diff --git a/game/doom/TODO.md b/game/doom/TODO.md new file mode 100755 index 0000000..ca0cbeb --- /dev/null +++ b/game/doom/TODO.md @@ -0,0 +1,100 @@ +# πŸ“œ План Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° DOOM 3D (Full 3D WebGL) + +**ЦСль:** Π‘ΠΎΠ·Π΄Π°Ρ‚ΡŒ ΠΏΠΎΠ»Π½ΠΎΡ†Π΅Π½Π½Ρ‹ΠΉ Π±Ρ€Π°ΡƒΠ·Π΅Ρ€Π½Ρ‹ΠΉ 3D Ρ€Π΅Ρ‚Ρ€ΠΎ-ΡˆΡƒΡ‚Π΅Ρ€ Π² стилС DOOM / Quake Π½Π° Π±Π°Π·Π΅ **Three.js** (с ΠΏΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠΎΠΉ ΠΏΠΎΠ»Π½ΠΎΠΉ трСхмСрности: ΠΌΠ½ΠΎΠ³ΠΎΡƒΡ€ΠΎΠ²Π½Π΅Π²Ρ‹Π΅ ΠΊΠ°Ρ€Ρ‚Ρ‹, ΠΏΠ΅Ρ€Π΅ΠΏΠ°Π΄Ρ‹ высот, лСстницы, ΠΏΡ€Ρ‹ΠΆΠΊΠΈ, ΠΎΠ±ΡŠΠ΅ΠΌΠ½Ρ‹Π΅ ΠΊΠΎΠΌΠ½Π°Ρ‚Ρ‹, освСщСниС ΠΈ Ρ„ΠΈΠ·ΠΈΠΊΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ) с Π°ΡƒΡ‚Π΅Π½Ρ‚ΠΈΡ‡Π½Ρ‹ΠΌ 2D Ρ€Π΅Ρ‚Ρ€ΠΎ-HUD. + +Доступ ΠΏΠΎ URL: [ai.qpid.pro/doom/](https://ai.qpid.pro/doom/) + +--- + +## πŸ› οΈ Π‘Ρ‚Π΅ΠΊ Ρ‚Π΅Ρ…Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ +- **3D Π“Ρ€Π°Ρ„ΠΈΠΊΠ° & Π Π΅Π½Π΄Π΅Ρ€ΠΈΠ½Π³:** Three.js (WebGL / WebGPU) β€” ΠΏΠΎΠ»Π½ΠΎΡ†Π΅Π½Π½Ρ‹ΠΉ 3D ΠΏΠ°ΠΉΠΏΠ»Π°ΠΉΠ½, ΡˆΠ΅ΠΉΠ΄Π΅Ρ€Ρ‹, динамичСский свСт, Ρ‚Π΅Π½ΠΈ, ΠΏΠ°Ρ€Ρ‚ΠΈΠΊΠ»Ρ‹. +- **Π€ΠΈΠ·ΠΈΠΊΠ° ΠΈ Коллизии:** Octree / Capsule Collider (быстрыС ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ для FPS со слоТной Π³Π΅ΠΎΠΌΠ΅Ρ‚Ρ€ΠΈΠ΅ΠΉ, ступСнями, склонами ΠΈ ΠΏΡ€Ρ‹ΠΆΠΊΠ°ΠΌΠΈ) ΠΈΠ»ΠΈ Rapier3D. +- **2D HUD / UI:** 2D Canvas / DOM Overlay Π² Π°ΡƒΡ‚Π΅Π½Ρ‚ΠΈΡ‡Π½ΠΎΠΌ стилС Doom (панСль состояния, Π°Π½ΠΈΠΌΠΈΡ€ΠΎΠ²Π°Π½Π½ΠΎΠ΅ Π»ΠΈΡ†ΠΎ Doomguy, ΠΏΡ€ΠΈΡ†Π΅Π», Π²ΡΠΏΠ»Ρ‹Π²Π°ΡŽΡ‰ΠΈΠ΅ сообщСния). +- **Π—Π²ΡƒΠΊ:** Web Audio API (пространствСнный 3D ΠΏΠΎΠ·ΠΈΡ†ΠΈΠΎΠ½Π½Ρ‹ΠΉ Π·Π²ΡƒΠΊ, Ρ€Π΅Ρ‚Ρ€ΠΎ-SFX, саундтрСк). + +--- + +## πŸ—ΊοΈ Π­Ρ‚Π°ΠΏΡ‹ Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ (Roadmap) + +### πŸ”Ή Π­Ρ‚Π°ΠΏ 1: 3D Π”Π²ΠΈΠΆΠΎΠΊ ΠΈ Базовая Ρ„ΠΈΠ·ΠΈΠΊΠ° пСрСмСщСния +- [ ] Π˜Π½ΠΈΡ†ΠΈΠ°Π»ΠΈΠ·Π°Ρ†ΠΈΡ Three.js сцСны, ΠΊΠ°ΠΌΠ΅Ρ€Ρ‹ ΠΎΡ‚ ΠΏΠ΅Ρ€Π²ΠΎΠ³ΠΎ Π»ΠΈΡ†Π° (FPS Camera) ΠΈ Ρ€Π΅Π½Π΄Π΅Ρ€Π΅Ρ€Π° с ΠΏΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠΎΠΉ Π°Π΄Π°ΠΏΡ‚ΠΈΠ²Π½ΠΎΠ³ΠΎ Ρ€Π°Π·Ρ€Π΅ΡˆΠ΅Π½ΠΈΡ ΠΈ пиксСлизации (Ρ€Π΅Ρ‚Ρ€ΠΎ-эффСкт). +- [ ] Π—Π°Ρ…Π²Π°Ρ‚ курсора (Pointer Lock API) ΠΈ ΠΏΠ»Π°Π²Π½Ρ‹ΠΉ ΠΎΠ±Π·ΠΎΡ€ ΠΌΡ‹ΡˆΡŒΡŽ с настраиваСмой Ρ‡ΡƒΠ²ΡΡ‚Π²ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒΡŽ. +- [ ] ЀизичСский ΠΊΠΎΠ½Ρ‚Ρ€ΠΎΠ»Π»Π΅Ρ€ ΠΈΠ³Ρ€ΠΎΠΊΠ° (FPS Controller): + - ΠŸΠ΅Ρ€Π΅ΠΌΠ΅Ρ‰Π΅Π½ΠΈΠ΅ WASD (Ρ…ΠΎΠ΄ΡŒΠ±Π°, Π±Π΅Π³ с Π·Π°ΠΆΠ°Ρ‚Ρ‹ΠΌ Shift) + - ΠŸΡ€Ρ‹ΠΆΠΊΠΈ, гравитация, ΠΏΠ°Π΄Π΅Π½ΠΈΠ΅ + - ПодъСм ΠΏΠΎ ступСням ΠΈ пандусам (step-climbing) + - Collision Detection Π½Π° Π±Π°Π·Π΅ Octree / Capsule ΠΏΡ€ΠΎΡ‚ΠΈΠ² слоТной 3D Π³Π΅ΠΎΠΌΠ΅Ρ‚Ρ€ΠΈΠΈ. +- [ ] МобильноС ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅: Π²ΠΈΡ€Ρ‚ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ стики пСрСмСщСния ΠΈ ΠΎΠ±Π·ΠΎΡ€Π° + ΠΊΠ½ΠΎΠΏΠΊΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹ ΠΈ ΠΏΡ€Ρ‹ΠΆΠΊΠ°. + +--- + +### πŸ”Ή Π­Ρ‚Π°ΠΏ 2: 3D Π£Ρ€ΠΎΠ²Π½ΠΈ ΠΈ ГСомСтрия (ΠœΠ½ΠΎΠ³ΠΎΡΡ‚Π°ΠΆΠ½ΠΎΡΡ‚ΡŒ ΠΈ АрхитСктура) +- [ ] ΠœΠΎΠ΄ΡƒΠ»ΡŒΠ½Ρ‹ΠΉ 3D Π³Π΅Π½Π΅Ρ€Π°Ρ‚ΠΎΡ€ / Π·Π°Π³Ρ€ΡƒΠ·Ρ‡ΠΈΠΊ ΡƒΡ€ΠΎΠ²Π½Π΅ΠΉ: + - ΠœΠ½ΠΎΠ³ΠΎΡƒΡ€ΠΎΠ²Π½Π΅Π²Ρ‹Π΅ здания, мосты, Ρ‚ΠΎΠ½Π½Π΅Π»ΠΈ, ΡˆΠ°Ρ…Ρ‚Ρ‹ Π»ΠΈΡ„Ρ‚ΠΎΠ², Π±Π°Π»ΠΊΠΎΠ½Ρ‹ ΠΈ ΠΎΡ‚ΠΊΡ€Ρ‹Ρ‚Ρ‹Π΅ Π°Ρ€Π΅Π½Ρ‹. + - ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° Ρ„ΠΎΡ€ΠΌΠ°Ρ‚ΠΎΠ² GLTF / OBJ / кастомных Π²ΠΎΠΊΡΠ΅Π»ΡŒΠ½Ρ‹Ρ… ΠΈ Π±Π»ΠΎΡ‡Π½Ρ‹Ρ… ΠΊΠ°Ρ€Ρ‚. +- [ ] ΠžΡΠ²Π΅Ρ‰Π΅Π½ΠΈΠ΅ ΠΈ атмосфСра: + - ДинамичСскиС Ρ‚ΠΎΡ‡Π΅Ρ‡Π½Ρ‹Π΅ источники свСта (Ρ„Π°ΠΊΠ΅Π»Ρ‹, ΠΌΠΈΠ³Π°ΡŽΡ‰ΠΈΠ΅ Π»Π°ΠΌΠΏΡ‹, Π»Π°Π²Π°). + - Ambient Occlusion, Ρ‚ΡƒΠΌΠ°Π½ (Fog) ΠΈ Π·Π°Ρ‚Π΅ΠΌΠ½Π΅Π½ΠΈΠ΅ Π³Π»ΡƒΠ±ΠΈΠ½Ρ‹. +- [ ] Π˜Π½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Π΅ 3D ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹: + - Π Π°Π·Π΄Π²ΠΈΠΆΠ½Ρ‹Π΅ ΠΈ ΠΏΠΎΠ΄ΡŠΠ΅ΠΌΠ½Ρ‹Π΅ Π΄Π²Π΅Ρ€ΠΈ с коллизиями. + - НастСнныС ΠΏΠ΅Ρ€Π΅ΠΊΠ»ΡŽΡ‡Π°Ρ‚Π΅Π»ΠΈ ΠΈ Ρ€ΡƒΠ±ΠΈΠ»ΡŒΠ½ΠΈΠΊΠΈ. + - ΠŸΠ»Π°Ρ‚Ρ„ΠΎΡ€ΠΌΡ‹ ΠΈ двиТущиСся Π»ΠΈΡ„Ρ‚Ρ‹. + +--- + +### πŸ”Ή Π­Ρ‚Π°ΠΏ 3: ΠžΡ€ΡƒΠΆΠΈΠ΅ ΠΎΡ‚ 1-Π³ΠΎ Π»ΠΈΡ†Π° ΠΈ БоСвая систСма +- [ ] Π Π΅Π½Π΄Π΅Ρ€ΠΈΠ½Π³ оруТия Π² Ρ€ΡƒΠΊΠ°Ρ… (3D ΠΌΠΎΠ΄Π΅Π»ΠΈ / Π°Π½ΠΈΠΌΠΈΡ€ΠΎΠ²Π°Π½Π½Ρ‹Π΅ спрайты с эффСктом присутствия): + - ΠšΡƒΠ»Π°ΠΊ / Π‘Π΅Π½Π·ΠΎΠΏΠΈΠ»Π° + - ΠŸΠΈΡΡ‚ΠΎΠ»Π΅Ρ‚ (Pistol) + - Π”Ρ€ΠΎΠ±ΠΎΠ²ΠΈΠΊ (Shotgun / Super Shotgun) + - Π‘ΠΊΠΎΡ€ΠΎΡΡ‚Ρ€Π΅Π»ΡŒΠ½Ρ‹ΠΉ ΠΏΡƒΠ»Π΅ΠΌΠ΅Ρ‚ (Chaingun) + - Π Π°ΠΊΠ΅Ρ‚Π½ΠΈΡ†Π° (Rocket Launcher) + - ПлазмСнная ΠΏΡƒΡˆΠΊΠ° (Plasma Gun / BFG 9000). +- [ ] Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹Π΅ ΠΈ физичСскиС эффСкты ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹: + - ΠžΡ‚Π΄Π°Ρ‡Π° ΠΊΠ°ΠΌΠ΅Ρ€Ρ‹, ΠΏΠΎΠΊΠ°Ρ‡ΠΈΠ²Π°Π½ΠΈΠ΅ оруТия ΠΏΡ€ΠΈ Ρ…ΠΎΠ΄ΡŒΠ±Π΅ (Weapon Bobbing). + - Π’ΡΠΏΡ‹ΡˆΠΊΠΈ Π΄ΡƒΠ»Π° (Muzzle Flash) с динамичСским освСщСниСм ΠΊΠΎΠΌΠ½Π°Ρ‚. + - Hitscan Π»ΡƒΡ‡ΠΈ с трассСрами ΠΈ искрами/слСдами ΠΎΡ‚ ΠΏΡƒΠ»ΡŒ Π½Π° стСнах (Bullet Decals). + - ЀизичСскиС 3D снаряды (Ρ€Π°ΠΊΠ΅Ρ‚Ρ‹, ΠΏΠ»Π°Π·ΠΌΠ΅Π½Π½Ρ‹Π΅ ΡˆΠ°Ρ€Ρ‹) с частицами Π΄Ρ‹ΠΌΠ° ΠΈ Π²Π·Ρ€Ρ‹Π²Π°ΠΌΠΈ с радиусом пораТСния. + +--- + +### πŸ”Ή Π­Ρ‚Π°ΠΏ 4: 3D Π’Ρ€Π°Π³ΠΈ ΠΈ ИИ (AI) +- [ ] МодСли / 3D-Π±ΠΈΠ»Π»Π±ΠΎΡ€Π΄Ρ‹ классичСских монстров (Π—ΠΎΠΌΠ±ΠΈ-стрСлки, Π˜ΠΌΠΏΡ‹, Π”Π΅ΠΌΠΎΠ½Ρ‹, ΠšΠ°ΠΊΠΎΠ΄Π΅ΠΌΠΎΠ½Ρ‹). +- [ ] ΠŸΡ€ΠΎΡΡ‚Ρ€Π°Π½ΡΡ‚Π²Π΅Π½Π½Ρ‹ΠΉ 3D ИИ с Π½Π°Π²ΠΈΠ³Π°Ρ†ΠΈΠ΅ΠΉ (Raycast Line of Sight, NavMesh / 3D Waypoints): + - Поиск ΠΏΡƒΡ‚ΠΈ с ΡƒΡ‡Π΅Ρ‚ΠΎΠΌ высот ΠΈ лСстниц. + - Бостояния: ΠŸΠ°Ρ‚Ρ€ΡƒΠ»ΡŒ $\rightarrow$ ΠžΠ±Π½Π°Ρ€ΡƒΠΆΠ΅Π½ΠΈΠ΅ $\rightarrow$ ΠŸΡ€Π΅ΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΠ΅ $\rightarrow$ Атака (дальняя/блиТняя) $\rightarrow$ Π£ΠΊΠ»ΠΎΠ½Π΅Π½ΠΈΠ΅ $\rightarrow$ Π‘ΠΌΠ΅Ρ€Ρ‚ΡŒ. +- [ ] 3D Ragdoll / Ρ„ΠΈΠ·ΠΈΠΊΠ° ΠΎΡ‚Π»Π΅Ρ‚Π°ΡŽΡ‰ΠΈΡ… частиц ΠΈ Π°Π½ΠΈΠΌΠ°Ρ†ΠΈΠΈ Π³ΠΈΠ±Π΅Π»ΠΈ монстров. + +--- + +### πŸ”Ή Π­Ρ‚Π°ΠΏ 5: ΠŸΡ€Π΅Π΄ΠΌΠ΅Ρ‚Ρ‹, Π›ΡƒΡ‚ ΠΈ Π˜Π½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½ΠΎΡΡ‚ΡŒ +- [ ] 3D Π²Ρ€Π°Ρ‰Π°ΡŽΡ‰ΠΈΠ΅ΡΡ ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚Ρ‹ с мягким свСчСниСм: + - АптСчки ΠΈ стимуляторы (Health). + - Броня ΠΈ сфСры бСссмСртия (Armor / Soulsphere). + - ΠšΠΎΡ€ΠΎΠ±ΠΊΠΈ с ΠΏΠ°Ρ‚Ρ€ΠΎΠ½Π°ΠΌΠΈ, гильзами ΠΈ батарСями. + - Π¦Π²Π΅Ρ‚Π½Ρ‹Π΅ ΠΊΠ»ΡŽΡ‡-ΠΊΠ°Ρ€Ρ‚Ρ‹ доступа (Red, Blue, Yellow). +- [ ] Π’Π·Ρ€Ρ‹Π²Π°ΡŽΡ‰ΠΈΠ΅ΡΡ токсичныС Π±ΠΎΡ‡ΠΊΠΈ (Explosive Barrels) с Ρ†Π΅ΠΏΠ½ΠΎΠΉ Π΄Π΅Ρ‚ΠΎΠ½Π°Ρ†ΠΈΠ΅ΠΉ. + +--- + +### πŸ”Ή Π­Ρ‚Π°ΠΏ 6: АутСнтичный HUD ΠΈ Π˜Π½Ρ‚Π΅Ρ€Ρ„Π΅ΠΉΡ +- [ ] ΠšΠ»Π°ΡΡΠΈΡ‡Π΅ΡΠΊΠ°Ρ статус-панСль Π² стилС DOOM: + - ЗначСния Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ (HEALTH), Π±Ρ€ΠΎΠ½ΠΈ (ARMOR), ΠΏΠ°Ρ‚Ρ€ΠΎΠ½ΠΎΠ² (AMMO). + - Анимированный Π°Π²Π°Ρ‚Π°Ρ€ Doomguy (эмоции, ранСния, оскал ΠΏΡ€ΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Π΅). + - Π˜Π½Π΄ΠΈΠΊΠ°Ρ‚ΠΎΡ€Ρ‹ собранных ΠΊΠ»ΡŽΡ‡Π΅ΠΉ доступа. +- [ ] ΠŸΡ€ΠΈΡ†Π΅Π», Π²ΡΠΏΠ»Ρ‹Π²Π°ΡŽΡ‰ΠΈΠ΅ увСдомлСния ΠΎ ΠΏΠΎΠ΄Π±ΠΎΡ€Π΅ ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚ΠΎΠ² (Β«Picked up a shotgun!Β») ΠΈ экран получСния ΡƒΡ€ΠΎΠ½Π° (красная Π²ΡΠΏΡ‹ΡˆΠΊΠ°). +- [ ] Π­ΠΊΡ€Π°Π½ ΠΏΠ°ΡƒΠ·Ρ‹, мСню настроСк (FOV, Ρ‡ΡƒΠ²ΡΡ‚Π²ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ, Π·Π²ΡƒΠΊ, Ρ€Π΅Ρ‚Ρ€ΠΎ-Ρ„ΠΈΠ»ΡŒΡ‚Ρ€Ρ‹). + +--- + +### πŸ”Ή Π­Ρ‚Π°ΠΏ 7: ΠŸΡ€ΠΎΡΡ‚Ρ€Π°Π½ΡΡ‚Π²Π΅Π½Π½Ρ‹ΠΉ Π—Π²ΡƒΠΊ ΠΈ Π‘Π°ΡƒΠ½Π΄Ρ‚Ρ€Π΅ΠΊ +- [ ] Web Audio 3D Positional Audio (Π·Π²ΡƒΠΊ шагов ΠΈ рычания монстров позиционируСтся Π² 3D пространствС). +- [ ] Π—Π²ΡƒΠΊΠΈ выстрСлов, пСрСзарядки, Π²Π·Ρ€Ρ‹Π²ΠΎΠ², открывания тяТСлых ΠΆΠ΅Π»Π΅Π·Π½Ρ‹Ρ… Π΄Π²Π΅Ρ€Π΅ΠΉ. +- [ ] Π”ΠΈΠ½Π°ΠΌΠΈΡ‡Π½Ρ‹ΠΉ Ρ€ΠΎΠΊ / ΠΌΠ΅Ρ‚Π°Π» саундтрСк. + +--- + +### πŸ”Ή Π­Ρ‚Π°ΠΏ 8: ΠžΠΏΡ‚ΠΈΠΌΠΈΠ·Π°Ρ†ΠΈΡ, ΠŸΠΎΠ»ΠΈΡ€ΠΎΠ²ΠΊΠ° ΠΈ Π”Π΅ΠΏΠ»ΠΎΠΉ +- [ ] Π‘Ρ‚Π°Π±ΠΈΠ»ΡŒΠ½Ρ‹Π΅ 60+ FPS (Frustum Culling, Instanced Meshes для ΠΏΠΎΠ²Ρ‚ΠΎΡ€ΡΡŽΡ‰ΠΈΡ…ΡΡ элСмСнтов). +- [ ] Π¨Π΅ΠΉΠ΄Π΅Ρ€ пиксСлизации / CRT-ΠΌΠΎΠ½ΠΈΡ‚ΠΎΡ€Π° (ΠΎΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½Ρ‹ΠΉ Ρ€Π΅Ρ‚Ρ€ΠΎ-Ρ„ΠΈΠ»ΡŒΡ‚Ρ€). +- [ ] ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΊΠ° ΠΈ тСстированиС ΠΏΠΎ адрСсу `https://ai.qpid.pro/doom/`. diff --git a/game/doom/css/style.css b/game/doom/css/style.css new file mode 100755 index 0000000..a92fcc1 --- /dev/null +++ b/game/doom/css/style.css @@ -0,0 +1,483 @@ +/* =================================================== + DOOM 3D - Authentic Retro CSS Stylesheet + CRT Scanlines, Retro Doom Status Bar, LED numbers, + Responsive Canvas, Mobile Controls & Modals. + =================================================== */ + +@import url('https://fonts.googleapis.com/css2?family=Press+Start+2P&family=Share+Tech+Mono&display=swap'); + +* { + box-sizing: border-box; + margin: 0; + padding: 0; + user-select: none; + -webkit-user-select: none; +} + +html, body { + width: 100%; + height: 100%; + overflow: hidden; + background-color: #050203; + font-family: 'Press Start 2P', monospace; + color: #e0e0e0; +} + +#game-container { + position: relative; + width: 100vw; + height: 100vh; + overflow: hidden; +} + +canvas { + display: block; + width: 100%; + height: 100%; +} + +/* First Person Weapon Overlay Canvas (CS:GO / Right-Handed Viewmodel) */ +#weapon-canvas { + position: absolute; + bottom: 85px; + left: 0; + width: 100%; + height: calc(100% - 85px); + pointer-events: none; + z-index: 10; +} + +/* Screen Damage & Pickup Flash Tint */ +#damage-flash { + position: absolute; + top: 0; + left: 0; + width: 100%; + height: 100%; + pointer-events: none; + z-index: 20; + transition: background-color 0.05s ease-out; +} + +/* CRT Monitor Scanline Filter */ +#crt-scanlines { + position: absolute; + top: 0; + left: 0; + width: 100%; + height: 100%; + pointer-events: none; + z-index: 25; + background: linear-gradient(rgba(18, 16, 16, 0) 50%, rgba(0, 0, 0, 0.45) 50%); + background-size: 100% 4px; + opacity: 0.75; +} + +/* Center Crosshair */ +#crosshair { + position: absolute; + top: 50%; + left: 50%; + transform: translate(-50%, -50%); + width: 18px; + height: 18px; + pointer-events: none; + z-index: 15; +} +#crosshair::before, #crosshair::after { + content: ''; + position: absolute; + background: #00ff66; + box-shadow: 0 0 4px #00ff66; +} +#crosshair::before { + top: 8px; + left: 0; + width: 18px; + height: 2px; +} +#crosshair::after { + top: 0; + left: 8px; + width: 2px; + height: 18px; +} + +/* Top Notification Ticker */ +#hud-ticker { + position: absolute; + top: 24px; + left: 50%; + transform: translateX(-50%); + font-size: 14px; + color: #ffff44; + text-shadow: 2px 2px #b00, -2px -2px #000; + letter-spacing: 2px; + text-align: center; + z-index: 30; + opacity: 0; + transition: opacity 0.2s ease-in-out; + pointer-events: none; + background: rgba(0, 0, 0, 0.5); + padding: 8px 16px; + border: 2px solid #880000; +} + +/* =================================================== + AUTHENTIC RETRO DOOM STATUS BAR (BOTTOM HUD) + =================================================== */ + +#doom-hud { + position: absolute; + bottom: 0; + left: 0; + width: 100%; + height: 90px; + background: #2b2b2b; + border-top: 4px solid #5a5a5a; + box-shadow: inset 0 3px 0 #8c8c8c, 0 -4px 10px rgba(0,0,0,0.8); + display: flex; + justify-content: center; + align-items: center; + z-index: 30; + background-image: + linear-gradient(45deg, #1f1f1f 25%, transparent 25%), + linear-gradient(-45deg, #1f1f1f 25%, transparent 25%), + linear-gradient(45deg, transparent 75%, #1f1f1f 75%), + linear-gradient(-45deg, transparent 75%, #1f1f1f 75%); + background-size: 8px 8px; + background-position: 0 0, 0 4px, 4px -4px, -4px 0px; +} + +.hud-panel { + display: flex; + align-items: center; + height: 78px; + background: #1a1a1a; + border: 3px solid #404040; + box-shadow: inset 2px 2px 0 #000, inset -2px -2px 0 #555; + padding: 0 10px; +} + +.hud-stat-box { + display: flex; + flex-direction: column; + align-items: center; + justify-content: center; + min-width: 90px; + padding: 0 12px; + border-right: 2px solid #333; +} + +.hud-label { + font-size: 9px; + color: #aa2222; + text-shadow: 1px 1px #000; + margin-bottom: 4px; + letter-spacing: 1px; +} + +.hud-value { + font-family: 'Share Tech Mono', monospace; + font-size: 32px; + font-weight: bold; + color: #ff2200; + text-shadow: 0 0 8px #ff0000, 2px 2px #500; + letter-spacing: 2px; +} + +/* Doomguy Animated Face Box */ +.hud-face-box { + width: 76px; + height: 74px; + background: #111; + border: 2px solid #555; + display: flex; + align-items: center; + justify-content: center; + margin: 0 10px; +} +#doomguy-face { + width: 64px; + height: 68px; + image-rendering: pixelated; + image-rendering: crisp-edges; +} + +/* ARMS Matrix (1-7) */ +.hud-arms-box { + display: flex; + flex-direction: column; + align-items: center; + padding: 0 8px; + border-right: 2px solid #333; +} +.arms-grid { + display: grid; + grid-template-columns: repeat(3, 16px); + gap: 4px; + margin-top: 4px; +} +.arm-num { + font-size: 10px; + text-align: center; + color: #444; +} +.arm-num.active { + color: #ffff00; + text-shadow: 0 0 4px #ffaa00; +} +.arm-num.selected { + color: #00ff66; + text-decoration: underline; + font-weight: bold; +} + +/* Keys Matrix */ +.hud-keys-box { + display: flex; + flex-direction: column; + align-items: center; + padding: 0 10px; +} +.keys-grid { + display: flex; + gap: 6px; + margin-top: 6px; +} +.key-slot { + width: 14px; + height: 18px; + background: #222; + border: 1px solid #444; +} +#key-blue.has-key { + background: #0088ff; + box-shadow: 0 0 8px #0088ff; + border-color: #ffffff; +} +#key-red.has-key { + background: #ff1122; + box-shadow: 0 0 8px #ff1122; + border-color: #ffffff; +} +#key-yellow.has-key { + background: #ffbb00; + box-shadow: 0 0 8px #ffbb00; + border-color: #ffffff; +} + +/* =================================================== + MODALS, OVERLAYS & MENUS + =================================================== */ + +.modal-overlay { + position: absolute; + top: 0; + left: 0; + width: 100%; + height: 100%; + background: rgba(0, 0, 0, 0.85); + display: flex; + justify-content: center; + align-items: center; + z-index: 50; +} + +.modal-overlay.hidden { + display: none !important; +} + +.modal-content { + background: #1c1515; + border: 4px solid #8b0000; + box-shadow: 0 0 25px rgba(255, 0, 0, 0.4), inset 0 0 15px #000; + padding: 30px 40px; + max-width: 600px; + width: 90%; + text-align: center; +} + +.doom-title { + font-size: 34px; + color: #ff2200; + text-shadow: 4px 4px #4a0000, -2px -2px #000, 0 0 15px #ff5500; + margin-bottom: 12px; + letter-spacing: 4px; +} + +.doom-subtitle { + font-size: 11px; + color: #ffaa44; + margin-bottom: 24px; + line-height: 1.6; +} + +.instructions-box { + background: #0d0808; + border: 2px solid #441111; + padding: 16px; + font-size: 10px; + color: #bbb; + line-height: 1.8; + text-align: left; + margin-bottom: 24px; +} + +.instructions-box span { + color: #ffff44; +} + +.btn-doom { + display: inline-block; + background: #8b0000; + color: #ffffff; + border: 3px solid #ff4444; + padding: 14px 28px; + font-family: 'Press Start 2P', monospace; + font-size: 13px; + cursor: pointer; + box-shadow: 4px 4px 0 #3a0000; + text-shadow: 2px 2px #000; + transition: transform 0.1s, background 0.1s; + margin: 8px; +} + +.btn-doom:hover { + background: #b30000; + transform: scale(1.05); +} + +.btn-doom:active { + transform: translateY(2px); + box-shadow: 2px 2px 0 #3a0000; +} + +/* Settings Form */ +.setting-row { + display: flex; + justify-content: space-between; + align-items: center; + margin: 16px 0; + font-size: 10px; + color: #eee; +} + +.setting-row input[type="range"] { + width: 160px; + accent-color: #ff2200; +} + +/* =================================================== + MOBILE VIRTUAL CONTROLS + =================================================== */ + +#mobile-controls { + position: absolute; + top: 0; + left: 0; + width: 100%; + height: calc(100% - 90px); + pointer-events: none; + z-index: 28; +} + +#mobile-controls.hidden { + display: none; +} + +/* Left Virtual Joystick */ +#joystick-base { + position: absolute; + bottom: 30px; + left: 30px; + width: 120px; + height: 120px; + background: rgba(255, 255, 255, 0.12); + border: 2px solid rgba(255, 255, 255, 0.3); + border-radius: 50%; + pointer-events: auto; +} + +#joystick-knob { + position: absolute; + top: 50%; + left: 50%; + transform: translate(-50%, -50%); + width: 50px; + height: 50px; + background: rgba(255, 50, 50, 0.6); + border: 2px solid #ff4444; + border-radius: 50%; +} + +/* Right Swipe Look Zone */ +#mobile-look-zone { + position: absolute; + top: 0; + right: 0; + width: 50%; + height: 60%; + pointer-events: auto; +} + +/* Right Action Buttons */ +.mobile-action-buttons { + position: absolute; + bottom: 25px; + right: 25px; + display: flex; + flex-direction: column; + align-items: flex-end; + gap: 12px; + pointer-events: auto; +} + +.btn-mobile-act { + background: rgba(40, 40, 40, 0.7); + border: 2px solid #ff4444; + color: #fff; + font-family: 'Press Start 2P', monospace; + font-size: 10px; + border-radius: 8px; + padding: 12px 16px; + box-shadow: 0 0 8px rgba(255, 0, 0, 0.4); +} + +.btn-mobile-fire { + background: rgba(200, 0, 0, 0.85); + border-color: #ffbb00; + padding: 18px 24px; + font-size: 14px; + font-weight: bold; +} + +.mobile-weapon-row { + display: flex; + gap: 8px; +} + +/* Responsive adjustments */ +@media (max-width: 768px) { + #doom-hud { + height: 75px; + } + .hud-stat-box { + min-width: 65px; + padding: 0 6px; + } + .hud-value { + font-size: 22px; + } + .hud-face-box { + width: 60px; + height: 60px; + } + #doomguy-face { + width: 50px; + height: 54px; + } + .doom-title { + font-size: 24px; + } +} diff --git a/game/doom/index.html b/game/doom/index.html new file mode 100755 index 0000000..b6aec2f --- /dev/null +++ b/game/doom/index.html @@ -0,0 +1,178 @@ + + + + + + DOOM 3D - WebGL Retro FPS + + + +
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AMMO
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ARMOR
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0%
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KEYS
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+ + + + + + + + + + + + + + + + + diff --git a/game/doom/js/audio.js b/game/doom/js/audio.js new file mode 100755 index 0000000..806890f --- /dev/null +++ b/game/doom/js/audio.js @@ -0,0 +1,728 @@ +/** + * DOOM 3D - Retro Sound Synthesizer & Music Sequencer (Web Audio API) + * Generates authentic 90s DOOM-inspired sound effects and the iconic E1M1 metal riff. + */ + +class SoundSystem { + constructor() { + this.ctx = null; + this.masterGain = null; + this.sfxGain = null; + this.musicGain = null; + this.initialized = false; + + this.sfxVolume = 0.8; + this.musicVolume = 0.5; + this.masterVolume = 1.0; + + this.musicPlaying = false; + this.musicStep = 0; + this.musicTimer = null; + this.musicBpm = 135; + } + + init() { + if (this.initialized) return; + try { + const AudioContext = window.AudioContext || window.webkitAudioContext; + this.ctx = new AudioContext(); + + this.masterGain = this.ctx.createGain(); + this.masterGain.gain.value = this.masterVolume; + this.masterGain.connect(this.ctx.destination); + + this.sfxGain = this.ctx.createGain(); + this.sfxGain.gain.value = this.sfxVolume; + this.sfxGain.connect(this.masterGain); + + this.musicGain = this.ctx.createGain(); + this.musicGain.gain.value = this.musicVolume; + this.musicGain.connect(this.masterGain); + + this.initialized = true; + this.startMusic(); + } catch (e) { + console.warn('Web Audio API not supported or blocked:', e); + } + } + + resume() { + if (this.ctx && this.ctx.state === 'suspended') { + this.ctx.resume(); + } + if (!this.initialized) { + this.init(); + } + } + + setMasterVolume(val) { + this.masterVolume = Math.max(0, Math.min(1, val)); + if (this.masterGain) this.masterGain.gain.setValueAtTime(this.masterVolume, this.ctx.currentTime); + } + + setSfxVolume(val) { + this.sfxVolume = Math.max(0, Math.min(1, val)); + if (this.sfxGain) this.sfxGain.gain.setValueAtTime(this.sfxVolume, this.ctx.currentTime); + } + + setMusicVolume(val) { + this.musicVolume = Math.max(0, Math.min(1, val)); + if (this.musicGain) this.musicGain.gain.setValueAtTime(this.musicVolume, this.ctx.currentTime); + } + + // Helper: Create White Noise buffer + createNoiseBuffer(duration = 1) { + if (!this.ctx) return null; + const bufferSize = this.ctx.sampleRate * duration; + const buffer = this.ctx.createBuffer(1, bufferSize, this.ctx.sampleRate); + const data = buffer.getChannelData(0); + for (let i = 0; i < bufferSize; i++) { + data[i] = Math.random() * 2 - 1; + } + return buffer; + } + + // Distortion curve for heavy metal tone + makeDistortionCurve(amount = 50) { + const k = typeof amount === 'number' ? amount : 50; + const n_samples = 44100; + const curve = new Float32Array(n_samples); + const deg = Math.PI / 180; + for (let i = 0; i < n_samples; ++i) { + const x = (i * 2) / n_samples - 1; + curve[i] = ((3 + k) * x * 20 * deg) / (Math.PI + k * Math.abs(x)); + } + return curve; + } + + // ---------------------------------------------------- + // WEAPON SOUND EFFECTS + // ---------------------------------------------------- + + playFist() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + // Swoosh + const osc = this.ctx.createOscillator(); + const gain = this.ctx.createGain(); + osc.type = 'triangle'; + osc.frequency.setValueAtTime(120, t); + osc.frequency.exponentialRampToValueAtTime(40, t + 0.15); + gain.gain.setValueAtTime(0.6, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.15); + osc.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.16); + + // Impact punch + const noise = this.ctx.createBufferSource(); + noise.buffer = this.createNoiseBuffer(0.12); + const filter = this.ctx.createBiquadFilter(); + filter.type = 'lowpass'; + filter.frequency.setValueAtTime(800, t); + filter.frequency.exponentialRampToValueAtTime(100, t + 0.12); + const nGain = this.ctx.createGain(); + nGain.gain.setValueAtTime(0.8, t); + nGain.gain.exponentialRampToValueAtTime(0.01, t + 0.12); + noise.connect(filter); + filter.connect(nGain); + nGain.connect(this.sfxGain); + noise.start(t); + } + + playPistol() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + + // Punch osc + const osc = this.ctx.createOscillator(); + const oGain = this.ctx.createGain(); + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(320, t); + osc.frequency.exponentialRampToValueAtTime(45, t + 0.18); + oGain.gain.setValueAtTime(0.7, t); + oGain.gain.exponentialRampToValueAtTime(0.01, t + 0.18); + osc.connect(oGain); + oGain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.19); + + // Noise crack + const noise = this.ctx.createBufferSource(); + noise.buffer = this.createNoiseBuffer(0.2); + const filter = this.ctx.createBiquadFilter(); + filter.type = 'bandpass'; + filter.frequency.setValueAtTime(1800, t); + filter.frequency.exponentialRampToValueAtTime(300, t + 0.2); + const nGain = this.ctx.createGain(); + nGain.gain.setValueAtTime(0.9, t); + nGain.gain.exponentialRampToValueAtTime(0.01, t + 0.2); + noise.connect(filter); + filter.connect(nGain); + nGain.connect(this.sfxGain); + noise.start(t); + } + + playShotgun() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + + // Low boom + const osc = this.ctx.createOscillator(); + const oGain = this.ctx.createGain(); + osc.type = 'triangle'; + osc.frequency.setValueAtTime(200, t); + osc.frequency.exponentialRampToValueAtTime(30, t + 0.35); + oGain.gain.setValueAtTime(1.0, t); + oGain.gain.exponentialRampToValueAtTime(0.01, t + 0.35); + osc.connect(oGain); + oGain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.36); + + // Heavy blast noise + const noise = this.ctx.createBufferSource(); + noise.buffer = this.createNoiseBuffer(0.35); + const filter = this.ctx.createBiquadFilter(); + filter.type = 'lowpass'; + filter.frequency.setValueAtTime(2800, t); + filter.frequency.exponentialRampToValueAtTime(400, t + 0.35); + const nGain = this.ctx.createGain(); + nGain.gain.setValueAtTime(1.2, t); + nGain.gain.exponentialRampToValueAtTime(0.01, t + 0.35); + noise.connect(filter); + filter.connect(nGain); + nGain.connect(this.sfxGain); + noise.start(t); + + // Pump action slide (clack-clack) after 0.35s + setTimeout(() => { + if (!this.ctx) return; + const t2 = this.ctx.currentTime; + const p1 = this.ctx.createOscillator(); + const pGain = this.ctx.createGain(); + p1.type = 'square'; + p1.frequency.setValueAtTime(400, t2); + p1.frequency.setValueAtTime(650, t2 + 0.06); + pGain.gain.setValueAtTime(0.3, t2); + pGain.gain.exponentialRampToValueAtTime(0.01, t2 + 0.15); + p1.connect(pGain); + pGain.connect(this.sfxGain); + p1.start(t2); + p1.stop(t2 + 0.16); + }, 320); + } + + playChaingun() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + + const osc = this.ctx.createOscillator(); + const oGain = this.ctx.createGain(); + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(260 + Math.random() * 40, t); + osc.frequency.exponentialRampToValueAtTime(50, t + 0.12); + oGain.gain.setValueAtTime(0.65, t); + oGain.gain.exponentialRampToValueAtTime(0.01, t + 0.12); + osc.connect(oGain); + oGain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.13); + + const noise = this.ctx.createBufferSource(); + noise.buffer = this.createNoiseBuffer(0.12); + const filter = this.ctx.createBiquadFilter(); + filter.type = 'bandpass'; + filter.frequency.setValueAtTime(2200, t); + const nGain = this.ctx.createGain(); + nGain.gain.setValueAtTime(0.7, t); + nGain.gain.exponentialRampToValueAtTime(0.01, t + 0.12); + noise.connect(filter); + filter.connect(nGain); + nGain.connect(this.sfxGain); + noise.start(t); + } + + playRocketLaunch() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + + // Swoosh tone + const osc = this.ctx.createOscillator(); + const oGain = this.ctx.createGain(); + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(100, t); + osc.frequency.exponentialRampToValueAtTime(450, t + 0.25); + osc.frequency.exponentialRampToValueAtTime(120, t + 0.5); + oGain.gain.setValueAtTime(0.7, t); + oGain.gain.exponentialRampToValueAtTime(0.01, t + 0.5); + osc.connect(oGain); + oGain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.51); + + // Rocket booster hiss + const noise = this.ctx.createBufferSource(); + noise.buffer = this.createNoiseBuffer(0.4); + const filter = this.ctx.createBiquadFilter(); + filter.type = 'bandpass'; + filter.frequency.setValueAtTime(800, t); + filter.frequency.linearRampToValueAtTime(1600, t + 0.4); + const nGain = this.ctx.createGain(); + nGain.gain.setValueAtTime(0.8, t); + nGain.gain.exponentialRampToValueAtTime(0.01, t + 0.4); + noise.connect(filter); + filter.connect(nGain); + nGain.connect(this.sfxGain); + noise.start(t); + } + + playExplosion(volumeMultiplier = 1.0) { + if (!this.ctx) return; + const t = this.ctx.currentTime; + + // Sub bass boom + const osc = this.ctx.createOscillator(); + const oGain = this.ctx.createGain(); + osc.type = 'triangle'; + osc.frequency.setValueAtTime(160, t); + osc.frequency.exponentialRampToValueAtTime(25, t + 0.7); + oGain.gain.setValueAtTime(1.2 * volumeMultiplier, t); + oGain.gain.exponentialRampToValueAtTime(0.01, t + 0.7); + osc.connect(oGain); + oGain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.71); + + // Crumbling explosion noise + const noise = this.ctx.createBufferSource(); + noise.buffer = this.createNoiseBuffer(0.8); + const filter = this.ctx.createBiquadFilter(); + filter.type = 'lowpass'; + filter.frequency.setValueAtTime(1400, t); + filter.frequency.exponentialRampToValueAtTime(120, t + 0.8); + const nGain = this.ctx.createGain(); + nGain.gain.setValueAtTime(1.4 * volumeMultiplier, t); + nGain.gain.exponentialRampToValueAtTime(0.01, t + 0.8); + noise.connect(filter); + filter.connect(nGain); + nGain.connect(this.sfxGain); + noise.start(t); + } + + playPlasma() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + + const osc = this.ctx.createOscillator(); + const oGain = this.ctx.createGain(); + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(950, t); + osc.frequency.exponentialRampToValueAtTime(180, t + 0.16); + oGain.gain.setValueAtTime(0.7, t); + oGain.gain.exponentialRampToValueAtTime(0.01, t + 0.16); + osc.connect(oGain); + oGain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.17); + + const osc2 = this.ctx.createOscillator(); + const oGain2 = this.ctx.createGain(); + osc2.type = 'sine'; + osc2.frequency.setValueAtTime(1400, t); + osc2.frequency.exponentialRampToValueAtTime(300, t + 0.14); + oGain2.gain.setValueAtTime(0.5, t); + oGain2.gain.exponentialRampToValueAtTime(0.01, t + 0.14); + osc2.connect(oGain2); + oGain2.connect(this.sfxGain); + osc2.start(t); + osc2.stop(t + 0.15); + } + + playBFGCharge() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + + const osc = this.ctx.createOscillator(); + const gain = this.ctx.createGain(); + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(100, t); + osc.frequency.exponentialRampToValueAtTime(1200, t + 0.8); + gain.gain.setValueAtTime(0.1, t); + gain.gain.linearRampToValueAtTime(0.9, t + 0.8); + osc.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.82); + } + + playBFGFire() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + + // Big apocalyptic energy discharge + const osc = this.ctx.createOscillator(); + const oGain = this.ctx.createGain(); + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(800, t); + osc.frequency.exponentialRampToValueAtTime(60, t + 0.9); + oGain.gain.setValueAtTime(1.3, t); + oGain.gain.exponentialRampToValueAtTime(0.01, t + 0.9); + osc.connect(oGain); + oGain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.92); + + const noise = this.ctx.createBufferSource(); + noise.buffer = this.createNoiseBuffer(1.0); + const filter = this.ctx.createBiquadFilter(); + filter.type = 'bandpass'; + filter.frequency.setValueAtTime(3000, t); + filter.frequency.exponentialRampToValueAtTime(200, t + 1.0); + const nGain = this.ctx.createGain(); + nGain.gain.setValueAtTime(1.5, t); + nGain.gain.exponentialRampToValueAtTime(0.01, t + 1.0); + noise.connect(filter); + filter.connect(nGain); + nGain.connect(this.sfxGain); + noise.start(t); + } + + // ---------------------------------------------------- + // MONSTER & WORLD SOUND EFFECTS + // ---------------------------------------------------- + + playEnemyAlert(type = 'zombie') { + if (!this.ctx) return; + const t = this.ctx.currentTime; + const osc = this.ctx.createOscillator(); + const gain = this.ctx.createGain(); + + if (type === 'pinky' || type === 'caco') { + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(140, t); + osc.frequency.linearRampToValueAtTime(220, t + 0.15); + osc.frequency.exponentialRampToValueAtTime(60, t + 0.4); + gain.gain.setValueAtTime(0.7, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.4); + osc.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.42); + } else { + // Zombie / Imp grunt + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(220, t); + osc.frequency.exponentialRampToValueAtTime(90, t + 0.28); + gain.gain.setValueAtTime(0.6, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.28); + osc.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.3); + } + } + + playEnemyPain() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + const osc = this.ctx.createOscillator(); + const gain = this.ctx.createGain(); + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(180, t); + osc.frequency.exponentialRampToValueAtTime(70, t + 0.18); + gain.gain.setValueAtTime(0.6, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.18); + osc.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.19); + } + + playEnemyDeath() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + const osc = this.ctx.createOscillator(); + const gain = this.ctx.createGain(); + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(130, t); + osc.frequency.exponentialRampToValueAtTime(30, t + 0.45); + gain.gain.setValueAtTime(0.8, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.45); + osc.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.46); + + // Gurgle + const noise = this.ctx.createBufferSource(); + noise.buffer = this.createNoiseBuffer(0.35); + const filter = this.ctx.createBiquadFilter(); + filter.type = 'bandpass'; + filter.frequency.setValueAtTime(600, t); + const nGain = this.ctx.createGain(); + nGain.gain.setValueAtTime(0.7, t); + nGain.gain.exponentialRampToValueAtTime(0.01, t + 0.35); + noise.connect(filter); + filter.connect(nGain); + nGain.connect(this.sfxGain); + noise.start(t); + } + + playFireball() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + const noise = this.ctx.createBufferSource(); + noise.buffer = this.createNoiseBuffer(0.3); + const filter = this.ctx.createBiquadFilter(); + filter.type = 'bandpass'; + filter.frequency.setValueAtTime(1200, t); + filter.frequency.exponentialRampToValueAtTime(300, t + 0.3); + const gain = this.ctx.createGain(); + gain.gain.setValueAtTime(0.8, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.3); + noise.connect(filter); + filter.connect(gain); + gain.connect(this.sfxGain); + noise.start(t); + } + + playItemPickup(type = 'ammo') { + if (!this.ctx) return; + const t = this.ctx.currentTime; + const osc = this.ctx.createOscillator(); + const gain = this.ctx.createGain(); + osc.type = 'sine'; + + if (type === 'health' || type === 'armor') { + osc.frequency.setValueAtTime(440, t); + osc.frequency.setValueAtTime(554.37, t + 0.06); + osc.frequency.setValueAtTime(659.25, t + 0.12); + gain.gain.setValueAtTime(0.5, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.25); + osc.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.26); + } else if (type === 'weapon' || type === 'key') { + // Fanfare chime + osc.frequency.setValueAtTime(330, t); + osc.frequency.setValueAtTime(440, t + 0.08); + osc.frequency.setValueAtTime(660, t + 0.16); + osc.frequency.setValueAtTime(880, t + 0.24); + gain.gain.setValueAtTime(0.7, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.45); + osc.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.46); + } else { + // Ammo / click + osc.frequency.setValueAtTime(600, t); + osc.frequency.setValueAtTime(900, t + 0.05); + gain.gain.setValueAtTime(0.4, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.12); + osc.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.13); + } + } + + playDoor(open = true) { + if (!this.ctx) return; + const t = this.ctx.currentTime; + const osc = this.ctx.createOscillator(); + const gain = this.ctx.createGain(); + osc.type = 'sawtooth'; + const startFreq = open ? 90 : 150; + const endFreq = open ? 160 : 70; + osc.frequency.setValueAtTime(startFreq, t); + osc.frequency.linearRampToValueAtTime(endFreq, t + 0.6); + gain.gain.setValueAtTime(0.4, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.6); + + const filter = this.ctx.createBiquadFilter(); + filter.type = 'lowpass'; + filter.frequency.setValueAtTime(450, t); + + osc.connect(filter); + filter.