'); +const seasonsUtil = require('./utils/seasons'); + +// ── i18n: load translation files ── +const locales = { + en: JSON.parse(fs.readFileSync(path.join(__dirname, 'locales', 'en.json'), 'utf8')), + ru: JSON.parse(fs.readFileSync(path.join(__dirname, 'locales', 'ru.json'), 'utf8')), + fr: JSON.parse(fs.readFileSync(path.join(__dirname, 'locales', 'fr.json'), 'utf8')), + it: JSON.parse(fs.readFileSync(path.join(__dirname, 'locales', 'it.json'), 'utf8')), + uk: JSON.parse(fs.readFileSync(path.join(__dirname, 'locales', 'uk.json'), 'utf8')), + de: JSON.parse(fs.readFileSync(path.join(__dirname, 'locales', 'de.json'), 'utf8')), + es: JSON.parse(fs.readFileSync(path.join(__dirname, 'locales', 'es.json'), 'utf8')), + pl: JSON.parse(fs.readFileSync(path.join(__dirname, 'locales', 'pl.json'), 'utf8')), + cs: JSON.parse(fs.readFileSync(path.join(__dirname, 'locales', 'cs.json'), 'utf8')), + 'zh-CN': JSON.parse(fs.readFileSync(path.join(__dirname, 'locales', 'zh-CN.json'), 'utf8')) +}; + +function mergeLocale(base, override) { + if (!override || typeof override !== 'object' || Array.isArray(override)) { + return override ?? base; + } + const out = { ...base }; + for (const [key, val] of Object.entries(override)) { + const baseVal = base && base[key]; + out[key] = val && typeof val === 'object' && !Array.isArray(val) + ? mergeLocale(baseVal && typeof baseVal === 'object' ? baseVal : {}, val) + : val; + } + return out; +} + +function getLang(req) { + // 1. query param 2. cookie 3. default + if (req.query.lang && locales[req.query.lang]) return req.query.lang; + const cookies = req.headers.cookie || ''; + const match = cookies.match(/(?:^|;\s*)lang=([\w-]+)/); + if (match && locales[match[1]]) return match[1]; + return 'en'; +} + +function t(lang, key) { + const parts = key.split('.'); + let val = locales[lang]; + for (const p of parts) { val = val && val[p]; } + if (val !== undefined) return val; + // fallback to English + val = locales.en; + for (const p of parts) { val = val && val[p]; } + return val !== undefined ? val : key; +} + +function getRosterMemberByUid(uid) { + return new Promise((resolve) => { + if (!squadronsDb || !uid) return resolve(null); + squadronsDb.get( + ` + SELECT sm.uid, sm.nick, sm.clan_id, sm.points, sd.tag_name, sd.short_name, sd.long_name + FROM squadron_members sm + LEFT JOIN squadrons_data sd ON sm.clan_id = sd.clan_id + WHERE sm.uid = ? + ORDER BY sm.updated_at DESC + LIMIT 1 + `, + [uid], + (err, row) => { + if (err) { + log.error('Failed to load roster member by UID', err, { uid }); + return resolve(null); + } + resolve(row || null); + } + ); + }); +} + +const sqlite3 = require('sqlite3').verbose(); +const STORAGE_ROOT = (process.env.STORAGE_VOL_PATH || '').trim(); +if (!STORAGE_ROOT) { + throw new Error('STORAGE_VOL_PATH must be set'); +} +const REPLAYS_ROOT = path.join(STORAGE_ROOT, 'REPLAYS'); +fs.mkdirSync(REPLAYS_ROOT, { recursive: true }); +const LEGACY_REPLAYS_ROOT = process.env.LEGACY_REPLAYS_ROOT || path.join(__dirname, 'replays'); +const ENTITLEMENTS_DB_PATH = path.join(STORAGE_ROOT, 'entitlements.db'); +const SQUADRONS_DB_PATH = path.join(STORAGE_ROOT, 'squadrons.db'); +const SQUADRONS_JSON_PATH = path.join(STORAGE_ROOT, 'SQUADRONS.json'); +const entitlementsDb = new sqlite3.Database(ENTITLEMENTS_DB_PATH); +const squadronsDb = fs.existsSync(SQUADRONS_DB_PATH) + ? new sqlite3.Database(SQUADRONS_DB_PATH, sqlite3.OPEN_READONLY) + : null; +entitlementsDb.run(`CREATE TABLE IF NOT EXISTS guild_entitlements ( + guild_id TEXT PRIMARY KEY, + whop_membership_id TEXT, + status TEXT DEFAULT 'active', + renewed_at INTEGER DEFAULT (strftime('%s','now')), + tier TEXT +)`); +entitlementsDb.run(`CREATE TABLE IF NOT EXISTS manual_entitlements ( + guild_id TEXT PRIMARY KEY, + expires_at INTEGER NOT NULL, + created_at INTEGER DEFAULT (strftime('%s','now')), + tier TEXT +)`); +entitlementsDb.run(`CREATE TABLE IF NOT EXISTS discord_entitlements ( + guild_id TEXT PRIMARY KEY, + sku_id TEXT, + updated_at INTEGER DEFAULT (strftime('%s','now')), + tier TEXT +)`); + +// Ensure `tier` column exists on pre-existing DBs, then backfill NULL rows to 'standard'. +// Both operations are idempotent and safe to run on every boot. +entitlementsDb.serialize(() => { + for (const table of ['guild_entitlements', 'manual_entitlements', 'discord_entitlements']) { + // ALTER fails with "duplicate column" if the column already exists — ignore that error. + entitlementsDb.run(`ALTER TABLE ${table} ADD COLUMN tier TEXT`, (err) => { + if (err && !/duplicate column/i.test(err.message)) { + console.error(`[ENTITLEMENTS] ALTER ${table} failed:`, err.message); + } + }); + entitlementsDb.run( + `UPDATE ${table} SET tier='standard' WHERE tier IS NULL OR tier=''`, + (err) => { + if (err) console.error(`[ENTITLEMENTS] backfill ${table} failed:`, err.message); + } + ); + } +}); + +// Production-safe logging +const isDev = process.env.NODE_ENV !== 'production'; +const log = { + info: (...args) => isDev && console.log(...args), + warn: (...args) => console.warn(...args), + error: (...args) => console.error(...args), + debug: (...args) => isDev && console.log('[DEBUG]', ...args) +}; + +const SQUADRON_RECAP_CACHE_DIR = path.join(STORAGE_ROOT, 'RECAPS', 'squadrons'); +const PLAYER_RECAP_CACHE_DIR = path.join(STORAGE_ROOT, 'RECAPS', 'players'); +const RECAP_TTL_MS = 24 * 60 * 60 * 1000; // in-progress season TTL +const RECAP_RENDER_TIMEOUT_MS = 30_000; +const PYTHON_BIN = process.env.PYTHON_BIN || 'python3'; +const RECAP_SCRIPT = process.env.RECAP_SCRIPT || ''; + +function resolveReplaySessionDir(sessionId) { + const sid = String(sessionId).toLowerCase(); + const candidates = [ + path.join(REPLAYS_ROOT, 'SRE', sid), + path.join(REPLAYS_ROOT, 'TSS', sid), + path.join(REPLAYS_ROOT, sid), + path.join(REPLAYS_ROOT, `0${sid}`), + path.join(LEGACY_REPLAYS_ROOT, sid), + path.join(LEGACY_REPLAYS_ROOT, `0${sid}`) + ]; + + for (const dir of candidates) { + if (fs.existsSync(dir) && fs.statSync(dir).isDirectory()) return dir; + } + + return path.join(REPLAYS_ROOT, sid); +} + +const app = express(); +const PORT = process.env.SREBOT_WEB_PORT || 3001; +const IS_PRIMARY_WORKER = !process.env.NODE_APP_INSTANCE || process.env.NODE_APP_INSTANCE === '0'; + +// Enable compression for all responses +app.use(compression({ + level: 6, // Good balance of compression vs CPU + threshold: 1024, // Only compress responses > 1KB + filter: (req, res) => { + if (req.headers['x-no-compression']) { + return false; + } + return compression.filter(req, res); + } +})); + +// CORS Configuration +const corsOptions = { + origin: function (origin, callback) { + const allowedOrigins = process.env.NODE_ENV === 'production' + ? [process.env.PRODUCTION_DOMAIN || 'https://sre.pawjob.us'] + : ['http://localhost:3000', 'http://localhost:3001']; + + + if (!origin || allowedOrigins.includes(origin)) { + callback(null, true); + } else { + log.warn(`[CORS] Blocked general request from origin: ${origin}`); + callback(new Error('Not allowed by CORS policy')); + } + }, + credentials: true, + methods: ['GET', 'POST', 'HEAD', 'OPTIONS'], + allowedHeaders: ['Content-Type', 'Authorization', 'X-Requested-With'], + exposedHeaders: ['X-Total-Count'], + maxAge: 86400 // 24 hours +}; + + +const apiCorsOptions = { + origin: function (origin, callback) { + const allowedOrigins = process.env.NODE_ENV === 'production' + ? [process.env.PRODUCTION_DOMAIN || 'https://sre.pawjob.us'] + : ['http://localhost:3000', 'http://localhost:3001']; + + + // Allow our domains AND same-origin requests (null origin from legitimate browser AJAX) + if (!origin || allowedOrigins.includes(origin)) { + callback(null, true); + } else { + log.warn(`[CORS] Blocked API request from origin: ${origin || 'null/direct'}`); + callback(new Error('API access restricted to authorized domains only')); + } + }, + credentials: false, + methods: ['GET', 'OPTIONS'], // Only allow GET and preflight + allowedHeaders: ['Content-Type', 'X-Requested-With'], + maxAge: 3600 +}; + +app.use(cors(corsOptions)); +app.use(express.json({ + limit: '10mb', + verify: (req, res, buf) => { req.rawBody = buf; } +})); +app.use(express.urlencoded({ extended: true, limit: '10mb' })); + +// Serve obfuscated JS in production +if (process.env.NODE_ENV === 'production') { + app.use('/js', (req, res, next) => { + if (req.path.endsWith('.js')) { + const obfuscatedPath = path.join(__dirname, 'public', 'js', 'dist', path.basename(req.path)); + if (require('fs').existsSync(obfuscatedPath)) { + return res.sendFile(obfuscatedPath); + } + } + next(); + }); +} + +// Serve static files with proper MIME types and caching +app.use(express.static('public', { + etag: true, + lastModified: true, + setHeaders: (res, filePath) => { + // Fonts never change in-place — safe to cache forever + if (filePath.match(/\.(ttf|woff|woff2)$/)) { + res.setHeader('Cache-Control', 'public, max-age=31536000, immutable'); + // CSS, JS, and images are updated in-place — allow revalidation after 10 minutes + } else if (filePath.match(/\.(css|js|jpg|jpeg|png|gif|webp|svg|ico)$/)) { + res.setHeader('Cache-Control', 'public, max-age=600, must-revalidate'); + // Don't cache HTML + } else if (filePath.endsWith('.html')) { + res.setHeader('Cache-Control', 'no-cache, must-revalidate'); + } + } +})); + +// Font files with proper headers and CORS +app.use('/fonts', express.static('Fonts', { + setHeaders: (res, path) => { + if (path.endsWith('.ttf')) { + res.setHeader('Content-Type', 'font/ttf'); + res.setHeader('Cache-Control', 'public, max-age=31536000'); + res.setHeader('Access-Control-Allow-Origin', '*'); + } else if (path.endsWith('.woff')) { + res.setHeader('Content-Type', 'font/woff'); + res.setHeader('Cache-Control', 'public, max-age=31536000'); + res.setHeader('Access-Control-Allow-Origin', '*'); + } else if (path.endsWith('.woff2')) { + res.setHeader('Content-Type', 'font/woff2'); + res.setHeader('Cache-Control', 'public, max-age=31536000'); + res.setHeader('Access-Control-Allow-Origin', '*'); + } + } +})); +app.use('/Fonts', express.static('Fonts', { + setHeaders: (res, path) => { + if (path.endsWith('.ttf')) { + res.setHeader('Content-Type', 'font/ttf'); + res.setHeader('Cache-Control', 'public, max-age=31536000'); + res.setHeader('Access-Control-Allow-Origin', '*'); + } else if (path.endsWith('.woff')) { + res.setHeader('Content-Type', 'font/woff'); + res.setHeader('Cache-Control', 'public, max-age=31536000'); + res.setHeader('Access-Control-Allow-Origin', '*'); + } else if (path.endsWith('.woff2')) { + res.setHeader('Content-Type', 