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.62); + } + + playPlayerPain() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + const osc = this.ctx.createOscillator(); + const gain = this.ctx.createGain(); + osc.type = 'triangle'; + osc.frequency.setValueAtTime(200, t); + osc.frequency.exponentialRampToValueAtTime(80, t + 0.22); + gain.gain.setValueAtTime(0.9, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.22); + osc.connect(gain); + gain.connect(this.sfxGain); + osc.start(t); + osc.stop(t + 0.23); + } + + playSlimeHurt() { + if (!this.ctx) return; + const t = this.ctx.currentTime; + const noise = this.ctx.createBufferSource(); + noise.buffer = this.createNoiseBuffer(0.2); + const filter = this.ctx.createBiquadFilter(); + filter.type = 'bandpass'; + filter.frequency.setValueAtTime(3200, t); + filter.Q.setValueAtTime(3, t); + const gain = this.ctx.createGain(); + gain.gain.setValueAtTime(0.5, t); + gain.gain.exponentialRampToValueAtTime(0.01, t + 0.2); + noise.connect(filter); + filter.connect(gain); + gain.connect(this.sfxGain); + noise.start(t); + } + + // ---------------------------------------------------- + // E1M1 RETRO SYNTHESIZER SOUNDTRACK + // ---------------------------------------------------- + + startMusic() { + if (this.musicPlaying) return; + this.musicPlaying = true; + this.musicStep = 0; + + // E1M1 Notes in Hz (E Minor riff) + const E1 = 41.20; + const E2 = 82.41; + const G2 = 98.00; + const A2 = 110.00; + const Bb2 = 116.54; + const B2 = 123.47; + const D3 = 146.83; + const E3 = 164.81; + + // 32-step bass riff pattern for classic E1M1 + // E E E3 E E D3 E E | C3 E E Bb2 E E B2 C3 + const riffNotes = [ + E2, E2, E3, E2, E2, D3, E2, E2, + E3, E2, E2, D3, E2, E2, Bb2, B2, + E2, E2, E3, E2, E2, D3, E2, E2, + E3, E2, E2, G2, E2, A2, Bb2, B2 + ]; + + const stepDuration = (60 / this.musicBpm) / 4; // 16th notes + + const scheduleStep = () => { + if (!this.musicPlaying || !this.ctx) return; + const now = this.ctx.currentTime; + + const note = riffNotes[this.musicStep % riffNotes.length]; + const isHeavyBeat = (this.musicStep % 4 === 0); + const isSnareBeat = (this.musicStep % 8 === 4); + + // Synth Distortion Bass/Guitar + const osc = this.ctx.createOscillator(); + const dist = this.ctx.createWaveShaper(); + const filter = this.ctx.createBiquadFilter(); + const gain = this.ctx.createGain(); + + osc.type = 'sawtooth'; + osc.frequency.setValueAtTime(note, now); + dist.curve = this.makeDistortionCurve(30); + dist.oversample = '4x'; + + filter.type = 'lowpass'; + filter.frequency.setValueAtTime(1400, now); + filter.frequency.exponentialRampToValueAtTime(350, now + stepDuration * 0.9); + + gain.gain.setValueAtTime(0.35, now); + gain.gain.exponentialRampToValueAtTime(0.01, now + stepDuration * 0.95); + + osc.connect(dist); + dist.connect(filter); + filter.connect(gain); + gain.connect(this.musicGain); + + osc.start(now); + osc.stop(now + stepDuration); + + // Kick Drum on quarter notes + if (isHeavyBeat) { + const kick = this.ctx.createOscillator(); + const kGain = this.ctx.createGain(); + kick.type = 'sine'; + kick.frequency.setValueAtTime(140, now); + kick.frequency.exponentialRampToValueAtTime(35, now + 0.12); + kGain.gain.setValueAtTime(0.7, now); + kGain.gain.exponentialRampToValueAtTime(0.01, now + 0.12); + kick.connect(kGain); + kGain.connect(this.musicGain); + kick.start(now); + kick.stop(now + 0.13); + } + + // Snare Drum on 2 and 4 + if (isSnareBeat) { + const snare = this.ctx.createBufferSource(); + snare.buffer = this.createNoiseBuffer(0.15); + const sFilter = this.ctx.createBiquadFilter(); + sFilter.type = 'highpass'; + sFilter.frequency.setValueAtTime(1000, now); + const sGain = this.ctx.createGain(); + sGain.gain.setValueAtTime(0.45, now); + sGain.gain.exponentialRampToValueAtTime(0.01, now + 0.15); + snare.connect(sFilter); + sFilter.connect(sGain); + sGain.connect(this.musicGain); + snare.start(now); + } + + // Closed Hi-hat every 8th note + if (this.musicStep % 2 === 0) { + const hat = this.ctx.createBufferSource(); + hat.buffer = this.createNoiseBuffer(0.04); + const hFilter = this.ctx.createBiquadFilter(); + hFilter.type = 'highpass'; + hFilter.frequency.setValueAtTime(7000, now); + const hGain = this.ctx.createGain(); + hGain.gain.setValueAtTime(0.15, now); + hGain.gain.exponentialRampToValueAtTime(0.01, now + 0.04); + hat.connect(hFilter); + hFilter.connect(hGain); + hGain.connect(this.musicGain); + hat.start(now); + } + + this.musicStep++; + this.musicTimer = setTimeout(scheduleStep, stepDuration * 1000); + }; + + scheduleStep(); + } + + stopMusic() { + this.musicPlaying = false; + if (this.musicTimer) { + clearTimeout(this.musicTimer); + this.musicTimer = null; + } + } + + toggleMusic() { + if (this.musicPlaying) { + this.stopMusic(); + return false; + } else { + this.startMusic(); + return true; + } + } +} + +window.SoundSystem = SoundSystem; diff --git a/game/doom/js/enemies.js b/game/doom/js/enemies.js new file mode 100755 index 0000000..e43b6a4 --- /dev/null +++ b/game/doom/js/enemies.js @@ -0,0 +1,689 @@ +/** + * DOOM 3D - Enemies & Monster AI System + * 5 Iconic Doom Demons: Zombieman, Shotgunner, Imp, Pinky Demon, Cacodemon. + * 3D Billboards, multi-state animations, line-of-sight tracking, attacks, and blood FX. + */ + +class DoomEnemies { + constructor(engine, player, sound, map) { + this.engine = engine; + this.player = player; + this.sound = sound; + this.map = map; + + this.enemies = []; + this.monsterProjectiles = []; + this.textures = {}; + + this.generateMonsterTextures(); + this.spawnMapEnemies(); + } + + // ---------------------------------------------------- + // PROCEDURAL HIGH-DEFINITION RETRO SPRITE TEXTURES + // ---------------------------------------------------- + + generateMonsterTextures() { + this.textures.zombie = this.createZombieSprites(); + this.textures.shotgunner = this.createShotgunnerSprites(); + this.textures.imp = this.createImpSprites(); + this.textures.pinky = this.createPinkySprites(); + this.textures.caco = this.createCacoSprites(); + } + + createZombieSprites() { + return { + walk1: this.drawHumanoidSprite('#3d6b2c', '#a89078', '#ff3300', 'rifle', 1), + walk2: this.drawHumanoidSprite('#3d6b2c', '#a89078', '#ff3300', 'rifle', 2), + attack: this.drawHumanoidSprite('#3d6b2c', '#a89078', '#ffea00', 'rifle_fire', 1), + pain: this.drawHumanoidSprite('#882222', '#c06060', '#ffffff', 'rifle', 1), + dead: this.drawDeadCorpseSprite('#3d6b2c', '#990000') + }; + } + + createShotgunnerSprites() { + return { + walk1: this.drawHumanoidSprite('#22252a', '#9098a0', '#ff0000', 'shotgun', 1), + walk2: this.drawHumanoidSprite('#22252a', '#9098a0', '#ff0000', 'shotgun', 2), + attack: this.drawHumanoidSprite('#22252a', '#9098a0', '#ffaa00', 'shotgun_fire', 1), + pain: this.drawHumanoidSprite('#6b1a1a', '#aa4444', '#ffffff', 'shotgun', 1), + dead: this.drawDeadCorpseSprite('#22252a', '#bb0000') + }; + } + + createImpSprites() { + return { + walk1: this.drawImpSprite(1), + walk2: this.drawImpSprite(2), + attack: this.drawImpSprite(3), // casting fireball + pain: this.drawImpSprite(4), + dead: this.drawDeadCorpseSprite('#6e4428', '#aa1100') + }; + } + + createPinkySprites() { + return { + walk1: this.drawPinkySprite(1), + walk2: this.drawPinkySprite(2), + attack: this.drawPinkySprite(3), // wide jaws bite + pain: this.drawPinkySprite(4), + dead: this.drawDeadCorpseSprite('#a82838', '#880000') + }; + } + + createCacoSprites() { + return { + walk1: this.drawCacoSprite(1), + walk2: this.drawCacoSprite(2), + attack: this.drawCacoSprite(3), // blue lightning maw + pain: this.drawCacoSprite(4), + dead: this.drawDeadCorpseSprite('#c41c1c', '#00d4ff') + }; + } + + drawHumanoidSprite(armorColor, skinColor, eyeColor, weaponType, frame) { + const c = document.createElement('canvas'); + c.width = 160; + c.height = 180; + const ctx = c.getContext('2d'); + + // Shadow under feet + ctx.fillStyle = 'rgba(0,0,0,0.5)'; + ctx.beginPath(); + ctx.ellipse(80, 165, 38, 12, 0, 0, Math.PI * 2); + ctx.fill(); + + // Boots / Legs + ctx.fillStyle = '#181b16'; + if (frame === 1) { + ctx.fillRect(58, 105, 20, 58); + ctx.fillRect(82, 105, 20, 58); + } else { + ctx.fillRect(48, 105, 22, 58); + ctx.fillRect(90, 105, 22, 58); + } + + // Torso / Tactical Armor Vest + ctx.fillStyle = armorColor; + ctx.fillRect(50, 48, 60, 60); + ctx.fillStyle = '#1c201a'; + ctx.fillRect(56, 54, 48, 18); // Chest plate detail + ctx.fillRect(54, 94, 52, 10); // Utility belt + + // Muscular / Zombie Flesh Head + ctx.fillStyle = skinColor; + ctx.fillRect(62, 16, 36, 34); + + // Glowing Demonic Eyes + ctx.fillStyle = eyeColor; + ctx.fillRect(68, 26, 8, 7); + ctx.fillRect(84, 26, 8, 7); + + // Sinister Mouth + ctx.fillStyle = '#330000'; + ctx.fillRect(72, 38, 16, 6); + + // Zombie Helmet / Hair + ctx.fillStyle = '#33382e'; + ctx.fillRect(58, 10, 44, 12); + + // Weapon + if (weaponType.includes('rifle')) { + ctx.fillStyle = '#111316'; + ctx.fillRect(75, 62, 60, 14); + ctx.fillStyle = '#444c54'; + ctx.fillRect(82, 58, 24, 8); + + if (weaponType === 'rifle_fire') { + ctx.fillStyle = '#ffea00'; + ctx.beginPath(); + ctx.arc(142, 69, 20, 0, Math.PI * 2); + ctx.fill(); + ctx.fillStyle = '#ffffff'; + ctx.beginPath(); + ctx.arc(142, 69, 10, 0, Math.PI * 2); + ctx.fill(); + } + } else if (weaponType.includes('shotgun')) { + ctx.fillStyle = '#1a1c20'; + ctx.fillRect(70, 64, 70, 18); + ctx.fillStyle = '#7a3e1d'; // Wooden pump + ctx.fillRect(92, 70, 24, 14); + + if (weaponType === 'shotgun_fire') { + ctx.fillStyle = '#ffaa00'; + ctx.beginPath(); + ctx.arc(148, 73, 26, 0, Math.PI * 2); + ctx.fill(); + ctx.fillStyle = '#ffffff'; + ctx.beginPath(); + ctx.arc(148, 73, 14, 0, Math.PI * 2); + ctx.fill(); + } + } + + const tex = new THREE.CanvasTexture(c); + tex.magFilter = THREE.NearestFilter; + return tex; + } + + drawImpSprite(pose) { + const c = document.createElement('canvas'); + c.width = 160; + c.height = 180; + const ctx = c.getContext('2d'); + + // Shadow + ctx.fillStyle = 'rgba(0,0,0,0.5)'; + ctx.beginPath(); + ctx.ellipse(80, 165, 42, 12, 0, 0, Math.PI * 2); + ctx.fill(); + + // Brown Spiky Demon Body + ctx.fillStyle = pose === 4 ? '#8a2d1d' : '#6b4124'; + // Torso + ctx.fillRect(52, 45, 56, 62); + + // Demonic Spikes on shoulders & head + ctx.fillStyle = '#e8d8b8'; + ctx.fillRect(42, 38, 12, 14); + ctx.fillRect(106, 38, 12, 14); + ctx.fillRect(56, 8, 10, 18); + ctx.fillRect(94, 8, 10, 18); + + // Head + ctx.fillStyle = pose === 4 ? '#9c3622' : '#7c4d2d'; + ctx.fillRect(58, 18, 44, 35); + + // Glowing Fiery Red Eyes + ctx.fillStyle = '#ff0000'; + ctx.fillRect(66, 28, 8, 8); + ctx.fillRect(86, 28, 8, 8); + ctx.fillStyle = '#ffff00'; + ctx.fillRect(68, 30, 4, 4); + ctx.fillRect(88, 30, 4, 4); + + // Sharp Demonic Fangs + ctx.fillStyle = '#ffffff'; + for (let i = 0; i < 4; i++) { + ctx.fillRect(68 + i * 7, 42, 4, 6); + } + + // Legs with clawed hooves + ctx.fillStyle = '#523018'; + if (pose === 1) { + ctx.fillRect(52, 107, 22, 56); + ctx.fillRect(86, 107, 22, 56); + } else if (pose === 2) { + ctx.fillRect(44, 107, 22, 56); + ctx.fillRect(94, 107, 22, 56); + } else { + ctx.fillRect(50, 107, 24, 56); + ctx.fillRect(86, 107, 24, 56); + } + + // Fireball casting pose + if (pose === 3) { + // Glowing Fireball in hands + ctx.fillStyle = '#ff5500'; + ctx.beginPath(); + ctx.arc(125, 75, 24, 0, Math.PI * 2); + ctx.fill(); + ctx.fillStyle = '#ffff00'; + ctx.beginPath(); + ctx.arc(125, 75, 14, 0, Math.PI * 2); + ctx.fill(); + } + + const tex = new THREE.CanvasTexture(c); + tex.magFilter = THREE.NearestFilter; + return tex; + } + + drawPinkySprite(frame) { + const c = document.createElement('canvas'); + c.width = 180; + c.height = 180; + const ctx = c.getContext('2d'); + + // Shadow + ctx.fillStyle = 'rgba(0,0,0,0.5)'; + ctx.beginPath(); + ctx.ellipse(90, 165, 52, 14, 0, 0, Math.PI * 2); + ctx.fill(); + + // Massive Demonic Muscle Beast (Pinky) + ctx.fillStyle = frame === 4 ? '#781822' : '#b82e44'; + ctx.fillRect(40, 40, 100, 70); + + // Demon Horns + ctx.fillStyle = '#e6d8c8'; + ctx.fillRect(28, 22, 18, 24); + ctx.fillRect(134, 22, 18, 24); + + // Huge Demon Jaws & Snout + ctx.fillStyle = '#8a1d2e'; + ctx.fillRect(55, 50, 70, 55); + + // Glowing Yellow Eyes + ctx.fillStyle = '#ffff33'; + ctx.fillRect(60, 55, 12, 10); + ctx.fillRect(108, 55, 12, 10); + + // Terrifying Sharp Teeth + ctx.fillStyle = '#ffffff'; + for (let i = 0; i < 6; i++) { + ctx.fillRect(62 + i * 10, 85, 6, 12); + if (frame === 3) { + // Open jaw + ctx.fillRect(62 + i * 10, 70, 6, 8); + } + } + + // Heavy Stomping Legs + ctx.fillStyle = '#6e1422'; + if (frame === 1) { + ctx.fillRect(42, 110, 32, 54); + ctx.fillRect(106, 110, 32, 54); + } else { + ctx.fillRect(30, 110, 32, 54); + ctx.fillRect(118, 110, 32, 54); + } + + const tex = new THREE.CanvasTexture(c); + tex.magFilter = THREE.NearestFilter; + return tex; + } + + drawCacoSprite(frame) { + const c = document.createElement('canvas'); + c.width = 180; + c.height = 180; + const ctx = c.getContext('2d'); + + // Giant Red Floating Sphere Demon + ctx.fillStyle = '#c41c1c'; + ctx.beginPath(); + ctx.arc(90, 90, 72, 0, Math.PI * 2); + ctx.fill(); + + // Spikes on head + ctx.fillStyle = '#6e0c0c'; + for (let i = 0; i < 8; i++) { + const angle = Math.PI + (i * Math.PI) / 7; + const hx = 90 + Math.cos(angle) * 70; + const hy = 90 + Math.sin(angle) * 70; + ctx.fillRect(hx - 6, hy - 6, 12, 12); + } + + // Massive Emerald Eye + ctx.fillStyle = '#00ff55'; + ctx.beginPath(); + ctx.arc(90, 65, 24, 0, Math.PI * 2); + ctx.fill(); + + ctx.fillStyle = '#003311'; + ctx.beginPath(); + ctx.arc(90, 65, 10, 0, Math.PI * 2); + ctx.fill(); + + // Gaping Maw + ctx.fillStyle = '#111116'; + ctx.fillRect(50, 105, 80, 34); + + if (frame === 3) { + // Blue Lightning Ball inside mouth + ctx.fillStyle = '#00d4ff'; + ctx.beginPath(); + ctx.arc(90, 122, 22, 0, Math.PI * 2); + ctx.fill(); + } else { + // Teeth + ctx.fillStyle = '#ffffff'; + for (let i = 0; i < 7; i++) { + ctx.fillRect(55 + i * 10, 105, 6, 10); + ctx.fillRect(55 + i * 10, 128, 6, 10); + } + } + + const tex = new THREE.CanvasTexture(c); + tex.magFilter = THREE.NearestFilter; + return tex; + } + + drawDeadCorpseSprite(bodyColor, bloodColor) { + const c = document.createElement('canvas'); + c.width = 160; + c.height = 90; + const ctx = c.getContext('2d'); + + // Blood Pool on Floor + ctx.fillStyle = bloodColor; + ctx.beginPath(); + ctx.ellipse(80, 58, 68, 24, 0, 0, Math.PI * 2); + ctx.fill(); + + // Collapsed Demonic Body + ctx.fillStyle = bodyColor; + ctx.fillRect(35, 36, 95, 28); + + // Skull / Slain Head + ctx.fillStyle = '#d0a080'; + ctx.fillRect(20, 42, 20, 18); + + const tex = new THREE.CanvasTexture(c); + tex.magFilter = THREE.NearestFilter; + return tex; + } + + // ---------------------------------------------------- + // SPAWNING ENEMIES + // ---------------------------------------------------- + + spawnMapEnemies() { + const spawns = (this.map && this.map.spawns) ? this.map.spawns.enemies : (window.game && window.game.map ? window.game.map.spawns.enemies : []); + if (!spawns || spawns.length === 0) return; + + for (let i = 0; i < spawns.length; i++) { + const s = spawns[i]; + this.createEnemy(s.type, s.x, s.y, s.z); + } + } + + createEnemy(type, x, y, z) { + let maxHp = 30; + let speed = 4.5; + let scaleW = 2.4; + let scaleH = 2.6; + let attackRange = 28; + let isFlying = false; + + if (type === 'zombie') { + maxHp = 30; + speed = 3.6; + attackRange = 30; + } else if (type === 'shotgunner') { + maxHp = 45; + speed = 4.0; + attackRange = 24; + } else if (type === 'imp') { + maxHp = 65; + speed = 4.6; + attackRange = 35; + } else if (type === 'pinky') { + maxHp = 140; + speed = 7.5; + attackRange = 2.8; + scaleW = 2.8; + scaleH = 2.8; + } else if (type === 'caco') { + maxHp = 220; + speed = 4.0; + attackRange = 35; + scaleW = 3.4; + scaleH = 3.4; + isFlying = true; + } + + // Sprite Material - depthTest true, depthWrite false for proper transparency + const spriteMat = new THREE.SpriteMaterial({ + map: this.textures[type].walk1, + transparent: true, + depthTest: true, + depthWrite: false + }); + + const sprite = new THREE.Sprite(spriteMat); + const spawnY = isFlying ? (y + 3.5) : (y + scaleH / 2); + sprite.position.set(x, spawnY, z); + sprite.scale.set(scaleW, scaleH, 1); + this.engine.scene.add(sprite); + + const enemyObj = { + type, + mesh: sprite, + material: spriteMat, + hp: maxHp, + maxHp: maxHp, + speed: speed, + scaleW: scaleW, + scaleH: scaleH, + radius: scaleW * 0.45, + attackRange: attackRange, + isFlying: isFlying, + state: 'idle', + stateTimer: 0, + animTimer: 0, + animFrame: 1, + attackCooldown: 0.8 + Math.random() * 0.8, + isDead: false, + takeDamage: (dmg, hitPos) => this.damageEnemy(enemyObj, dmg, hitPos) + }; + + this.enemies.push(enemyObj); + return enemyObj; + } + + damageEnemy(e, amount, hitPos) { + if (e.isDead) return; + + e.hp -= amount; + if (this.sound) this.sound.playEnemyPain(); + + // Alert enemy and nearby monsters! + e.state = 'chase'; + this.alertNearbyMonsters(e.mesh.position, 35); + + if (e.hp <= 0) { + this.killEnemy(e); + } else { + // Pain stagger frame + e.state = 'pain'; + e.stateTimer = 0.22; + e.material.map = this.textures[e.type].pain; + } + } + + killEnemy(e) { + e.isDead = true; + e.state = 'dead'; + e.mesh.scale.set(e.scaleW * 1.3, e.scaleH * 0.5, 1); + if (!e.isFlying) { + e.mesh.position.y = Math.max(0.1, e.mesh.position.y - e.scaleH * 0.35); + } + e.material.map = this.textures[e.type].dead; + if (this.sound) this.sound.playEnemyDeath(); + + // Drop loot + if (e.type === 'shotgunner') { + if (window.game && window.game.items) { + window.game.items.spawnItem('shotgun', e.mesh.position.x, e.mesh.position.y, e.mesh.position.z); + } + } else if (e.type === 'zombie') { + if (window.game && window.game.items && Math.random() > 0.4) { + window.game.items.spawnItem('ammo_clip', e.mesh.position.x, e.mesh.position.y, e.mesh.position.z); + } + } + } + + alertNearbyMonsters(pos, radius) { + for (let i = 0; i < this.enemies.length; i++) { + const other = this.enemies[i]; + if (!other.isDead && other.state === 'idle') { + if (other.mesh.position.distanceTo(pos) < radius) { + other.state = 'chase'; + if (this.sound) this.sound.playEnemyAlert(other.type); + } + } + } + } + + // ---------------------------------------------------- + // ENEMY AI & PROJECTILES UPDATE LOOP + // ---------------------------------------------------- + + update(delta) { + const playerPos = this.player.position; + + // 1. Update Demon AI + for (let i = 0; i < this.enemies.length; i++) { + const e = this.enemies[i]; + if (e.isDead) continue; + + const dist = e.mesh.position.distanceTo(playerPos); + + // Alert enemy if player is close or in line of sight + if (e.state === 'idle' && dist < 28) { + e.state = 'chase'; + if (this.sound) this.sound.playEnemyAlert(e.type); + } + + // State Handling + if (e.state === 'pain') { + e.stateTimer -= delta; + if (e.stateTimer <= 0) { + e.state = 'chase'; + } + } else if (e.state === 'attack') { + e.stateTimer -= delta; + if (e.stateTimer <= 0) { + e.state = 'chase'; + e.attackCooldown = 1.2 + Math.random() * 0.8; + } + } else if (e.state === 'chase') { + e.attackCooldown -= delta; + + // Move towards player + const dir = new THREE.Vector3().subVectors(playerPos, e.mesh.position); + if (!e.isFlying) dir.y = 0; + dir.normalize(); + + // Check collision with other enemies to prevent stacking + const moveDist = e.speed * delta; + e.mesh.position.addScaledVector(dir, moveDist); + + // Animation walking frames + e.animTimer += delta * 6; + if (e.animTimer >= 1.0) { + e.animTimer = 0; + e.animFrame = e.animFrame === 1 ? 2 : 1; + e.material.map = (e.animFrame === 1) ? this.textures[e.type].walk1 : this.textures[e.type].walk2; + } + + // Attack Player if within range and cooldown is ready + if (dist <= e.attackRange && e.attackCooldown <= 0) { + this.triggerEnemyAttack(e); + } + } + } + + // 2. Update Monster Flying Projectiles (Fireballs & Plasma balls) + for (let i = this.monsterProjectiles.length - 1; i >= 0; i--) { + const p = this.monsterProjectiles[i]; + p.mesh.position.addScaledVector(p.velocity, delta); + p.light.position.copy(p.mesh.position); + p.life -= delta; + + // Check hit against player + const pDist = p.mesh.position.distanceTo(this.player.position); + if (pDist < 1.4) { + this.player.takeDamage(p.damage, p.mesh.position); + this.engine.createExplosionFX(p.mesh.position, p.isCaco ? 0x00d4ff : 0xff5500); + this.destroyMonsterProjectile(i); + continue; + } + + if (p.life <= 0) { + this.destroyMonsterProjectile(i); + } + } + } + + triggerEnemyAttack(e) { + e.state = 'attack'; + e.stateTimer = 0.5; + e.material.map = this.textures[e.type].attack; + + const playerPos = this.player.position; + + if (e.type === 'pinky') { + // Melee Bite Attack + if (e.mesh.position.distanceTo(playerPos) < 3.2) { + this.player.takeDamage(18, e.mesh.position); + } + } else if (e.type === 'zombie') { + // Hitscan rifle shot + if (this.sound) this.sound.playPistol(); + this.engine.createMuzzleLight(e.mesh.position, 0xffcc00); + this.player.takeDamage(8, e.mesh.position); + } else if (e.type === 'shotgunner') { + // Hitscan shotgun blast + if (this.sound) this.sound.playShotgun(); + this.engine.createMuzzleLight(e.mesh.position, 0xff9900); + this.player.takeDamage(18, e.mesh.position); + } else if (e.type === 'imp') { + // Launch Fireball projectile + this.spawnFireball(e.mesh.position, playerPos, 16, 22.0); + } else if (e.type === 'caco') { + // Launch Blue Lightning Plasma projectile + this.spawnCacoBall(e.mesh.position, playerPos, 28, 25.0); + } + } + + spawnFireball(from, to, damage, speed) { + const geo = new THREE.SphereGeometry(0.35, 8, 8); + const mat = new THREE.MeshBasicMaterial({ color: 0xff4400 }); + const mesh = new THREE.Mesh(geo, mat); + mesh.position.copy(from); + this.engine.scene.add(mesh); + + const light = new THREE.PointLight(0xff5500, 3.0, 10, 2); + light.position.copy(from); + this.engine.scene.add(light); + + const target = new THREE.Vector3(to.x, to.y + 1.2, to.z); + const dir = new THREE.Vector3().subVectors(target, from).normalize(); + + this.monsterProjectiles.push({ + mesh, + light, + velocity: dir.multiplyScalar(speed), + damage, + life: 4.0, + isCaco: false + }); + } + + spawnCacoBall(from, to, damage, speed) { + const geo = new THREE.SphereGeometry(0.45, 8, 8); + const mat = new THREE.MeshBasicMaterial({ color: 0x00d4ff }); + const mesh = new THREE.Mesh(geo, mat); + mesh.position.copy(from); + this.engine.scene.add(mesh); + + const light = new THREE.PointLight(0x00d4ff, 3.5, 12, 2); + light.position.copy(from); + this.engine.scene.add(light); + + const target = new THREE.Vector3(to.x, to.y + 1.2, to.z); + const dir = new THREE.Vector3().subVectors(target, from).normalize(); + + this.monsterProjectiles.push({ + mesh, + light, + velocity: dir.multiplyScalar(speed), + damage, + life: 4.0, + isCaco: true + }); + } + + destroyMonsterProjectile(index) { + const p = this.monsterProjectiles[index]; + this.engine.scene.remove(p.mesh); + this.engine.scene.remove(p.light); + this.monsterProjectiles.splice(index, 1); + } +} + +window.DoomEnemies = DoomEnemies; diff --git a/game/doom/js/engine.js b/game/doom/js/engine.js new file mode 100755 index 0000000..76597a6 --- /dev/null +++ b/game/doom/js/engine.js @@ -0,0 +1,852 @@ +/** + * DOOM 3D - Procedural Texture Generator, Particle System & Three.js Engine Setup + * High performance WebGL engine with authentic 90s DOOM textures and visual effects. + */ + +class DoomEngine { + constructor(canvasContainer) { + this.container = canvasContainer; + this.scene = null; + this.camera = null; + this.renderer = null; + this.clock = new THREE.Clock(); + + // Procedural Textures Cache + this.textures = {}; + this.materials = {}; + + // Particle System + this.particles = []; + this.decals = []; + this.animatedTextures = []; + + // Lights + this.lights = []; + this.dynamicLights = []; + + this.init(); + } + + init() { + // 1. Scene & Atmospheric Fog + this.scene = new THREE.Scene(); + this.scene.background = new THREE.Color(0x1a0505); + this.scene.fog = new THREE.FogExp2(0x1a0505, 0.015); + + // 2. Camera + const aspect = window.innerWidth / window.innerHeight; + this.camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 1000); + this.camera.position.set(0, 1.8, 0); + + // 3. Renderer + this.renderer = new THREE.WebGLRenderer({ antialias: false, powerPreference: 'high-performance' }); + this.renderer.setSize(window.innerWidth, window.innerHeight); + this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5)); + this.renderer.outputEncoding = THREE.sRGBEncoding; + this.renderer.shadowMap.enabled = true; + this.renderer.shadowMap.type = THREE.PCFSoftShadowMap; + this.container.appendChild(this.renderer.domElement); + + // 4. Generate Procedural Textures & Materials + this.generateTextures(); + this.buildSkybox(); + + // 5. Global Lighting + this.setupLighting(); + + // 6. Window Resize Handler + window.addEventListener('resize', () => this.onResize()); + } + + onResize() { + if (!this.camera || !this.renderer) return; + this.camera.aspect = window.innerWidth / window.innerHeight; + this.camera.updateProjectionMatrix(); + this.renderer.setSize(window.innerWidth, window.innerHeight); + } + + setupLighting() { + // Ambient base light (dark demonic tone) + const ambient = new THREE.AmbientLight(0x382222, 0.9); + this.scene.add(ambient); + this.lights.push(ambient); + + // Sun / Directional red overhead light + const sun = new THREE.DirectionalLight(0xff6644, 0.8); + sun.position.set(30, 60, 20); + sun.castShadow = true; + sun.shadow.mapSize.width = 1024; + sun.shadow.mapSize.height = 1024; + sun.shadow.camera.near = 0.5; + sun.shadow.camera.far = 200; + sun.shadow.camera.left = -50; + sun.shadow.camera.right = 50; + sun.shadow.camera.top = 50; + sun.shadow.camera.bottom = -50; + this.scene.add(sun); + this.lights.push(sun); + } + + addFlickeringLight(x, y, z, color = 0xffaa44, intensity = 2.0, distance = 25) { + const light = new THREE.PointLight(color, intensity, distance, 2); + light.position.set(x, y, z); + this.scene.add(light); + this.dynamicLights.push({ + light, + baseIntensity: intensity, + flickerSpeed: 10 + Math.random() * 20, + phase: Math.random() * 10 + }); + return light; + } + + // ---------------------------------------------------- + // PROCEDURAL TEXTURE GENERATION + // ---------------------------------------------------- + + generateTextures() { + this.textures.metal = this.createMetalTexture(); + this.textures.tech = this.createTechScreenTexture(); + this.textures.brick = this.createBrickTexture(); + this.textures.hex = this.createHexMetalTexture(); + this.textures.grate = this.createGratingTexture(); + this.textures.slime = this.createSlimeTexture(); + this.textures.doorRegular = this.createDoorTexture('normal'); + this.textures.doorBlue = this.createDoorTexture('blue'); + this.textures.doorRed = this.createDoorTexture('red'); + this.textures.doorYellow = this.createDoorTexture('yellow'); + this.textures.ceiling = this.createCeilingTexture(); + this.textures.barrel = this.createBarrelTexture(); + + // Standard Doom Materials + this.materials.metal = new THREE.MeshStandardMaterial({ map: this.textures.metal, roughness: 0.6, metalness: 0.4 }); + this.materials.tech = new THREE.MeshStandardMaterial({ map: this.textures.tech, roughness: 0.4, metalness: 0.2, emissive: 0x112233, emissiveIntensity: 0.4 }); + this.materials.brick = new THREE.MeshStandardMaterial({ map: this.textures.brick, roughness: 0.85, metalness: 0.1 }); + this.materials.hex = new THREE.MeshStandardMaterial({ map: this.textures.hex, roughness: 0.5, metalness: 0.6 }); + this.materials.grate = new THREE.MeshStandardMaterial({ map: this.textures.grate, roughness: 0.7, metalness: 0.5 }); + this.materials.slime = new THREE.MeshStandardMaterial({ map: this.textures.slime.texture, roughness: 0.2, metalness: 0.1, emissive: 0x00ff22, emissiveIntensity: 0.6 }); + this.materials.doorRegular = new THREE.MeshStandardMaterial({ map: this.textures.doorRegular, roughness: 0.5, metalness: 0.5 }); + this.materials.doorBlue = new THREE.MeshStandardMaterial({ map: this.textures.doorBlue, roughness: 0.5, metalness: 0.5, emissive: 0x0044ff, emissiveIntensity: 0.3 }); + this.materials.doorRed = new THREE.MeshStandardMaterial({ map: this.textures.doorRed, roughness: 0.5, metalness: 0.5, emissive: 0xff0022, emissiveIntensity: 0.3 }); + this.materials.doorYellow = new THREE.MeshStandardMaterial({ map: this.textures.doorYellow, roughness: 0.5, metalness: 0.5, emissive: 0xffbb00, emissiveIntensity: 0.3 }); + this.materials.ceiling = new THREE.MeshStandardMaterial({ map: this.textures.ceiling, roughness: 0.7, metalness: 0.3 }); + this.materials.barrel = new THREE.MeshStandardMaterial({ map: this.textures.barrel, roughness: 0.6, metalness: 0.3 }); + } + + createMetalTexture() { + const c = document.createElement('canvas'); + c.width = 256; + c.height = 256; + const ctx = c.getContext('2d'); + + // Steel base + ctx.fillStyle = '#484440'; + ctx.fillRect(0, 0, 256, 256); + + // Heavy steel panel borders + ctx.strokeStyle = '#22201e'; + ctx.lineWidth = 4; + ctx.strokeRect(4, 4, 248, 248); + ctx.strokeRect(10, 10, 114, 114); + ctx.strokeRect(132, 10, 114, 114); + ctx.strokeRect(10, 132, 114, 114); + ctx.strokeRect(132, 132, 114, 114); + + // Rivets / Bolts + ctx.fillStyle = '#1c1b18'; + const rivetPoints = [ + [16, 16], [118, 16], [16, 118], [118, 118], + [138, 16], [240, 16], [138, 118], [240, 118], + [16, 138], [118, 138], [16, 240], [118, 240], + [138, 138], [240, 138], [138, 240], [240, 240] + ]; + rivetPoints.forEach(([x, y]) => { + ctx.beginPath(); + ctx.arc(x, y, 4, 0, Math.PI * 2); + ctx.fill(); + ctx.fillStyle = '#6a6560'; + ctx.fillRect(x - 1, y - 1, 2, 2); + ctx.fillStyle = '#1c1b18'; + }); + + // Grime and scratches + ctx.fillStyle = 'rgba(0, 0, 0, 0.15)'; + for (let i = 0; i < 600; i++) { + ctx.fillRect(Math.random() * 256, Math.random() * 256, Math.random() * 3 + 1, Math.random() * 3 + 1); + } + + // Rust patches + ctx.fillStyle = 'rgba(120, 60, 20, 0.25)'; + ctx.fillRect(10, 110, 80, 14); + ctx.fillRect(150, 10, 20, 90); + + const tex = new THREE.CanvasTexture(c); + tex.wrapS = THREE.RepeatWrapping; + tex.wrapT = THREE.RepeatWrapping; + return tex; + } + + createTechScreenTexture() { + const c = document.createElement('canvas'); + c.width = 256; + c.height = 256; + const ctx = c.getContext('2d'); + + // Dark tech casing + ctx.fillStyle = '#202428'; + ctx.fillRect(0, 0, 256, 256); + + // Terminal Screen 1 (Top Blue Terminal) + ctx.fillStyle = '#081420'; + ctx.fillRect(16, 16, 224, 100); + ctx.strokeStyle = '#3a4450'; + ctx.lineWidth = 3; + ctx.strokeRect(16, 16, 224, 100); + + // Oscilloscope / Data wave + ctx.strokeStyle = '#00ffff'; + ctx.lineWidth = 2; + ctx.beginPath(); + for (let x = 20; x < 230; x += 5) { + const y = 66 + Math.sin(x * 0.1) * 20 + (Math.random() * 6 - 3); + if (x === 20) ctx.moveTo(x, y); + else ctx.lineTo(x, y); + } + ctx.stroke(); + + // Terminal Text lines + ctx.fillStyle = '#44ff88'; + ctx.font = '10px monospace'; + ctx.fillText('UAC MAINFRAME // LEVEL 1', 24, 34); + ctx.fillStyle = '#00aaff'; + ctx.fillText('SYSTEM STATUS: CRITICAL', 24, 48); + ctx.fillStyle = '#ff4444'; + ctx.fillText('REACTOR OVERHEAT: 88.4%', 24, 98); + + // Lower Control Panel with LED buttons and sliders + ctx.fillStyle = '#16181b'; + ctx.fillRect(16, 128, 224, 112); + ctx.strokeStyle = '#40454c'; + ctx.strokeRect(16, 128, 224, 112); + + // Blinking LEDs + const ledColors = ['#ff0000', '#00ff00', '#ffff00', '#00e1ff', '#ff00ff']; + for (let row = 0; row < 3; row++) { + for (let col = 0; col < 7; col++) { + ctx.fillStyle = ledColors[(row * 7 + col) % ledColors.length]; + ctx.fillRect(28 + col * 28, 142 + row * 26, 14, 14); + ctx.strokeStyle = '#000'; + ctx.lineWidth = 1; + ctx.strokeRect(28 + col * 28, 142 + row * 26, 14, 14); + } + } + + const tex = new THREE.CanvasTexture(c); + tex.wrapS = THREE.RepeatWrapping; + tex.wrapT = THREE.RepeatWrapping; + return tex; + } + + createBrickTexture() { + const c = document.createElement('canvas'); + c.width = 256; + c.height = 256; + const ctx = c.getContext('2d'); + + // Dark demonic brick mortar + ctx.fillStyle = '#180e0c'; + ctx.fillRect(0, 0, 256, 256); + + // Red/brown stone bricks + const brickH = 32; + const brickW = 64; + const rows = 8; + const cols = 4; + + for (let r = 0; r < rows; r++) { + const offset = (r % 2) * (brickW / 2); + for (let c = -1; c <= cols; c++) { + const x = c * brickW + offset + 2; + const y = r * brickH + 2; + const shade = 70 + Math.floor(Math.random() * 40); + const redShade = shade + 40; + ctx.fillStyle = `rgb(${redShade}, ${Math.floor(shade * 0.4)}, ${Math.floor(shade * 0.35)})`; + ctx.fillRect(x, y, brickW - 4, brickH - 4); + + // Brick cracks & texture + ctx.fillStyle = 'rgba(0,0,0,0.2)'; + ctx.fillRect(x + Math.random() * 20, y + 4, Math.random() * 25 + 5, 2); + ctx.fillRect(x + 4, y + Math.random() * 15, 2, Math.random() * 10 + 4); + } + } + + const tex = new THREE.CanvasTexture(c); + tex.wrapS = THREE.RepeatWrapping; + tex.wrapT = THREE.RepeatWrapping; + return tex; + } + + createHexMetalTexture() { + const c = document.createElement('canvas'); + c.width = 256; + c.height = 256; + const ctx = c.getContext('2d'); + + ctx.fillStyle = '#26292d'; + ctx.fillRect(0, 0, 256, 256); + + // Hexagonal grid + const size = 32; + const h = size * Math.sqrt(3); + + const drawHex = (x, y, radius) => { + ctx.beginPath(); + for (let i = 0; i < 6; i++) { + const angle = (Math.PI / 3) * i; + const hx = x + radius * Math.cos(angle); + const hy = y + radius * Math.sin(angle); + if (i === 0) ctx.moveTo(hx, hy); + else ctx.lineTo(hx, hy); + } + ctx.closePath(); + }; + + for (let row = -1; row < 10; row++) { + for (let col = -1; col < 10; col++) { + const x = col * size * 1.5; + const y = row * h + ((col % 2) * h / 2); + ctx.fillStyle = (row + col) % 2 === 0 ? '#34383e' : '#2b2f34'; + drawHex(x, y, size * 0.9); + ctx.fill(); + ctx.strokeStyle = '#181a1d'; + ctx.lineWidth = 2; + ctx.stroke(); + + // Center glowing dot + if ((row + col) % 3 === 0) { + ctx.fillStyle = '#ff6600'; + ctx.beginPath(); + ctx.arc(x, y, 2.5, 0, Math.PI * 2); + ctx.fill(); + } + } + } + + const tex = new THREE.CanvasTexture(c); + tex.wrapS = THREE.RepeatWrapping; + tex.wrapT = THREE.RepeatWrapping; + return tex; + } + + createGratingTexture() { + const c = document.createElement('canvas'); + c.width = 128; + c.height = 128; + const ctx = c.getContext('2d'); + + ctx.fillStyle = '#1c1c1f'; + ctx.fillRect(0, 0, 128, 128); + + // Grate lines + ctx.fillStyle = '#3a3a40'; + for (let i = 0; i < 128; i += 16) { + ctx.fillRect(i, 0, 4, 128); + ctx.fillRect(0, i, 128, 4); + } + // Shadow pits + ctx.fillStyle = '#0a0a0c'; + for (let x = 4; x < 128; x += 16) { + for (let y = 4; y < 128; y += 16) { + ctx.fillRect(x + 2, y + 2, 8, 8); + } + } + + const tex = new THREE.CanvasTexture(c); + tex.wrapS = THREE.RepeatWrapping; + tex.wrapT = THREE.RepeatWrapping; + return tex; + } + + createSlimeTexture() { + const c = document.createElement('canvas'); + c.width = 256; + c.height = 256; + const ctx = c.getContext('2d'); + + const tex = new THREE.CanvasTexture(c); + tex.wrapS = THREE.RepeatWrapping; + tex.wrapT = THREE.RepeatWrapping; + + const animObj = { + canvas: c, + ctx: ctx, + texture: tex, + time: 0, + update: (delta) => { + animObj.time += delta * 2; + const t = animObj.time; + // Radioactive green gradient + ctx.fillStyle = '#154408'; + ctx.fillRect(0, 0, 256, 256); + + // Bubbles and ripples + for (let i = 0; i < 16; i++) { + const bx = 128 + Math.cos(t * 0.8 + i * 1.3) * 90 + Math.sin(i * 4) * 20; + const by = 128 + Math.sin(t * 0.9 + i * 1.5) * 90 + Math.cos(i * 3) * 20; + const rad = 10 + Math.sin(t * 3 + i) * 6; + + const grad = ctx.createRadialGradient(bx, by, 2, bx, by, rad); + grad.addColorStop(0, '#88ff22'); + grad.addColorStop(0.7, '#22aa00'); + grad.addColorStop(1, 'transparent'); + + ctx.fillStyle = grad; + ctx.beginPath(); + ctx.arc(bx, by, rad, 0, Math.PI * 2); + ctx.fill(); + } + + // Swirling slime streaks + ctx.strokeStyle = 'rgba(100, 255, 30, 0.3)'; + ctx.lineWidth = 6; + ctx.beginPath(); + for (let x = 0; x < 256; x += 10) { + const y = 128 + Math.sin(x * 0.05 + t) * 40 + Math.cos(x * 0.02 - t) * 30; + if (x === 0) ctx.moveTo(x, y); + else ctx.lineTo(x, y); + } + ctx.stroke(); + + tex.needsUpdate = true; + } + }; + + this.animatedTextures.push(animObj); + return animObj; + } + + createDoorTexture(type = 'normal') { + const c = document.createElement('canvas'); + c.width = 256; + c.height = 512; + const ctx = c.getContext('2d'); + + // Blast door base + ctx.fillStyle = '#3a3a40'; + ctx.fillRect(0, 0, 256, 512); + + // Outer heavy steel frame + ctx.strokeStyle = '#18181a'; + ctx.lineWidth = 12; + ctx.strokeRect(6, 6, 244, 500); + + // Center seam split + ctx.strokeStyle = '#111'; + ctx.lineWidth = 6; + ctx.beginPath(); + ctx.moveTo(128, 12); + ctx.lineTo(128, 500); + ctx.stroke(); + + // Hazard Stripes at top & bottom + const drawHazard = (yStart, h) => { + ctx.save(); + ctx.beginPath(); + ctx.rect(12, yStart, 232, h); + ctx.clip(); + ctx.fillStyle = '#ffaa00'; + ctx.fillRect(12, yStart, 232, h); + ctx.fillStyle = '#111'; + for (let x = -50; x < 300; x += 30) { + ctx.beginPath(); + ctx.moveTo(x, yStart); + ctx.lineTo(x + 20, yStart); + ctx.lineTo(x - 10, yStart + h); + ctx.lineTo(x - 30, yStart + h); + ctx.closePath(); + ctx.fill(); + } + ctx.restore(); + }; + + drawHazard(12, 40); + drawHazard(460, 40); + + // Center Keycard Lock Indicator + ctx.fillStyle = '#1e2024'; + ctx.fillRect(88, 220, 80, 72); + ctx.strokeStyle = '#555'; + ctx.lineWidth = 3; + ctx.strokeRect(88, 220, 80, 72); + + if (type === 'blue') { + ctx.fillStyle = '#0088ff'; + ctx.fillRect(96, 230, 64, 52); + ctx.fillStyle = '#ffffff'; + ctx.font = 'bold 12px monospace'; + ctx.fillText('BLUE', 110, 260); + } else if (type === 'red') { + ctx.fillStyle = '#ff1122'; + ctx.fillRect(96, 230, 64, 52); + ctx.fillStyle = '#ffffff'; + ctx.font = 'bold 12px monospace'; + ctx.fillText('RED', 114, 260); + } else if (type === 'yellow') { + ctx.fillStyle = '#ffbb00'; + ctx.fillRect(96, 230, 64, 52); + ctx.fillStyle = '#111111'; + ctx.font = 'bold 12px monospace'; + ctx.fillText('YELW', 110, 260); + } else { + // Normal door UAC symbol + ctx.fillStyle = '#888'; + ctx.font = 'bold 16px monospace'; + ctx.fillText('UAC', 112, 262); + } + + const tex = new THREE.CanvasTexture(c); + return tex; + } + + createCeilingTexture() { + const c = document.createElement('canvas'); + c.width = 256; + c.height = 256; + const ctx = c.getContext('2d'); + + ctx.fillStyle = '#222428'; + ctx.fillRect(0, 0, 256, 256); + + // Ceiling grid + ctx.strokeStyle = '#121316'; + ctx.lineWidth = 6; + ctx.strokeRect(0, 0, 256, 256); + + // Fluorescent light strip + ctx.fillStyle = '#e8f4ff'; + ctx.fillRect(40, 112, 176, 32); + ctx.strokeStyle = '#556677'; + ctx.lineWidth = 2; + ctx.strokeRect(40, 112, 176, 32); + + // Light grill + ctx.strokeStyle = '#8899aa'; + for (let x = 50; x < 210; x += 15) { + ctx.beginPath(); + ctx.moveTo(x, 112); + ctx.lineTo(x, 144); + ctx.stroke(); + } + + const tex = new THREE.CanvasTexture(c); + tex.wrapS = THREE.RepeatWrapping; + tex.wrapT = THREE.RepeatWrapping; + return tex; + } + + createBarrelTexture() { + const c = document.createElement('canvas'); + c.width = 256; + c.height = 256; + const ctx = c.getContext('2d'); + + // Toxic green barrel metal + ctx.fillStyle = '#3a6624'; + ctx.fillRect(0, 0, 256, 256); + + // Metal ribs + ctx.fillStyle = '#224412'; + ctx.fillRect(0, 20, 256, 16); + ctx.fillRect(0, 120, 256, 16); + ctx.fillRect(0, 220, 256, 16); + + // Biohazard / Radiation Symbol + ctx.fillStyle = '#ffff00'; + ctx.beginPath(); + ctx.arc(128, 70, 30, 0, Math.PI * 2); + ctx.fill(); + + ctx.fillStyle = '#000000'; + ctx.beginPath(); + ctx.arc(128, 70, 8, 0, Math.PI * 2); + ctx.fill(); + for (let i = 0; i < 3; i++) { + const angle = (i * 2 * Math.PI) / 3; + ctx.beginPath(); + ctx.arc(128, 70, 25, angle - 0.5, angle + 0.5); + ctx.lineTo(128, 70); + ctx.fill(); + } + + // Toxic Slime leak + ctx.fillStyle = '#88ff00'; + ctx.fillRect(80, 140, 16, 80); + ctx.fillRect(160, 160, 22, 60); + + const tex = new THREE.CanvasTexture(c); + return tex; + } + + // ---------------------------------------------------- + // RETRO DOOM SKYBOX + // ---------------------------------------------------- + + buildSkybox() { + const c = document.createElement('canvas'); + c.width = 1024; + c.height = 512; + const ctx = c.getContext('2d'); + + // Dark apocalyptic red/purple gradient + const grad = ctx.createLinearGradient(0, 0, 0, 512); + grad.addColorStop(0, '#100208'); + grad.addColorStop(0.3, '#4a0814'); + grad.addColorStop(0.65, '#9e1e12'); + grad.addColorStop(0.85, '#e04a1b'); + grad.addColorStop(1, '#ff8833'); + ctx.fillStyle = grad; + ctx.fillRect(0, 0, 1024, 512); + + // Stars + ctx.fillStyle = '#ffffff'; + for (let i = 0; i < 150; i++) { + ctx.fillRect(Math.random() * 1024, Math.random() * 250, Math.random() * 2 + 1, Math.random() * 2 + 1); + } + + // Burning Hell Moon + const moonGrad = ctx.createRadialGradient(750, 140, 10, 750, 140, 60); + moonGrad.addColorStop(0, '#ffffff'); + moonGrad.addColorStop(0.3, '#ffcc44'); + moonGrad.addColorStop(0.7, '#ff3300'); + moonGrad.addColorStop(1, 'transparent'); + ctx.fillStyle = moonGrad; + ctx.beginPath(); + ctx.arc(750, 140, 60, 0, Math.PI * 2); + ctx.fill(); + + // Jagged Volcanic Mountains silhouette + ctx.fillStyle = '#1c0406'; + ctx.beginPath(); + ctx.moveTo(0, 512); + let curY = 360; + for (let x = 0; x <= 1024; x += 32) { + curY = 320 + Math.sin(x * 0.02) * 60 + Math.cos(x * 0.05) * 40 + (Math.random() * 20 - 10); + ctx.lineTo(x, curY); + } + ctx.lineTo(1024, 512); + ctx.closePath(); + ctx.fill(); + + const skyTexture = new THREE.CanvasTexture(c); + skyTexture.mapping = THREE.EquirectangularReflectionMapping; + + // Big Dome Sphere + const skyGeo = new THREE.SphereGeometry(400, 32, 24); + const skyMat = new THREE.MeshBasicMaterial({ + map: skyTexture, + side: THREE.BackSide, + depthWrite: false + }); + const skyMesh = new THREE.Mesh(skyGeo, skyMat); + this.scene.add(skyMesh); + this.skyboxMesh = skyMesh; + } + + // ---------------------------------------------------- + // PARTICLE & EXPLOSION ENGINE + // ---------------------------------------------------- + + spawnBloodBurst(pos, normal = new THREE.Vector3(0, 1, 0), count = 18, color = 0xcc0000) { + for (let i = 0; i < count; i++) { + const size = 0.08 + Math.random() * 0.12; + const geo = new THREE.BoxGeometry(size, size, size); + const mat = new THREE.MeshBasicMaterial({ color: color }); + const p = new THREE.Mesh(geo, mat); + p.position.copy(pos); + + const vel = new THREE.Vector3( + (Math.random() - 0.5) * 6 + normal.x * 3, + Math.random() * 5 + 2, + (Math.random() - 0.5) * 6 + normal.z * 3 + ); + + this.scene.add(p); + this.particles.push({ + mesh: p, + velocity: vel, + gravity: -16, + lifetime: 0.6 + Math.random() * 0.4, + age: 0 + }); + } + } + + spawnSparks(pos, normal = new THREE.Vector3(0, 1, 0), count = 12) { + for (let i = 0; i < count; i++) { + const size = 0.04 + Math.random() * 0.05; + const geo = new THREE.BoxGeometry(size, size, size); + const mat = new THREE.MeshBasicMaterial({ color: 0xffcc33 }); + const p = new THREE.Mesh(geo, mat); + p.position.copy(pos); + + const vel = new THREE.Vector3( + (Math.random() - 0.5) * 8 + normal.x * 4, + Math.random() * 6 + 1 + normal.y * 3, + (Math.random() - 0.5) * 8 + normal.z * 4 + ); + + this.scene.add(p); + this.particles.push({ + mesh: p, + velocity: vel, + gravity: -12, + lifetime: 0.25 + Math.random() * 0.25, + age: 0 + }); + } + } + + spawnExplosion(pos, radius = 3.5, color = 0xff6600) { + // 1. Expanding Core Sphere + const geo = new THREE.SphereGeometry(0.5, 12, 8); + const mat = new THREE.MeshBasicMaterial({ color: color, transparent: true, opacity: 0.9 }); + const core = new THREE.Mesh(geo, mat); + core.position.copy(pos); + this.scene.add(core); + + // 2. Dynamic Explosion Flash Light + const expLight = new THREE.PointLight(color, 6.0, radius * 4, 1.5); + expLight.position.copy(pos); + this.scene.add(expLight); + + this.particles.push({ + mesh: core, + light: expLight, + isExplosionCore: true, + maxRadius: radius, + lifetime: 0.45, + age: 0 + }); + + // 3. Smoke & Fire Debris + for (let i = 0; i < 24; i++) { + const size = 0.2 + Math.random() * 0.35; + const dGeo = new THREE.BoxGeometry(size, size, size); + const dMat = new THREE.MeshBasicMaterial({ + color: Math.random() > 0.4 ? 0xff4400 : 0x444444, + transparent: true, + opacity: 0.9 + }); + const d = new THREE.Mesh(dGeo, dMat); + d.position.copy(pos); + + const vel = new THREE.Vector3( + (Math.random() - 0.5) * 14, + Math.random() * 10 + 2, + (Math.random() - 0.5) * 14 + ); + + this.scene.add(d); + this.particles.push({ + mesh: d, + velocity: vel, + gravity: -8, + lifetime: 0.7 + Math.random() * 0.5, + age: 0 + }); + } + } + + spawnPlasmaImpact(pos, normal = new THREE.Vector3(0, 1, 0), color = 0x00d4ff) { + const light = new THREE.PointLight(color, 3.0, 8, 2); + light.position.copy(pos); + this.scene.add(light); + + for (let i = 0; i < 10; i++) { + const size = 0.08 + Math.random() * 0.08; + const geo = new THREE.BoxGeometry(size, size, size); + const mat = new THREE.MeshBasicMaterial({ color: color }); + const p = new THREE.Mesh(geo, mat); + p.position.copy(pos); + + const vel = new THREE.Vector3( + (Math.random() - 0.5) * 7 + normal.x * 3, + Math.random() * 5 + 1, + (Math.random() - 0.5) * 7 + normal.z * 3 + ); + + this.scene.add(p); + this.particles.push({ + mesh: p, + velocity: vel, + gravity: -5, + lifetime: 0.3 + Math.random() * 0.2, + age: 0 + }); + } + + setTimeout(() => { + this.scene.remove(light); + }, 150); + } + + // ---------------------------------------------------- + // UPDATE GAME LOOP + // ---------------------------------------------------- + + update(delta) { + // 1. Update animated textures (Toxic Slime) + for (let i = 0; i < this.animatedTextures.length; i++) { + this.animatedTextures[i].update(delta); + } + + // 2. Flickering dynamic lights + const t = this.clock.getElapsedTime(); + for (let i = 0; i < this.dynamicLights.length; i++) { + const dl = this.dynamicLights[i]; + const noise = Math.sin(t * dl.flickerSpeed + dl.phase) * 0.35 + (Math.random() * 0.2 - 0.1); + dl.light.intensity = Math.max(0.2, dl.baseIntensity + noise); + } + + // 3. Keep Skybox centered on player camera + if (this.skyboxMesh && this.camera) { + this.skyboxMesh.position.copy(this.camera.position); + } + + // 4. Update Particle physics & lifetimes + for (let i = this.particles.length - 1; i >= 0; i--) { + const p = this.particles[i]; + p.age += delta; + + if (p.age >= p.lifetime) { + this.scene.remove(p.mesh); + if (p.light) this.scene.remove(p.light); + this.particles.splice(i, 1); + continue; + } + + const progress = p.age / p.lifetime; + + if (p.isExplosionCore) { + const scale = 1 + progress * (p.maxRadius * 2); + p.mesh.scale.set(scale, scale, scale); + p.mesh.material.opacity = 1.0 - progress; + if (p.light) { + p.light.intensity = 6.0 * (1.0 - progress); + } + } else if (p.velocity) { + p.velocity.y += p.gravity * delta; + p.mesh.position.addScaledVector(p.velocity, delta); + if (p.mesh.material.transparent) { + p.mesh.material.opacity = 1.0 - progress; + } + } + } + } + + render() { + this.renderer.render(this.scene, this.camera); + } +} + +window.DoomEngine = DoomEngine; diff --git a/game/doom/js/hud.js b/game/doom/js/hud.js new file mode 100755 index 0000000..bc5b088 --- /dev/null +++ b/game/doom/js/hud.js @@ -0,0 +1,270 @@ +/** + * DOOM 3D - Authentic Retro Status Bar & HUD + * LED segmented numbers, animated Doomguy face canvas reacting to HP/pain/godmode, + * weapon slot matrix, keycard inventory, ticker notifications, and damage screen flashes. + */ + +class DoomHUD { + constructor(player) { + this.player = player; + + // Container elements + this.hudContainer = document.getElementById('doom-hud'); + this.damageOverlay = document.getElementById('damage-flash'); + this.ticker = document.getElementById('hud-ticker'); + this.faceCanvas = document.getElementById('doomguy-face'); + this.faceCtx = this.faceCanvas ? this.faceCanvas.getContext('2d') : null; + + // Doomguy Face animation states + this.faceLookDir = 0; // -1 = left, 0 = forward, 1 = right + this.faceTimer = 0; + this.painTimer = 0; + this.grinTimer = 0; + + // Notification ticker + this.tickerTimer = 0; + + // Flash states + this.flashAlpha = 0; + this.flashColor = 'rgba(255, 0, 0, '; + + this.init(); + } + + init() { + if (this.faceCanvas) { + this.faceCanvas.width = 64; + this.faceCanvas.height = 72; + } + } + + showNotification(text) { + if (!this.ticker) return; + this.ticker.innerText = text.toUpperCase(); + this.ticker.style.opacity = '1'; + this.tickerTimer = 3.5; + } + + triggerDamageFlash(color = 'red') { + this.flashAlpha = 0.55; + this.painTimer = 0.5; + if (color === 'green') { + this.flashColor = 'rgba(50, 255, 0, '; + } else if (color === 'yellow') { + this.flashColor = 'rgba(255, 220, 0, '; + } else { + this.flashColor = 'rgba(220, 0, 0, '; + } + } + + triggerGrin() { + this.grinTimer = 1.2; + } + + showGameOver() { + const overlay = document.getElementById('game-over-modal'); + if (overlay) overlay.classList.remove('hidden'); + } + + hideGameOver() { + const overlay = document.getElementById('game-over-modal'); + if (overlay) overlay.classList.add('hidden'); + } + + // ---------------------------------------------------- + // DOOMGUY FACE RENDERING (Dynamic Procedural Pixel Art) + // ---------------------------------------------------- + + renderDoomguyFace(delta) { + if (!this.faceCtx) return; + const ctx = this.faceCtx; + ctx.clearRect(0, 0, 64, 72); + + const hp = this.player.health; + const isDead = this.player.isDead; + const godMode = this.player.godMode; + + // Update look direction timer + this.faceTimer += delta; + if (this.faceTimer > 1.8) { + this.faceTimer = 0; + const r = Math.random(); + this.faceLookDir = r < 0.3 ? -1 : (r > 0.7 ? 1 : 0); + } + + if (this.painTimer > 0) this.painTimer -= delta; + if (this.grinTimer > 0) this.grinTimer -= delta; + + // 1. Background / Skin Base + let skinTone = '#d49b78'; + if (hp <= 40) skinTone = '#c28766'; + if (hp <= 20) skinTone = '#b07255'; + if (isDead) skinTone = '#808a70'; // Pale zombie/corpse skin + + // Jaw / Head Contour + ctx.fillStyle = skinTone; + ctx.fillRect(12, 10, 40, 52); + ctx.fillRect(16, 62, 32, 6); + + // Brown Hair & Crewcut + ctx.fillStyle = '#4a2c18'; + ctx.fillRect(10, 4, 44, 14); + ctx.fillRect(8, 12, 6, 20); + ctx.fillRect(50, 12, 6, 20); + + if (isDead) { + // Dead Doomguy: X-eyes or blank white eyes + blood + ctx.fillStyle = '#111'; + ctx.fillRect(18, 30, 10, 4); + ctx.fillRect(36, 30, 10, 4); + + ctx.fillStyle = '#aa0000'; + ctx.fillRect(26, 44, 12, 18); + ctx.fillRect(16, 52, 32, 6); + return; + } + + // 2. Eyes + const eyeOffset = this.faceLookDir * 2; + ctx.fillStyle = '#ffffff'; + ctx.fillRect(18, 28, 10, 8); + ctx.fillRect(36, 28, 10, 8); + + // Pupils + if (godMode) { + // Glowing Yellow God Mode Eyes + ctx.fillStyle = '#ffff00'; + ctx.fillRect(18, 28, 10, 8); + ctx.fillRect(36, 28, 10, 8); + } else { + ctx.fillStyle = '#3a6688'; // Blue eyes + ctx.fillRect(21 + eyeOffset, 30, 4, 4); + ctx.fillRect(39 + eyeOffset, 30, 4, 4); + } + + // Eyebrows + ctx.fillStyle = '#3a2010'; + if (this.painTimer > 0) { + // Pain / Anguished eyebrows + ctx.fillRect(16, 24, 12, 3); + ctx.fillRect(36, 24, 12, 3); + } else if (this.grinTimer > 0) { + // Evil smirk eyebrows + ctx.fillRect(16, 26, 12, 3); + ctx.fillRect(36, 23, 12, 3); + } else { + // Normal stern eyebrows + ctx.fillRect(16, 25, 12, 3); + ctx.fillRect(36, 25, 12, 3); + } + + // 3. Nose + ctx.fillStyle = '#a66e4e'; + ctx.fillRect(29, 36, 6, 12); + if (hp <= 60) { + // Bloody nose + ctx.fillStyle = '#aa0000'; + ctx.fillRect(29, 44, 6, 6); + ctx.fillRect(31, 50, 3, 6); + } + + // 4. Mouth / Expressions + if (this.painTimer > 0) { + // Ouch open screaming mouth + ctx.fillStyle = '#111'; + ctx.fillRect(24, 52, 16, 10); + ctx.fillStyle = '#fff'; + ctx.fillRect(26, 52, 12, 3); + } else if (this.grinTimer > 0) { + // Evil grin + ctx.fillStyle = '#111'; + ctx.fillRect(22, 53, 20, 6); + ctx.fillStyle = '#fff'; + ctx.fillRect(24, 54, 16, 3); + } else if (hp <= 30) { + // Bruised grimace + ctx.fillStyle = '#441111'; + ctx.fillRect(24, 54, 16, 4); + } else { + // Classic Doomguy smirk + ctx.fillStyle = '#6b3e28'; + ctx.fillRect(24, 54, 16, 4); + } + + // 5. Blood wounds for low health + if (hp <= 80) { + ctx.fillStyle = '#aa0000'; + ctx.fillRect(44, 18, 4, 8); // Forehead cut + } + if (hp <= 40) { + ctx.fillStyle = '#aa0000'; + ctx.fillRect(14, 38, 8, 10); // Cheek wound + ctx.fillRect(40, 56, 6, 8); + } + if (hp <= 20) { + ctx.fillStyle = '#880000'; + ctx.fillRect(16, 28, 14, 10); // Black eye + } + } + + // ---------------------------------------------------- + // UPDATE STATUS BAR METRICS + // ---------------------------------------------------- + + update(delta) { + // 1. Ticker fadeout + if (this.tickerTimer > 0) { + this.tickerTimer -= delta; + if (this.tickerTimer <= 0 && this.ticker) { + this.ticker.style.opacity = '0'; + } + } + + // 2. Damage Screen Flash fadeout + if (this.flashAlpha > 0) { + this.flashAlpha = Math.max(0, this.flashAlpha - delta * 2.0); + if (this.damageOverlay) { + this.damageOverlay.style.backgroundColor = `${this.flashColor}${this.flashAlpha})`; + } + } + + // 3. Render Animated Doomguy Face + this.renderDoomguyFace(delta); + + // 4. Update HUD Numerical Values + const currentWeapon = (window.game && window.game.weapons) ? window.game.weapons.current : null; + const ammoCount = (currentWeapon && currentWeapon.ammoType) ? this.player.ammo[currentWeapon.ammoType] : '---'; + + const ammoElem = document.getElementById('stat-ammo'); + const hpElem = document.getElementById('stat-health'); + const armorElem = document.getElementById('stat-armor'); + + if (ammoElem) ammoElem.innerText = ammoCount; + if (hpElem) hpElem.innerText = `${Math.max(0, this.player.health)}%`; + if (armorElem) armorElem.innerText = `${this.player.armor}%`; + + // 5. Update ARMS Numbers (1-7) + if (window.game && window.game.weapons) { + const weapons = window.game.weapons; + for (let i = 0; i < 7; i++) { + const armSlot = document.getElementById(`arm-slot-${i + 1}`); + if (armSlot) { + const isUnlocked = weapons.unlocked[i]; + const isCurrent = (weapons.currentIndex === i); + armSlot.className = `arm-num ${isUnlocked ? 'active' : 'inactive'} ${isCurrent ? 'selected' : ''}`; + } + } + } + + // 6. Update KEYS Indicators (Blue, Red, Yellow) + const blueKeyElem = document.getElementById('key-blue'); + const redKeyElem = document.getElementById('key-red'); + const yellowKeyElem = document.getElementById('key-yellow'); + + if (blueKeyElem) blueKeyElem.className = `key-slot ${this.player.keysInventory.blue ? 'has-key' : ''}`; + if (redKeyElem) redKeyElem.className = `key-slot ${this.player.keysInventory.red ? 'has-key' : ''}`; + if (yellowKeyElem) yellowKeyElem.className = `key-slot ${this.player.keysInventory.yellow ? 'has-key' : ''}`; + } +} + +window.DoomHUD = DoomHUD; diff --git a/game/doom/js/items.js b/game/doom/js/items.js new file mode 100755 index 0000000..67de6c5 --- /dev/null +++ b/game/doom/js/items.js @@ -0,0 +1,335 @@ +/** + * DOOM 3D - Pickups, Keycards & Explosive Barrels System + * 3D rotating items, bobbing animations, and chain reaction explosive toxic barrels. + */ + +class DoomItems { + constructor(engine, player, sound, map) { + this.engine = engine; + this.player = player; + this.sound = sound; + this.map = map; + + this.items = []; + this.barrels = []; + this.itemTextures = {}; + + this.generateItemTextures(); + this.spawnMapItems(); + this.spawnMapBarrels(); + } + + generateItemTextures() { + this.itemTextures.medikit = this.createMedikitTexture(); + this.itemTextures.armorGreen = this.createArmorTexture('#22aa22'); + this.itemTextures.armorBlue = this.createArmorTexture('#0088ff'); + this.itemTextures.ammoClip = this.createAmmoTexture('CLIP'); + this.itemTextures.ammoShells = this.createAmmoTexture('SHELLS'); + this.itemTextures.ammoRocket = this.createAmmoTexture('ROCKETS'); + this.itemTextures.ammoCell = this.createAmmoTexture('CELLS'); + } + + createMedikitTexture() { + const c = document.createElement('canvas'); + c.width = 64; + c.height = 64; + const ctx = c.getContext('2d'); + ctx.fillStyle = '#eeeeee'; + ctx.fillRect(0, 0, 64, 64); + ctx.fillStyle = '#cc0000'; + // Red cross + ctx.fillRect(24, 10, 16, 44); + ctx.fillRect(10, 24, 44, 16); + const tex = new THREE.CanvasTexture(c); + return tex; + } + + createArmorTexture(color) { + const c = document.createElement('canvas'); + c.width = 64; + c.height = 64; + const ctx = c.getContext('2d'); + ctx.fillStyle = color; + ctx.fillRect(8, 8, 48, 48); + ctx.fillStyle = '#ffffff'; + ctx.fillRect(18, 18, 28, 28); + const tex = new THREE.CanvasTexture(c); + return tex; + } + + createAmmoTexture(label) { + const c = document.createElement('canvas'); + c.width = 64; + c.height = 64; + const ctx = c.getContext('2d'); + ctx.fillStyle = '#3a3a30'; + ctx.fillRect(0, 0, 64, 64); + ctx.fillStyle = '#ddaa00'; + ctx.font = 'bold 12px monospace'; + ctx.fillText(label, 6, 36); + const tex = new THREE.CanvasTexture(c); + return tex; + } + + // ---------------------------------------------------- + // SPAWNING ITEMS & KEYCARDS + // ---------------------------------------------------- + + spawnMapItems() { + const spawns = (this.map && this.map.spawns) ? this.map.spawns.items : (window.game && window.game.map ? window.game.map.spawns.items : []); + if (!spawns || spawns.length === 0) return; + + for (let i = 0; i < spawns.length; i++) { + const s = spawns[i]; + this.spawnItem(s.type, s.x, s.y, s.z); + } + } + + spawnItem(type, x, y, z) { + let mesh = null; + let light = null; + let scale = 1.0; + + if (type.startsWith('key_')) { + // 3D Keycard with colored glowing point light + const colorName = type.replace('key_', ''); + let colorHex = 0x0088ff; + if (colorName === 'red') colorHex = 0xff1122; + if (colorName === 'yellow') colorHex = 0xffbb00; + + const geo = new THREE.BoxGeometry(0.8, 1.2, 0.15); + const mat = new THREE.MeshStandardMaterial({ + color: colorHex, + emissive: colorHex, + emissiveIntensity: 0.8 + }); + mesh = new THREE.Mesh(geo, mat); + light = new THREE.PointLight(colorHex, 2.5, 6, 2); + light.position.set(x, y + 0.6, z); + this.engine.scene.add(light); + } else if (type === 'soulsphere') { + // Blue glowing soulsphere + const geo = new THREE.SphereGeometry(0.6, 16, 16); + const mat = new THREE.MeshStandardMaterial({ + color: 0x00d4ff, + emissive: 0x00d4ff, + emissiveIntensity: 0.9, + transparent: true, + opacity: 0.85 + }); + mesh = new THREE.Mesh(geo, mat); + light = new THREE.PointLight(0x00d4ff, 3.5, 10, 2); + light.position.set(x, y + 0.6, z); + this.engine.scene.add(light); + } else if (type === 'medikit') { + const geo = new THREE.BoxGeometry(0.8, 0.6, 0.8); + const mat = new THREE.MeshStandardMaterial({ map: this.itemTextures.medikit }); + mesh = new THREE.Mesh(geo, mat); + } else if (type.startsWith('armor_')) { + const isBlue = type.includes('blue'); + const geo = new THREE.BoxGeometry(0.9, 0.9, 0.9); + const mat = new THREE.MeshStandardMaterial({ + map: isBlue ? this.itemTextures.armorBlue : this.itemTextures.armorGreen, + emissive: isBlue ? 0x0044ff : 0x008800, + emissiveIntensity: 0.3 + }); + mesh = new THREE.Mesh(geo, mat); + } else { + // Ammo / Weapon box + const geo = new THREE.BoxGeometry(0.7, 0.5, 0.7); + const mat = new THREE.MeshStandardMaterial({ map: this.itemTextures.ammoClip }); + mesh = new THREE.Mesh(geo, mat); + } + + mesh.position.set(x, y + 0.4, z); + mesh.castShadow = true; + this.engine.scene.add(mesh); + + const itemObj = { + type, + mesh, + light, + baseY: y + 0.4, + rotationSpeed: 1.5, + bobTimer: Math.random() * 5, + isCollected: false + }; + + this.items.push(itemObj); + return itemObj; + } + + // ---------------------------------------------------- + // EXPLOSIVE TOXIC BARRELS + // ---------------------------------------------------- + + spawnMapBarrels() { + const spawns = (this.map && this.map.spawns) ? this.map.spawns.barrels : (window.game && window.game.map ? window.game.map.spawns.barrels : []); + if (!spawns || spawns.length === 0) return; + + for (let i = 0; i < spawns.length; i++) { + const s = spawns[i]; + this.spawnBarrel(s.x, s.y, s.z); + } + } + + spawnBarrel(x, y, z) { + const geo = new THREE.CylinderGeometry(0.55, 0.55, 1.4, 16); + const mat = this.engine.materials.barrel; + const mesh = new THREE.Mesh(geo, mat); + mesh.position.set(x, y + 0.7, z); + mesh.castShadow = true; + mesh.receiveShadow = true; + this.engine.scene.add(mesh); + + // Add to map colliders + const min = new THREE.Vector3(x - 0.55, y, z - 0.55); + const max = new THREE.Vector3(x + 0.55, y + 1.4, z + 0.55); + const box = new THREE.Box3(min, max); + this.engine.scene.colliders = this.engine.scene.colliders || []; + + const barrelObj = { + mesh, + box, + hp: 20, + isExploded: false, + takeDamage: (dmg) => this.damageBarrel(barrelObj, dmg) + }; + + this.barrels.push(barrelObj); + return barrelObj; + } + + damageBarrel(b, amount) { + if (b.isExploded) return; + b.hp -= amount; + if (b.hp <= 0) { + this.explodeBarrel(b); + } + } + + explodeBarrel(b) { + b.isExploded = true; + const pos = b.mesh.position; + + this.sound.playExplosion(1.5); + this.engine.spawnExplosion(pos, 5.5, 0x88ff00); // Toxic radioactive green blast! + + // Remove mesh + this.engine.scene.remove(b.mesh); + + // Area Damage & Chain Reactions + if (window.game && window.game.weapons) { + window.game.weapons.applySplashDamage(pos, 180, 5.5); + } + } + + // ---------------------------------------------------- + // ITEM COLLECTION & UPDATE + // ---------------------------------------------------- + + update(delta) { + const playerPos = this.player.position; + + for (let i = this.items.length - 1; i >= 0; i--) { + const item = this.items[i]; + if (item.isCollected) continue; + + // Rotation & Bobbing Animation + item.bobTimer += delta * 3.0; + item.mesh.rotation.y += item.rotationSpeed * delta; + item.mesh.position.y = item.baseY + Math.sin(item.bobTimer) * 0.15; + if (item.light) { + item.light.position.copy(item.mesh.position); + } + + // Player proximity pickup check + const dist = item.mesh.position.distanceTo(playerPos); + if (dist < 1.6) { + this.collectItem(item, i); + } + } + } + + collectItem(item, index) { + let collected = false; + const type = item.type; + + if (type === 'medikit') { + collected = this.player.heal(25); + if (collected) this.sound.playItemPickup('health'); + } else if (type === 'soulsphere') { + collected = this.player.heal(100, true); + if (collected) { + this.sound.playItemPickup('weapon'); + if (window.game && window.game.hud) window.game.hud.showNotification('SOULSPHERE! +100 HP'); + } + } else if (type === 'armor_green') { + collected = this.player.addArmor(100); + if (collected) this.sound.playItemPickup('armor'); + } else if (type === 'armor_blue') { + collected = this.player.addArmor(200, true); + if (collected) this.sound.playItemPickup('armor'); + } else if (type === 'ammo_clip') { + collected = this.player.addAmmo('bullets', 10); + if (collected) this.sound.playItemPickup('ammo'); + } else if (type === 'ammo_box') { + collected = this.player.addAmmo('bullets', 50); + if (collected) this.sound.playItemPickup('ammo'); + } else if (type === 'ammo_shells') { + collected = this.player.addAmmo('shells', 8); + if (collected) this.sound.playItemPickup('ammo'); + } else if (type === 'ammo_rocket') { + collected = this.player.addAmmo('rockets', 5); + if (collected) this.sound.playItemPickup('ammo'); + } else if (type === 'ammo_cell') { + collected = this.player.addAmmo('cells', 40); + if (collected) this.sound.playItemPickup('ammo'); + } else if (type === 'shotgun') { + this.player.addAmmo('shells', 8); + if (window.game && window.game.weapons) window.game.weapons.unlockWeapon(2); + collected = true; + this.sound.playItemPickup('weapon'); + if (window.game && window.game.hud) window.game.hud.showNotification('YOU GOT THE SHOTGUN!'); + } else if (type === 'chaingun') { + this.player.addAmmo('bullets', 40); + if (window.game && window.game.weapons) window.game.weapons.unlockWeapon(3); + collected = true; + this.sound.playItemPickup('weapon'); + if (window.game && window.game.hud) window.game.hud.showNotification('YOU GOT THE CHAINGUN!'); + } else if (type === 'rocket_launcher') { + this.player.addAmmo('rockets', 5); + if (window.game && window.game.weapons) window.game.weapons.unlockWeapon(4); + collected = true; + this.sound.playItemPickup('weapon'); + if (window.game && window.game.hud) window.game.hud.showNotification('YOU GOT THE ROCKET LAUNCHER!'); + } else if (type === 'plasma') { + this.player.addAmmo('cells', 50); + if (window.game && window.game.weapons) window.game.weapons.unlockWeapon(5); + collected = true; + this.sound.playItemPickup('weapon'); + if (window.game && window.game.hud) window.game.hud.showNotification('YOU GOT THE PLASMA RIFLE!'); + } else if (type === 'bfg') { + this.player.addAmmo('cells', 100); + if (window.game && window.game.weapons) window.game.weapons.unlockWeapon(6); + collected = true; + this.sound.playItemPickup('weapon'); + if (window.game && window.game.hud) window.game.hud.showNotification('YOU GOT THE BFG 9000! OH YES.'); + } else if (type.startsWith('key_')) { + const keyColor = type.replace('key_', ''); + this.player.keysInventory[keyColor] = true; + collected = true; + this.sound.playItemPickup('key'); + if (window.game && window.game.hud) window.game.hud.showNotification(`PICKED UP THE ${keyColor.toUpperCase()} KEYCARD`); + } + + if (collected) { + item.isCollected = true; + this.engine.scene.remove(item.mesh); + if (item.light) this.engine.scene.remove(item.light); + this.items.splice(index, 1); + } + } +} + +window.DoomItems = DoomItems; diff --git a/game/doom/js/lib/three.min.js b/game/doom/js/lib/three.min.js new file mode 100755 index 0000000..b14f47c --- /dev/null +++ b/game/doom/js/lib/three.min.js @@ -0,0 +1,6 @@ +/** + * @license + * Copyright 2010-2021 Three.js Authors + * SPDX-License-Identifier: MIT + */ +!function(t,e){"object"==typeof exports&&"undefined"!=typeof module?e(exports):"function"==typeof define&&define.amd?define(["exports"],e):e((t="undefined"!=typeof globalThis?globalThis:t||self).THREE={})}(this,(function(t){"use strict";const e="128",n=100,i=300,r=301,s=302,a=303,o=304,l=306,c=307,h=1e3,u=1001,d=1002,p=1003,m=1004,f=1005,g=1006,v=1007,y=1008,x=1009,_=1012,w=1014,b=1015,M=1016,S=1020,T=1022,E=1023,A=1026,L=1027,R=33776,C=33777,P=33778,D=33779,I=35840,N=35841,B=35842,z=35843,F=37492,O=37496,H=2300,G=2301,U=2302,k=2400,V=2401,W=2402,j=2500,q=2501,X=3e3,Y=3001,Z=3007,J=3002,Q=3004,K=3005,$=3006,tt=7680,et=35044,nt=35048,it="300 es";class rt{addEventListener(t,e){void 0===this._listeners&&(this._listeners={});const n=this._listeners;void 0===n[t]&&(n[t]=[]),-1===n[t].indexOf(e)&&n[t].push(e)}hasEventListener(t,e){if(void 0===this._listeners)return!1;const n=this._listeners;return void 0!==n[t]&&-1!==n[t].indexOf(e)}removeEventListener(t,e){if(void 0===this._listeners)return;const n=this._listeners[t];if(void 0!==n){const t=n.indexOf(e);-1!==t&&n.splice(t,1)}}dispatchEvent(t){if(void 0===this._listeners)return;const e=this._listeners[t.type];if(void 0!==e){t.target=this;const n=e.slice(0);for(let e=0,i=n.length;e>8&255]+st[t>>16&255]+st[t>>24&255]+"-"+st[255&e]+st[e>>8&255]+"-"+st[e>>16&15|64]+st[e>>24&255]+"-"+st[63&n|128]+st[n>>8&255]+"-"+st[n>>16&255]+st[n>>24&255]+st[255&i]+st[i>>8&255]+st[i>>16&255]+st[i>>24&255]).toUpperCase()}function ht(t,e,n){return Math.max(e,Math.min(n,t))}function ut(t,e){return(t%e+e)%e}function dt(t,e,n){return(1-n)*t+n*e}function pt(t){return 0==(t&t-1)&&0!==t}function mt(t){return Math.pow(2,Math.ceil(Math.log(t)/Math.LN2))}function ft(t){return Math.pow(2,Math.floor(Math.log(t)/Math.LN2))}var gt=Object.freeze({__proto__:null,DEG2RAD:ot,RAD2DEG:lt,generateUUID:ct,clamp:ht,euclideanModulo:ut,mapLinear:function(t,e,n,i,r){return i+(t-e)*(r-i)/(n-e)},inverseLerp:function(t,e,n){return t!==e?(n-t)/(e-t):0},lerp:dt,damp:function(t,e,n,i){return dt(t,e,1-Math.exp(-n*i))},pingpong:function(t,e=1){return e-Math.abs(ut(t,2*e)-e)},smoothstep:function(t,e,n){return t<=e?0:t>=n?1:(t=(t-e)/(n-e))*t*(3-2*t)},smootherstep:function(t,e,n){return t<=e?0:t>=n?1:(t=(t-e)/(n-e))*t*t*(t*(6*t-15)+10)},randInt:function(t,e){return t+Math.floor(Math.random()*(e-t+1))},randFloat:function(t,e){return t+Math.random()*(e-t)},randFloatSpread:function(t){return t*(.5-Math.random())},seededRandom:function(t){return void 0!==t&&(at=t%2147483647),at=16807*at%2147483647,(at-1)/2147483646},degToRad:function(t){return t*ot},radToDeg:function(t){return t*lt},isPowerOfTwo:pt,ceilPowerOfTwo:mt,floorPowerOfTwo:ft,setQuaternionFromProperEuler:function(t,e,n,i,r){const s=Math.cos,a=Math.sin,o=s(n/2),l=a(n/2),c=s((e+i)/2),h=a((e+i)/2),u=s((e-i)/2),d=a((e-i)/2),p=s((i-e)/2),m=a((i-e)/2);switch(r){case"XYX":t.set(o*h,l*u,l*d,o*c);break;case"YZY":t.set(l*d,o*h,l*u,o*c);break;case"ZXZ":t.set(l*u,l*d,o*h,o*c);break;case"XZX":t.set(o*h,l*m,l*p,o*c);break;case"YXY":t.set(l*p,o*h,l*m,o*c);break;case"ZYZ":t.set(l*m,l*p,o*h,o*c);break;default:console.warn("THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: "+r)}}});class vt{constructor(t=0,e=0){this.x=t,this.y=e}get width(){return this.x}set width(t){this.x=t}get height(){return this.y}set height(t){this.y=t}set(t,e){return this.x=t,this.y=e,this}setScalar(t){return this.x=t,this.y=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y)}copy(t){return this.x=t.x,this.y=t.y,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector2: .add() now only accepts one argument. 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this.x=Math.floor(this.x),this.y=Math.floor(this.y),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this}negate(){return this.x=-this.x,this.y=-this.y,this}dot(t){return this.x*t.x+this.y*t.y}cross(t){return this.x*t.y-this.y*t.x}lengthSq(){return this.x*this.x+this.y*this.y}length(){return Math.sqrt(this.x*this.x+this.y*this.y)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)}normalize(){return this.divideScalar(this.length()||1)}angle(){return Math.atan2(-this.y,-this.x)+Math.PI}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y;return e*e+n*n}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this}equals(t){return t.x===this.x&&t.y===this.y}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector2: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this}rotateAround(t,e){const n=Math.cos(e),i=Math.sin(e),r=this.x-t.x,s=this.y-t.y;return this.x=r*n-s*i+t.x,this.y=r*i+s*n+t.y,this}random(){return this.x=Math.random(),this.y=Math.random(),this}}vt.prototype.isVector2=!0;class yt{constructor(){this.elements=[1,0,0,0,1,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,s,a,o,l){const c=this.elements;return c[0]=t,c[1]=i,c[2]=a,c[3]=e,c[4]=r,c[5]=o,c[6]=n,c[7]=s,c[8]=l,this}identity(){return this.set(1,0,0,0,1,0,0,0,1),this}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],this}extractBasis(t,e,n){return t.setFromMatrix3Column(this,0),e.setFromMatrix3Column(this,1),n.setFromMatrix3Column(this,2),this}setFromMatrix4(t){const e=t.elements;return this.set(e[0],e[4],e[8],e[1],e[5],e[9],e[2],e[6],e[10]),this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,s=n[0],a=n[3],o=n[6],l=n[1],c=n[4],h=n[7],u=n[2],d=n[5],p=n[8],m=i[0],f=i[3],g=i[6],v=i[1],y=i[4],x=i[7],_=i[2],w=i[5],b=i[8];return r[0]=s*m+a*v+o*_,r[3]=s*f+a*y+o*w,r[6]=s*g+a*x+o*b,r[1]=l*m+c*v+h*_,r[4]=l*f+c*y+h*w,r[7]=l*g+c*x+h*b,r[2]=u*m+d*v+p*_,r[5]=u*f+d*y+p*w,r[8]=u*g+d*x+p*b,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[3]*=t,e[6]*=t,e[1]*=t,e[4]*=t,e[7]*=t,e[2]*=t,e[5]*=t,e[8]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8];return e*s*c-e*a*l-n*r*c+n*a*o+i*r*l-i*s*o}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=c*s-a*l,u=a*o-c*r,d=l*r-s*o,p=e*h+n*u+i*d;if(0===p)return this.set(0,0,0,0,0,0,0,0,0);const m=1/p;return t[0]=h*m,t[1]=(i*l-c*n)*m,t[2]=(a*n-i*s)*m,t[3]=u*m,t[4]=(c*e-i*o)*m,t[5]=(i*r-a*e)*m,t[6]=d*m,t[7]=(n*o-l*e)*m,t[8]=(s*e-n*r)*m,this}transpose(){let t;const e=this.elements;return t=e[1],e[1]=e[3],e[3]=t,t=e[2],e[2]=e[6],e[6]=t,t=e[5],e[5]=e[7],e[7]=t,this}getNormalMatrix(t){return this.setFromMatrix4(t).invert().transpose()}transposeIntoArray(t){const e=this.elements;return t[0]=e[0],t[1]=e[3],t[2]=e[6],t[3]=e[1],t[4]=e[4],t[5]=e[7],t[6]=e[2],t[7]=e[5],t[8]=e[8],this}setUvTransform(t,e,n,i,r,s,a){const o=Math.cos(r),l=Math.sin(r);return this.set(n*o,n*l,-n*(o*s+l*a)+s+t,-i*l,i*o,-i*(-l*s+o*a)+a+e,0,0,1),this}scale(t,e){const n=this.elements;return n[0]*=t,n[3]*=t,n[6]*=t,n[1]*=e,n[4]*=e,n[7]*=e,this}rotate(t){const e=Math.cos(t),n=Math.sin(t),i=this.elements,r=i[0],s=i[3],a=i[6],o=i[1],l=i[4],c=i[7];return i[0]=e*r+n*o,i[3]=e*s+n*l,i[6]=e*a+n*c,i[1]=-n*r+e*o,i[4]=-n*s+e*l,i[7]=-n*a+e*c,this}translate(t,e){const n=this.elements;return n[0]+=t*n[2],n[3]+=t*n[5],n[6]+=t*n[8],n[1]+=e*n[2],n[4]+=e*n[5],n[7]+=e*n[8],this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<9;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<9;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t}clone(){return(new this.constructor).fromArray(this.elements)}}let xt;yt.prototype.isMatrix3=!0;class _t{static getDataURL(t){if(/^data:/i.test(t.src))return t.src;if("undefined"==typeof HTMLCanvasElement)return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{void 0===xt&&(xt=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),xt.width=t.width,xt.height=t.height;const n=xt.getContext("2d");t instanceof ImageData?n.putImageData(t,0,0):n.drawImage(t,0,0,t.width,t.height),e=xt}return e.width>2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}}let wt=0;class bt extends rt{constructor(t=bt.DEFAULT_IMAGE,e=bt.DEFAULT_MAPPING,n=1001,i=1001,r=1006,s=1008,a=1023,o=1009,l=1,c=3e3){super(),Object.defineProperty(this,"id",{value:wt++}),this.uuid=ct(),this.name="",this.image=t,this.mipmaps=[],this.mapping=e,this.wrapS=n,this.wrapT=i,this.magFilter=r,this.minFilter=s,this.anisotropy=l,this.format=a,this.internalFormat=null,this.type=o,this.offset=new vt(0,0),this.repeat=new vt(1,1),this.center=new vt(0,0),this.rotation=0,this.matrixAutoUpdate=!0,this.matrix=new yt,this.generateMipmaps=!0,this.premultiplyAlpha=!1,this.flipY=!0,this.unpackAlignment=4,this.encoding=c,this.version=0,this.onUpdate=null}updateMatrix(){this.matrix.setUvTransform(this.offset.x,this.offset.y,this.repeat.x,this.repeat.y,this.rotation,this.center.x,this.center.y)}clone(){return(new this.constructor).copy(this)}copy(t){return this.name=t.name,this.image=t.image,this.mipmaps=t.mipmaps.slice(0),this.mapping=t.mapping,this.wrapS=t.wrapS,this.wrapT=t.wrapT,this.magFilter=t.magFilter,this.minFilter=t.minFilter,this.anisotropy=t.anisotropy,this.format=t.format,this.internalFormat=t.internalFormat,this.type=t.type,this.offset.copy(t.offset),this.repeat.copy(t.repeat),this.center.copy(t.center),this.rotation=t.rotation,this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrix.copy(t.matrix),this.generateMipmaps=t.generateMipmaps,this.premultiplyAlpha=t.premultiplyAlpha,this.flipY=t.flipY,this.unpackAlignment=t.unpackAlignment,this.encoding=t.encoding,this}toJSON(t){const e=void 0===t||"string"==typeof t;if(!e&&void 0!