'font/woff2'); + res.setHeader('Cache-Control', 'public, max-age=31536000'); + res.setHeader('Access-Control-Allow-Origin', '*'); + } + } +})); + +app.use('/ICONS', express.static('ICONS')); +app.use('/MAPS', express.static('MAPS')); +app.use('/constants', express.static('constants')); + +// Leaderboard Cache System (5-minute intervals) +const leaderboardCache = { + players: { data: null, lastUpdated: 0, updating: false }, + vehicles: { data: null, lastUpdated: 0, updating: false }, + stats: { data: null, lastUpdated: 0, updating: false }, + squadrons: { data: null, lastUpdated: 0, updating: false } +}; + +const CACHE_DURATION = 5 * 60 * 1000; // 5 minutes in milliseconds + +// LRU Cache for search results +class LRUCache { + constructor(maxSize = 500, ttlMs = 15 * 60 * 1000) { + this.cache = new Map(); + this.maxSize = maxSize; + this.ttlMs = ttlMs; + } + + get(key) { + if (!this.cache.has(key)) return null; + + const item = this.cache.get(key); + // Check if expired + if (Date.now() - item.timestamp > this.ttlMs) { + this.cache.delete(key); + return null; + } + + // Move to end (most recently used) + this.cache.delete(key); + this.cache.set(key, item); + return item.data; + } + + set(key, data) { + // Remove if already exists + if (this.cache.has(key)) { + this.cache.delete(key); + } + + // Remove oldest if at capacity + if (this.cache.size >= this.maxSize) { + const firstKey = this.cache.keys().next().value; + this.cache.delete(firstKey); + } + + this.cache.set(key, { + data, + timestamp: Date.now() + }); + } + + size() { + return this.cache.size; + } + + clear() { + this.cache.clear(); + } +} + +const searchCache = new LRUCache(500); // Cache up to 500 unique searches +const squadronProfileCache = new LRUCache(1000, 10 * 60 * 1000); // 10 minute TTL + +// Search request deduplication +const pendingSearchRequests = new Map(); +const pendingSquadronRequests = new Map(); +const SQUADRON_API_TIMEOUT_MS = 120000; + +// Function to update cache for a specific type +async function updateCache(type) { + const cache = leaderboardCache[type]; + + // Prevent multiple simultaneous updates + if (cache.updating) { + log.debug(`[CACHE] Cache update for ${type} already in progress, skipping...`); + return; + } + + cache.updating = true; + log.info(`[CACHE] Updating ${type} cache...`); + + try { + // For the player leaderboard, send a bounded date range so the backend + // doesn't reject the request. The backend's /api/leaderboard/players + // refuses uncached all-time queries because the DB aggregation is + // expensive (grouping every player across all time). A one-year + // window covers all active squadrons for the homepage search without + // scanning the full history. + let urlSuffix = `/api/leaderboard/${type}`; + if (type === 'players') { + const since = new Date(); + since.setFullYear(since.getFullYear() - 1); + // Truncate to date-only so all 3 web instances hit the same API cache key + urlSuffix += `?start_date=${since.toISOString().slice(0, 10)}`; + } + if (type === 'vehicles') { + const since = new Date(); + since.setFullYear(since.getFullYear() - 1); + // Truncate to date-only so all 3 web instances share one 133s cache entry + urlSuffix += `?start_date=${since.toISOString().slice(0, 10)}&limit=500`; + } + const apiUrl = `${process.env.EXTERNAL_API_URL || 'http://127.0.0.1:6000'}${urlSuffix}`; + log.debug(`[CACHE] Fetching from: ${apiUrl}`); + const response = await fetch(apiUrl, { signal: AbortSignal.timeout(30000) }); + + if (!response.ok) { + log.error(`[CACHE] API Error