==t.textures[this.uuid])return t.textures[this.uuid];const n={metadata:{version:4.5,type:"Texture",generator:"Texture.toJSON"},uuid:this.uuid,name:this.name,mapping:this.mapping,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,type:this.type,encoding:this.encoding,minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY,premultiplyAlpha:this.premultiplyAlpha,unpackAlignment:this.unpackAlignment};if(void 0!==this.image){const i=this.image;if(void 0===i.uuid&&(i.uuid=ct()),!e&&void 0===t.images[i.uuid]){let e;if(Array.isArray(i)){e=[];for(let t=0,n=i.length;t1)switch(this.wrapS){case h:t.x=t.x-Math.floor(t.x);break;case u:t.x=t.x<0?0:1;break;case d:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case h:t.y=t.y-Math.floor(t.y);break;case u:t.y=t.y<0?0:1;break;case d:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&this.version++}}function Mt(t){return"undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap?_t.getDataURL(t):t.data?{data:Array.prototype.slice.call(t.data),width:t.width,height:t.height,type:t.data.constructor.name}:(console.warn("THREE.Texture: Unable to serialize Texture."),{})}bt.DEFAULT_IMAGE=void 0,bt.DEFAULT_MAPPING=i,bt.prototype.isTexture=!0;class St{constructor(t=0,e=0,n=0,i=1){this.x=t,this.y=e,this.z=n,this.w=i}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,n,i){return this.x=t,this.y=e,this.z=n,this.w=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=this.w,s=t.elements;return this.x=s[0]*e+s[4]*n+s[8]*i+s[12]*r,this.y=s[1]*e+s[5]*n+s[9]*i+s[13]*r,this.z=s[2]*e+s[6]*n+s[10]*i+s[14]*r,this.w=s[3]*e+s[7]*n+s[11]*i+s[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,n,i,r;const s=.01,a=.1,o=t.elements,l=o[0],c=o[4],h=o[8],u=o[1],d=o[5],p=o[9],m=o[2],f=o[6],g=o[10];if(Math.abs(c-u)o&&t>v?tv?o=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),s=Math.atan2(r,e*n);t=Math.sin(t*s)/r,a=Math.sin(a*s)/r}const r=a*n;if(o=o*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+m*r,t===1-a){const t=1/Math.sqrt(o*o+l*l+c*c+h*h);o*=t,l*=t,c*=t,h*=t}}t[e]=o,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,n,i,r,s){const a=n[i],o=n[i+1],l=n[i+2],c=n[i+3],h=r[s],u=r[s+1],d=r[s+2],p=r[s+3];return t[e]=a*p+c*h+o*d-l*u,t[e+1]=o*p+c*u+l*h-a*d,t[e+2]=l*p+c*d+a*u-o*h,t[e+3]=c*p-a*h-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._w=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e){if(!t||!t.isEuler)throw new Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");const n=t._x,i=t._y,r=t._z,s=t._order,a=Math.cos,o=Math.sin,l=a(n/2),c=a(i/2),h=a(r/2),u=o(n/2),d=o(i/2),p=o(r/2);switch(s){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+s)}return!1!==e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const n=e/2,i=Math.sin(n);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,n=e[0],i=e[4],r=e[8],s=e[1],a=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=n+a+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-o)*t,this._y=(r-l)*t,this._z=(s-i)*t}else if(n>a&&n>h){const t=2*Math.sqrt(1+n-a-h);this._w=(c-o)/t,this._x=.25*t,this._y=(i+s)/t,this._z=(r+l)/t}else if(a>h){const t=2*Math.sqrt(1+a-n-h);this._w=(r-l)/t,this._x=(i+s)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-n-a);this._w=(s-i)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let n=t.dot(e)+1;return nMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=n):(this._x=0,this._y=-t.z,this._z=t.y,this._w=n)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=n),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(ht(this.dot(t),-1,1)))}rotateTowards(t,e){const n=this.angleTo(t);if(0===n)return this;const i=Math.min(1,e/n);return this.slerp(t,i),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._w}lengthSq(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w}length(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)}normalize(){let t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t,e){return void 0!==e?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(t,e)):this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const n=t._x,i=t._y,r=t._z,s=t._w,a=e._x,o=e._y,l=e._z,c=e._w;return this._x=n*c+s*a+i*l-r*o,this._y=i*c+s*o+r*a-n*l,this._z=r*c+s*l+n*o-i*a,this._w=s*c-n*a-i*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const n=this._x,i=this._y,r=this._z,s=this._w;let a=s*t._w+n*t._x+i*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=s,this._x=n,this._y=i,this._z=r,this;const o=1-a*a;if(o<=Number.EPSILON){const t=1-e;return this._w=t*s+e*this._w,this._x=t*n+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),this._onChangeCallback(),this}const l=Math.sqrt(o),c=Math.atan2(l,a),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return this._w=s*h+this._w*u,this._x=n*h+this._x*u,this._y=i*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,n){this.copy(t).slerp(e,n)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}At.prototype.isQuaternion=!0;class Lt{constructor(t=0,e=0,n=0){this.x=t,this.y=e,this.z=n}set(t,e,n){return void 0===n&&(n=this.z),this.x=t,this.y=e,this.z=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t,e){return void 0!==e?(console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this.z+=t.z,this)}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this.z-=t.z,this)}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(t,e)):(this.x*=t.x,this.y*=t.y,this.z*=t.z,this)}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return t&&t.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."),this.applyQuaternion(Ct.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(Ct.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[3]*n+r[6]*i,this.y=r[1]*e+r[4]*n+r[7]*i,this.z=r[2]*e+r[5]*n+r[8]*i,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=t.elements,s=1/(r[3]*e+r[7]*n+r[11]*i+r[15]);return this.x=(r[0]*e+r[4]*n+r[8]*i+r[12])*s,this.y=(r[1]*e+r[5]*n+r[9]*i+r[13])*s,this.z=(r[2]*e+r[6]*n+r[10]*i+r[14])*s,this}applyQuaternion(t){const e=this.x,n=this.y,i=this.z,r=t.x,s=t.y,a=t.z,o=t.w,l=o*e+s*i-a*n,c=o*n+a*e-r*i,h=o*i+r*n-s*e,u=-r*e-s*n-a*i;return this.x=l*o+u*-r+c*-a-h*-s,this.y=c*o+u*-s+h*-r-l*-a,this.z=h*o+u*-a+l*-s-c*-r,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[4]*n+r[8]*i,this.y=r[1]*e+r[5]*n+r[9]*i,this.z=r[2]*e+r[6]*n+r[10]*i,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=this.x<0?Math.ceil(this.x):Math.floor(this.x),this.y=this.y<0?Math.ceil(this.y):Math.floor(this.y),this.z=this.z<0?Math.ceil(this.z):Math.floor(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}lengthSq(){return this.x*this.x+this.y*this.y+this.z*this.z}length(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)}manhattanLength(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)}normalize(){return this.divideScalar(this.length()||1)}setLength(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this.z=t.z+(e.z-t.z)*n,this}cross(t,e){return void 0!==e?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(t,e)):this.crossVectors(this,t)}crossVectors(t,e){const n=t.x,i=t.y,r=t.z,s=e.x,a=e.y,o=e.z;return this.x=i*o-r*a,this.y=r*s-n*o,this.z=n*a-i*s,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const n=t.dot(this)/e;return this.copy(t).multiplyScalar(n)}projectOnPlane(t){return Rt.copy(this).projectOnVector(t),this.sub(Rt)}reflect(t){return this.sub(Rt.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const n=this.dot(t)/e;return Math.acos(ht(n,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y,i=this.z-t.z;return e*e+n*n+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,n){const i=Math.sin(e)*t;return this.x=i*Math.sin(n),this.y=Math.cos(e)*t,this.z=i*Math.cos(n),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,n){return this.x=t*Math.sin(e),this.y=n,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),n=this.setFromMatrixColumn(t,1).length(),i=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=n,this.z=i,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e,n){return void 0!==n&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute()."),this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}}Lt.prototype.isVector3=!0;const Rt=new Lt,Ct=new At;class Pt{constructor(t=new Lt(1/0,1/0,1/0),e=new Lt(-1/0,-1/0,-1/0)){this.min=t,this.max=e}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){let e=1/0,n=1/0,i=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.length;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,n,i),this.max.set(r,s,a),this}setFromBufferAttribute(t){let e=1/0,n=1/0,i=1/0,r=-1/0,s=-1/0,a=-1/0;for(let o=0,l=t.count;or&&(r=l),c>s&&(s=c),h>a&&(a=h)}return this.min.set(e,n,i),this.max.set(r,s,a),this}setFromPoints(t){this.makeEmpty();for(let e=0,n=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return void 0===e&&(console.warn("THREE.Box3: .getParameter() target is now required"),e=new Lt),e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,It),It.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,n;return t.normal.x>0?(e=t.normal.x*this.min.x,n=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,n=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,n+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,n+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,n+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,n+=t.normal.z*this.min.z),e<=-t.constant&&n>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(Ut),kt.subVectors(this.max,Ut),Bt.subVectors(t.a,Ut),zt.subVectors(t.b,Ut),Ft.subVectors(t.c,Ut),Ot.subVectors(zt,Bt),Ht.subVectors(Ft,zt),Gt.subVectors(Bt,Ft);let e=[0,-Ot.z,Ot.y,0,-Ht.z,Ht.y,0,-Gt.z,Gt.y,Ot.z,0,-Ot.x,Ht.z,0,-Ht.x,Gt.z,0,-Gt.x,-Ot.y,Ot.x,0,-Ht.y,Ht.x,0,-Gt.y,Gt.x,0];return!!jt(e,Bt,zt,Ft,kt)&&(e=[1,0,0,0,1,0,0,0,1],!!jt(e,Bt,zt,Ft,kt)&&(Vt.crossVectors(Ot,Ht),e=[Vt.x,Vt.y,Vt.z],jt(e,Bt,zt,Ft,kt)))}clampPoint(t,e){return void 0===e&&(console.warn("THREE.Box3: .clampPoint() target is now required"),e=new Lt),e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return It.copy(t).clamp(this.min,this.max).sub(t).length()}getBoundingSphere(t){return void 0===t&&console.error("THREE.Box3: .getBoundingSphere() target is now required"),this.getCenter(t.center),t.radius=.5*this.getSize(It).length(),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(Dt[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),Dt[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),Dt[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),Dt[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),Dt[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),Dt[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),Dt[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),Dt[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(Dt)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}Pt.prototype.isBox3=!0;const Dt=[new Lt,new Lt,new Lt,new Lt,new Lt,new Lt,new Lt,new Lt],It=new Lt,Nt=new Pt,Bt=new Lt,zt=new Lt,Ft=new Lt,Ot=new Lt,Ht=new Lt,Gt=new Lt,Ut=new Lt,kt=new Lt,Vt=new Lt,Wt=new Lt;function jt(t,e,n,i,r){for(let s=0,a=t.length-3;s<=a;s+=3){Wt.fromArray(t,s);const a=r.x*Math.abs(Wt.x)+r.y*Math.abs(Wt.y)+r.z*Math.abs(Wt.z),o=e.dot(Wt),l=n.dot(Wt),c=i.dot(Wt);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return!1}return!0}const qt=new Pt,Xt=new Lt,Yt=new Lt,Zt=new Lt;class Jt{constructor(t=new Lt,e=-1){this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const n=this.center;void 0!==e?n.copy(e):qt.setFromPoints(t).getCenter(n);let i=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return void 0===t&&(console.warn("THREE.Sphere: .getBoundingBox() target is now required"),t=new Pt),this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){Zt.subVectors(t,this.center);const e=Zt.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),n=.5*(t-this.radius);this.center.add(Zt.multiplyScalar(n/t)),this.radius+=n}return this}union(t){return Yt.subVectors(t.center,this.center).normalize().multiplyScalar(t.radius),this.expandByPoint(Xt.copy(t.center).add(Yt)),this.expandByPoint(Xt.copy(t.center).sub(Yt)),this}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const Qt=new Lt,Kt=new Lt,$t=new Lt,te=new Lt,ee=new Lt,ne=new Lt,ie=new Lt;class re{constructor(t=new Lt,e=new Lt(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return void 0===e&&(console.warn("THREE.Ray: .at() target is now required"),e=new Lt),e.copy(this.direction).multiplyScalar(t).add(this.origin)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,Qt)),this}closestPointToPoint(t,e){void 0===e&&(console.warn("THREE.Ray: .closestPointToPoint() target is now required"),e=new Lt),e.subVectors(t,this.origin);const n=e.dot(this.direction);return n<0?e.copy(this.origin):e.copy(this.direction).multiplyScalar(n).add(this.origin)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=Qt.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(Qt.copy(this.direction).multiplyScalar(e).add(this.origin),Qt.distanceToSquared(t))}distanceSqToSegment(t,e,n,i){Kt.copy(t).add(e).multiplyScalar(.5),$t.copy(e).sub(t).normalize(),te.copy(this.origin).sub(Kt);const r=.5*t.distanceTo(e),s=-this.direction.dot($t),a=te.dot(this.direction),o=-te.dot($t),l=te.lengthSq(),c=Math.abs(1-s*s);let h,u,d,p;if(c>0)if(h=s*o-a,u=s*a-o,p=r*c,h>=0)if(u>=-p)if(u<=p){const t=1/c;h*=t,u*=t,d=h*(h+s*u+2*a)+u*(s*h+u+2*o)+l}else u=r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u=-r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u<=-p?(h=Math.max(0,-(-s*r+a)),u=h>0?-r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l):u<=p?(h=0,u=Math.min(Math.max(-r,-o),r),d=u*(u+2*o)+l):(h=Math.max(0,-(s*r+a)),u=h>0?r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l);else u=s>0?-r:r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;return n&&n.copy(this.direction).multiplyScalar(h).add(this.origin),i&&i.copy($t).multiplyScalar(u).add(Kt),d}intersectSphere(t,e){Qt.subVectors(t.center,this.origin);const n=Qt.dot(this.direction),i=Qt.dot(Qt)-n*n,r=t.radius*t.radius;if(i>r)return null;const s=Math.sqrt(r-i),a=n-s,o=n+s;return a<0&&o<0?null:a<0?this.at(o,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const n=-(this.origin.dot(t.normal)+t.constant)/e;return n>=0?n:null}intersectPlane(t,e){const n=this.distanceToPlane(t);return null===n?null:this.at(n,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let n,i,r,s,a,o;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(n=(t.min.x-u.x)*l,i=(t.max.x-u.x)*l):(n=(t.max.x-u.x)*l,i=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,s=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,s=(t.min.y-u.y)*c),n>s||r>i?null:((r>n||n!=n)&&(n=r),(s=0?(a=(t.min.z-u.z)*h,o=(t.max.z-u.z)*h):(a=(t.max.z-u.z)*h,o=(t.min.z-u.z)*h),n>o||a>i?null:((a>n||n!=n)&&(n=a),(o=0?n:i,e)))}intersectsBox(t){return null!==this.intersectBox(t,Qt)}intersectTriangle(t,e,n,i,r){ee.subVectors(e,t),ne.subVectors(n,t),ie.crossVectors(ee,ne);let s,a=this.direction.dot(ie);if(a>0){if(i)return null;s=1}else{if(!(a<0))return null;s=-1,a=-a}te.subVectors(this.origin,t);const o=s*this.direction.dot(ne.crossVectors(te,ne));if(o<0)return null;const l=s*this.direction.dot(ee.cross(te));if(l<0)return null;if(o+l>a)return null;const c=-s*te.dot(ie);return c<0?null:this.at(c/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class se{constructor(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],arguments.length>0&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}set(t,e,n,i,r,s,a,o,l,c,h,u,d,p,m,f){const g=this.elements;return g[0]=t,g[4]=e,g[8]=n,g[12]=i,g[1]=r,g[5]=s,g[9]=a,g[13]=o,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=m,g[15]=f,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new se).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],e[9]=n[9],e[10]=n[10],e[11]=n[11],e[12]=n[12],e[13]=n[13],e[14]=n[14],e[15]=n[15],this}copyPosition(t){const e=this.elements,n=t.elements;return e[12]=n[12],e[13]=n[13],e[14]=n[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,n){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(t,e,n){return this.set(t.x,e.x,n.x,0,t.y,e.y,n.y,0,t.z,e.z,n.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,n=t.elements,i=1/ae.setFromMatrixColumn(t,0).length(),r=1/ae.setFromMatrixColumn(t,1).length(),s=1/ae.setFromMatrixColumn(t,2).length();return e[0]=n[0]*i,e[1]=n[1]*i,e[2]=n[2]*i,e[3]=0,e[4]=n[4]*r,e[5]=n[5]*r,e[6]=n[6]*r,e[7]=0,e[8]=n[8]*s,e[9]=n[9]*s,e[10]=n[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){t&&t.isEuler||console.error("THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.");const e=this.elements,n=t.x,i=t.y,r=t.z,s=Math.cos(n),a=Math.sin(n),o=Math.cos(i),l=Math.sin(i),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=s*c,n=s*h,i=a*c,r=a*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=n+i*l,e[5]=t-r*l,e[9]=-a*o,e[2]=r-t*l,e[6]=i+n*l,e[10]=s*o}else if("YXZ"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t+r*a,e[4]=i*a-n,e[8]=s*l,e[1]=s*h,e[5]=s*c,e[9]=-a,e[2]=n*a-i,e[6]=r+t*a,e[10]=s*o}else if("ZXY"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t-r*a,e[4]=-s*h,e[8]=i+n*a,e[1]=n+i*a,e[5]=s*c,e[9]=r-t*a,e[2]=-s*l,e[6]=a,e[10]=s*o}else if("ZYX"===t.order){const t=s*c,n=s*h,i=a*c,r=a*h;e[0]=o*c,e[4]=i*l-n,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=n*l-i,e[2]=-l,e[6]=a*o,e[10]=s*o}else if("YZX"===t.order){const t=s*o,n=s*l,i=a*o,r=a*l;e[0]=o*c,e[4]=r-t*h,e[8]=i*h+n,e[1]=h,e[5]=s*c,e[9]=-a*c,e[2]=-l*c,e[6]=n*h+i,e[10]=t-r*h}else if("XZY"===t.order){const t=s*o,n=s*l,i=a*o,r=a*l;e[0]=o*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=s*c,e[9]=n*h-i,e[2]=i*h-n,e[6]=a*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(le,t,ce)}lookAt(t,e,n){const i=this.elements;return de.subVectors(t,e),0===de.lengthSq()&&(de.z=1),de.normalize(),he.crossVectors(n,de),0===he.lengthSq()&&(1===Math.abs(n.z)?de.x+=1e-4:de.z+=1e-4,de.normalize(),he.crossVectors(n,de)),he.normalize(),ue.crossVectors(de,he),i[0]=he.x,i[4]=ue.x,i[8]=de.x,i[1]=he.y,i[5]=ue.y,i[9]=de.y,i[2]=he.z,i[6]=ue.z,i[10]=de.z,this}multiply(t,e){return void 0!==e?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),this.multiplyMatrices(t,e)):this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,s=n[0],a=n[4],o=n[8],l=n[12],c=n[1],h=n[5],u=n[9],d=n[13],p=n[2],m=n[6],f=n[10],g=n[14],v=n[3],y=n[7],x=n[11],_=n[15],w=i[0],b=i[4],M=i[8],S=i[12],T=i[1],E=i[5],A=i[9],L=i[13],R=i[2],C=i[6],P=i[10],D=i[14],I=i[3],N=i[7],B=i[11],z=i[15];return r[0]=s*w+a*T+o*R+l*I,r[4]=s*b+a*E+o*C+l*N,r[8]=s*M+a*A+o*P+l*B,r[12]=s*S+a*L+o*D+l*z,r[1]=c*w+h*T+u*R+d*I,r[5]=c*b+h*E+u*C+d*N,r[9]=c*M+h*A+u*P+d*B,r[13]=c*S+h*L+u*D+d*z,r[2]=p*w+m*T+f*R+g*I,r[6]=p*b+m*E+f*C+g*N,r[10]=p*M+m*A+f*P+g*B,r[14]=p*S+m*L+f*D+g*z,r[3]=v*w+y*T+x*R+_*I,r[7]=v*b+y*E+x*C+_*N,r[11]=v*M+y*A+x*P+_*B,r[15]=v*S+y*L+x*D+_*z,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[4],i=t[8],r=t[12],s=t[1],a=t[5],o=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*o*h-i*l*h-r*a*u+n*l*u+i*a*d-n*o*d)+t[7]*(+e*o*d-e*l*u+r*s*u-i*s*d+i*l*c-r*o*c)+t[11]*(+e*l*h-e*a*d-r*s*h+n*s*d+r*a*c-n*l*c)+t[15]*(-i*a*c-e*o*h+e*a*u+i*s*h-n*s*u+n*o*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,n){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=n),this}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],m=t[13],f=t[14],g=t[15],v=h*f*l-m*u*l+m*o*d-a*f*d-h*o*g+a*u*g,y=p*u*l-c*f*l-p*o*d+s*f*d+c*o*g-s*u*g,x=c*m*l-p*h*l+p*a*d-s*m*d-c*a*g+s*h*g,_=p*h*o-c*m*o-p*a*u+s*m*u+c*a*f-s*h*f,w=e*v+n*y+i*x+r*_;if(0===w)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const b=1/w;return t[0]=v*b,t[1]=(m*u*r-h*f*r-m*i*d+n*f*d+h*i*g-n*u*g)*b,t[2]=(a*f*r-m*o*r+m*i*l-n*f*l-a*i*g+n*o*g)*b,t[3]=(h*o*r-a*u*r-h*i*l+n*u*l+a*i*d-n*o*d)*b,t[4]=y*b,t[5]=(c*f*r-p*u*r+p*i*d-e*f*d-c*i*g+e*u*g)*b,t[6]=(p*o*r-s*f*r-p*i*l+e*f*l+s*i*g-e*o*g)*b,t[7]=(s*u*r-c*o*r+c*i*l-e*u*l-s*i*d+e*o*d)*b,t[8]=x*b,t[9]=(p*h*r-c*m*r-p*n*d+e*m*d+c*n*g-e*h*g)*b,t[10]=(s*m*r-p*a*r+p*n*l-e*m*l-s*n*g+e*a*g)*b,t[11]=(c*a*r-s*h*r-c*n*l+e*h*l+s*n*d-e*a*d)*b,t[12]=_*b,t[13]=(c*m*i-p*h*i+p*n*u-e*m*u-c*n*f+e*h*f)*b,t[14]=(p*a*i-s*m*i-p*n*o+e*m*o+s*n*f-e*a*f)*b,t[15]=(s*h*i-c*a*i+c*n*o-e*h*o-s*n*u+e*a*u)*b,this}scale(t){const e=this.elements,n=t.x,i=t.y,r=t.z;return e[0]*=n,e[4]*=i,e[8]*=r,e[1]*=n,e[5]*=i,e[9]*=r,e[2]*=n,e[6]*=i,e[10]*=r,e[3]*=n,e[7]*=i,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],n=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,n,i))}makeTranslation(t,e,n){return this.set(1,0,0,t,0,1,0,e,0,0,1,n,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),n=Math.sin(t);return this.set(1,0,0,0,0,e,-n,0,0,n,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,0,n,0,0,1,0,0,-n,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,0,n,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const n=Math.cos(e),i=Math.sin(e),r=1-n,s=t.x,a=t.y,o=t.z,l=r*s,c=r*a;return this.set(l*s+n,l*a-i*o,l*o+i*a,0,l*a+i*o,c*a+n,c*o-i*s,0,l*o-i*a,c*o+i*s,r*o*o+n,0,0,0,0,1),this}makeScale(t,e,n){return this.set(t,0,0,0,0,e,0,0,0,0,n,0,0,0,0,1),this}makeShear(t,e,n){return this.set(1,e,n,0,t,1,n,0,t,e,1,0,0,0,0,1),this}compose(t,e,n){const i=this.elements,r=e._x,s=e._y,a=e._z,o=e._w,l=r+r,c=s+s,h=a+a,u=r*l,d=r*c,p=r*h,m=s*c,f=s*h,g=a*h,v=o*l,y=o*c,x=o*h,_=n.x,w=n.y,b=n.z;return i[0]=(1-(m+g))*_,i[1]=(d+x)*_,i[2]=(p-y)*_,i[3]=0,i[4]=(d-x)*w,i[5]=(1-(u+g))*w,i[6]=(f+v)*w,i[7]=0,i[8]=(p+y)*b,i[9]=(f-v)*b,i[10]=(1-(u+m))*b,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this}decompose(t,e,n){const i=this.elements;let r=ae.set(i[0],i[1],i[2]).length();const s=ae.set(i[4],i[5],i[6]).length(),a=ae.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],oe.copy(this);const o=1/r,l=1/s,c=1/a;return oe.elements[0]*=o,oe.elements[1]*=o,oe.elements[2]*=o,oe.elements[4]*=l,oe.elements[5]*=l,oe.elements[6]*=l,oe.elements[8]*=c,oe.elements[9]*=c,oe.elements[10]*=c,e.setFromRotationMatrix(oe),n.x=r,n.y=s,n.z=a,this}makePerspective(t,e,n,i,r,s){void 0===s&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");const a=this.elements,o=2*r/(e-t),l=2*r/(n-i),c=(e+t)/(e-t),h=(n+i)/(n-i),u=-(s+r)/(s-r),d=-2*s*r/(s-r);return a[0]=o,a[4]=0,a[8]=c,a[12]=0,a[1]=0,a[5]=l,a[9]=h,a[13]=0,a[2]=0,a[6]=0,a[10]=u,a[14]=d,a[3]=0,a[7]=0,a[11]=-1,a[15]=0,this}makeOrthographic(t,e,n,i,r,s){const a=this.elements,o=1/(e-t),l=1/(n-i),c=1/(s-r),h=(e+t)*o,u=(n+i)*l,d=(s+r)*c;return a[0]=2*o,a[4]=0,a[8]=0,a[12]=-h,a[1]=0,a[5]=2*l,a[9]=0,a[13]=-u,a[2]=0,a[6]=0,a[10]=-2*c,a[14]=-d,a[3]=0,a[7]=0,a[11]=0,a[15]=1,this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<16;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<16;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t[e+9]=n[9],t[e+10]=n[10],t[e+11]=n[11],t[e+12]=n[12],t[e+13]=n[13],t[e+14]=n[14],t[e+15]=n[15],t}}se.prototype.isMatrix4=!0;const ae=new Lt,oe=new se,le=new Lt(0,0,0),ce=new Lt(1,1,1),he=new Lt,ue=new Lt,de=new Lt,pe=new se,me=new At;class fe{constructor(t=0,e=0,n=0,i=fe.DefaultOrder){this._x=t,this._y=e,this._z=n,this._order=i}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._order=i||this._order,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e,n){const i=t.elements,r=i[0],s=i[4],a=i[8],o=i[1],l=i[5],c=i[9],h=i[2],u=i[6],d=i[10];switch(e=e||this._order){case"XYZ":this._y=Math.asin(ht(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-s,r)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-ht(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-h,r),this._z=0);break;case"ZXY":this._x=Math.asin(ht(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(-h,d),this._z=Math.atan2(-s,l)):(this._y=0,this._z=Math.atan2(o,r));break;case"ZYX":this._y=Math.asin(-ht(h,-1,1)),Math.abs(h)<.9999999?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,r)):(this._x=0,this._z=Math.atan2(-s,l));break;case"YZX":this._z=Math.asin(ht(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-h,r)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-ht(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(u,l),this._y=Math.atan2(a,r)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!1!==n&&this._onChangeCallback(),this}setFromQuaternion(t,e,n){return pe.makeRotationFromQuaternion(t),this.setFromRotationMatrix(pe,e,n)}setFromVector3(t,e){return this.set(t.x,t.y,t.z,e||this._order)}reorder(t){return me.setFromEuler(this),this.setFromQuaternion(me,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}toVector3(t){return t?t.set(this._x,this._y,this._z):new Lt(this._x,this._y,this._z)}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}}fe.prototype.isEuler=!0,fe.DefaultOrder="XYZ",fe.RotationOrders=["XYZ","YZX","ZXY","XZY","YXZ","ZYX"];class ge{constructor(){this.mask=1}set(t){this.mask=1<1){for(let t=0;t1){for(let t=0;t0){i.children=[];for(let e=0;e0){i.animations=[];for(let e=0;e0&&(n.geometries=e),i.length>0&&(n.materials=i),r.length>0&&(n.textures=r),a.length>0&&(n.images=a),o.length>0&&(n.shapes=o),l.length>0&&(n.skeletons=l),c.length>0&&(n.animations=c)}return n.object=i,n;function s(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}}clone(t){return(new this.constructor).copy(this,t)}copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e1?null:e.copy(n).multiplyScalar(r).add(t.start)}intersectsLine(t){const e=this.distanceToPoint(t.start),n=this.distanceToPoint(t.end);return e<0&&n>0||n<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return void 0===t&&(console.warn("THREE.Plane: .coplanarPoint() target is now required"),t=new Lt),t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const n=e||Ie.getNormalMatrix(t),i=this.coplanarPoint(Pe).applyMatrix4(t),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}Ne.prototype.isPlane=!0;const Be=new Lt,ze=new Lt,Fe=new Lt,Oe=new Lt,He=new Lt,Ge=new Lt,Ue=new Lt,ke=new Lt,Ve=new Lt,We=new Lt;class je{constructor(t=new Lt,e=new Lt,n=new Lt){this.a=t,this.b=e,this.c=n}static getNormal(t,e,n,i){void 0===i&&(console.warn("THREE.Triangle: .getNormal() target is now required"),i=new Lt),i.subVectors(n,e),Be.subVectors(t,e),i.cross(Be);const r=i.lengthSq();return r>0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(t,e,n,i,r){Be.subVectors(i,e),ze.subVectors(n,e),Fe.subVectors(t,e);const s=Be.dot(Be),a=Be.dot(ze),o=Be.dot(Fe),l=ze.dot(ze),c=ze.dot(Fe),h=s*l-a*a;if(void 0===r&&(console.warn("THREE.Triangle: .getBarycoord() target is now required"),r=new Lt),0===h)return r.set(-2,-1,-1);const u=1/h,d=(l*o-a*c)*u,p=(s*c-a*o)*u;return r.set(1-d-p,p,d)}static containsPoint(t,e,n,i){return this.getBarycoord(t,e,n,i,Oe),Oe.x>=0&&Oe.y>=0&&Oe.x+Oe.y<=1}static getUV(t,e,n,i,r,s,a,o){return this.getBarycoord(t,e,n,i,Oe),o.set(0,0),o.addScaledVector(r,Oe.x),o.addScaledVector(s,Oe.y),o.addScaledVector(a,Oe.z),o}static isFrontFacing(t,e,n,i){return Be.subVectors(n,e),ze.subVectors(t,e),Be.cross(ze).dot(i)<0}set(t,e,n){return this.a.copy(t),this.b.copy(e),this.c.copy(n),this}setFromPointsAndIndices(t,e,n,i){return this.a.copy(t[e]),this.b.copy(t[n]),this.c.copy(t[i]),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return Be.subVectors(this.c,this.b),ze.subVectors(this.a,this.b),.5*Be.cross(ze).length()}getMidpoint(t){return void 0===t&&(console.warn("THREE.Triangle: .getMidpoint() target is now required"),t=new Lt),t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return je.getNormal(this.a,this.b,this.c,t)}getPlane(t){return void 0===t&&(console.warn("THREE.Triangle: .getPlane() target is now required"),t=new Ne),t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return je.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,n,i,r){return je.getUV(t,this.a,this.b,this.c,e,n,i,r)}containsPoint(t){return je.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return je.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){void 0===e&&(console.warn("THREE.Triangle: .closestPointToPoint() target is now required"),e=new Lt);const n=this.a,i=this.b,r=this.c;let s,a;He.subVectors(i,n),Ge.subVectors(r,n),ke.subVectors(t,n);const o=He.dot(ke),l=Ge.dot(ke);if(o<=0&&l<=0)return e.copy(n);Ve.subVectors(t,i);const c=He.dot(Ve),h=Ge.dot(Ve);if(c>=0&&h<=c)return e.copy(i);const u=o*h-c*l;if(u<=0&&o>=0&&c<=0)return s=o/(o-c),e.copy(n).addScaledVector(He,s);We.subVectors(t,r);const d=He.dot(We),p=Ge.dot(We);if(p>=0&&d<=p)return e.copy(r);const m=d*l-o*p;if(m<=0&&l>=0&&p<=0)return a=l/(l-p),e.copy(n).addScaledVector(Ge,a);const f=c*p-d*h;if(f<=0&&h-c>=0&&d-p>=0)return Ue.subVectors(r,i),a=(h-c)/(h-c+(d-p)),e.copy(i).addScaledVector(Ue,a);const g=1/(f+m+u);return s=m*g,a=u*g,e.copy(n).addScaledVector(He,s).addScaledVector(Ge,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}let qe=0;function Xe(){Object.defineProperty(this,"id",{value:qe++}),this.uuid=ct(),this.name="",this.type="Material",this.fog=!0,this.blending=1,this.side=0,this.vertexColors=!1,this.opacity=1,this.transparent=!1,this.blendSrc=204,this.blendDst=205,this.blendEquation=n,this.blendSrcAlpha=null,this.blendDstAlpha=null,this.blendEquationAlpha=null,this.depthFunc=3,this.depthTest=!0,this.depthWrite=!0,this.stencilWriteMask=255,this.stencilFunc=519,this.stencilRef=0,this.stencilFuncMask=255,this.stencilFail=tt,this.stencilZFail=tt,this.stencilZPass=tt,this.stencilWrite=!1,this.clippingPlanes=null,this.clipIntersection=!1,this.clipShadows=!1,this.shadowSide=null,this.colorWrite=!0,this.precision=null,this.polygonOffset=!1,this.polygonOffsetFactor=0,this.polygonOffsetUnits=0,this.dithering=!1,this.alphaTest=0,this.alphaToCoverage=!1,this.premultipliedAlpha=!1,this.visible=!0,this.toneMapped=!0,this.userData={},this.version=0}Xe.prototype=Object.assign(Object.create(rt.prototype),{constructor:Xe,isMaterial:!0,onBuild:function(){},onBeforeCompile:function(){},customProgramCacheKey:function(){return this.onBeforeCompile.toString()},setValues:function(t){if(void 0!==t)for(const e in t){const n=t[e];if(void 0===n){console.warn("THREE.Material: '"+e+"' parameter is undefined.");continue}if("shading"===e){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===n;continue}const i=this[e];void 0!==i?i&&i.isColor?i.set(n):i&&i.isVector3&&n&&n.isVector3?i.copy(n):this[e]=n:console.warn("THREE."+this.type+": '"+e+"' is not a property of this material.")}},toJSON:function(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const n={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};function i(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),this.sheen&&this.sheen.isColor&&(n.sheen=this.sheen.getHex()),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(t).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(t).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(t).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(t).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(t).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(n.combine=this.combine)),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(n.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.size&&(n.size=this.size),null!==this.shadowSide&&(n.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(n.blending=this.blending),0!==this.side&&(n.side=this.side),this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=this.transparent),n.depthFunc=this.depthFunc,n.depthTest=this.depthTest,n.depthWrite=this.depthWrite,n.colorWrite=this.colorWrite,n.stencilWrite=this.stencilWrite,n.stencilWriteMask=this.stencilWriteMask,n.stencilFunc=this.stencilFunc,n.stencilRef=this.stencilRef,n.stencilFuncMask=this.stencilFuncMask,n.stencilFail=this.stencilFail,n.stencilZFail=this.stencilZFail,n.stencilZPass=this.stencilZPass,this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.alphaToCoverage&&(n.alphaToCoverage=this.alphaToCoverage),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=this.premultipliedAlpha),!0===this.wireframe&&(n.wireframe=this.wireframe),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.morphTargets&&(n.morphTargets=!0),!0===this.morphNormals&&(n.morphNormals=!0),!0===this.skinning&&(n.skinning=!0),!0===this.flatShading&&(n.flatShading=this.flatShading),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),"{}"!==JSON.stringify(this.userData)&&(n.userData=this.userData),e){const e=i(t.textures),r=i(t.images);e.length>0&&(n.textures=e),r.length>0&&(n.images=r)}return n},clone:function(){return(new this.constructor).copy(this)},copy:function(t){this.name=t.name,this.fog=t.fog,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let n=null;if(null!==e){const t=e.length;n=new Array(t);for(let i=0;i!==t;++i)n[i]=e[i].clone()}return this.clippingPlanes=n,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this},dispose:function(){this.dispatchEvent({type:"dispose"})}}),Object.defineProperty(Xe.prototype,"needsUpdate",{set:function(t){!0===t&&this.version++}});const Ye={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Ze={h:0,s:0,l:0},Je={h:0,s:0,l:0};function Qe(t,e,n){return n<0&&(n+=1),n>1&&(n-=1),n<1/6?t+6*(e-t)*n:n<.5?e:n<2/3?t+6*(e-t)*(2/3-n):t}function Ke(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function $e(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}class tn{constructor(t,e,n){return void 0===e&&void 0===n?this.set(t):this.setRGB(t,e,n)}set(t){return t&&t.isColor?this.copy(t):"number"==typeof t?this.setHex(t):"string"==typeof t&&this.setStyle(t),this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,this}setRGB(t,e,n){return this.r=t,this.g=e,this.b=n,this}setHSL(t,e,n){if(t=ut(t,1),e=ht(e,0,1),n=ht(n,0,1),0===e)this.r=this.g=this.b=n;else{const i=n<=.5?n*(1+e):n+e-n*e,r=2*n-i;this.r=Qe(r,i,t+1/3),this.g=Qe(r,i,t),this.b=Qe(r,i,t-1/3)}return this}setStyle(t){function e(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let n;if(n=/^((?:rgb|hsl)a?)\(([^\)]*)\)/.exec(t)){let t;const i=n[1],r=n[2];switch(i){case"rgb":case"rgba":if(t=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r))return this.r=Math.min(255,parseInt(t[1],10))/255,this.g=Math.min(255,parseInt(t[2],10))/255,this.b=Math.min(255,parseInt(t[3],10))/255,e(t[4]),this;if(t=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r))return this.r=Math.min(100,parseInt(t[1],10))/100,this.g=Math.min(100,parseInt(t[2],10))/100,this.b=Math.min(100,parseInt(t[3],10))/100,e(t[4]),this;break;case"hsl":case"hsla":if(t=/^\s*(\d*\.?\d+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(r)){const n=parseFloat(t[1])/360,i=parseInt(t[2],10)/100,r=parseInt(t[3],10)/100;return e(t[4]),this.setHSL(n,i,r)}}}else if(n=/^\#([A-Fa-f\d]+)$/.exec(t)){const t=n[1],e=t.length;if(3===e)return this.r=parseInt(t.charAt(0)+t.charAt(0),16)/255,this.g=parseInt(t.charAt(1)+t.charAt(1),16)/255,this.b=parseInt(t.charAt(2)+t.charAt(2),16)/255,this;if(6===e)return this.r=parseInt(t.charAt(0)+t.charAt(1),16)/255,this.g=parseInt(t.charAt(2)+t.charAt(3),16)/255,this.b=parseInt(t.charAt(4)+t.charAt(5),16)/255,this}return t&&t.length>0?this.setColorName(t):this}setColorName(t){const e=Ye[t.toLowerCase()];return void 0!==e?this.setHex(e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copyGammaToLinear(t,e=2){return this.r=Math.pow(t.r,e),this.g=Math.pow(t.g,e),this.b=Math.pow(t.b,e),this}copyLinearToGamma(t,e=2){const n=e>0?1/e:1;return this.r=Math.pow(t.r,n),this.g=Math.pow(t.g,n),this.b=Math.pow(t.b,n),this}convertGammaToLinear(t){return this.copyGammaToLinear(this,t),this}convertLinearToGamma(t){return this.copyLinearToGamma(this,t),this}copySRGBToLinear(t){return this.r=Ke(t.r),this.g=Ke(t.g),this.b=Ke(t.b),this}copyLinearToSRGB(t){return this.r=$e(t.r),this.g=$e(t.g),this.b=$e(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(){return 255*this.r<<16^255*this.g<<8^255*this.b<<0}getHexString(){return("000000"+this.getHex().toString(16)).slice(-6)}getHSL(t){void 0===t&&(console.warn("THREE.Color: .getHSL() target is now required"),t={h:0,s:0,l:0});const e=this.r,n=this.g,i=this.b,r=Math.max(e,n,i),s=Math.min(e,n,i);let a,o;const l=(s+r)/2;if(s===r)a=0,o=0;else{const t=r-s;switch(o=l<=.5?t/(r+s):t/(2-r-s),r){case e:a=(n-i)/t+(ne&&(e=t[n]);return e}const vn={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:Uint8ClampedArray,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};function yn(t,e){return new vn[t](e)}let xn=0;const _n=new se,wn=new Ce,bn=new Lt,Mn=new Pt,Sn=new Pt,Tn=new Lt;class En extends rt{constructor(){super(),Object.defineProperty(this,"id",{value:xn++}),this.uuid=ct(),this.name="",this.type="BufferGeometry",this.index=null,this.attributes={},this.morphAttributes={},this.morphTargetsRelative=!1,this.groups=[],this.boundingBox=null,this.boundingSphere=null,this.drawRange={start:0,count:1/0},this.userData={}}getIndex(){return this.index}setIndex(t){return Array.isArray(t)?this.index=new(gn(t)>65535?dn:hn)(t,1):this.index=t,this}getAttribute(t){return this.attributes[t]}setAttribute(t,e){return this.attributes[t]=e,this}deleteAttribute(t){return delete this.attributes[t],this}hasAttribute(t){return void 0!==this.attributes[t]}addGroup(t,e,n=0){this.groups.push({start:t,count:e,materialIndex:n})}clearGroups(){this.groups=[]}setDrawRange(t,e){this.drawRange.start=t,this.drawRange.count=e}applyMatrix4(t){const e=this.attributes.position;void 0!==e&&(e.applyMatrix4(t),e.needsUpdate=!0);const n=this.attributes.normal;if(void 0!==n){const e=(new yt).getNormalMatrix(t);n.applyNormalMatrix(e),n.needsUpdate=!0}const i=this.attributes.tangent;return void 0!==i&&(i.transformDirection(t),i.needsUpdate=!0),null!==this.boundingBox&&this.computeBoundingBox(),null!==this.boundingSphere&&this.computeBoundingSphere(),this}rotateX(t){return _n.makeRotationX(t),this.applyMatrix4(_n),this}rotateY(t){return _n.makeRotationY(t),this.applyMatrix4(_n),this}rotateZ(t){return _n.makeRotationZ(t),this.applyMatrix4(_n),this}translate(t,e,n){return _n.makeTranslation(t,e,n),this.applyMatrix4(_n),this}scale(t,e,n){return _n.makeScale(t,e,n),this.applyMatrix4(_n),this}lookAt(t){return wn.lookAt(t),wn.updateMatrix(),this.applyMatrix4(wn.matrix),this}center(){return this.computeBoundingBox(),this.boundingBox.getCenter(bn).negate(),this.translate(bn.x,bn.y,bn.z),this}setFromPoints(t){const e=[];for(let n=0,i=t.length;n0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const n in e)void 0!==e[n]&&(t[n]=e[n]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const n=this.attributes;for(const e in n){const i=n[e];t.data.attributes[e]=i.toJSON(t.data)}const i={};let r=!1;for(const e in this.morphAttributes){const n=this.morphAttributes[e],s=[];for(let e=0,i=n.length;e0&&(i[e]=s,r=!0)}r&&(t.data.morphAttributes=i,t.data.morphTargetsRelative=this.morphTargetsRelative);const s=this.groups;s.length>0&&(t.data.groups=JSON.parse(JSON.stringify(s)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t}clone(){return(new En).copy(this)}copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const n=t.index;null!==n&&this.setIndex(n.clone(e));const i=t.attributes;for(const t in i){const n=i[t];this.setAttribute(t,n.clone(e))}const r=t.morphAttributes;for(const t in r){const n=[],i=r[t];for(let t=0,r=i.length;t0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}}raycast(t,e){const n=this.geometry,i=this.material,r=this.matrixWorld;if(void 0===i)return;if(null===n.boundingSphere&&n.computeBoundingSphere(),Rn.copy(n.boundingSphere),Rn.applyMatrix4(r),!1===t.ray.intersectsSphere(Rn))return;if(An.copy(r).invert(),Ln.copy(t.ray).applyMatrix4(An),null!==n.boundingBox&&!1===Ln.intersectsBox(n.boundingBox))return;let s;if(n.isBufferGeometry){const r=n.index,a=n.attributes.position,o=n.morphAttributes.position,l=n.morphTargetsRelative,c=n.attributes.uv,h=n.attributes.uv2,u=n.groups,d=n.drawRange;if(null!==r)if(Array.isArray(i))for(let n=0,p=u.length;nn.far?null:{distance:c,point:Vn.clone(),object:t}}(t,e,n,i,Cn,Pn,Dn,kn);if(p){o&&(Hn.fromBufferAttribute(o,c),Gn.fromBufferAttribute(o,h),Un.fromBufferAttribute(o,u),p.uv=je.getUV(kn,Cn,Pn,Dn,Hn,Gn,Un,new vt)),l&&(Hn.fromBufferAttribute(l,c),Gn.fromBufferAttribute(l,h),Un.fromBufferAttribute(l,u),p.uv2=je.getUV(kn,Cn,Pn,Dn,Hn,Gn,Un,new vt));const t={a:c,b:h,c:u,normal:new Lt,materialIndex:0};je.getNormal(Cn,Pn,Dn,t.normal),p.face=t}return p}Wn.prototype.isMesh=!0;class qn extends En{constructor(t=1,e=1,n=1,i=1,r=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:n,widthSegments:i,heightSegments:r,depthSegments:s};const a=this;i=Math.floor(i),r=Math.floor(r),s=Math.floor(s);const o=[],l=[],c=[],h=[];let u=0,d=0;function p(t,e,n,i,r,s,p,m,f,g,v){const y=s/f,x=p/g,_=s/2,w=p/2,b=m/2,M=f+1,S=g+1;let T=0,E=0;const A=new Lt;for(let s=0;s0?1:-1,c.push(A.x,A.y,A.z),h.push(o/f),h.push(1-s/g),T+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader;const n={};for(const t in this.extensions)!0===this.extensions[t]&&(n[t]=!0);return Object.keys(n).length>0&&(e.extensions=n),e}}Jn.prototype.isShaderMaterial=!0;class Qn extends Ce{constructor(){super(),this.type="Camera",this.matrixWorldInverse=new se,this.projectionMatrix=new se,this.projectionMatrixInverse=new se}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this}getWorldDirection(t){void 0===t&&(console.warn("THREE.Camera: .getWorldDirection() target is now required"),t=new Lt),this.updateWorldMatrix(!0,!1);const e=this.matrixWorld.elements;return t.set(-e[8],-e[9],-e[10]).normalize()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}Qn.prototype.isCamera=!0;class Kn extends Qn{constructor(t=50,e=1,n=.1,i=2e3){super(),this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=n,this.far=i,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*lt*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*ot*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*lt*Math.atan(Math.tan(.5*ot*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(t,e,n,i,r,s){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*ot*this.fov)/this.zoom,n=2*e,i=this.aspect*n,r=-.5*i;const s=this.view;if(null!==this.view&&this.view.enabled){const t=s.fullWidth,a=s.fullHeight;r+=s.offsetX*i/t,e-=s.offsetY*n/a,i*=s.width/t,n*=s.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,e,e-n,t,this.far),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}}Kn.prototype.isPerspectiveCamera=!0;const $n=90;class ti extends Ce{constructor(t,e,n){if(super(),this.type="CubeCamera",!0!==n.isWebGLCubeRenderTarget)return void console.error("THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.");this.renderTarget=n;const i=new Kn($n,1,t,e);i.layers=this.layers,i.up.set(0,-1,0),i.lookAt(new Lt(1,0,0)),this.add(i);const r=new Kn($n,1,t,e);r.layers=this.layers,r.up.set(0,-1,0),r.lookAt(new Lt(-1,0,0)),this.add(r);const s=new Kn($n,1,t,e);s.layers=this.layers,s.up.set(0,0,1),s.lookAt(new Lt(0,1,0)),this.add(s);const a=new Kn($n,1,t,e);a.layers=this.layers,a.up.set(0,0,-1),a.lookAt(new Lt(0,-1,0)),this.add(a);const o=new Kn($n,1,t,e);o.layers=this.layers,o.up.set(0,-1,0),o.lookAt(new Lt(0,0,1)),this.add(o);const l=new Kn($n,1,t,e);l.layers=this.layers,l.up.set(0,-1,0),l.lookAt(new Lt(0,0,-1)),this.add(l)}update(t,e){null===this.parent&&this.updateMatrixWorld();const n=this.renderTarget,[i,r,s,a,o,l]=this.children,c=t.xr.enabled,h=t.getRenderTarget();t.xr.enabled=!1;const u=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,t.setRenderTarget(n,0),t.render(e,i),t.setRenderTarget(n,1),t.render(e,r),t.setRenderTarget(n,2),t.render(e,s),t.setRenderTarget(n,3),t.render(e,a),t.setRenderTarget(n,4),t.render(e,o),n.texture.generateMipmaps=u,t.setRenderTarget(n,5),t.render(e,l),t.setRenderTarget(h),t.xr.enabled=c}}class ei extends bt{constructor(t,e,n,i,s,a,o,l,c,h){super(t=void 0!==t?t:[],e=void 0!==e?e:r,n,i,s,a,o=void 0!==o?o:T,l,c,h),this._needsFlipEnvMap=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}ei.prototype.isCubeTexture=!0;class ni extends Tt{constructor(t,e,n){Number.isInteger(e)&&(console.warn("THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )"),e=n),super(t,t,e),e=e||{},this.texture=new ei(void 0,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.encoding),this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:g,this.texture._needsFlipEnvMap=!1}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.format=E,this.texture.encoding=e.encoding,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const n={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},i=new qn(5,5,5),r=new Jn({name:"CubemapFromEquirect",uniforms:Xn(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:1,blending:0});r.uniforms.tEquirect.value=e;const s=new Wn(i,r),a=e.minFilter;e.minFilter===y&&(e.minFilter=g);return new ti(1,10,this).update(t,s),e.minFilter=a,s.geometry.dispose(),s.material.dispose(),this}clear(t,e,n,i){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,n,i);t.setRenderTarget(r)}}ni.prototype.isWebGLCubeRenderTarget=!0;class ii extends bt{constructor(t,e,n,i,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,i,r,h,u),this.image={data:t||null,width:e||1,height:n||1},this.magFilter=void 0!==l?l:p,this.minFilter=void 0!==c?c:p,this.generateMipmaps=!1,this.flipY=!1,this.unpackAlignment=1,this.needsUpdate=!0}}ii.prototype.isDataTexture=!0;const ri=new Jt,si=new Lt;class ai{constructor(t=new Ne,e=new Ne,n=new Ne,i=new Ne,r=new Ne,s=new Ne){this.planes=[t,e,n,i,r,s]}set(t,e,n,i,r,s){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(n),a[3].copy(i),a[4].copy(r),a[5].copy(s),this}copy(t){const e=this.planes;for(let n=0;n<6;n++)e[n].copy(t.planes[n]);return this}setFromProjectionMatrix(t){const e=this.planes,n=t.elements,i=n[0],r=n[1],s=n[2],a=n[3],o=n[4],l=n[5],c=n[6],h=n[7],u=n[8],d=n[9],p=n[10],m=n[11],f=n[12],g=n[13],v=n[14],y=n[15];return e[0].setComponents(a-i,h-o,m-u,y-f).normalize(),e[1].setComponents(a+i,h+o,m+u,y+f).normalize(),e[2].setComponents(a+r,h+l,m+d,y+g).normalize(),e[3].setComponents(a-r,h-l,m-d,y-g).normalize(),e[4].setComponents(a-s,h-c,m-p,y-v).normalize(),e[5].setComponents(a+s,h+c,m+p,y+v).normalize(),this}intersectsObject(t){const e=t.geometry;return null===e.boundingSphere&&e.computeBoundingSphere(),ri.copy(e.boundingSphere).applyMatrix4(t.matrixWorld),this.intersectsSphere(ri)}intersectsSprite(t){return ri.center.set(0,0,0),ri.radius=.7071067811865476,ri.applyMatrix4(t.matrixWorld),this.intersectsSphere(ri)}intersectsSphere(t){const e=this.planes,n=t.center,i=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(n)0?t.max.x:t.min.x,si.y=i.normal.y>0?t.max.y:t.min.y,si.z=i.normal.z>0?t.max.z:t.min.z,i.distanceToPoint(si)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let n=0;n<6;n++)if(e[n].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function oi(){let t=null,e=!1,n=null,i=null;function r(e,s){n(e,s),i=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==n&&(i=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(t){n=t},setContext:function(e){t=e}}}function li(t,e){const n=e.isWebGL2,i=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),i.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const n=i.get(e);n&&(t.deleteBuffer(n.buffer),i.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=i.get(e);return void((!t||t.version 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\n\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\n\treturn Fr * fresnel + F0;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_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}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\n\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat 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_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie(float roughness, float NoH) {\n\tfloat invAlpha = 1.0 / roughness;\n\tfloat cos2h = NoH * NoH;\n\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\n}\nfloat V_Neubelt(float NoV, float NoL) {\n\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\n}\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 H = normalize( V + L );\n\tfloat dotNH = saturate( dot( N, H ) );\n\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\n}\n#endif",bumpmap_pars_fragment:"#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + 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 = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\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",clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\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 max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n#ifdef CLEARCOAT\n\tvec3 clearcoatNormal;\n#endif\n};\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}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_maxMipLevel 8.0\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_maxTileSize 256.0\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\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\n\t\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\n\t\tvec2 f = fract( uv );\n\t\tuv += 0.5 - f;\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\tif ( mipInt < cubeUV_maxMipLevel ) {\n\t\t\tuv.y += 2.0 * cubeUV_maxTileSize;\n\t\t}\n\t\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\n\t\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\n\t\tuv *= texelSize;\n\t\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x += texelSize;\n\t\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.y += texelSize;\n\t\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tuv.x -= texelSize;\n\t\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\n\t\tvec3 tm = mix( tl, tr, f.x );\n\t\tvec3 bm = mix( bl, br, f.x );\n\t\treturn mix( tm, bm, f.y );\n\t}\n\t#define r0 1.0\n\t#define v0 0.339\n\t#define m0 - 2.0\n\t#define r1 0.8\n\t#define v1 0.276\n\t#define m1 - 1.0\n\t#define r4 0.4\n\t#define v4 0.046\n\t#define m4 2.0\n\t#define r5 0.305\n\t#define v5 0.016\n\t#define m5 3.0\n\t#define r6 0.21\n\t#define v6 0.0038\n\t#define m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= r1 ) {\n\t\t\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\n\t\t} else if ( roughness >= r4 ) {\n\t\t\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\n\t\t} else if ( roughness >= r5 ) {\n\t\t\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\n\t\t} else if ( roughness >= r6 ) {\n\t\t\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + 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 ), m0, cubeUV_maxMipLevel );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_INSTANCING\n\tmat3 m = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\n\ttransformedNormal = m * transformedNormal;\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",encodings_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( 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 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\tenvColor = envMapTexelToLinear( envColor );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform int maxMipLevel;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif",envmap_physical_pars_fragment:"#if defined( USE_ENVMAP )\n\t#ifdef ENVMAP_MODE_REFRACTION\n\t\tuniform float refractionRatio;\n\t#endif\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif",envmap_vertex:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif",fog_vertex:"#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn texture2D( gradientMap, coord ).rgb;\n\t#else\n\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_vertex:"vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\n#ifdef DOUBLE_SIDED\n\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\n\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\n#endif\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n\t#pragma unroll_loop_end\n#endif",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\nuniform vec3 lightProbe[ 9 ];\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\n\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\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 getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.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 getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.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 getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.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 GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon\n#define Material_LightProbeLOD( material )\t(0)",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\n#ifdef REFLECTIVITY\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#endif\n#ifdef CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).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_SHEEN\n\tmaterial.sheenColor = sheen;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat specularRoughness;\n\tvec3 specularColor;\n#ifdef CLEARCOAT\n\tfloat clearcoat;\n\tfloat clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tvec3 sheenColor;\n#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\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(\t\t0, 1,\t\t0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = ccDotNL * directLight.color;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tccIrradiance *= PI;\n\t\t#endif\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\n\t\t\tmaterial.specularRoughness,\n\t\t\tdirectLight.direction,\n\t\t\tgeometry,\n\t\t\tmaterial.sheenColor\n\t\t);\n\t#else\n\t\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\n\t#endif\n\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef CLEARCOAT\n\t\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\n\t\tfloat ccDotNL = ccDotNV;\n\t\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\n\t#else\n\t\tfloat clearcoatDHR = 0.0;\n\t#endif\n\tfloat clearcoatInv = 1.0 - clearcoatDHR;\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\n\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\n#ifdef CLEARCOAT\n\tgeometry.clearcoatNormal = clearcoatNormal;\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\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\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\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\n\t#ifdef CLEARCOAT\n\t\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n#endif\n#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\tuniform mat3 uvTransform;\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifndef USE_MORPHNORMALS\n\t\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\t\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t#endif\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;",normal_fragment_maps:"#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).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( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.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 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \n\t\t\t\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t\tf.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \n\t\t\t\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t\tf.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\tvec4 shadowWorldPosition;\n\t#endif\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n#endif",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform highp sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(\t1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,\t1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,\t1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmissionmap_fragment:"#ifdef USE_TRANSMISSIONMAP\n\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\n#endif",transmissionmap_pars_fragment:"#ifdef USE_TRANSMISSIONMAP\n\tuniform sampler2D transmissionMap;\n#endif",uv_pars_fragment:"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif",uv_pars_vertex:"#ifdef USE_UV\n\t#ifdef UVS_VERTEX_ONLY\n\t\tvec2 vUv;\n\t#else\n\t\tvarying vec2 vUv;\n\t#endif\n\tuniform mat3 uvTransform;\n#endif",uv_vertex:"#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif",uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_frag:"uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",cube_frag:"#include \nuniform float opacity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 vReflect = vWorldDirection;\n\t#include \n\tgl_FragColor = envColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include \n\t#include \n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \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}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\n\t\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\t\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\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\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_ENVMAP\n\t#include \n\t#include \n\t#include \n\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}",meshlambert_frag:"uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\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 \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\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 \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}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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 \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\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\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\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 \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#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\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\tvViewPosition = - mvPosition.xyz;\n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\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 \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#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\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}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\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 \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#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\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}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n\t#define TRANSMISSION\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef TRANSMISSION\n\tuniform float transmission;\n#endif\n#ifdef REFLECTIVITY\n\tuniform float reflectivity;\n#endif\n#ifdef CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheen;\n#endif\nvarying vec3 vViewPosition;\n#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\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#ifdef TRANSMISSION\n\t\tfloat totalTransmission = transmission;\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\t#include \n\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#ifdef TRANSMISSION\n\t\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\n\t#endif\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#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\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#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\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}",normal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP 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t=0,e=s.length;t0&&(e.isWebGL2||!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=ui.LTC_FLOAT_1,r.rectAreaLTC2=ui.LTC_FLOAT_2):!0===t.has("OES_texture_half_float_linear")?(r.rectAreaLTC1=ui.LTC_HALF_1,r.rectAreaLTC2=ui.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=a,r.ambient[1]=o,r.ambient[2]=l;const v=r.hash;v.directionalLength===c&&v.pointLength===h&&v.spotLength===u&&v.rectAreaLength===d&&v.hemiLength===p&&v.numDirectionalShadows===m&&v.numPointShadows===f&&v.numSpotShadows===g||(r.directional.length=c,r.spot.length=u,r.rectArea.length=d,r.point.length=h,r.hemi.length=p,r.directionalShadow.length=m,r.directionalShadowMap.length=m,r.pointShadow.length=f,r.pointShadowMap.length=f,r.spotShadow.length=g,r.spotShadowMap.length=g,r.directionalShadowMatrix.length=m,r.pointShadowMatrix.length=f,r.spotShadowMatrix.length=g,v.directionalLength=c,v.pointLength=h,v.spotLength=u,v.rectAreaLength=d,v.hemiLength=p,v.numDirectionalShadows=m,v.numPointShadows=f,v.numSpotShadows=g,r.version=rs++)},setupView:function(t,e){let n=0,i=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e=n.get(i).length?(s=new os(t,e),n.get(i).push(s)):s=n.get(i)[r],s},dispose:function(){n=new WeakMap}}}class cs extends Xe{constructor(t){super(),this.type="MeshDepthMaterial",this.depthPacking=3200,this.skinning=!1,this.morphTargets=!1,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.fog=!1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.skinning=t.skinning,this.morphTargets=t.morphTargets,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}cs.prototype.isMeshDepthMaterial=!0;class hs extends Xe{constructor(t){super(),this.type="MeshDistanceMaterial",this.referencePosition=new 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shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\n\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean * HALF_SAMPLE_RATE;\n\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) 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t=!1;!0===i.morphTargets&&(t=n.morphAttributes&&n.morphAttributes.position&&n.morphAttributes.position.length>0);let r=!1;!0===e.isSkinnedMesh&&(!0===i.skinning?r=!0:console.warn("THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:",e));l=h(t,r,!0===e.isInstancedMesh)}else l=d;if(t.localClippingEnabled&&!0===i.clipShadows&&0!==i.clippingPlanes.length){const t=l.uuid,e=i.uuid;let n=c[t];void 0===n&&(n={},c[t]=n);let r=n[e];void 0===r&&(r=l.clone(),n[e]=r),l=r}return l.visible=i.visible,l.wireframe=i.wireframe,l.side=3===o?null!==i.shadowSide?i.shadowSide:i.side:null!==i.shadowSide?i.shadowSide:u[i.side],l.clipShadows=i.clipShadows,l.clippingPlanes=i.clippingPlanes,l.clipIntersection=i.clipIntersection,l.wireframeLinewidth=i.wireframeLinewidth,l.linewidth=i.linewidth,!0===r.isPointLight&&!0===l.isMeshDistanceMaterial&&(l.referencePosition.setFromMatrixPosition(r.matrixWorld),l.nearDistance=s,l.farDistance=a),l}function M(n,r,s,a,o){if(!1===n.visible)return;if(n.layers.test(r.layers)&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&3===o)&&(!n.frustumCulled||i.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,n.matrixWorld);const i=e.update(n),r=n.material;if(Array.isArray(r)){const e=i.groups;for(let l=0,c=e.length;lh||r.y>h)&&(r.x>h&&(s.x=Math.floor(h/m.x),r.x=s.x*m.x,u.mapSize.x=s.x),r.y>h&&(s.y=Math.floor(h/m.y),r.y=s.y*m.y,u.mapSize.y=s.y)),null===u.map&&!u.isPointLightShadow&&3===this.type){const t={minFilter:g,magFilter:g,format:E};u.map=new Tt(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.mapPass=new Tt(r.x,r.y,t),u.camera.updateProjectionMatrix()}if(null===u.map){const t={minFilter:p,magFilter:p,format:E};u.map=new Tt(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.camera.updateProjectionMatrix()}t.setRenderTarget(u.map),t.clear();const f=u.getViewportCount();for(let t=0;t=1):-1!==R.indexOf("OpenGL ES")&&(L=parseFloat(/^OpenGL ES 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r=i.get(t);t.version>0&&r.__version!==t.version?Z(r,t,e):(n.activeTexture(33984+e),n.bindTexture(32879,r.__webglTexture))},this.setTextureCube=W,this.setupRenderTarget=function(e){const r=e.texture,l=i.get(e),c=i.get(r);e.addEventListener("dispose",U),c.__webglTexture=t.createTexture(),c.__version=r.version,a.memory.textures++;const h=!0===e.isWebGLCubeRenderTarget,u=!0===e.isWebGLMultisampleRenderTarget,d=r.isDataTexture3D||r.isDataTexture2DArray,p=B(e)||o;if(!o||r.format!==T||r.type!==b&&r.type!==M||(r.format=E,console.warn("THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. 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Use their .texture property instead."),tt=!0),t=t.texture),V(t,e)},this.safeSetTextureCube=function(t,e){t&&t.isWebGLCubeRenderTarget&&(!1===et&&(console.warn("THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead."),et=!0),t=t.texture),W(t,e)}}function ms(t,e,n){const i=n.isWebGL2;return{convert:function(t){let n;if(t===x)return 5121;if(1017===t)return 32819;if(1018===t)return 32820;if(1019===t)return 33635;if(1010===t)return 5120;if(1011===t)return 5122;if(t===_)return 5123;if(1013===t)return 5124;if(t===w)return 5125;if(t===b)return 5126;if(t===M)return i?5131:(n=e.get("OES_texture_half_float"),null!==n?n.HALF_FLOAT_OES:null);if(1021===t)return 6406;if(t===T)return 6407;if(t===E)return 6408;if(1024===t)return 6409;if(1025===t)return 6410;if(t===A)return 6402;if(t===L)return 34041;if(1028===t)return 6403;if(1029===t)return 36244;if(1030===t)return 33319;if(1031===t)return 33320;if(1032===t)return 36248;if(1033===t)return 36249;if(t===R||t===C||t===P||t===D){if(n=e.get("WEBGL_compressed_texture_s3tc"),null===n)return null;if(t===R)return n.COMPRESSED_RGB_S3TC_DXT1_EXT;if(t===C)return n.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(t===P)return n.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(t===D)return n.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(t===I||t===N||t===B||t===z){if(n=e.get("WEBGL_compressed_texture_pvrtc"),null===n)return null;if(t===I)return n.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(t===N)return n.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(t===B)return n.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(t===z)return n.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(36196===t)return n=e.get("WEBGL_compressed_texture_etc1"),null!==n?n.COMPRESSED_RGB_ETC1_WEBGL:null;if((t===F||t===O)&&(n=e.get("WEBGL_compressed_texture_etc"),null!==n)){if(t===F)return n.COMPRESSED_RGB8_ETC2;if(t===O)return n.COMPRESSED_RGBA8_ETC2_EAC}return 37808===t||37809===t||37810===t||37811===t||37812===t||37813===t||37814===t||37815===t||37816===t||37817===t||37818===t||37819===t||37820===t||37821===t||37840===t||37841===t||37842===t||37843===t||37844===t||37845===t||37846===t||37847===t||37848===t||37849===t||37850===t||37851===t||37852===t||37853===t?(n=e.get("WEBGL_compressed_texture_astc"),null!==n?t:null):36492===t?(n=e.get("EXT_texture_compression_bptc"),null!==n?t:null):t===S?i?34042:(n=e.get("WEBGL_depth_texture"),null!==n?n.UNSIGNED_INT_24_8_WEBGL:null):void 0}}}class fs extends Kn{constructor(t=[]){super(),this.cameras=t}}fs.prototype.isArrayCamera=!0;class gs extends Ce{constructor(){super(),this.type="Group"}}gs.prototype.isGroup=!0;const vs={type:"move"};class ys{constructor(){this._targetRay=null,this._grip=null,this._hand=null}getHandSpace(){return null===this._hand&&(this._hand=new gs,this._hand.matrixAutoUpdate=!1,this._hand.visible=!1,this._hand.joints={},this._hand.inputState={pinching:!1}),this._hand}getTargetRaySpace(){return null===this._targetRay&&(this._targetRay=new gs,this._targetRay.matrixAutoUpdate=!1,this._targetRay.visible=!1,this._targetRay.hasLinearVelocity=!1,this._targetRay.linearVelocity=new Lt,this._targetRay.hasAngularVelocity=!1,this._targetRay.angularVelocity=new Lt),this._targetRay}getGripSpace(){return null===this._grip&&(this._grip=new gs,this._grip.matrixAutoUpdate=!1,this._grip.visible=!1,this._grip.hasLinearVelocity=!1,this._grip.linearVelocity=new Lt,this._grip.hasAngularVelocity=!1,this._grip.angularVelocity=new Lt),this._grip}dispatchEvent(t){return null!==this._targetRay&&this._targetRay.dispatchEvent(t),null!==this._grip&&this._grip.dispatchEvent(t),null!==this._hand&&this._hand.dispatchEvent(t),this}disconnect(t){return this.dispatchEvent({type:"disconnected",data:t}),null!==this._targetRay&&(this._targetRay.visible=!1),null!==this._grip&&(this._grip.visible=!1),null!==this._hand&&(this._hand.visible=!1),this}update(t,e,n){let i=null,r=null,s=null;const a=this._targetRay,o=this._grip,l=this._hand;if(t&&"visible-blurred"!==e.session.visibilityState)if(null!==a&&(i=e.getPose(t.targetRaySpace,n),null!==i&&(a.matrix.fromArray(i.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale),i.linearVelocity?(a.hasLinearVelocity=!0,a.linearVelocity.copy(i.linearVelocity)):a.hasLinearVelocity=!1,i.angularVelocity?(a.hasAngularVelocity=!0,a.angularVelocity.copy(i.angularVelocity)):a.hasAngularVelocity=!1,this.dispatchEvent(vs))),l&&t.hand){s=!0;for(const i of t.hand.values()){const t=e.getJointPose(i,n);if(void 0===l.joints[i.jointName]){const t=new gs;t.matrixAutoUpdate=!1,t.visible=!1,l.joints[i.jointName]=t,l.add(t)}const r=l.joints[i.jointName];null!==t&&(r.matrix.fromArray(t.transform.matrix),r.matrix.decompose(r.position,r.rotation,r.scale),r.jointRadius=t.radius),r.visible=null!==t}const i=l.joints["index-finger-tip"],r=l.joints["thumb-tip"],a=i.position.distanceTo(r.position),o=.02,c=.005;l.inputState.pinching&&a>o+c?(l.inputState.pinching=!1,this.dispatchEvent({type:"pinchend",handedness:t.handedness,target:this})):!l.inputState.pinching&&a<=o-c&&(l.inputState.pinching=!0,this.dispatchEvent({type:"pinchstart",handedness:t.handedness,target:this}))}else null!==o&&t.gripSpace&&(r=e.getPose(t.gripSpace,n),null!==r&&(o.matrix.fromArray(r.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),r.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(r.linearVelocity)):o.hasLinearVelocity=!1,r.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(r.angularVelocity)):o.hasAngularVelocity=!1));return null!==a&&(a.visible=null!==i),null!==o&&(o.visible=null!==r),null!==l&&(l.visible=null!==s),this}}class xs extends rt{constructor(t,e){super();const n=this,i=t.state;let r=null,s=1,a=null,o="local-floor",l=null;const c=[],h=new Map,u=new Kn;u.layers.enable(1),u.viewport=new St;const d=new Kn;d.layers.enable(2),d.viewport=new St;const p=[u,d],m=new fs;m.layers.enable(1),m.layers.enable(2);let f=null,g=null;function v(t){const e=h.get(t.inputSource);e&&e.dispatchEvent({type:t.type,data:t.inputSource})}function y(){h.forEach((function(t,e){t.disconnect(e)})),h.clear(),f=null,g=null,i.bindXRFramebuffer(null),t.setRenderTarget(t.getRenderTarget()),S.stop(),n.isPresenting=!1,n.dispatchEvent({type:"sessionend"})}function x(t){const e=r.inputSources;for(let t=0;t0&&Rt(s,t,e),a.length>0&&Rt(a,t,e),null!==_&&(J.updateRenderTargetMipmap(_),J.updateMultisampleRenderTarget(_)),!0===t.isScene&&t.onAfterRender(f,t,e),q.buffers.depth.setTest(!0),q.buffers.depth.setMask(!0),q.buffers.color.setMask(!0),q.setPolygonOffset(!1),dt.resetDefaultState(),w=-1,S=null,m.pop(),d=m.length>0?m[m.length-1]:null,p.pop(),u=p.length>0?p[p.length-1]:null},this.getActiveCubeFace=function(){return v},this.getActiveMipmapLevel=function(){return y},this.getRenderTarget=function(){return _},this.setRenderTarget=function(t,e=0,n=0){_=t,v=e,y=n,t&&void 0===Z.get(t).__webglFramebuffer&&J.setupRenderTarget(t);let i=null,r=!1,s=!1;if(t){const n=t.texture;(n.isDataTexture3D||n.isDataTexture2DArray)&&(s=!0);const a=Z.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(i=a[e],r=!0):i=t.isWebGLMultisampleRenderTarget?Z.get(t).__webglMultisampledFramebuffer:a,T.copy(t.viewport),A.copy(t.scissor),L=t.scissorTest}else T.copy(N).multiplyScalar(P).floor(),A.copy(B).multiplyScalar(P).floor(),L=z;if(q.bindFramebuffer(36160,i),q.viewport(T),q.scissor(A),q.setScissorTest(L),r){const i=Z.get(t.texture);pt.framebufferTexture2D(36160,36064,34069+e,i.__webglTexture,n)}else if(s){const i=Z.get(t.texture),r=e||0;pt.framebufferTextureLayer(36160,36064,i.