Response:`, { + status: response.status, + statusText: response.statusText, + url: apiUrl, + headers: Object.fromEntries(response.headers.entries()) + }); + + // Try to get error details from response body + try { + const errorText = await response.text(); + log.error(`[CACHE] API Error Body:`, errorText); + } catch (e) { + log.error(`[CACHE] Could not read error response body`); + } + + throw new Error(`API returned status ${response.status} for ${type} endpoint`); + } + + const data = await response.json(); + + // Store the data and update timestamp + cache.data = data; + cache.lastUpdated = Date.now(); + + log.debug(`[CACHE] ${type} cache updated successfully. Data contains:`, { + players: data.players?.length || 0, + vehicles: data.vehicles?.length || 0, + total_players: data.total_players || 0, + total_vehicles_used: data.total_vehicles_used || 0 + }); + + } catch (error) { + log.error(`[CACHE] Error updating ${type} cache:`, error); + + // For critical debugging, let's also log what we know about the backend + if (error.message.includes('500')) { + log.error(`[CACHE] Backend API is returning 500 errors. Possible causes:`); + log.error(`[CACHE] - Database connection issues`); + log.error(`[CACHE] - Backend API server errors`); + log.error(`[CACHE] - Invalid SQL queries in backend`); + log.error(`[CACHE] - Check backend logs for more details`); + } + // Keep existing data if update fails + } finally { + cache.updating = false; + } +} + +// Function to get cached data or trigger update if needed +async function getCachedData(type) { + const cache = leaderboardCache[type]; + const now = Date.now(); + const isExpired = now - cache.lastUpdated > CACHE_DURATION; + + // If cache is empty or expired, update it + if (!cache.data || isExpired) { + if (!cache.updating) { + // Don't await - let it update in background + updateCache(type).catch(log.error); + } + + // If we have old data, return it while updating + if (cache.data) { + log.debug(`[CACHE] Serving slightly stale ${type} cache while updating...`); + return cache.data; + } + + // If no data at all, wait for the update. The API fetch itself has a + // 30s timeout, so wait up to ~32s — longer than the API can take but + // short enough to surface a real error to the user. + if (cache.updating) { + log.debug(`[CACHE] Waiting for initial ${type} cache...`); + const waitStart = Date.now(); + const waitMs = 32000; + while (cache.updating && Date.now() - waitStart < waitMs) { + await new Promise(resolve => setTimeout(resolve, 100)); + } + if (cache.updating) { + log.warn(`[CACHE] Timed out waiting for ${type} cache after ${waitMs / 1000}s`); + } + } + } + + return cache.data; +} + +// Initialize only lightweight caches on the primary worker. +// Player and vehicle leaderboards are too expensive to refresh in the background: +// recent production runs took 140s+ and kept the API CPU saturated after callers timed out. +async function initializeCache() { + if (!IS_PRIMARY_WORKER) return; + + log.info('[CACHE] Initializing lightweight leaderboard cache (staggered)...'); + await updateCache('stats'); + log.info('[CACHE] Stats cache ready'); + await updateCache('squadrons'); + log.info('[CACHE] Squadrons cache ready'); +} + +// Auto-refresh only lightweight caches from the primary worker. Heavy caches are +// refreshed lazily by request so background work cannot pin SQLite indefinitely. +if (IS_PRIMARY_WORKER) { + const cacheTypes = ['stats', 'squadrons']; + cacheTypes.forEach((type, i) => { + setInterval(async () => { + log.debug(`[CACHE] Auto-refreshing ${type} cache...`); + await updateCache(type).catch(log.error); + }, CACHE_DURATION + i * 15000); + }); +} + +// Log search cache statistics every 10 minutes +setInterval(() => { + log.info('[SEARCH CACHE] Statistics:', { + size: searchCache.size(), + maxSize: 500, + utilization: `${((searchCache.size() / 500) * 100).toFixed(1)}%`, + pendingRequests: pendingSearchRequests.size + }); +}, 10 * 60 * 1000); // 10 minutes + +const rateLimitMap = new Map(); + +// Cleanup old rate limit entries every 5 minutes to prevent memory leaks +setInterval(() => { + const now = Date.now(); + const toDelete = []; + for (const [ip, data] of rateLimitMap.entries()) { + if (now > data.resetTime + 300000) { // 5 minutes after reset time + toDelete.push(ip); + } + } + toDelete.forEach(ip => rateLimitMap.delete(ip)); + if (toDelete.length > 0) { + log.debug(`[RATE LIMIT] Cleaned up ${toDelete.length} old entries`); + } +}, 300000); // 5 minutes + +const rateLimit = (req, res, next) => { + const clientIP = req.ip || req.connection.remoteAddress; + const now = Date.now(); + const windowMs = 60000; // 1 minute + const maxRequests = 100; // Max requests per window + + if (!rateLimitMap.has(clientIP)) { + rateLimitMap.set(clientIP, { count: 1, resetTime: now + windowMs }); + return next(); + } + + const clientData = rateLimitMap.get(clientIP); + + if (now > clientData.resetTime) { + clientData.count = 1; + clientData.resetTime = now + windowMs; + return next(); + } + + if (clientData.count >= maxRequests) { + return res.status(429).json({ error: 'Too many requests, please try again later.' }); + } + + clientData.count++; + next(); +}; + +app.use(rateLimit); + +app.use((req, res, next) => { + // Enhanced security headers + res.setHeader('X-Frame-Options', 'DENY'); + res.setHeader('X-Content-Type-Options', 'nosniff'); + res.setHeader('X-XSS-Protection', '1; mode=block'); + res.setHeader('Referrer-Policy', 'strict-origin-when-cross-origin'); + + // Remove server signature + res.removeHeader('X-Powered-By'); + + // HSTS (only in production with HTTPS) + if (process.env.NODE_ENV === 'production') { + res.setHeader('Strict-Transport-Security', 'max-age=31536000; includeSubDomains; preload'); + } + + // Content Security Policy + if (req.path.startsWith('/api/')) { + res.setHeader('Content-Security-Policy', "default-src 'none'; frame-ancestors 'none';"); + } else { + res.setHeader('Content-Security-Policy', + "default-src 'self'; " + + "script-src 'self' 'unsafe-inline' https://static.cloudflareinsights.com https://cdn.jsdelivr.net; " + + "style-src 'self' 'unsafe-inline' https://cdnjs.cloudflare.com https://fonts.googleapis.com; " + + "font-src 'self' data: https://cdnjs.cloudflare.com https://fonts.gstatic.com; " + + "img-src 'self' data: https:; " + + "media-src 'self' blob:; " + + "connect-src 'self' https://cloudflareinsights.com; " + + "frame-ancestors 'none';" + ); + } + + // Additional security headers + res.setHeader('X-DNS-Prefetch-Control', 'off'); + res.setHeader('X-Download-Options', 'noopen'); + res.setHeader('X-Permitted-Cross-Domain-Policies', 'none'); + + next(); +}); + +// Enhanced API security with rotation and signing +const API_SECRET = process.env.API_SECRET || 'your-super-secret-key-change-this-in-production'; + +// Cache for API keys to avoid regenerating on every request +let apiKeyCache = { + key: null, + date: null +}; + +// Generate daily rotating API key with caching +const generateDailyAPIKey = () => { + const today = new