__webglTexture,n||0,r)}},this.readRenderTargetPixels=function(t,e,n,i,r,s,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=Z.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){q.bindFramebuffer(36160,o);try{const a=t.texture,o=a.format,l=a.type;if(o!==E&&ut.convert(o)!==pt.getParameter(35739))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const c=l===M&&(W.has("EXT_color_buffer_half_float")||j.isWebGL2&&W.has("EXT_color_buffer_float"));if(!(l===x||ut.convert(l)===pt.getParameter(35738)||l===b&&(j.isWebGL2||W.has("OES_texture_float")||W.has("WEBGL_color_buffer_float"))||c))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");36053===pt.checkFramebufferStatus(36160)?e>=0&&e<=t.width-i&&n>=0&&n<=t.height-r&&pt.readPixels(e,n,i,r,ut.convert(o),ut.convert(l),s):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.")}finally{const t=null!==_?Z.get(_).__webglFramebuffer:null;q.bindFramebuffer(36160,t)}}},this.copyFramebufferToTexture=function(t,e,n=0){const i=Math.pow(2,-n),r=Math.floor(e.image.width*i),s=Math.floor(e.image.height*i),a=ut.convert(e.format);J.setTexture2D(e,0),pt.copyTexImage2D(3553,n,a,t.x,t.y,r,s,0),q.unbindTexture()},this.copyTextureToTexture=function(t,e,n,i=0){const r=e.image.width,s=e.image.height,a=ut.convert(n.format),o=ut.convert(n.type);J.setTexture2D(n,0),pt.pixelStorei(37440,n.flipY),pt.pixelStorei(37441,n.premultiplyAlpha),pt.pixelStorei(3317,n.unpackAlignment),e.isDataTexture?pt.texSubImage2D(3553,i,t.x,t.y,r,s,a,o,e.image.data):e.isCompressedTexture?pt.compressedTexSubImage2D(3553,i,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):pt.texSubImage2D(3553,i,t.x,t.y,a,o,e.image),0===i&&n.generateMipmaps&&pt.generateMipmap(3553),q.unbindTexture()},this.copyTextureToTexture3D=function(t,e,n,i,r=0){if(f.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const{width:s,height:a,data:o}=n.image,l=ut.convert(i.format),c=ut.convert(i.type);let h;if(i.isDataTexture3D)J.setTexture3D(i,0),h=32879;else{if(!i.isDataTexture2DArray)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");J.setTexture2DArray(i,0),h=35866}pt.pixelStorei(37440,i.flipY),pt.pixelStorei(37441,i.premultiplyAlpha),pt.pixelStorei(3317,i.unpackAlignment);const u=pt.getParameter(3314),d=pt.getParameter(32878),p=pt.getParameter(3316),m=pt.getParameter(3315),g=pt.getParameter(32877);pt.pixelStorei(3314,s),pt.pixelStorei(32878,a),pt.pixelStorei(3316,t.min.x),pt.pixelStorei(3315,t.min.y),pt.pixelStorei(32877,t.min.z),pt.texSubImage3D(h,r,e.x,e.y,e.z,t.max.x-t.min.x+1,t.max.y-t.min.y+1,t.max.z-t.min.z+1,l,c,o),pt.pixelStorei(3314,u),pt.pixelStorei(32878,d),pt.pixelStorei(3316,p),pt.pixelStorei(3315,m),pt.pixelStorei(32877,g),0===r&&i.generateMipmaps&&pt.generateMipmap(h),q.unbindTexture()},this.initTexture=function(t){J.setTexture2D(t,0),q.unbindTexture()},this.resetState=function(){v=0,y=0,_=null,q.reset(),dt.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}class bs extends ws{}bs.prototype.isWebGL1Renderer=!0;class Ms{constructor(t,e=25e-5){this.name="",this.color=new tn(t),this.density=e}clone(){return new Ms(this.color,this.density)}toJSON(){return{type:"FogExp2",color:this.color.getHex(),density:this.density}}}Ms.prototype.isFogExp2=!0;class Ss{constructor(t,e=1,n=1e3){this.name="",this.color=new tn(t),this.near=e,this.far=n}clone(){return new Ss(this.color,this.near,this.far)}toJSON(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}}}Ss.prototype.isFog=!0;class Ts extends Ce{constructor(){super(),this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.overrideMaterial=null,this.autoUpdate=!0,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.autoUpdate=t.autoUpdate,this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.background&&(e.object.background=this.background.toJSON(t)),null!==this.environment&&(e.object.environment=this.environment.toJSON(t)),null!==this.fog&&(e.object.fog=this.fog.toJSON()),e}}Ts.prototype.isScene=!0;class Es{constructor(t,e){this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=et,this.updateRange={offset:0,count:-1},this.version=0,this.uuid=ct(),this.onUploadCallback=function(){}}set needsUpdate(t){!0===t&&this.version++}setUsage(t){return this.usage=t,this}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,n){t*=this.stride,n*=e.stride;for(let i=0,r=this.stride;it.far||e.push({distance:o,point:Ps.clone(),uv:je.getUV(Ps,Fs,Os,Hs,Gs,Us,ks,new vt),face:null,object:this})}copy(t){return super.copy(t),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}}function Ws(t,e,n,i,r,s){Ns.subVectors(t,n).addScalar(.5).multiply(i),void 0!==r?(Bs.x=s*Ns.x-r*Ns.y,Bs.y=r*Ns.x+s*Ns.y):Bs.copy(Ns),t.copy(e),t.x+=Bs.x,t.y+=Bs.y,t.applyMatrix4(zs)}Vs.prototype.isSprite=!0;const js=new Lt,qs=new Lt;class Xs extends Ce{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(t){super.copy(t,!1);const e=t.levels;for(let t=0,n=e.length;t0){let n,i;for(n=1,i=e.length;n0){js.setFromMatrixPosition(this.matrixWorld);const n=t.ray.origin.distanceTo(js);this.getObjectForDistance(n).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){js.setFromMatrixPosition(t.matrixWorld),qs.setFromMatrixPosition(this.matrixWorld);const n=js.distanceTo(qs)/t.zoom;let i,r;for(e[0].object.visible=!0,i=1,r=e.length;i=e[i].distance;i++)e[i-1].object.visible=!1,e[i].object.visible=!0;for(this._currentLevel=i-1;io)continue;u.applyMatrix4(this.matrixWorld);const d=t.ray.origin.distanceTo(u);dt.far||e.push({distance:d,point:h.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}else{for(let n=Math.max(0,s.start),i=Math.min(r.count,s.start+s.count)-1;no)continue;u.applyMatrix4(this.matrixWorld);const i=t.ray.origin.distanceTo(u);it.far||e.push({distance:i,point:h.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}}else n.isGeometry&&console.error("THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.")}updateMorphTargets(){const t=this.geometry;if(t.isBufferGeometry){const e=t.morphAttributes,n=Object.keys(e);if(n.length>0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.")}}}fa.prototype.isLine=!0;const ga=new Lt,va=new Lt;class ya extends fa{constructor(t,e){super(t,e),this.type="LineSegments"}computeLineDistances(){const t=this.geometry;if(t.isBufferGeometry)if(null===t.index){const e=t.attributes.position,n=[];for(let t=0,i=e.count;t0){const t=e[n[0]];if(void 0!==t){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let e=0,n=t.length;e0&&console.error("THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.")}}}function Ea(t,e,n,i,r,s,a){const o=ba.distanceSqToPoint(t);if(or.far)return;s.push({distance:l,distanceToRay:Math.sqrt(o),point:n,index:e,face:null,object:a})}}Ta.prototype.isPoints=!0;class Aa extends bt{constructor(t,e,n,i,r,s,a,o,l){super(t,e,n,i,r,s,a,o,l),this.format=void 0!==a?a:T,this.minFilter=void 0!==s?s:g,this.magFilter=void 0!==r?r:g,this.generateMipmaps=!1;const c=this;"requestVideoFrameCallback"in t&&t.requestVideoFrameCallback((function e(){c.needsUpdate=!0,t.requestVideoFrameCallback(e)}))}clone(){return new this.constructor(this.image).copy(this)}update(){const t=this.image;!1==="requestVideoFrameCallback"in t&&t.readyState>=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}Aa.prototype.isVideoTexture=!0;class La extends bt{constructor(t,e,n,i,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,i,r,h,u),this.image={width:e,height:n},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}La.prototype.isCompressedTexture=!0;class Ra extends bt{constructor(t,e,n,i,r,s,a,o,l){super(t,e,n,i,r,s,a,o,l),this.needsUpdate=!0}}Ra.prototype.isCanvasTexture=!0;class Ca extends bt{constructor(t,e,n,i,r,s,a,o,l,c){if((c=void 0!==c?c:A)!==A&&c!==L)throw new Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===n&&c===A&&(n=_),void 0===n&&c===L&&(n=S),super(null,i,r,s,a,o,c,n,l),this.image={width:t,height:e},this.magFilter=void 0!==a?a:p,this.minFilter=void 0!==o?o:p,this.flipY=!1,this.generateMipmaps=!1}}Ca.prototype.isDepthTexture=!0;class Pa extends En{constructor(t=1,e=8,n=0,i=2*Math.PI){super(),this.type="CircleGeometry",this.parameters={radius:t,segments:e,thetaStart:n,thetaLength:i},e=Math.max(3,e);const r=[],s=[],a=[],o=[],l=new Lt,c=new vt;s.push(0,0,0),a.push(0,0,1),o.push(.5,.5);for(let r=0,h=3;r<=e;r++,h+=3){const u=n+r/e*i;l.x=t*Math.cos(u),l.y=t*Math.sin(u),s.push(l.x,l.y,l.z),a.push(0,0,1),c.x=(s[h]/t+1)/2,c.y=(s[h+1]/t+1)/2,o.push(c.x,c.y)}for(let t=1;t<=e;t++)r.push(t,t+1,0);this.setIndex(r),this.setAttribute("position",new mn(s,3)),this.setAttribute("normal",new mn(a,3)),this.setAttribute("uv",new mn(o,2))}}class Da extends En{constructor(t=1,e=1,n=1,i=8,r=1,s=!1,a=0,o=2*Math.PI){super(),this.type="CylinderGeometry",this.parameters={radiusTop:t,radiusBottom:e,height:n,radialSegments:i,heightSegments:r,openEnded:s,thetaStart:a,thetaLength:o};const l=this;i=Math.floor(i),r=Math.floor(r);const c=[],h=[],u=[],d=[];let p=0;const m=[],f=n/2;let g=0;function v(n){const r=p,s=new vt,m=new Lt;let v=0;const y=!0===n?t:e,x=!0===n?1:-1;for(let t=1;t<=i;t++)h.push(0,f*x,0),u.push(0,x,0),d.push(.5,.5),p++;const _=p;for(let t=0;t<=i;t++){const e=t/i*o+a,n=Math.cos(e),r=Math.sin(e);m.x=y*r,m.y=f*x,m.z=y*n,h.push(m.x,m.y,m.z),u.push(0,x,0),s.x=.5*n+.5,s.y=.5*r*x+.5,d.push(s.x,s.y),p++}for(let t=0;t0&&v(!0),e>0&&v(!1)),this.setIndex(c),this.setAttribute("position",new mn(h,3)),this.setAttribute("normal",new mn(u,3)),this.setAttribute("uv",new mn(d,2))}}class Ia extends Da{constructor(t=1,e=1,n=8,i=1,r=!1,s=0,a=2*Math.PI){super(0,t,e,n,i,r,s,a),this.type="ConeGeometry",this.parameters={radius:t,height:e,radialSegments:n,heightSegments:i,openEnded:r,thetaStart:s,thetaLength:a}}}class Na extends En{constructor(t,e,n=1,i=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:t,indices:e,radius:n,detail:i};const r=[],s=[];function a(t,e,n,i){const r=i+1,s=[];for(let i=0;i<=r;i++){s[i]=[];const a=t.clone().lerp(n,i/r),o=e.clone().lerp(n,i/r),l=r-i;for(let t=0;t<=l;t++)s[i][t]=0===t&&i===r?a:a.clone().lerp(o,t/l)}for(let t=0;t.9&&a<.1&&(e<.2&&(s[t+0]+=1),n<.2&&(s[t+2]+=1),i<.2&&(s[t+4]+=1))}}()}(),this.setAttribute("position",new mn(r,3)),this.setAttribute("normal",new mn(r.slice(),3)),this.setAttribute("uv",new mn(s,2)),0===i?this.computeVertexNormals():this.normalizeNormals()}}class Ba extends Na{constructor(t=1,e=0){const n=(1+Math.sqrt(5))/2,i=1/n;super([-1,-1,-1,-1,-1,1,-1,1,-1,-1,1,1,1,-1,-1,1,-1,1,1,1,-1,1,1,1,0,-i,-n,0,-i,n,0,i,-n,0,i,n,-i,-n,0,-i,n,0,i,-n,0,i,n,0,-n,0,-i,n,0,-i,-n,0,i,n,0,i],[3,11,7,3,7,15,3,15,13,7,19,17,7,17,6,7,6,15,17,4,8,17,8,10,17,10,6,8,0,16,8,16,2,8,2,10,0,12,1,0,1,18,0,18,16,6,10,2,6,2,13,6,13,15,2,16,18,2,18,3,2,3,13,18,1,9,18,9,11,18,11,3,4,14,12,4,12,0,4,0,8,11,9,5,11,5,19,11,19,7,19,5,14,19,14,4,19,4,17,1,12,14,1,14,5,1,5,9],t,e),this.type="DodecahedronGeometry",this.parameters={radius:t,detail:e}}}const za=new Lt,Fa=new Lt,Oa=new Lt,Ha=new je;class Ga extends En{constructor(t,e){if(super(),this.type="EdgesGeometry",this.parameters={thresholdAngle:e},e=void 0!==e?e:1,!0===t.isGeometry)return void console.error("THREE.EdgesGeometry no longer supports THREE.Geometry. 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t}optimize(){const t=Vo.arraySlice(this.times),e=Vo.arraySlice(this.values),n=this.getValueSize(),i=this.getInterpolation()===U,r=t.length-1;let s=1;for(let a=1;a0){t[s]=t[r];for(let t=r*n,i=s*n,a=0;a!==n;++a)e[i+a]=e[t+a];++s}return s!==t.length?(this.times=Vo.arraySlice(t,0,s),this.values=Vo.arraySlice(e,0,s*n)):(this.times=t,this.values=e),this}clone(){const t=Vo.arraySlice(this.times,0),e=Vo.arraySlice(this.values,0),n=new(0,this.constructor)(this.name,t,e);return n.createInterpolant=this.createInterpolant,n}}Yo.prototype.TimeBufferType=Float32Array,Yo.prototype.ValueBufferType=Float32Array,Yo.prototype.DefaultInterpolation=G;class Zo extends Yo{}Zo.prototype.ValueTypeName="bool",Zo.prototype.ValueBufferType=Array,Zo.prototype.DefaultInterpolation=H,Zo.prototype.InterpolantFactoryMethodLinear=void 0,Zo.prototype.InterpolantFactoryMethodSmooth=void 0;class Jo extends Yo{}Jo.prototype.ValueTypeName="color";class Qo extends Yo{}Qo.prototype.ValueTypeName="number";class Ko extends Wo{constructor(t,e,n,i){super(t,e,n,i)}interpolate_(t,e,n,i){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(n-e)/(i-e);let l=t*a;for(let t=l+a;l!==t;l+=4)At.slerpFlat(r,0,s,l-a,s,l,o);return r}}class $o extends Yo{InterpolantFactoryMethodLinear(t){return new Ko(this.times,this.values,this.getValueSize(),t)}}$o.prototype.ValueTypeName="quaternion",$o.prototype.DefaultInterpolation=G,$o.prototype.InterpolantFactoryMethodSmooth=void 0;class tl extends Yo{}tl.prototype.ValueTypeName="string",tl.prototype.ValueBufferType=Array,tl.prototype.DefaultInterpolation=H,tl.prototype.InterpolantFactoryMethodLinear=void 0,tl.prototype.InterpolantFactoryMethodSmooth=void 0;class el extends Yo{}el.prototype.ValueTypeName="vector";class nl{constructor(t,e=-1,n,i=2500){this.name=t,this.tracks=n,this.duration=e,this.blendMode=i,this.uuid=ct(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],n=t.tracks,i=1/(t.fps||1);for(let t=0,r=n.length;t!==r;++t)e.push(il(n[t]).scale(i));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],n=t.tracks,i={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,i=n.length;t!==i;++t)e.push(Yo.toJSON(n[t]));return i}static CreateFromMorphTargetSequence(t,e,n,i){const r=e.length,s=[];for(let t=0;t1){const t=s[1];let e=i[t];e||(i[t]=e=[]),e.push(n)}}const s=[];for(const t in i)s.push(this.CreateFromMorphTargetSequence(t,i[t],e,n));return s}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const n=function(t,e,n,i,r){if(0!==n.length){const s=[],a=[];Vo.flattenJSON(n,s,a,i),0!==s.length&&r.push(new t(e,s,a))}},i=[],r=t.name||"default",s=t.fps||30,a=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t0||0===t.search(/^data\:image\/jpeg/);r.format=i?T:E,r.needsUpdate=!0,void 0!==e&&e(r)}),n,i),r}}class ml{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(t,e){const n=this.getUtoTmapping(t);return this.getPoint(n,e)}getPoints(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPoint(n/t));return e}getSpacedPoints(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPointAt(n/t));return e}getLength(){const t=this.getLengths();return t[t.length-1]}getLengths(t=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const e=[];let n,i=this.getPoint(0),r=0;e.push(0);for(let s=1;s<=t;s++)n=this.getPoint(s/t),r+=n.distanceTo(i),e.push(r),i=n;return this.cacheArcLengths=e,e}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(t,e){const n=this.getLengths();let i=0;const r=n.length;let s;s=e||t*n[r-1];let a,o=0,l=r-1;for(;o<=l;)if(i=Math.floor(o+(l-o)/2),a=n[i]-s,a<0)o=i+1;else{if(!(a>0)){l=i;break}l=i-1}if(i=l,n[i]===s)return i/(r-1);const c=n[i];return(i+(s-c)/(n[i+1]-c))/(r-1)}getTangent(t,e){const n=1e-4;let i=t-n,r=t+n;i<0&&(i=0),r>1&&(r=1);const s=this.getPoint(i),a=this.getPoint(r),o=e||(s.isVector2?new vt:new Lt);return o.copy(a).sub(s).normalize(),o}getTangentAt(t,e){const n=this.getUtoTmapping(t);return this.getTangent(n,e)}computeFrenetFrames(t,e){const n=new Lt,i=[],r=[],s=[],a=new Lt,o=new se;for(let e=0;e<=t;e++){const n=e/t;i[e]=this.getTangentAt(n,new Lt),i[e].normalize()}r[0]=new Lt,s[0]=new Lt;let l=Number.MAX_VALUE;const c=Math.abs(i[0].x),h=Math.abs(i[0].y),u=Math.abs(i[0].z);c<=l&&(l=c,n.set(1,0,0)),h<=l&&(l=h,n.set(0,1,0)),u<=l&&n.set(0,0,1),a.crossVectors(i[0],n).normalize(),r[0].crossVectors(i[0],a),s[0].crossVectors(i[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),s[e]=s[e-1].clone(),a.crossVectors(i[e-1],i[e]),a.length()>Number.EPSILON){a.normalize();const t=Math.acos(ht(i[e-1].dot(i[e]),-1,1));r[e].applyMatrix4(o.makeRotationAxis(a,t))}s[e].crossVectors(i[e],r[e])}if(!0===e){let e=Math.acos(ht(r[0].dot(r[t]),-1,1));e/=t,i[0].dot(a.crossVectors(r[0],r[t]))>0&&(e=-e);for(let n=1;n<=t;n++)r[n].applyMatrix4(o.makeRotationAxis(i[n],e*n)),s[n].crossVectors(i[n],r[n])}return{tangents:i,normals:r,binormals:s}}clone(){return(new this.constructor).copy(this)}copy(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}toJSON(){const t={metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t}fromJSON(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}class fl extends ml{constructor(t=0,e=0,n=1,i=1,r=0,s=2*Math.PI,a=!1,o=0){super(),this.type="EllipseCurve",this.aX=t,this.aY=e,this.xRadius=n,this.yRadius=i,this.aStartAngle=r,this.aEndAngle=s,this.aClockwise=a,this.aRotation=o}getPoint(t,e){const n=e||new vt,i=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const s=Math.abs(r)i;)r-=i;r0?0:(Math.floor(Math.abs(l)/r)+1)*r:0===c&&l===r-1&&(l=r-2,c=1),this.closed||l>0?a=i[(l-1)%r]:(yl.subVectors(i[0],i[1]).add(i[0]),a=yl);const h=i[l%r],u=i[(l+1)%r];if(this.closed||l+2i.length-2?i.length-1:s+1],h=i[s>i.length-3?i.length-1:s+2];return n.set(Ml(a,o.x,l.x,c.x,h.x),Ml(a,o.y,l.y,c.y,h.y)),n}copy(t){super.copy(t),this.points=[];for(let e=0,n=t.points.length;e=e){const t=n[i]-e,r=this.curves[i],s=r.getLength(),a=0===s?0:1-t/s;return r.getPointAt(a)}i++}return null}getLength(){const t=this.getCurveLengths();return t[t.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const t=[];let e=0;for(let n=0,i=this.curves.length;n1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,n=t.curves.length;e0){const t=l.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(l);const c=l.getPoint(1);return this.currentPoint.copy(c),this}copy(t){return super.copy(t),this.currentPoint.copy(t.currentPoint),this}toJSON(){const t=super.toJSON();return t.currentPoint=this.currentPoint.toArray(),t}fromJSON(t){return super.fromJSON(t),this.currentPoint.fromArray(t.currentPoint),this}}class zl extends Bl{constructor(t){super(t),this.uuid=ct(),this.type="Shape",this.holes=[]}getPointsHoles(t){const e=[];for(let n=0,i=this.holes.length;n0:i.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(i.uniforms[e]={},r.type){case"t":i.uniforms[e].value=n(r.value);break;case"c":i.uniforms[e].value=(new tn).setHex(r.value);break;case"v2":i.uniforms[e].value=(new vt).fromArray(r.value);break;case"v3":i.uniforms[e].value=(new Lt).fromArray(r.value);break;case"v4":i.uniforms[e].value=(new St).fromArray(r.value);break;case"m3":i.uniforms[e].value=(new yt).fromArray(r.value);break;case"m4":i.uniforms[e].value=(new se).fromArray(r.value);break;default:i.uniforms[e].value=r.value}}if(void 0!==t.defines&&(i.defines=t.defines),void 0!==t.vertexShader&&(i.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(i.fragmentShader=t.fragmentShader),void 0!==t.extensions)for(const e in t.extensions)i.extensions[e]=t.extensions[e];if(void 0!==t.shading&&(i.flatShading=1===t.shading),void 0!==t.size&&(i.size=t.size),void 0!==t.sizeAttenuation&&(i.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(i.map=n(t.map)),void 0!==t.matcap&&(i.matcap=n(t.matcap)),void 0!==t.alphaMap&&(i.alphaMap=n(t.alphaMap)),void 0!==t.bumpMap&&(i.bumpMap=n(t.bumpMap)),void 0!==t.bumpScale&&(i.bumpScale=t.bumpScale),void 0!==t.normalMap&&(i.normalMap=n(t.normalMap)),void 0!==t.normalMapType&&(i.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),i.normalScale=(new vt).fromArray(e)}return void 0!==t.displacementMap&&(i.displacementMap=n(t.displacementMap)),void 0!==t.displacementScale&&(i.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(i.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(i.roughnessMap=n(t.roughnessMap)),void 0!==t.metalnessMap&&(i.metalnessMap=n(t.metalnessMap)),void 0!==t.emissiveMap&&(i.emissiveMap=n(t.emissiveMap)),void 0!==t.emissiveIntensity&&(i.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(i.specularMap=n(t.specularMap)),void 0!==t.envMap&&(i.envMap=n(t.envMap)),void 0!==t.envMapIntensity&&(i.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(i.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(i.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(i.lightMap=n(t.lightMap)),void 0!==t.lightMapIntensity&&(i.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(i.aoMap=n(t.aoMap)),void 0!==t.aoMapIntensity&&(i.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(i.gradientMap=n(t.gradientMap)),void 0!==t.clearcoatMap&&(i.clearcoatMap=n(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(i.clearcoatRoughnessMap=n(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(i.clearcoatNormalMap=n(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(i.clearcoatNormalScale=(new vt).fromArray(t.clearcoatNormalScale)),void 0!==t.transmission&&(i.transmission=t.transmission),void 0!==t.transmissionMap&&(i.transmissionMap=n(t.transmissionMap)),i}setTextures(t){return this.textures=t,this}}class rc{static decodeText(t){if("undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let n=0,i=t.length;nNumber.EPSILON){if(l<0&&(n=e[s],o=-o,a=e[r],l=-l),t.ya.y)continue;if(t.y===n.y){if(t.x===n.x)return!0}else{const e=l*(t.x-n.x)-o*(t.y-n.y);if(0===e)return!0;if(e<0)continue;i=!i}}else{if(t.y!==n.y)continue;if(a.x<=t.x&&t.x<=n.x||n.x<=t.x&&t.x<=a.x)return!0}}return i}const r=po.isClockWise,s=this.subPaths;if(0===s.length)return[];if(!0===e)return n(s);let a,o,l;const c=[];if(1===s.length)return o=s[0],l=new zl,l.curves=o.curves,c.push(l),c;let h=!r(s[0].getPoints());h=t?!h:h;const u=[],d=[];let p,m,f=[],g=0;d[g]=void 0,f[g]=[];for(let e=0,n=s.length;e1){let t=!1;const e=[];for(let t=0,e=d.length;t0&&(t||(f=u))}for(let t=0,e=d.length;t0){this.source.connect(this.filters[0]);for(let t=1,e=this.filters.length;t0){this.source.disconnect(this.filters[0]);for(let t=1,e=this.filters.length;t0&&this._mixBufferRegionAdditive(n,i,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(n[t]!==n[t+e]){a.setValue(n,i);break}}saveOriginalState(){const t=this.binding,e=this.buffer,n=this.valueSize,i=n*this._origIndex;t.getValue(e,i);for(let t=n,r=i;t!==r;++t)e[t]=e[i+t%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let n=t;n=.5)for(let i=0;i!==r;++i)t[e+i]=t[n+i]}_slerp(t,e,n,i){At.slerpFlat(t,e,t,e,t,n,i)}_slerpAdditive(t,e,n,i,r){const s=this._workIndex*r;At.multiplyQuaternionsFlat(t,s,t,e,t,n),At.slerpFlat(t,e,t,e,t,s,i)}_lerp(t,e,n,i,r){const s=1-i;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*s+t[n+a]*i}}_lerpAdditive(t,e,n,i,r){for(let s=0;s!==r;++s){const r=e+s;t[r]=t[r]+t[n+s]*i}}}const Bc="\\[\\]\\.:\\/",zc=new RegExp("[\\[\\]\\.:\\/]","g"),Fc="[^\\[\\]\\.:\\/]",Oc="[^"+Bc.replace("\\.","")+"]",Hc=/((?:WC+[\/:])*)/.source.replace("WC",Fc),Gc=/(WCOD+)?/.source.replace("WCOD",Oc),Uc=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",Fc),kc=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",Fc),Vc=new RegExp("^"+Hc+Gc+Uc+kc+"$"),Wc=["material","materials","bones"];class jc{constructor(t,e,n){this.path=e,this.parsedPath=n||jc.parseTrackName(e),this.node=jc.findNode(t,this.parsedPath.nodeName)||t,this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,n){return t&&t.isAnimationObjectGroup?new jc.Composite(t,e,n):new jc(t,e,n)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(zc,"")}static parseTrackName(t){const e=Vc.exec(t);if(!e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const n={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},i=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==i&&-1!==i){const t=n.nodeName.substring(i+1);-1!==Wc.indexOf(t)&&(n.nodeName=n.nodeName.substring(0,i),n.objectName=t)}if(null===n.propertyName||0===n.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return n}static findNode(t,e){if(!e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const n=t.skeleton.getBoneByName(e);if(void 0!==n)return n}if(t.children){const n=function(t){for(let i=0;i=r){const s=r++,c=t[s];e[c.uuid]=l,t[l]=c,e[o]=s,t[s]=a;for(let t=0,e=i;t!==e;++t){const e=n[t],i=e[s],r=e[l];e[l]=i,e[s]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,n=this._bindings,i=n.length;let r=this.nCachedObjects_,s=t.length;for(let a=0,o=arguments.length;a!==o;++a){const o=arguments[a].uuid,l=e[o];if(void 0!==l)if(delete e[o],l0&&(e[a.uuid]=l),t[l]=a,t.pop();for(let t=0,e=i;t!==e;++t){const e=n[t];e[l]=e[r],e.pop()}}}this.nCachedObjects_=r}subscribe_(t,e){const n=this._bindingsIndicesByPath;let i=n[t];const r=this._bindings;if(void 0!==i)return r[i];const s=this._paths,a=this._parsedPaths,o=this._objects,l=o.length,c=this.nCachedObjects_,h=new Array(l);i=r.length,n[t]=i,s.push(t),a.push(e),r.push(h);for(let n=c,i=o.length;n!==i;++n){const i=o[n];h[n]=new jc(i,t,e)}return h}unsubscribe_(t){const e=this._bindingsIndicesByPath,n=e[t];if(void 0!==n){const i=this._paths,r=this._parsedPaths,s=this._bindings,a=s.length-1,o=s[a];e[t[a]]=n,s[n]=o,s.pop(),r[n]=r[a],r.pop(),i[n]=i[a],i.pop()}}}qc.prototype.isAnimationObjectGroup=!0;class Xc{constructor(t,e,n=null,i=e.blendMode){this._mixer=t,this._clip=e,this._localRoot=n,this.blendMode=i;const r=e.tracks,s=r.length,a=new Array(s),o={endingStart:k,endingEnd:k};for(let t=0;t!==s;++t){const e=r[t].createInterpolant(null);a[t]=e,e.settings=o}this._interpolantSettings=o,this._interpolants=a,this._propertyBindings=new Array(s),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(t){return this._startTime=t,this}setLoop(t,e){return this.loop=t,this.repetitions=e,this}setEffectiveWeight(t){return this.weight=t,this._effectiveWeight=this.enabled?t:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(t){return this._scheduleFading(t,0,1)}fadeOut(t){return this._scheduleFading(t,1,0)}crossFadeFrom(t,e,n){if(t.fadeOut(e),this.fadeIn(e),n){const n=this._clip.duration,i=t._clip.duration,r=i/n,s=n/i;t.warp(1,r,e),this.warp(s,1,e)}return this}crossFadeTo(t,e,n){return t.crossFadeFrom(this,e,n)}stopFading(){const t=this._weightInterpolant;return null!==t&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}setEffectiveTimeScale(t){return this.timeScale=t,this._effectiveTimeScale=this.paused?0:t,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(t){return this.timeScale=this._clip.duration/t,this.stopWarping()}syncWith(t){return this.time=t.time,this.timeScale=t.timeScale,this.stopWarping()}halt(t){return this.warp(this._effectiveTimeScale,0,t)}warp(t,e,n){const i=this._mixer,r=i.time,s=this.timeScale;let a=this._timeScaleInterpolant;null===a&&(a=i._lendControlInterpolant(),this._timeScaleInterpolant=a);const o=a.parameterPositions,l=a.sampleValues;return o[0]=r,o[1]=r+n,l[0]=t/s,l[1]=e/s,this}stopWarping(){const t=this._timeScaleInterpolant;return null!==t&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(t,e,n,i){if(!this.enabled)return void this._updateWeight(t);const r=this._startTime;if(null!==r){const i=(t-r)*n;if(i<0||0===n)return;this._startTime=null,e=n*i}e*=this._updateTimeScale(t);const s=this._updateTime(e),a=this._updateWeight(t);if(a>0){const t=this._interpolants,e=this._propertyBindings;switch(this.blendMode){case q:for(let n=0,i=t.length;n!==i;++n)t[n].evaluate(s),e[n].accumulateAdditive(a);break;case j:default:for(let n=0,r=t.length;n!==r;++n)t[n].evaluate(s),e[n].accumulate(i,a)}}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const n=this._weightInterpolant;if(null!==n){const i=n.evaluate(t)[0];e*=i,t>n.parameterPositions[1]&&(this.stopFading(),0===i&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const n=this._timeScaleInterpolant;if(null!==n){e*=n.evaluate(t)[0],t>n.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,n=this.loop;let i=this.time+t,r=this._loopCount;const s=2202===n;if(0===t)return-1===r?i:s&&1==(1&r)?e-i:i;if(2200===n){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(i>=e)i=e;else{if(!(i<0)){this.time=i;break t}i=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,s)):this._setEndings(0===this.repetitions,!0,s)),i>=e||i<0){const n=Math.floor(i/e);i-=e*n,r+=Math.abs(n);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,i=t>0?e:0,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,s)}else this._setEndings(!1,!1,s);this._loopCount=r,this.time=i,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:n})}}else this.time=i;if(s&&1==(1&r))return e-i}return i}_setEndings(t,e,n){const i=this._interpolantSettings;n?(i.endingStart=V,i.endingEnd=V):(i.endingStart=t?this.zeroSlopeAtStart?V:k:W,i.endingEnd=e?this.zeroSlopeAtEnd?V:k:W)}_scheduleFading(t,e,n){const i=this._mixer,r=i.time;let s=this._weightInterpolant;null===s&&(s=i._lendControlInterpolant(),this._weightInterpolant=s);const a=s.parameterPositions,o=s.sampleValues;return a[0]=r,o[0]=e,a[1]=r+t,o[1]=n,this}}class Yc extends rt{constructor(t){super(),this._root=t,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(t,e){const n=t._localRoot||this._root,i=t._clip.tracks,r=i.length,s=t._propertyBindings,a=t._interpolants,o=n.uuid,l=this._bindingsByRootAndName;let c=l[o];void 0===c&&(c={},l[o]=c);for(let t=0;t!==r;++t){const r=i[t],l=r.name;let h=c[l];if(void 0!==h)s[t]=h;else{if(h=s[t],void 0!==h){null===h._cacheIndex&&(++h.referenceCount,this._addInactiveBinding(h,o,l));continue}const i=e&&e._propertyBindings[t].binding.parsedPath;h=new Nc(jc.create(n,l,i),r.ValueTypeName,r.getValueSize()),++h.referenceCount,this._addInactiveBinding(h,o,l),s[t]=h}a[t].resultBuffer=h.buffer}}_activateAction(t){if(!this._isActiveAction(t)){if(null===t._cacheIndex){const e=(t._localRoot||this._root).uuid,n=t._clip.uuid,i=this._actionsByClip[n];this._bindAction(t,i&&i.knownActions[0]),this._addInactiveAction(t,n,e)}const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState())}this._lendAction(t)}}_deactivateAction(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n))}this._takeBackAction(t)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}}_isActiveAction(t){const e=t._cacheIndex;return null!==e&&e=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,n=this._nActiveActions,i=this.time+=t,r=Math.sign(t),s=this._accuIndex^=1;for(let a=0;a!==n;++a){e[a]._update(i,t,r,s)}const a=this._bindings,o=this._nActiveBindings;for(let t=0;t!==o;++t)a[t].apply(s);return this}setTime(t){this.time=0;for(let t=0;tthis.max.x||t.ythis.max.y)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}getParameter(t,e){return void 0===e&&(console.warn("THREE.Box2: .getParameter() target is now required"),e=new vt),e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y)}clampPoint(t,e){return void 0===e&&(console.warn("THREE.Box2: .clampPoint() target is now required"),e=new vt),e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return th.copy(t).clamp(this.min,this.max).sub(t).length()}intersect(t){return this.min.max(t.min),this.max.min(t.max),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}eh.prototype.isBox2=!0;const nh=new Lt,ih=new Lt;class rh{constructor(t=new Lt,e=new Lt){this.start=t,this.end=e}set(t,e){return this.start.copy(t),this.end.copy(e),this}copy(t){return this.start.copy(t.start),this.end.copy(t.end),this}getCenter(t){return void 0===t&&(console.warn("THREE.Line3: .getCenter() target is now required"),t=new Lt),t.addVectors(this.start,this.end).multiplyScalar(.5)}delta(t){return void 0===t&&(console.warn("THREE.Line3: .delta() target is now required"),t=new Lt),t.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(t,e){return void 0===e&&(console.warn("THREE.Line3: .at() target is now required"),e=new Lt),this.delta(e).multiplyScalar(t).add(this.start)}closestPointToPointParameter(t,e){nh.subVectors(t,this.start),ih.subVectors(this.end,this.start);const n=ih.dot(ih);let i=ih.dot(nh)/n;return e&&(i=ht(i,0,1)),i}closestPointToPoint(t,e,n){const i=this.closestPointToPointParameter(t,e);return void 0===n&&(console.warn("THREE.Line3: .closestPointToPoint() target is now required"),n=new Lt),this.delta(n).multiplyScalar(i).add(this.start)}applyMatrix4(t){return this.start.applyMatrix4(t),this.end.applyMatrix4(t),this}equals(t){return t.start.equals(this.start)&&t.end.equals(this.end)}clone(){return(new this.constructor).copy(this)}}class sh extends Ce{constructor(t){super(),this.material=t,this.render=function(){},this.hasPositions=!1,this.hasNormals=!1,this.hasColors=!1,this.hasUvs=!1,this.positionArray=null,this.normalArray=null,this.colorArray=null,this.uvArray=null,this.count=0}}sh.prototype.isImmediateRenderObject=!0;const ah=new Lt;const oh=new Lt,lh=new se,ch=new se;class hh extends ya{constructor(t){const e=uh(t),n=new En,i=[],r=[],s=new tn(0,0,1),a=new tn(0,1,0);for(let t=0;t4?a=Ph[r-8+4-1]:0==r&&(a=0),n.push(a);const o=1/(s-1),l=-o/2,c=1+o/2,h=[l,l,c,l,c,c,l,l,c,c,l,c],u=6,d=6,p=3,m=2,f=1,g=new Float32Array(p*d*u),v=new Float32Array(m*d*u),y=new Float32Array(f*d*u);for(let t=0;t2?0:-1,i=[e,n,0,e+2/3,n,0,e+2/3,n+1,0,e,n,0,e+2/3,n+1,0,e,n+1,0];g.set(i,p*d*t),v.set(h,m*d*t);const r=[t,t,t,t,t,t];y.set(r,f*d*t)}const x=new En;x.setAttribute("position",new sn(g,p)),x.setAttribute("uv",new sn(v,m)),x.setAttribute("faceIndex",new sn(y,f)),t.push(x),i>4&&i--}return{_lodPlanes:t,_sizeLods:e,_sigmas:n}}function Zh(t){const e=new Tt(3*Ch,3*Ch,t);return e.texture.mapping=l,e.texture.name="PMREM.cubeUv",e.scissorTest=!0,e}function Jh(t,e,n,i,r){t.viewport.set(e,n,i,r),t.scissor.set(e,n,i,r)}function Qh(){const t=new vt(1,1);return new Io({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null},texelSize:{value:t},inputEncoding:{value:Nh[3e3]},outputEncoding:{value:Nh[3e3]}},vertexShader:$h(),fragmentShader:`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${tu()}\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,blending:0,depthTest:!1,depthWrite:!1})}function Kh(){return new Io({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},inputEncoding:{value:Nh[3e3]},outputEncoding:{value:Nh[3e3]}},vertexShader:$h(),fragmentShader:`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${tu()}\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,blending:0,depthTest:!1,depthWrite:!1})}function $h(){return"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t"}function tu(){return"\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t"}ml.create=function(t,e){return console.log("THREE.Curve.create() has been deprecated"),t.prototype=Object.create(ml.prototype),t.prototype.constructor=t,t.prototype.getPoint=e,t},Bl.prototype.fromPoints=function(t){return console.warn("THREE.Path: .fromPoints() has been renamed to .setFromPoints()."),this.setFromPoints(t)},fh.prototype.setColors=function(){console.error("THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.")},hh.prototype.update=function(){console.error("THREE.SkeletonHelper: update() no longer needs to be called.")},ol.prototype.extractUrlBase=function(t){return console.warn("THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead."),rc.extractUrlBase(t)},ol.Handlers={add:function(){console.error("THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.")},get:function(){console.error("THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.")}},eh.prototype.center=function(t){return console.warn("THREE.Box2: .center() has been renamed to .getCenter()."),this.getCenter(t)},eh.prototype.empty=function(){return console.warn("THREE.Box2: .empty() has been renamed to .isEmpty()."),this.isEmpty()},eh.prototype.isIntersectionBox=function(t){return console.warn("THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},eh.prototype.size=function(t){return console.warn("THREE.Box2: .size() has been renamed to .getSize()."),this.getSize(t)},Pt.prototype.center=function(t){return console.warn("THREE.Box3: .center() has been renamed to .getCenter()."),this.getCenter(t)},Pt.prototype.empty=function(){return console.warn("THREE.Box3: .empty() has been renamed to .isEmpty()."),this.isEmpty()},Pt.prototype.isIntersectionBox=function(t){return console.warn("THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},Pt.prototype.isIntersectionSphere=function(t){return console.warn("THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere()."),this.intersectsSphere(t)},Pt.prototype.size=function(t){return console.warn("THREE.Box3: .size() has been renamed to .getSize()."),this.getSize(t)},Jt.prototype.empty=function(){return console.warn("THREE.Sphere: .empty() has been renamed to .isEmpty()."),this.isEmpty()},ai.prototype.setFromMatrix=function(t){return console.warn("THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix()."),this.setFromProjectionMatrix(t)},rh.prototype.center=function(t){return console.warn("THREE.Line3: .center() has been renamed to .getCenter()."),this.getCenter(t)},yt.prototype.flattenToArrayOffset=function(t,e){return console.warn("THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."),this.toArray(t,e)},yt.prototype.multiplyVector3=function(t){return console.warn("THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead."),t.applyMatrix3(this)},yt.prototype.multiplyVector3Array=function(){console.error("THREE.Matrix3: .multiplyVector3Array() has been removed.")