Date().toISOString().split('T')[0]; // YYYY-MM-DD + + // Return cached key if still valid for today + if (apiKeyCache.key && apiKeyCache.date === today) { + return apiKeyCache.key; + } + + // Generate new key and cache it + const newKey = crypto.createHash('sha256').update(`frontend-${API_SECRET}-${today}`).digest('hex').substring(0, 32); + apiKeyCache = { key: newKey, date: today }; + return newKey; +}; + +// Generate simple hash signature for request validation (matches client-side) +const signRequest = (data, timestamp) => { + // Match the client-side simple hashing algorithm + let hash = 0; + const combined = `${data}-${timestamp}-${API_SECRET}`; + for (let i = 0; i < combined.length; i++) { + const char = combined.charCodeAt(i); + hash = ((hash << 5) - hash) + char; + hash = hash & hash; // Convert to 32bit integer + } + return Math.abs(hash).toString(16); +}; + +// Validate request signature to prevent replay attacks +const validateSignature = (data, timestamp, signature) => { + const expectedSignature = signRequest(data, timestamp); + const now = Date.now(); + const requestTime = parseInt(timestamp); + + // Reject requests older than 5 minutes or from future + if (now - requestTime > 300000 || requestTime > now + 60000) { + return false; + } + + // Simple string comparison for now (client-side signing is basic) + return signature === expectedSignature; +}; + +// IP-based restrictions for API keys +const validateAPIKeyForIP = (apiKey, clientIP) => { + // Allow current daily key + const currentKey = generateDailyAPIKey(); + + // Allow previous day's key for 1 hour overlap during rotation + const yesterday = new Date(); + yesterday.setDate(yesterday.getDate() - 1); + const yesterdayKey = crypto.createHash('sha256') + .update(`frontend-${API_SECRET}-${yesterday.toISOString().split('T')[0]}`) + .digest('hex').substring(0, 32); + + // Debug logging in development + if (process.env.NODE_ENV !== 'production') { + log.debug(`API Key validation:`); + log.debug(` Received: ${apiKey?.substring(0, 8)}...`); + log.debug(` Expected current: ${currentKey.substring(0, 8)}...`); + log.debug(` Expected yesterday: ${yesterdayKey.substring(0, 8)}...`); + } + + if (apiKey === currentKey || apiKey === yesterdayKey) { + // In production, you could add IP whitelist here + if (process.env.NODE_ENV === 'production' && process.env.ALLOWED_IPS) { + const allowedIPs = process.env.ALLOWED_IPS.split(','); + return allowedIPs.some(ip => { + // Handle IPv6-mapped IPv4 addresses + const normalizedClientIP = clientIP.replace('::ffff:', ''); + return normalizedClientIP.includes(ip.trim()) || ip.trim().includes(normalizedClientIP); + }); + } + return true; + } + + return false; +}; + +const FRONTEND_API_KEY = generateDailyAPIKey(); + +// Only log API key in development +if (process.env.NODE_ENV !== 'production') { + log.info(`Frontend API Key: ${FRONTEND_API_KEY}`); + log.info(`Key rotates daily at midnight UTC`); +} + +const apiSecurityCheck = (req, res, next) => { + // Only apply to API routes + if (!req.path.startsWith('/api/')) { + return next(); + } + + // Special case: allow /api-key and /api/stats without authentication. + // Some proxies/routers may preserve a trailing slash or otherwise normalize + // the path, so match by prefix after trimming any trailing slash. + const normalizedPath = req.path.replace(/\/+$/, ''); + if (normalizedPath === '/api-key' || normalizedPath.startsWith('/api/stats')) { + return next(); + } + + // Allow video/minimap/icon endpoints without auth (loaded via /