},yt.prototype.applyToBufferAttribute=function(t){return console.warn("THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead."),t.applyMatrix3(this)},yt.prototype.applyToVector3Array=function(){console.error("THREE.Matrix3: .applyToVector3Array() has been removed.")},yt.prototype.getInverse=function(t){return console.warn("THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead."),this.copy(t).invert()},se.prototype.extractPosition=function(t){return console.warn("THREE.Matrix4: .extractPosition() has been renamed to .copyPosition()."),this.copyPosition(t)},se.prototype.flattenToArrayOffset=function(t,e){return console.warn("THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead."),this.toArray(t,e)},se.prototype.getPosition=function(){return console.warn("THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead."),(new Lt).setFromMatrixColumn(this,3)},se.prototype.setRotationFromQuaternion=function(t){return console.warn("THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion()."),this.makeRotationFromQuaternion(t)},se.prototype.multiplyToArray=function(){console.warn("THREE.Matrix4: .multiplyToArray() has been removed.")},se.prototype.multiplyVector3=function(t){return console.warn("THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},se.prototype.multiplyVector4=function(t){return console.warn("THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},se.prototype.multiplyVector3Array=function(){console.error("THREE.Matrix4: .multiplyVector3Array() has been removed.")},se.prototype.rotateAxis=function(t){console.warn("THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead."),t.transformDirection(this)},se.prototype.crossVector=function(t){return console.warn("THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},se.prototype.translate=function(){console.error("THREE.Matrix4: .translate() has been removed.")},se.prototype.rotateX=function(){console.error("THREE.Matrix4: .rotateX() has been removed.")},se.prototype.rotateY=function(){console.error("THREE.Matrix4: .rotateY() has been removed.")},se.prototype.rotateZ=function(){console.error("THREE.Matrix4: .rotateZ() has been removed.")},se.prototype.rotateByAxis=function(){console.error("THREE.Matrix4: .rotateByAxis() has been removed.")},se.prototype.applyToBufferAttribute=function(t){return console.warn("THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead."),t.applyMatrix4(this)},se.prototype.applyToVector3Array=function(){console.error("THREE.Matrix4: .applyToVector3Array() has been removed.")},se.prototype.makeFrustum=function(t,e,n,i,r,s){return console.warn("THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead."),this.makePerspective(t,e,i,n,r,s)},se.prototype.getInverse=function(t){return console.warn("THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead."),this.copy(t).invert()},Ne.prototype.isIntersectionLine=function(t){return console.warn("THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine()."),this.intersectsLine(t)},At.prototype.multiplyVector3=function(t){return console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."),t.applyQuaternion(this)},At.prototype.inverse=function(){return console.warn("THREE.Quaternion: .inverse() has been renamed to invert()."),this.invert()},re.prototype.isIntersectionBox=function(t){return console.warn("THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox()."),this.intersectsBox(t)},re.prototype.isIntersectionPlane=function(t){return console.warn("THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane()."),this.intersectsPlane(t)},re.prototype.isIntersectionSphere=function(t){return console.warn("THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere()."),this.intersectsSphere(t)},je.prototype.area=function(){return console.warn("THREE.Triangle: .area() has been renamed to .getArea()."),this.getArea()},je.prototype.barycoordFromPoint=function(t,e){return console.warn("THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord()."),this.getBarycoord(t,e)},je.prototype.midpoint=function(t){return console.warn("THREE.Triangle: .midpoint() has been renamed to .getMidpoint()."),this.getMidpoint(t)},je.prototypenormal=function(t){return console.warn("THREE.Triangle: .normal() has been renamed to .getNormal()."),this.getNormal(t)},je.prototype.plane=function(t){return console.warn("THREE.Triangle: .plane() has been renamed to .getPlane()."),this.getPlane(t)},je.barycoordFromPoint=function(t,e,n,i,r){return console.warn("THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord()."),je.getBarycoord(t,e,n,i,r)},je.normal=function(t,e,n,i){return console.warn("THREE.Triangle: .normal() has been renamed to .getNormal()."),je.getNormal(t,e,n,i)},zl.prototype.extractAllPoints=function(t){return console.warn("THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead."),this.extractPoints(t)},zl.prototype.extrude=function(t){return console.warn("THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead."),new go(this,t)},zl.prototype.makeGeometry=function(t){return console.warn("THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead."),new Mo(this,t)},vt.prototype.fromAttribute=function(t,e,n){return console.warn("THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},vt.prototype.distanceToManhattan=function(t){return console.warn("THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo()."),this.manhattanDistanceTo(t)},vt.prototype.lengthManhattan=function(){return console.warn("THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()},Lt.prototype.setEulerFromRotationMatrix=function(){console.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")},Lt.prototype.setEulerFromQuaternion=function(){console.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")},Lt.prototype.getPositionFromMatrix=function(t){return console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition()."),this.setFromMatrixPosition(t)},Lt.prototype.getScaleFromMatrix=function(t){return console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale()."),this.setFromMatrixScale(t)},Lt.prototype.getColumnFromMatrix=function(t,e){return console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn()."),this.setFromMatrixColumn(e,t)},Lt.prototype.applyProjection=function(t){return console.warn("THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead."),this.applyMatrix4(t)},Lt.prototype.fromAttribute=function(t,e,n){return console.warn("THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},Lt.prototype.distanceToManhattan=function(t){return console.warn("THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo()."),this.manhattanDistanceTo(t)},Lt.prototype.lengthManhattan=function(){return console.warn("THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()},St.prototype.fromAttribute=function(t,e,n){return console.warn("THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute()."),this.fromBufferAttribute(t,e,n)},St.prototype.lengthManhattan=function(){return console.warn("THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength()."),this.manhattanLength()},Ce.prototype.getChildByName=function(t){return console.warn("THREE.Object3D: .getChildByName() has been renamed to .getObjectByName()."),this.getObjectByName(t)},Ce.prototype.renderDepth=function(){console.warn("THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.")},Ce.prototype.translate=function(t,e){return console.warn("THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead."),this.translateOnAxis(e,t)},Ce.prototype.getWorldRotation=function(){console.error("THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.")},Ce.prototype.applyMatrix=function(t){return console.warn("THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(t)},Object.defineProperties(Ce.prototype,{eulerOrder:{get:function(){return console.warn("THREE.Object3D: .eulerOrder is now .rotation.order."),this.rotation.order},set:function(t){console.warn("THREE.Object3D: .eulerOrder is now .rotation.order."),this.rotation.order=t}},useQuaternion:{get:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")},set:function(){console.warn("THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.")}}}),Wn.prototype.setDrawMode=function(){console.error("THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.")},Object.defineProperties(Wn.prototype,{drawMode:{get:function(){return console.error("THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode."),0},set:function(){console.error("THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.")}}}),$s.prototype.initBones=function(){console.error("THREE.SkinnedMesh: initBones() has been removed.")},Kn.prototype.setLens=function(t,e){console.warn("THREE.PerspectiveCamera.setLens is deprecated. Use .setFocalLength and .filmGauge for a photographic setup."),void 0!==e&&(this.filmGauge=e),this.setFocalLength(t)},Object.defineProperties(Fl.prototype,{onlyShadow:{set:function(){console.warn("THREE.Light: .onlyShadow has been removed.")}},shadowCameraFov:{set:function(t){console.warn("THREE.Light: .shadowCameraFov is now .shadow.camera.fov."),this.shadow.camera.fov=t}},shadowCameraLeft:{set:function(t){console.warn("THREE.Light: .shadowCameraLeft is now .shadow.camera.left."),this.shadow.camera.left=t}},shadowCameraRight:{set:function(t){console.warn("THREE.Light: .shadowCameraRight is now .shadow.camera.right."),this.shadow.camera.right=t}},shadowCameraTop:{set:function(t){console.warn("THREE.Light: .shadowCameraTop is now .shadow.camera.top."),this.shadow.camera.top=t}},shadowCameraBottom:{set:function(t){console.warn("THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom."),this.shadow.camera.bottom=t}},shadowCameraNear:{set:function(t){console.warn("THREE.Light: .shadowCameraNear is now .shadow.camera.near."),this.shadow.camera.near=t}},shadowCameraFar:{set:function(t){console.warn("THREE.Light: .shadowCameraFar is now .shadow.camera.far."),this.shadow.camera.far=t}},shadowCameraVisible:{set:function(){console.warn("THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.")}},shadowBias:{set:function(t){console.warn("THREE.Light: .shadowBias is now .shadow.bias."),this.shadow.bias=t}},shadowDarkness:{set:function(){console.warn("THREE.Light: .shadowDarkness has been removed.")}},shadowMapWidth:{set:function(t){console.warn("THREE.Light: .shadowMapWidth is now .shadow.mapSize.width."),this.shadow.mapSize.width=t}},shadowMapHeight:{set:function(t){console.warn("THREE.Light: .shadowMapHeight is now .shadow.mapSize.height."),this.shadow.mapSize.height=t}}}),Object.defineProperties(sn.prototype,{length:{get:function(){return console.warn("THREE.BufferAttribute: .length has been deprecated. Use .count instead."),this.array.length}},dynamic:{get:function(){return console.warn("THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead."),this.usage===nt},set:function(){console.warn("THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead."),this.setUsage(nt)}}}),sn.prototype.setDynamic=function(t){return console.warn("THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead."),this.setUsage(!0===t?nt:et),this},sn.prototype.copyIndicesArray=function(){console.error("THREE.BufferAttribute: .copyIndicesArray() has been removed.")},sn.prototype.setArray=function(){console.error("THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers")},En.prototype.addIndex=function(t){console.warn("THREE.BufferGeometry: .addIndex() has been renamed to .setIndex()."),this.setIndex(t)},En.prototype.addAttribute=function(t,e){return console.warn("THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute()."),e&&e.isBufferAttribute||e&&e.isInterleavedBufferAttribute?"index"===t?(console.warn("THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute."),this.setIndex(e),this):this.setAttribute(t,e):(console.warn("THREE.BufferGeometry: .addAttribute() now expects ( name, attribute )."),this.setAttribute(t,new sn(arguments[1],arguments[2])))},En.prototype.addDrawCall=function(t,e,n){void 0!==n&&console.warn("THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset."),console.warn("THREE.BufferGeometry: .addDrawCall() is now .addGroup()."),this.addGroup(t,e)},En.prototype.clearDrawCalls=function(){console.warn("THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups()."),this.clearGroups()},En.prototype.computeOffsets=function(){console.warn("THREE.BufferGeometry: .computeOffsets() has been removed.")},En.prototype.removeAttribute=function(t){return console.warn("THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute()."),this.deleteAttribute(t)},En.prototype.applyMatrix=function(t){return console.warn("THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4()."),this.applyMatrix4(t)},Object.defineProperties(En.prototype,{drawcalls:{get:function(){return console.error("THREE.BufferGeometry: .drawcalls has been renamed to .groups."),this.groups}},offsets:{get:function(){return console.warn("THREE.BufferGeometry: .offsets has been renamed to .groups."),this.groups}}}),Es.prototype.setDynamic=function(t){return console.warn("THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead."),this.setUsage(!0===t?nt:et),this},Es.prototype.setArray=function(){console.error("THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers")},go.prototype.getArrays=function(){console.error("THREE.ExtrudeGeometry: .getArrays() has been removed.")},go.prototype.addShapeList=function(){console.error("THREE.ExtrudeGeometry: .addShapeList() has been removed.")},go.prototype.addShape=function(){console.error("THREE.ExtrudeGeometry: .addShape() has been removed.")},Ts.prototype.dispose=function(){console.error("THREE.Scene: .dispose() has been removed.")},Zc.prototype.onUpdate=function(){return console.warn("THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead."),this},Object.defineProperties(Xe.prototype,{wrapAround:{get:function(){console.warn("THREE.Material: .wrapAround has been removed.")},set:function(){console.warn("THREE.Material: .wrapAround has been removed.")}},overdraw:{get:function(){console.warn("THREE.Material: .overdraw has been removed.")},set:function(){console.warn("THREE.Material: .overdraw has been removed.")}},wrapRGB:{get:function(){return console.warn("THREE.Material: .wrapRGB has been removed."),new tn}},shading:{get:function(){console.error("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead.")},set:function(t){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===t}},stencilMask:{get:function(){return console.warn("THREE."+this.type+": .stencilMask has been removed. Use .stencilFuncMask instead."),this.stencilFuncMask},set:function(t){console.warn("THREE."+this.type+": .stencilMask has been removed. Use .stencilFuncMask instead."),this.stencilFuncMask=t}}}),Object.defineProperties(Jn.prototype,{derivatives:{get:function(){return console.warn("THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives."),this.extensions.derivatives},set:function(t){console.warn("THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives."),this.extensions.derivatives=t}}}),ws.prototype.clearTarget=function(t,e,n,i){console.warn("THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead."),this.setRenderTarget(t),this.clear(e,n,i)},ws.prototype.animate=function(t){console.warn("THREE.WebGLRenderer: .animate() is now .setAnimationLoop()."),this.setAnimationLoop(t)},ws.prototype.getCurrentRenderTarget=function(){return console.warn("THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget()."),this.getRenderTarget()},ws.prototype.getMaxAnisotropy=function(){return console.warn("THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy()."),this.capabilities.getMaxAnisotropy()},ws.prototype.getPrecision=function(){return console.warn("THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision."),this.capabilities.precision},ws.prototype.resetGLState=function(){return console.warn("THREE.WebGLRenderer: .resetGLState() is now .state.reset()."),this.state.reset()},ws.prototype.supportsFloatTextures=function(){return console.warn("THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' )."),this.extensions.get("OES_texture_float")},ws.prototype.supportsHalfFloatTextures=function(){return console.warn("THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' )."),this.extensions.get("OES_texture_half_float")},ws.prototype.supportsStandardDerivatives=function(){return console.warn("THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' )."),this.extensions.get("OES_standard_derivatives")},ws.prototype.supportsCompressedTextureS3TC=function(){return console.warn("THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' )."),this.extensions.get("WEBGL_compressed_texture_s3tc")},ws.prototype.supportsCompressedTexturePVRTC=function(){return console.warn("THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' )."),this.extensions.get("WEBGL_compressed_texture_pvrtc")},ws.prototype.supportsBlendMinMax=function(){return console.warn("THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' )."),this.extensions.get("EXT_blend_minmax")},ws.prototype.supportsVertexTextures=function(){return console.warn("THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures."),this.capabilities.vertexTextures},ws.prototype.supportsInstancedArrays=function(){return console.warn("THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' )."),this.extensions.get("ANGLE_instanced_arrays")},ws.prototype.enableScissorTest=function(t){console.warn("THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest()."),this.setScissorTest(t)},ws.prototype.initMaterial=function(){console.warn("THREE.WebGLRenderer: .initMaterial() has been removed.")},ws.prototype.addPrePlugin=function(){console.warn("THREE.WebGLRenderer: .addPrePlugin() has been removed.")},ws.prototype.addPostPlugin=function(){console.warn("THREE.WebGLRenderer: .addPostPlugin() has been removed.")},ws.prototype.updateShadowMap=function(){console.warn("THREE.WebGLRenderer: .updateShadowMap() has been removed.")},ws.prototype.setFaceCulling=function(){console.warn("THREE.WebGLRenderer: .setFaceCulling() has been removed.")},ws.prototype.allocTextureUnit=function(){console.warn("THREE.WebGLRenderer: .allocTextureUnit() has been removed.")},ws.prototype.setTexture=function(){console.warn("THREE.WebGLRenderer: .setTexture() has been removed.")},ws.prototype.setTexture2D=function(){console.warn("THREE.WebGLRenderer: .setTexture2D() has been removed.")},ws.prototype.setTextureCube=function(){console.warn("THREE.WebGLRenderer: .setTextureCube() has been removed.")},ws.prototype.getActiveMipMapLevel=function(){return console.warn("THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel()."),this.getActiveMipmapLevel()},Object.defineProperties(ws.prototype,{shadowMapEnabled:{get:function(){return this.shadowMap.enabled},set:function(t){console.warn("THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled."),this.shadowMap.enabled=t}},shadowMapType:{get:function(){return this.shadowMap.type},set:function(t){console.warn("THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type."),this.shadowMap.type=t}},shadowMapCullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")}},context:{get:function(){return console.warn("THREE.WebGLRenderer: .context has been removed. Use .getContext() instead."),this.getContext()}},vr:{get:function(){return console.warn("THREE.WebGLRenderer: .vr has been renamed to .xr"),this.xr}},gammaInput:{get:function(){return console.warn("THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead."),!1},set:function(){console.warn("THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.")}},gammaOutput:{get:function(){return console.warn("THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead."),!1},set:function(t){console.warn("THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead."),this.outputEncoding=!0===t?Y:X}},toneMappingWhitePoint:{get:function(){return console.warn("THREE.WebGLRenderer: .toneMappingWhitePoint has been removed."),1},set:function(){console.warn("THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.")}}}),Object.defineProperties(us.prototype,{cullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.")}},renderReverseSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.")}},renderSingleSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.")}}}),Object.defineProperties(Tt.prototype,{wrapS:{get:function(){return console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS."),this.texture.wrapS},set:function(t){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS."),this.texture.wrapS=t}},wrapT:{get:function(){return console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT."),this.texture.wrapT},set:function(t){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT."),this.texture.wrapT=t}},magFilter:{get:function(){return console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter."),this.texture.magFilter},set:function(t){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter."),this.texture.magFilter=t}},minFilter:{get:function(){return console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter."),this.texture.minFilter},set:function(t){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter."),this.texture.minFilter=t}},anisotropy:{get:function(){return console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy."),this.texture.anisotropy},set:function(t){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy."),this.texture.anisotropy=t}},offset:{get:function(){return console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset."),this.texture.offset},set:function(t){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset."),this.texture.offset=t}},repeat:{get:function(){return console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat."),this.texture.repeat},set:function(t){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat."),this.texture.repeat=t}},format:{get:function(){return console.warn("THREE.WebGLRenderTarget: .format is now .texture.format."),this.texture.format},set:function(t){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format."),this.texture.format=t}},type:{get:function(){return console.warn("THREE.WebGLRenderTarget: .type is now .texture.type."),this.texture.type},set:function(t){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type."),this.texture.type=t}},generateMipmaps:{get:function(){return console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps."),this.texture.generateMipmaps},set:function(t){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps."),this.texture.generateMipmaps=t}}}),Lc.prototype.load=function(t){console.warn("THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.");const e=this;return(new vc).load(t,(function(t){e.setBuffer(t)})),this},Ic.prototype.getData=function(){return console.warn("THREE.AudioAnalyser: .getData() is now .getFrequencyData()."),this.getFrequencyData()},ti.prototype.updateCubeMap=function(t,e){return console.warn("THREE.CubeCamera: .updateCubeMap() is now .update()."),this.update(t,e)},ti.prototype.clear=function(t,e,n,i){return console.warn("THREE.CubeCamera: .clear() is now .renderTarget.clear()."),this.renderTarget.clear(t,e,n,i)},_t.crossOrigin=void 0,_t.loadTexture=function(t,e,n,i){console.warn("THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.");const r=new pl;r.setCrossOrigin(this.crossOrigin);const s=r.load(t,n,void 0,i);return e&&(s.mapping=e),s},_t.loadTextureCube=function(t,e,n,i){console.warn("THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.");const r=new ul;r.setCrossOrigin(this.crossOrigin);const s=r.load(t,n,void 0,i);return e&&(s.mapping=e),s},_t.loadCompressedTexture=function(){console.error("THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.")},_t.loadCompressedTextureCube=function(){console.error("THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.")};const eu={createMultiMaterialObject:function(){console.error("THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js")},detach:function(){console.error("THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js")},attach:function(){console.error("THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js")}};"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register",{detail:{revision:e}})),"undefined"!=typeof window&&(window.__THREE__?console.warn("WARNING: Multiple instances of Three.js being imported."):window.__THREE__=e),t.ACESFilmicToneMapping=4,t.AddEquation=n,t.AddOperation=2,t.AdditiveAnimationBlendMode=q,t.AdditiveBlending=2,t.AlphaFormat=1021,t.AlwaysDepth=1,t.AlwaysStencilFunc=519,t.AmbientLight=$l,t.AmbientLightProbe=xc,t.AnimationClip=nl,t.AnimationLoader=class extends ol{constructor(t){super(t)}load(t,e,n,i){const r=this,s=new cl(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(n){try{e(r.parse(JSON.parse(n)))}catch(e){i?i(e):console.error(e),r.manager.itemError(t)}}),n,i)}parse(t){const e=[];for(let n=0;n.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{Sh.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(Sh,e)}}setLength(t,e=.2*t,n=.2*e){this.line.scale.set(1,Math.max(1e-4,t-e),1),this.line.updateMatrix(),this.cone.scale.set(n,e,n),this.cone.position.y=t,this.cone.updateMatrix()}setColor(t){this.line.material.color.set(t),this.cone.material.color.set(t)}copy(t){return super.copy(t,!1),this.line.copy(t.line),this.cone.copy(t.cone),this}},t.Audio=Lc,t.AudioAnalyser=Ic,t.AudioContext=gc,t.AudioListener=class extends Ce{constructor(){super(),this.type="AudioListener",this.context=gc.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new bc}getInput(){return this.gain}removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this}getFilter(){return this.filter}setFilter(t){return null!==this.filter?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination),this.filter=t,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this}getMasterVolume(){return this.gain.gain.value}setMasterVolume(t){return this.gain.gain.setTargetAtTime(t,this.context.currentTime,.01),this}updateMatrixWorld(t){super.updateMatrixWorld(t);const e=this.context.listener,n=this.up;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(Sc,Tc,Ec),Ac.set(0,0,-1).applyQuaternion(Tc),e.positionX){const t=this.context.currentTime+this.timeDelta;e.positionX.linearRampToValueAtTime(Sc.x,t),e.positionY.linearRampToValueAtTime(Sc.y,t),e.positionZ.linearRampToValueAtTime(Sc.z,t),e.forwardX.linearRampToValueAtTime(Ac.x,t),e.forwardY.linearRampToValueAtTime(Ac.y,t),e.forwardZ.linearRampToValueAtTime(Ac.z,t),e.upX.linearRampToValueAtTime(n.x,t),e.upY.linearRampToValueAtTime(n.y,t),e.upZ.linearRampToValueAtTime(n.z,t)}else e.setPosition(Sc.x,Sc.y,Sc.z),e.setOrientation(Ac.x,Ac.y,Ac.z,n.x,n.y,n.z)}},t.AudioLoader=vc,t.AxesHelper=Ah,t.AxisHelper=function(t){return console.warn("THREE.AxisHelper has been renamed to THREE.AxesHelper."),new Ah(t)},t.BackSide=1,t.BasicDepthPacking=3200,t.BasicShadowMap=0,t.BinaryTextureLoader=function(t){return console.warn("THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader."),new dl(t)},t.Bone=ta,t.BooleanKeyframeTrack=Zo,t.BoundingBoxHelper=function(t,e){return console.warn("THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead."),new Mh(t,e)},t.Box2=eh,t.Box3=Pt,t.Box3Helper=class extends ya{constructor(t,e=16776960){const n=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]),i=new En;i.setIndex(new sn(n,1)),i.setAttribute("position",new mn([1,1,1,-1,1,1,-1,-1,1,1,-1,1,1,1,-1,-1,1,-1,-1,-1,-1,1,-1,-1],3)),super(i,new ca({color:e,toneMapped:!1})),this.box=t,this.type="Box3Helper",this.geometry.computeBoundingSphere()}updateMatrixWorld(t){const e=this.box;e.isEmpty()||(e.getCenter(this.position),e.getSize(this.scale),this.scale.multiplyScalar(.5),super.updateMatrixWorld(t))}},t.BoxBufferGeometry=qn,t.BoxGeometry=qn,t.BoxHelper=Mh,t.BufferAttribute=sn,t.BufferGeometry=En,t.BufferGeometryLoader=oc,t.ByteType=1010,t.Cache=rl,t.Camera=Qn,t.CameraHelper=class extends ya{constructor(t){const e=new En,n=new ca({color:16777215,vertexColors:!0,toneMapped:!1}),i=[],r=[],s={},a=new tn(16755200),o=new tn(16711680),l=new tn(43775),c=new tn(16777215),h=new tn(3355443);function u(t,e,n){d(t,n),d(e,n)}function d(t,e){i.push(0,0,0),r.push(e.r,e.g,e.b),void 0===s[t]&&(s[t]=[]),s[t].push(i.length/3-1)}u("n1","n2",a),u("n2","n4",a),u("n4","n3",a),u("n3","n1",a),u("f1","f2",a),u("f2","f4",a),u("f4","f3",a),u("f3","f1",a),u("n1","f1",a),u("n2","f2",a),u("n3","f3",a),u("n4","f4",a),u("p","n1",o),u("p","n2",o),u("p","n3",o),u("p","n4",o),u("u1","u2",l),u("u2","u3",l),u("u3","u1",l),u("c","t",c),u("p","c",h),u("cn1","cn2",h),u("cn3","cn4",h),u("cf1","cf2",h),u("cf3","cf4",h),e.setAttribute("position",new mn(i,3)),e.setAttribute("color",new mn(r,3)),super(e,n),this.type="CameraHelper",this.camera=t,this.camera.updateProjectionMatrix&&this.camera.updateProjectionMatrix(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.pointMap=s,this.update()}update(){const t=this.geometry,e=this.pointMap;_h.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse),wh("c",e,t,_h,0,0,-1),wh("t",e,t,_h,0,0,1),wh("n1",e,t,_h,-1,-1,-1),wh("n2",e,t,_h,1,-1,-1),wh("n3",e,t,_h,-1,1,-1),wh("n4",e,t,_h,1,1,-1),wh("f1",e,t,_h,-1,-1,1),wh("f2",e,t,_h,1,-1,1),wh("f3",e,t,_h,-1,1,1),wh("f4",e,t,_h,1,1,1),wh("u1",e,t,_h,.7,1.1,-1),wh("u2",e,t,_h,-.7,1.1,-1),wh("u3",e,t,_h,0,2,-1),wh("cf1",e,t,_h,-1,0,1),wh("cf2",e,t,_h,1,0,1),wh("cf3",e,t,_h,0,-1,1),wh("cf4",e,t,_h,0,1,1),wh("cn1",e,t,_h,-1,0,-1),wh("cn2",e,t,_h,1,0,-1),wh("cn3",e,t,_h,0,-1,-1),wh("cn4",e,t,_h,0,1,-1),t.getAttribute("position").needsUpdate=!0}dispose(){this.geometry.dispose(),this.material.dispose()}},t.CanvasRenderer=function(){console.error("THREE.CanvasRenderer has been removed")},t.CanvasTexture=Ra,t.CatmullRomCurve3=bl,t.CineonToneMapping=3,t.CircleBufferGeometry=Pa,t.CircleGeometry=Pa,t.ClampToEdgeWrapping=u,t.Clock=bc,t.Color=tn,t.ColorKeyframeTrack=Jo,t.CompressedTexture=La,t.CompressedTextureLoader=class extends ol{constructor(t){super(t)}load(t,e,n,i){const r=this,s=[],a=new La,o=new cl(this.manager);o.setPath(this.path),o.setResponseType("arraybuffer"),o.setRequestHeader(this.requestHeader),o.setWithCredentials(r.withCredentials);let l=0;function c(c){o.load(t[c],(function(t){const n=r.parse(t,!0);s[c]={width:n.width,height:n.height,format:n.format,mipmaps:n.mipmaps},l+=1,6===l&&(1===n.mipmapCount&&(a.minFilter=g),a.image=s,a.format=n.format,a.needsUpdate=!0,e&&e(a))}),n,i)}if(Array.isArray(t))for(let e=0,n=t.length;e>16&32768,i=e>>12&2047;const r=e>>23&255;return r<103?n:r>142?(n|=31744,n|=(255==r?0:1)&&8388607&e,n):r<113?(i|=2048,n|=(i>>114-r)+(i>>113-r&1),n):(n|=r-112<<10|i>>1,n+=1&i,n)}},t.DecrementStencilOp=7683,t.DecrementWrapStencilOp=34056,t.DefaultLoadingManager=al,t.DepthFormat=A,t.DepthStencilFormat=L,t.DepthTexture=Ca,t.DirectionalLight=Kl,t.DirectionalLightHelper=class extends Ce{constructor(t,e,n){super(),this.light=t,this.light.updateMatrixWorld(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.color=n,void 0===e&&(e=1);let i=new En;i.setAttribute("position",new mn([-e,e,0,e,e,0,e,-e,0,-e,-e,0,-e,e,0],3));const r=new ca({fog:!1,toneMapped:!1});this.lightPlane=new fa(i,r),this.add(this.lightPlane),i=new En,i.setAttribute("position",new mn([0,0,0,0,0,1],3)),this.targetLine=new fa(i,r),this.add(this.targetLine),this.update()}dispose(){this.lightPlane.geometry.dispose(),this.lightPlane.material.dispose(),this.targetLine.geometry.dispose(),this.targetLine.material.dispose()}update(){gh.setFromMatrixPosition(this.light.matrixWorld),vh.setFromMatrixPosition(this.light.target.matrixWorld),yh.subVectors(vh,gh),this.lightPlane.lookAt(vh),void 0!==this.color?(this.lightPlane.material.color.set(this.color),this.targetLine.material.color.set(this.color)):(this.lightPlane.material.color.copy(this.light.color),this.targetLine.material.color.copy(this.light.color)),this.targetLine.lookAt(vh),this.targetLine.scale.z=yh.length()}},t.DiscreteInterpolant=Xo,t.DodecahedronBufferGeometry=Ba,t.DodecahedronGeometry=Ba,t.DoubleSide=2,t.DstAlphaFactor=206,t.DstColorFactor=208,t.DynamicBufferAttribute=function(t,e){return console.warn("THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead."),new sn(t,e).setUsage(nt)},t.DynamicCopyUsage=35050,t.DynamicDrawUsage=nt,t.DynamicReadUsage=35049,t.EdgesGeometry=Ga,t.EdgesHelper=function(t,e){return console.warn("THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead."),new ya(new Ga(t.geometry),new ca({color:void 0!==e?e:16777215}))},t.EllipseCurve=fl,t.EqualDepth=4,t.EqualStencilFunc=514,t.EquirectangularReflectionMapping=a,t.EquirectangularRefractionMapping=o,t.Euler=fe,t.EventDispatcher=rt,t.ExtrudeBufferGeometry=go,t.ExtrudeGeometry=go,t.FaceColors=1,t.FileLoader=cl,t.FlatShading=1,t.Float16BufferAttribute=pn,t.Float32Attribute=function(t,e){return console.warn("THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead."),new mn(t,e)},t.Float32BufferAttribute=mn,t.Float64Attribute=function(t,e){return console.warn("THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead."),new fn(t,e)},t.Float64BufferAttribute=fn,t.FloatType=b,t.Fog=Ss,t.FogExp2=Ms,t.Font=pc,t.FontLoader=class extends ol{constructor(t){super(t)}load(t,e,n,i){const r=this,s=new cl(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(r.withCredentials),s.load(t,(function(t){let n;try{n=JSON.parse(t)}catch(e){console.warn("THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead."),n=JSON.parse(t.substring(65,t.length-2))}const i=r.parse(n);e&&e(i)}),n,i)}parse(t){return new pc(t)}},t.FrontSide=0,t.Frustum=ai,t.GLBufferAttribute=Qc,t.GLSL1="100",t.GLSL3=it,t.GammaEncoding=Z,t.GreaterDepth=6,t.GreaterEqualDepth=5,t.GreaterEqualStencilFunc=518,t.GreaterStencilFunc=516,t.GridHelper=fh,t.Group=gs,t.HalfFloatType=M,t.HemisphereLight=Ol,t.HemisphereLightHelper=class extends Ce{constructor(t,e,n){super(),this.light=t,this.light.updateMatrixWorld(),this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.color=n;const i=new _o(e);i.rotateY(.5*Math.PI),this.material=new en({wireframe:!0,fog:!1,toneMapped:!1}),void 0===this.color&&(this.material.vertexColors=!0);const r=i.getAttribute("position"),s=new Float32Array(3*r.count);i.setAttribute("color",new sn(s,3)),this.add(new Wn(i,this.material)),this.update()}dispose(){this.children[0].geometry.dispose(),this.children[0].material.dispose()}update(){const t=this.children[0];if(void 0!==this.color)this.material.color.set(this.color);else{const e=t.geometry.getAttribute("color");ph.copy(this.light.color),mh.copy(this.light.groundColor);for(let t=0,n=e.count;t0){const n=new sl(e);r=new hl(n),r.setCrossOrigin(this.crossOrigin);for(let e=0,n=t.length;e\n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,blending:0,depthTest:!1,depthWrite:!1})}(Ih),this._equirectShader=null,this._cubemapShader=null,this._compileMaterial(this._blurMaterial)}fromScene(t,e=0,n=.1,i=100){kh=this._renderer.getRenderTarget();const r=this._allocateTargets();return this._sceneToCubeUV(t,n,i,r),e>0&&this._blur(r,0,0,e),this._applyPMREM(r),this._cleanup(r),r}fromEquirectangular(t){return this._fromTexture(t)}fromCubemap(t){return this._fromTexture(t)}compileCubemapShader(){null===this._cubemapShader&&(this._cubemapShader=Kh(),this._compileMaterial(this._cubemapShader))}compileEquirectangularShader(){null===this._equirectShader&&(this._equirectShader=Qh(),this._compileMaterial(this._equirectShader))}dispose(){this._blurMaterial.dispose(),null!==this._cubemapShader&&this._cubemapShader.dispose(),null!==this._equirectShader&&this._equirectShader.dispose();for(let t=0;t2?Ch:0,Ch,Ch),o.setRenderTarget(i),u&&o.render(zh,r),o.render(t,r)}o.toneMapping=h,o.outputEncoding=c,o.autoClear=l}_textureToCubeUV(t,e){const n=this._renderer;t.isCubeTexture?null==this._cubemapShader&&(this._cubemapShader=Kh()):null==this._equirectShader&&(this._equirectShader=Qh());const i=t.isCubeTexture?this._cubemapShader:this._equirectShader,r=new Wn(Oh[0],i),s=i.uniforms;s.envMap.value=t,t.isCubeTexture||s.texelSize.value.set(1/t.image.width,1/t.image.height),s.inputEncoding.value=Nh[t.encoding],s.outputEncoding.value=Nh[e.texture.encoding],Jh(e,0,0,3*Ch,2*Ch),n.setRenderTarget(e),n.render(r,Fh)}_applyPMREM(t){const e=this._renderer,n=e.autoClear;e.autoClear=!1;for(let e=1;eIh&&console.warn(`sigmaRadians, ${r}, is too large and will clip, as it requested ${m} samples when the maximum is set to 20`);const f=[];let g=0;for(let t=0;t4?i-8+4:0),3*v,2*v),o.setRenderTarget(e),o.render(c,Fh)}},t.ParametricBufferGeometry=wo,t.ParametricGeometry=wo,t.Particle=function(t){return console.warn("THREE.Particle has been renamed to THREE.Sprite."),new Vs(t)},t.ParticleBasicMaterial=function(t){return console.warn("THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial."),new _a(t)},t.ParticleSystem=function(t,e){return console.warn("THREE.ParticleSystem has been renamed to THREE.Points."),new Ta(t,e)},t.ParticleSystemMaterial=function(t){return console.warn("THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial."),new _a(t)},t.Path=Bl,t.PerspectiveCamera=Kn,t.Plane=Ne,t.PlaneBufferGeometry=ci,t.PlaneGeometry=ci,t.PlaneHelper=class extends fa{constructor(t,e=1,n=16776960){const i=n,r=new En;r.setAttribute("position",new mn([1,-1,1,-1,1,1,-1,-1,1,1,1,1,-1,1,1,-1,-1,1,1,-1,1,1,1,1,0,0,1,0,0,0],3)),r.computeBoundingSphere(),super(r,new ca({color:i,toneMapped:!1})),this.type="PlaneHelper",this.plane=t,this.size=e;const s=new En;s.setAttribute("position",new mn([1,1,1,-1,1,1,-1,-1,1,1,1,1,-1,-1,1,1,-1,1],3)),s.computeBoundingSphere(),this.add(new Wn(s,new en({color:i,opacity:.2,transparent:!0,depthWrite:!1,toneMapped:!1})))}updateMatrixWorld(t){let e=-this.plane.constant;Math.abs(e)<1e-8&&(e=1e-8),this.scale.set(.5*this.size,.5*this.size,e),this.children[0].material.side=e<0?1:0,this.lookAt(this.plane.normal),super.updateMatrixWorld(t)}},t.PointCloud=function(t,e){return console.warn("THREE.PointCloud has been renamed to THREE.Points."),new Ta(t,e)},t.PointCloudMaterial=function(t){return console.warn("THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial."),new _a(t)},t.PointLight=Zl,t.PointLightHelper=class extends Wn{constructor(t,e,n){super(new So(e,4,2),new en({wireframe:!0,fog:!1,toneMapped:!1})),this.light=t,this.light.updateMatrixWorld(),this.color=n,this.type="PointLightHelper",this.matrix=this.light.matrixWorld,this.matrixAutoUpdate=!1,this.update()}dispose(){this.geometry.dispose(),this.material.dispose()}update(){void 0!==this.color?this.material.color.set(this.color):this.material.color.copy(this.light.color)}},t.Points=Ta,t.PointsMaterial=_a,t.PolarGridHelper=class extends ya{constructor(t=10,e=16,n=8,i=64,r=4473924,s=8947848){r=new tn(r),s=new tn(s);const a=[],o=[];for(let n=0;n<=e;n++){const i=n/e*(2*Math.PI),l=Math.sin(i)*t,c=Math.cos(i)*t;a.push(0,0,0),a.push(l,0,c);const h=1&n?r:s;o.push(h.r,h.g,h.b),o.push(h.r,h.g,h.b)}for(let e=0;e<=n;e++){const l=1&e?r:s,c=t-t/n*e;for(let t=0;t { + this.startGame(); + }); + } + + // Restart Game Button + const restartBtn = document.getElementById('btn-restart'); + if (restartBtn) { + restartBtn.addEventListener('click', () => { + this.restartGame(); + }); + } + + // Pause Menu Resume Button + const resumeBtn = document.getElementById('btn-resume'); + if (resumeBtn) { + resumeBtn.addEventListener('click', () => { + this.resumeGame(); + }); + } + + // Settings Modal Open/Close + const settingsBtn = document.getElementById('btn-settings'); + const settingsModal = document.getElementById('settings-modal'); + const closeSettingsBtn = document.getElementById('btn-close-settings'); + + if (settingsBtn && settingsModal) { + settingsBtn.addEventListener('click', () => { + settingsModal.classList.remove('hidden'); + }); + } + if (closeSettingsBtn && settingsModal) { + closeSettingsBtn.addEventListener('click', () => { + settingsModal.classList.add('hidden'); + }); + } + + // Settings Sliders + const sfxSlider = document.getElementById('slider-sfx'); + const musicSlider = document.getElementById('slider-music'); + const sensSlider = document.getElementById('slider-sens'); + const crtCheck = document.getElementById('toggle-crt'); + + if (sfxSlider) { + sfxSlider.addEventListener('input', (e) => { + this.sound.setSfxVolume(parseFloat(e.target.value)); + }); + } + if (musicSlider) { + musicSlider.addEventListener('input', (e) => { + this.sound.setMusicVolume(parseFloat(e.target.value)); + }); + } + if (sensSlider) { + sensSlider.addEventListener('input', (e) => { + this.player.mouseSensitivity = parseFloat(e.target.value) * 0.002; + }); + } + if (crtCheck) { + crtCheck.addEventListener('change', (e) => { + this.toggleCRTFilter(e.target.checked); + }); + } + + // ESC key to toggle pause + window.addEventListener('keydown', (e) => { + if (e.code === 'Escape') { + if (this.state === 'playing') { + this.pauseGame(); + } else if (this.state === 'paused') { + this.resumeGame(); + } + } + }); + } + + startGame() { + this.state = 'playing'; + const startOverlay = document.getElementById('start-screen'); + if (startOverlay) startOverlay.classList.add('hidden'); + + this.sound.init(); + this.player.requestPointerLock(); + this.hud.showNotification('ENTER THE TECH BASE. RIP AND TEAR!'); + } + + pauseGame() { + this.state = 'paused'; + this.player.exitPointerLock(); + const pauseOverlay = document.getElementById('pause-menu'); + if (pauseOverlay) pauseOverlay.classList.remove('hidden'); + } + + resumeGame() { + this.state = 'playing'; + const pauseOverlay = document.getElementById('pause-menu'); + if (pauseOverlay) pauseOverlay.classList.add('hidden'); + this.player.requestPointerLock(); + } + + restartGame() { + this.hud.hideGameOver(); + this.player.respawn(this.map.spawns.player); + this.state = 'playing'; + this.player.requestPointerLock(); + this.hud.showNotification('RESPAWNED! GET READY TO FIGHT.'); + } + + toggleCRTFilter(enabled) { + this.crtFilterEnabled = enabled; + const scanlineElem = document.getElementById('crt-scanlines'); + if (scanlineElem) { + if (enabled) scanlineElem.classList.remove('hidden'); + else scanlineElem.classList.add('hidden'); + } + } + + // ---------------------------------------------------- + // MAIN GAME LOOP + // ---------------------------------------------------- + + loop(currentTime) { + requestAnimationFrame(this.loop); + + const delta = Math.min(0.1, (currentTime - this.lastTime) / 1000.0); + this.lastTime = currentTime; + + if (this.state === 'playing') { + // Update all game subsystems + this.player.update(delta); + this.map.update(delta); + this.weapons.update(delta); + this.enemies.update(delta); + this.items.update(delta); + this.engine.update(delta); + this.hud.update(delta); + } + + // Always render 3D Scene + this.engine.render(); + } +} + +// Global bootstrap +window.addEventListener('DOMContentLoaded', () => { + window.game = new DoomGame(); +}); diff --git a/game/doom/js/map.js b/game/doom/js/map.js new file mode 100755 index 0000000..22dfcc0 --- /dev/null +++ b/game/doom/js/map.js @@ -0,0 +1,458 @@ +/** + * DOOM 3D - Multi-Level 3D Map & Architecture + * Multi-story buildings, stairs, ramps, catwalks, toxic slime pits, + * elevators, flickering lights, and keycard-locked blast doors. + */ + +class DoomMap { + constructor(engine, sound) { + this.engine = engine; + this.sound = sound; + + // Level Geometry Colliders + this.colliders = []; + this.slimeZones = []; + this.doors = []; + this.elevators = []; + this.spawns = { + player: new THREE.Vector3(0, 0, 0), + enemies: [], + items: [], + barrels: [] + }; + + this.buildMap(); + } + + getColliders() { + return this.colliders; + } + + isInSlimePit(pos) { + for (let i = 0; i < this.slimeZones.length; i++) { + const sz = this.slimeZones[i]; + if (pos.x >= sz.min.x && pos.x <= sz.max.x && + pos.z >= sz.min.z && pos.z <= sz.max.z && + pos.y >= sz.min.y - 0.5 && pos.y <= sz.max.y + 1.5) { + return true; + } + } + return false; + } + + // Helper to add Box Mesh + Collider Box + addBlock(x, y, z, w, h, d, material, castShadow = true, receiveShadow = true) { + const geo = new THREE.BoxGeometry(w, h, d); + const mesh = new THREE.Mesh(geo, material); + mesh.position.set(x, y + h / 2, z); + mesh.castShadow = castShadow; + mesh.receiveShadow = receiveShadow; + this.engine.scene.add(mesh); + + // AABB collider + const min = new THREE.Vector3(x - w / 2, y, z - d / 2); + const max = new THREE.Vector3(x + w / 2, y + h, z + d / 2); + const box = new THREE.Box3(min, max); + this.colliders.push(box); + + return mesh; + } + + // Helper for Stairs (multiple small step boxes) + addStaircase(startX, startY, startZ, width, totalHeight, depth, numSteps, dir = 'z') { + const stepH = totalHeight / numSteps; + const stepD = depth / numSteps; + + for (let i = 0; i < numSteps; i++) { + const h = stepH * (i + 1); + let curX = startX; + let curY = startY; + let curZ = startZ; + + if (dir === 'z') { + curZ = startZ + (i * stepD); + this.addBlock(curX, curY, curZ, width, h, stepD + 0.1, this.engine.materials.metal); + } else if (dir === '-z') { + curZ = startZ - (i * stepD); + this.addBlock(curX, curY, curZ, width, h, stepD + 0.1, this.engine.materials.metal); + } else if (dir === 'x') { + curX = startX + (i * stepD); + this.addBlock(curX, curY, curZ, stepD + 0.1, h, width, this.engine.materials.metal); + } else if (dir === '-x') { + curX = startX - (i * stepD); + this.addBlock(curX, curY, curZ, stepD + 0.1, h, width, this.engine.materials.metal); + } + } + } + + // ---------------------------------------------------- + // LEVEL CONSTRUCTION (Inspired by E1M1 & E1M2) + // ---------------------------------------------------- + + buildMap() { + const mat = this.engine.materials; + + // ========================================== + // 1. STARTING ROOM (Hangar / Briefing Room) + // ========================================== + // Floor + this.addBlock(0, -1, 0, 24, 1, 24, mat.metal); + // Ceiling + this.addBlock(0, 7, 0, 24, 1, 24, mat.ceiling); + // North Wall (with door opening in middle) + this.addBlock(-8, 0, -12, 8, 7, 2, mat.tech); + this.addBlock(8, 0, -12, 8, 7, 2, mat.tech); + this.addBlock(0, 5, -12, 8, 2, 2, mat.tech); // door lintel + // South Wall + this.addBlock(0, 0, 12, 24, 7, 2, mat.brick); + // West Wall + this.addBlock(-12, 0, 0, 2, 7, 24, mat.tech); + // East Wall + this.addBlock(12, 0, 0, 2, 7, 24, mat.metal); + + // Starting Room Pillars & Consoles + this.addBlock(-5, 0, -4, 2, 7, 2, mat.hex); + this.addBlock(5, 0, -4, 2, 7, 2, mat.hex); + this.addBlock(0, 0, 6, 6, 1.4, 2, mat.tech); + + // Flickering light in start room + this.engine.addFlickeringLight(0, 5.5, 0, 0xffeedd, 2.2, 18); + + // Spawn points in start room + this.spawns.player.set(0, 0, 6); + this.spawns.items.push({ type: 'medikit', x: -9, y: 0, z: -8 }); + this.spawns.items.push({ type: 'armor_green', x: 9, y: 0, z: -8 }); + this.spawns.items.push({ type: 'shotgun', x: 0, y: 0, z: 2 }); + this.spawns.items.push({ type: 'ammo_shells', x: -2, y: 0, z: 2 }); + this.spawns.items.push({ type: 'ammo_shells', x: 2, y: 0, z: 2 }); + + // Door 1: Start Room to Main Corridor (Sliding blast door) + this.createDoor(0, 0, -12, 7.8, 5, 1.2, 'normal', null); + + // ========================================== + // 2. CENTRAL CORRIDOR & CROSSROAD + // ========================================== + // Floor & Ceiling + this.addBlock(0, -1, -26, 12, 1, 26, mat.grate); + this.addBlock(0, 7, -26, 12, 1, 26, mat.ceiling); + // Walls + this.addBlock(-6, 0, -26, 1, 7, 26, mat.metal); + this.addBlock(6, 0, -26, 1, 7, 26, mat.metal); + this.engine.addFlickeringLight(0, 5.5, -24, 0xff8833, 2.0, 16); + + this.spawns.enemies.push({ type: 'zombie', x: -2, y: 0, z: -20 }); + this.spawns.enemies.push({ type: 'zombie', x: 2, y: 0, z: -24 }); + this.spawns.items.push({ type: 'ammo_clip', x: 4, y: 0, z: -28 }); + + // ========================================== + // 3. TOXIC SLIME ARENA & COURTYARD (Outdoor) + // ========================================== + // Floor around slime + this.addBlock(-25, -1, -65, 60, 1, 50, mat.brick); + // Toxic Slime Basin (recessed pool in middle) + this.addBlock(-25, -2.2, -65, 34, 1, 26, mat.slime); + // Slime Hazard Zone definition + this.slimeZones.push(new THREE.Box3( + new THREE.Vector3(-42, -2.5, -78), + new THREE.Vector3(-8, 0.2, -52) + )); + + // Stepping stone platforms across the slime river + this.addBlock(-32, -0.8, -65, 4, 1.2, 4, mat.hex); + this.addBlock(-25, -0.8, -65, 4, 1.2, 4, mat.hex); + this.addBlock(-18, -0.8, -65, 4, 1.2, 4, mat.hex); + + // Slime pit lighting + this.engine.addFlickeringLight(-25, 2.0, -65, 0x33ff22, 3.5, 30); + + // Courtyard Perimeter Walls + this.addBlock(-55, 0, -65, 2, 12, 50, mat.brick); // West high wall + this.addBlock(5, 0, -65, 2, 12, 50, mat.brick); // East high wall + this.addBlock(-25, 0, -90, 60, 12, 2, mat.brick); // North high wall + + // Blue Keycard Island on the slime pit! + this.spawns.items.push({ type: 'key_blue', x: -25, y: 0.6, z: -65 }); + this.spawns.enemies.push({ type: 'imp', x: -35, y: 0, z: -80 }); + this.spawns.enemies.push({ type: 'imp', x: -15, y: 0, z: -80 }); + this.spawns.enemies.push({ type: 'shotgunner', x: -25, y: 0, z: -84 }); + this.spawns.barrels.push({ x: -10, y: 0, z: -75 }); + this.spawns.barrels.push({ x: -8, y: 0, z: -75 }); + this.spawns.barrels.push({ x: -38, y: 0, z: -75 }); + + // ========================================== + // 4. MULTI-STORY TECH TOWER & CATWALKS (Level 2 & 3) + // ========================================== + // Staircase leading from Courtyard (y=0) to 2nd Floor Catwalk (y=6) + this.addStaircase(-2, 0, -45, 6, 6, 16, 15, '-z'); + + // 2nd Floor Catwalk (y=6) + this.addBlock(20, 5, -65, 28, 1, 50, mat.grate); + this.addBlock(20, 15, -65, 28, 1, 50, mat.ceiling); + // Catwalk Railing/Balcony facing courtyard (with opening for elevator at z=-45) + this.addBlock(6, 6, -72, 1, 1.8, 34, mat.metal); + this.addBlock(6, 6, -37, 1, 1.8, 16, mat.metal); + // East Wall + this.addBlock(34, 6, -65, 2, 9, 50, mat.tech); + // North Wall + this.addBlock(20, 6, -90, 30, 9, 2, mat.tech); + + // Catwalk Monsters & Items + this.spawns.enemies.push({ type: 'shotgunner', x: 18, y: 6, z: -55 }); + this.spawns.enemies.push({ type: 'pinky', x: 22, y: 6, z: -75 }); + this.spawns.items.push({ type: 'chaingun', x: 28, y: 6, z: -80 }); + this.spawns.items.push({ type: 'ammo_box', x: 28, y: 6, z: -76 }); + + // Catwalk Light + this.engine.addFlickeringLight(20, 11, -65, 0x4488ff, 2.8, 22); + + // ========================================== + // 5. BLUE KEYCARD ARMORED VAULT (Secret Armory) + // ========================================== + // Door at North of Catwalk (x=20, z=-90) + this.createDoor(20, 6, -90, 8, 6, 1.2, 'blue', 'blue'); + + // Secret Armory Room behind Blue Door + this.addBlock(20, 5, -105, 20, 1, 28, mat.hex); + this.addBlock(20, 15, -105, 20, 1, 28, mat.ceiling); + this.addBlock(10, 6, -105, 1, 9, 28, mat.tech); + this.addBlock(30, 6, -105, 1, 9, 28, mat.tech); + this.addBlock(20, 6, -119, 20, 9, 2, mat.tech); + + // Armory Rewards + this.spawns.items.push({ type: 'plasma', x: 20, y: 6, z: -110 }); + this.spawns.items.push({ type: 'ammo_cell', x: 16, y: 6, z: -110 }); + this.spawns.items.push({ type: 'ammo_cell', x: 24, y: 6, z: -110 }); + this.spawns.items.push({ type: 'soulsphere', x: 20, y: 6, z: -115 }); + this.spawns.items.push({ type: 'key_red', x: 20, y: 6, z: -105 }); // Red Keycard inside armory! + + this.engine.addFlickeringLight(20, 12, -105, 0x00aaff, 3.2, 18); + + // ========================================== + // 6. NUCLEAR REACTOR CHAMBER (Guarded by Red Door) + // ========================================== + // Door leading from West Courtyard (x=-55, z=-65) + this.createDoor(-55, 0, -65, 1.2, 6, 8, 'red', 'red'); + + // Nuclear Reactor Room + this.addBlock(-80, -1, -65, 48, 1, 48, mat.metal); + this.addBlock(-80, 16, -65, 48, 1, 48, mat.ceiling); + this.addBlock(-104, 0, -65, 2, 16, 48, mat.brick); + this.addBlock(-80, 0, -89, 48, 16, 2, mat.brick); + this.addBlock(-80, 0, -41, 48, 16, 2, mat.brick); + + // Central Glowing Reactor Core + this.addBlock(-80, 0, -65, 10, 12, 10, mat.slime); + this.slimeZones.push(new THREE.Box3( + new THREE.Vector3(-86, -1, -71), + new THREE.Vector3(-74, 1, -59) + )); + this.engine.addFlickeringLight(-80, 7, -65, 0x00ff22, 4.5, 35); + + // Reactor Boss Monsters & Flying Cacodemons! + this.spawns.enemies.push({ type: 'caco', x: -75, y: 5, z: -60 }); + this.spawns.enemies.push({ type: 'caco', x: -85, y: 7, z: -70 }); + this.spawns.enemies.push({ type: 'pinky', x: -90, y: 0, z: -65 }); + this.spawns.enemies.push({ type: 'shotgunner', x: -70, y: 0, z: -50 }); + + // Reactor Loot & Yellow Keycard + this.spawns.items.push({ type: 'rocket_launcher', x: -92, y: 0, z: -65 }); + this.spawns.items.push({ type: 'ammo_rocket', x: -92, y: 0, z: -61 }); + this.spawns.items.push({ type: 'ammo_rocket', x: -92, y: 0, z: -69 }); + this.spawns.items.push({ type: 'armor_blue', x: -80, y: 0, z: -80 }); + this.spawns.items.push({ type: 'key_yellow', x: -80, y: 0, z: -50 }); + + // ========================================== + // 7. FINAL BOSS ARENA / EXIT VAULT (Yellow Door) + // ========================================== + // Yellow Blast Door at North of Reactor room (x=-80, z=-89) + this.createDoor(-80, 0, -89, 8, 6, 1.2, 'yellow', 'yellow'); + + // BFG Sanctum & Exit Chamber + this.addBlock(-80, -1, -115, 32, 1, 48, mat.brick); + this.addBlock(-80, 18, -115, 32, 1, 48, mat.ceiling); + this.addBlock(-96, 0, -115, 2, 18, 48, mat.brick); + this.addBlock(-64, 0, -115, 2, 18, 48, mat.brick); + this.addBlock(-80, 0, -139, 32, 18, 2, mat.tech); + + // BFG 9000 Altar + this.addBlock(-80, 0, -125, 4, 1.5, 4, mat.hex); + this.spawns.items.push({ type: 'bfg', x: -80, y: 1.8, z: -125 }); + this.spawns.items.push({ type: 'ammo_cell', x: -75, y: 0, z: -125 }); + this.spawns.items.push({ type: 'ammo_cell', x: -85, y: 0, z: -125 }); + this.spawns.items.push({ type: 'soulsphere', x: -80, y: 0, z: -132 }); + + // Final Arena Demonic Horde + this.spawns.enemies.push({ type: 'caco', x: -80, y: 6, z: -120 }); + this.spawns.enemies.push({ type: 'pinky', x: -75, y: 0, z: -115 }); + this.spawns.enemies.push({ type: 'pinky', x: -85, y: 0, z: -115 }); + this.spawns.enemies.push({ type: 'imp', x: -72, y: 0, z: -130 }); + this.spawns.enemies.push({ type: 'imp', x: -88, y: 0, z: -130 }); + + this.engine.addFlickeringLight(-80, 10, -125, 0xff0022, 4.0, 30); + + // Motorized Elevator Platform in Courtyard (moves between ground y=0 and catwalk y=6) + this.createElevator(12, 0, -45, 6, 6, -0.6, 5.2, 2.5); + } + + // ---------------------------------------------------- + // INTERACTIVE DOORS + // ---------------------------------------------------- + + createDoor(x, y, z, w, h, d, type = 'normal', requiredKey = null) { + let mat = this.engine.materials.doorRegular; + if (type === 'blue') mat = this.engine.materials.doorBlue; + if (type === 'red') mat = this.engine.materials.doorRed; + if (type === 'yellow') mat = this.engine.materials.doorYellow; + + const geo = new THREE.BoxGeometry(w, h, d); + const mesh = new THREE.Mesh(geo, mat); + mesh.position.set(x, y + h / 2, z); + mesh.castShadow = true; + mesh.receiveShadow = true; + this.engine.scene.add(mesh); + + const min = new THREE.Vector3(x - w / 2, y, z - d / 2); + const max = new THREE.Vector3(x + w / 2, y + h, z + d / 2); + const box = new THREE.Box3(min, max); + this.colliders.push(box); + + const doorObj = { + mesh, + box, + x, y, z, w, h, d, + type, + requiredKey, + state: 'closed', // 'closed', 'opening', 'open', 'closing' + openHeight: h * 0.95, + currentOffset: 0, + autoCloseTimer: 0 + }; + + this.doors.push(doorObj); + return doorObj; + } + + interactWithDoors(playerPos, keysInventory) { + for (let i = 0; i < this.doors.length; i++) { + const door = this.doors[i]; + const dist = playerPos.distanceTo(door.mesh.position); + if (dist < 5.5) { + if (door.requiredKey && !keysInventory[door.requiredKey]) { + if (window.game && window.game.hud) { + window.game.hud.showNotification(`YOU NEED THE ${door.requiredKey.toUpperCase()} KEY`); + } + if (this.sound) this.sound.playSlimeHurt(); + continue; + } + + if (door.state === 'closed' || door.state === 'closing') { + door.state = 'opening'; + if (this.sound) this.sound.playDoor(true); + } + } + } + } + + // ---------------------------------------------------- + // MOTORIZED ELEVATOR PLATFORMS + // ---------------------------------------------------- + + createElevator(x, y, z, w, d, minY, maxY, speed = 2.0) { + const geo = new THREE.BoxGeometry(w, 0.8, d); + const mesh = new THREE.Mesh(geo, this.engine.materials.hex); + mesh.position.set(x, y + 0.4, z); + mesh.receiveShadow = true; + this.engine.scene.add(mesh); + + const min = new THREE.Vector3(x - w / 2, y, z - d / 2); + const max = new THREE.Vector3(x + w / 2, y + 0.8, z + d / 2); + const box = new THREE.Box3(min, max); + this.colliders.push(box); + + this.elevators.push({ + mesh, + box, + x, z, w, d, + currentY: y, + minY, + maxY, + speed, + dir: 1, // 1 = up, -1 = down + pauseTimer: 0 + }); + } + + // ---------------------------------------------------- + // MAP GAME LOOP UPDATE + // ---------------------------------------------------- + + update(delta) { + // 1. Update Doors + for (let i = 0; i < this.doors.length; i++) { + const door = this.doors[i]; + if (door.state === 'opening') { + door.currentOffset += delta * 4.0; + if (door.currentOffset >= door.openHeight) { + door.currentOffset = door.openHeight; + door.state = 'open'; + door.autoCloseTimer = 5.0; // stay open for 5 sec + } + door.mesh.position.y = (door.y + door.h / 2) + door.currentOffset; + // Move collider out of way + door.box.min.y = door.y + door.currentOffset; + door.box.max.y = door.y + door.h + door.currentOffset; + } else if (door.state === 'open') { + door.autoCloseTimer -= delta; + if (door.autoCloseTimer <= 0) { + door.state = 'closing'; + if (this.sound) this.sound.playDoor(false); + } + } else if (door.state === 'closing') { + door.currentOffset -= delta * 4.0; + if (door.currentOffset <= 0) { + door.currentOffset = 0; + door.state = 'closed'; + } + door.mesh.position.y = (door.y + door.h / 2) + door.currentOffset; + door.box.min.y = door.y + door.currentOffset; + door.box.max.y = door.y + door.h + door.currentOffset; + } + } + + // 2. Update Motorized Elevators + for (let i = 0; i < this.elevators.length; i++) { + const el = this.elevators[i]; + if (el.pauseTimer > 0) { + el.pauseTimer -= delta; + continue; + } + + el.currentY += el.dir * el.speed * delta; + if (el.currentY >= el.maxY) { + el.currentY = el.maxY; + el.dir = -1; + el.pauseTimer = 3.0; + } else if (el.currentY <= el.minY) { + el.currentY = el.minY; + el.dir = 1; + el.pauseTimer = 3.0; + } + + el.mesh.position.y = el.currentY + 0.4; + el.box.min.y = el.currentY; + el.box.max.y = el.currentY + 0.8; + + // Lift player if player is on elevator + if (window.game && window.game.player) { + const p = window.game.player; + if (p.position.x >= el.box.min.x && p.position.x <= el.box.max.x && + p.position.z >= el.box.min.z && p.position.z <= el.box.max.z && + Math.abs(p.position.y - el.box.max.y) < 0.25) { + p.position.y = el.box.max.y; + } + } + } + } +} + +window.DoomMap = DoomMap; diff --git a/game/doom/js/mobile.js b/game/doom/js/mobile.js new file mode 100755 index 0000000..bc7bf42 --- /dev/null +++ b/game/doom/js/mobile.js @@ -0,0 +1,214 @@ +/** + * DOOM 3D - Mobile Touch Controls + * Virtual thumbstick for movement, swipe aiming, and action buttons. + */ + +class DoomMobileControls { + constructor(player) { + this.player = player; + this.container = document.getElementById('mobile-controls'); + this.joystickBase = document.getElementById('joystick-base'); + this.joystickKnob = document.getElementById('joystick-knob'); + this.lookZone = document.getElementById('mobile-look-zone'); + + this.touchMoveId = null; + this.touchLookId = null; + + this.joystickCenter = { x: 0, y: 0 }; + this.maxRadius = 50; + + this.lastLookX = 0; + this.lastLookY = 0; + + this.init(); + } + + init() { + const isTouch = ('ontouchstart' in window) || (navigator.maxTouchPoints > 0); + if (isTouch && this.container) { + this.container.classList.remove('hidden'); + } + + this.setupJoystick(); + this.setupLookZone(); + this.setupActionButtons(); + } + + setupJoystick() { + if (!this.joystickBase || !this.joystickKnob) return; + + const onTouchStart = (e) => { + for (let i = 0; i < e.changedTouches.length; i++) { + const touch = e.changedTouches[i]; + if (this.touchMoveId === null) { + this.touchMoveId = touch.identifier; + const rect = this.joystickBase.getBoundingClientRect(); + this.joystickCenter.x = rect.left + rect.width / 2; + this.joystickCenter.y = rect.top + rect.height / 2; + this.handleJoystickMove(touch.clientX, touch.clientY); + } + } + }; + + const onTouchMove = (e) => { + for (let i = 0; i < e.changedTouches.length; i++) { + const touch = e.changedTouches[i]; + if (touch.identifier === this.touchMoveId) { + this.handleJoystickMove(touch.clientX, touch.clientY); + } + } + }; + + const onTouchEnd = (e) => { + for (let i = 0; i < e.changedTouches.length; i++) { + const touch = e.changedTouches[i]; + if (touch.identifier === this.touchMoveId) { + this.touchMoveId = null; + this.joystickKnob.style.transform = 'translate(-50%, -50%)'; + this.player.keys.forward = false; + this.player.keys.backward = false; + this.player.keys.left = false; + this.player.keys.right = false; + } + } + }; + + this.joystickBase.addEventListener('touchstart', onTouchStart, { passive: false }); + window.addEventListener('touchmove', onTouchMove, { passive: false }); + window.addEventListener('touchend', onTouchEnd, { passive: false }); + window.addEventListener('touchcancel', onTouchEnd, { passive: false }); + } + + handleJoystickMove(clientX, clientY) { + const dx = clientX - this.joystickCenter.x; + const dy = clientY - this.joystickCenter.y; + const dist = Math.hypot(dx, dy); + + const clampedDist = Math.min(dist, this.maxRadius); + const angle = Math.atan2(dy, dx); + + const knobX = Math.cos(angle) * clampedDist; + const knobY = Math.sin(angle) * clampedDist; + + this.joystickKnob.style.transform = `translate(calc(-50% + ${knobX}px), calc(-50% + ${knobY}px))`; + + // Normalize inputs (-1 to 1) + const normX = knobX / this.maxRadius; + const normY = knobY / this.maxRadius; + + const threshold = 0.25; + this.player.keys.forward = normY < -threshold; + this.player.keys.backward = normY > threshold; + this.player.keys.left = normX < -threshold; + this.player.keys.right = normX > threshold; + } + + setupLookZone() { + if (!this.lookZone) return; + + this.lookZone.addEventListener('touchstart', (e) => { + for (let i = 0; i < e.changedTouches.length; i++) { + const touch = e.changedTouches[i]; + if (this.touchLookId === null) { + this.touchLookId = touch.identifier; + this.lastLookX = touch.clientX; + this.lastLookY = touch.clientY; + } + } + }, { passive: false }); + + window.addEventListener('touchmove', (e) => { + for (let i = 0; i < e.changedTouches.length; i++) { + const touch = e.changedTouches[i]; + if (touch.identifier === this.touchLookId) { + const dx = touch.clientX - this.lastLookX; + const dy = touch.clientY - this.lastLookY; + + this.lastLookX = touch.clientX; + this.lastLookY = touch.clientY; + + // Apply rotation to player camera + const sensitivity = this.player.mouseSensitivity * 1.5; + this.player.euler.y -= dx * sensitivity; + this.player.euler.x -= dy * sensitivity; + + const maxPitch = Math.PI / 2 - 0.02; + this.player.euler.x = Math.max(-maxPitch, Math.min(maxPitch, this.player.euler.x)); + this.player.camera.quaternion.setFromEuler(this.player.euler); + } + } + }, { passive: false }); + + const endLook = (e) => { + for (let i = 0; i < e.changedTouches.length; i++) { + const touch = e.changedTouches[i]; + if (touch.identifier === this.touchLookId) { + this.touchLookId = null; + } + } + }; + + window.addEventListener('touchend', endLook, { passive: false }); + window.addEventListener('touchcancel', endLook, { passive: false }); + } + + setupActionButtons() { + const btnFire = document.getElementById('btn-mobile-fire'); + const btnJump = document.getElementById('btn-mobile-jump'); + const btnUse = document.getElementById('btn-mobile-use'); + const btnNext = document.getElementById('btn-mobile-next'); + const btnPrev = document.getElementById('btn-mobile-prev'); + + if (btnFire) { + btnFire.addEventListener('touchstart', (e) => { + e.preventDefault(); + this.player.keys.shoot = true; + if (window.game && window.game.weapons) { + window.game.weapons.triggerAttack(); + } + }); + btnFire.addEventListener('touchend', (e) => { + e.preventDefault(); + this.player.keys.shoot = false; + }); + } + + if (btnJump) { + btnJump.addEventListener('touchstart', (e) => { + e.preventDefault(); + this.player.keys.jump = true; + }); + btnJump.addEventListener('touchend', (e) => { + e.preventDefault(); + this.player.keys.jump = false; + }); + } + + if (btnUse) { + btnUse.addEventListener('touchstart', (e) => { + e.preventDefault(); + this.player.checkInteractions(); + }); + } + + if (btnNext) { + btnNext.addEventListener('touchstart', (e) => { + e.preventDefault(); + if (window.game && window.game.weapons) { + window.game.weapons.nextWeapon(); + } + }); + } + + if (btnPrev) { + btnPrev.addEventListener('touchstart', (e) => { + e.preventDefault(); + if (window.game && window.game.weapons) { + window.game.weapons.prevWeapon(); + } + }); + } + } +} + +window.DoomMobileControls = DoomMobileControls; diff --git a/game/doom/js/player.js b/game/doom/js/player.js new file mode 100755 index 0000000..168c3da --- /dev/null +++ b/game/doom/js/player.js @@ -0,0 +1,498 @@ +/** + * DOOM 3D - First Person Player Controller & Physics + * Smooth movement, Pointer Lock look, step-climbing physics, stats, inventory and cheat codes. + */ + +class DoomPlayer { + constructor(engine, sound) { + this.engine = engine; + this.sound = sound; + this.camera = engine.camera; + + // Position & Physics + this.position = new THREE.Vector3(0, 2.0, 0); + this.velocity = new THREE.Vector3(); + this.euler = new THREE.Euler(0, 0, 0, 'YXZ'); + this.isGrounded = false; + this.height = 1.8; + this.radius = 0.5; + this.stepHeight = 0.95; + + // Speeds + this.walkSpeed = 11.0; + this.runSpeed = 19.0; + this.jumpForce = 12.0; + this.gravity = 26.0; + this.mouseSensitivity = 0.0022; + + // Controls Input State + this.keys = { + forward: false, + backward: false, + left: false, + right: false, + sprint: false, + jump: false, + interact: false, + shoot: false + }; + this.isPointerLocked = false; + + // Player Stats + this.maxHealth = 100; + this.health = 100; + this.maxArmor = 100; + this.armor = 0; + this.isDead = false; + this.godMode = false; + this.noclip = false; + + // Ammo Reserves + this.ammo = { + bullets: 50, + shells: 0, + rockets: 0, + cells: 0 + }; + this.maxAmmo = { + bullets: 200, + shells: 50, + rockets: 50, + cells: 300 + }; + + // Keys & Inventory + this.keysInventory = { + blue: false, + red: false, + yellow: false + }; + + // Head Bobbing + this.bobTimer = 0; + this.bobOffset = new THREE.Vector2(); + + // Slime Damage Timer + this.slimeTimer = 0; + + // Cheat Input Buffer + this.cheatBuffer = ''; + + this.setupEventListeners(); + } + + setupEventListeners() { + // Keyboard down + window.addEventListener('keydown', (e) => { + this.onKeyDown(e); + }); + + // Keyboard up + window.addEventListener('keyup', (e) => { + this.onKeyUp(e); + }); + + // Mouse move (Pointer Lock) + document.addEventListener('mousemove', (e) => { + if (!this.isPointerLocked || this.isDead) return; + const movementX = e.movementX || e.mozMovementX || e.webkitMovementX || 0; + const movementY = e.movementY || e.mozMovementY || e.webkitMovementY || 0; + + this.euler.y -= movementX * this.mouseSensitivity; + this.euler.x -= movementY * this.mouseSensitivity; + + // Clamp pitch look angle to [-89 deg, +89 deg] + const maxPitch = Math.PI / 2 - 0.02; + this.euler.x = Math.max(-maxPitch, Math.min(maxPitch, this.euler.x)); + + this.camera.quaternion.setFromEuler(this.euler); + }); + + // Pointer lock state changes + document.addEventListener('pointerlockchange', () => { + this.isPointerLocked = (document.pointerLockElement === this.engine.renderer.domElement); + }); + + // Canvas click request pointer lock + this.engine.renderer.domElement.addEventListener('click', () => { + if (!this.isPointerLocked && !this.isDead) { + this.requestPointerLock(); + } + }); + + // Mouse click to shoot + window.addEventListener('mousedown', (e) => { + if (e.button === 0 && this.isPointerLocked && !this.isDead) { + this.keys.shoot = true; + if (window.game && window.game.weapons) { + window.game.weapons.triggerAttack(); + } + } + }); + + window.addEventListener('mouseup', (e) => { + if (e.button === 0) { + this.keys.shoot = false; + } + }); + } + + requestPointerLock() { + try { + this.engine.renderer.domElement.requestPointerLock(); + if (this.sound) this.sound.resume(); + } catch (e) { + console.warn('Pointer lock request error:', e); + } + } + + exitPointerLock() { + try { + document.exitPointerLock(); + } catch (e) {} + } + + onKeyDown(e) { + const code = e.code; + if (code === 'KeyW' || code === 'ArrowUp') this.keys.forward = true; + if (code === 'KeyS' || code === 'ArrowDown') this.keys.backward = true; + if (code === 'KeyA' || code === 'ArrowLeft') this.keys.left = true; + if (code === 'KeyD' || code === 'ArrowRight') this.keys.right = true; + if (code === 'ShiftLeft' || code === 'ShiftRight') this.keys.sprint = true; + if (code === 'Space') { + this.keys.jump = true; + e.preventDefault(); + } + if (code === 'KeyE' || code === 'Space') { + this.keys.interact = true; + this.checkInteractions(); + } + + // Weapon hotkeys (1-7) + if (window.game && window.game.weapons) { + if (code === 'Digit1') window.game.weapons.selectWeapon(0); // Fists + if (code === 'Digit2') window.game.weapons.selectWeapon(1); // Pistol + if (code === 'Digit3') window.game.weapons.selectWeapon(2); // Shotgun + if (code === 'Digit4') window.game.weapons.selectWeapon(3); // Chaingun + if (code === 'Digit5') window.game.weapons.selectWeapon(4); // Rocket Launcher + if (code === 'Digit6') window.game.weapons.selectWeapon(5); // Plasma Gun + if (code === 'Digit7') window.game.weapons.selectWeapon(6); // BFG 9000 + } + + // Classic DOOM Cheats + this.checkCheatCode(e.key); + } + + onKeyUp(e) { + const code = e.code; + if (code === 'KeyW' || code === 'ArrowUp') this.keys.forward = false; + if (code === 'KeyS' || code === 'ArrowDown') this.keys.backward = false; + if (code === 'KeyA' || code === 'ArrowLeft') this.keys.left = false; + if (code === 'KeyD' || code === 'ArrowRight') this.keys.right = false; + if (code === 'ShiftLeft' || code === 'ShiftRight') this.keys.sprint = false; + if (code === 'Space') this.keys.jump = false; + if (code === 'KeyE') this.keys.interact = false; + } + + checkCheatCode(char) { + if (!char || char.length > 1) return; + this.cheatBuffer = (this.cheatBuffer + char.toLowerCase()).slice(-8); + + // IDDQD (God Mode) + if (this.cheatBuffer.endsWith('iddqd')) { + this.godMode = !this.godMode; + this.health = 100; + if (window.game && window.game.hud) { + window.game.hud.showNotification(this.godMode ? 'DEGNAMELESS INVULNERABILITY ON' : 'DEGNAMELESS INVULNERABILITY OFF'); + } + if (this.sound) this.sound.playItemPickup('weapon'); + } + // IDKFA (All Weapons, Full Ammo & Keys) + else if (this.cheatBuffer.endsWith('idkfa')) { + this.ammo.bullets = this.maxAmmo.bullets; + this.ammo.shells = this.maxAmmo.shells; + this.ammo.rockets = this.maxAmmo.rockets; + this.ammo.cells = this.maxAmmo.cells; + this.armor = 200; + this.keysInventory.blue = true; + this.keysInventory.red = true; + this.keysInventory.yellow = true; + if (window.game && window.game.weapons) { + window.game.weapons.unlocked = [true, true, true, true, true, true, true]; + } + if (window.game && window.game.hud) { + window.game.hud.showNotification('VERY HAPPY AMMO ADDED'); + } + if (this.sound) this.sound.playItemPickup('weapon'); + } + // IDCLIP (Noclip) + else if (this.cheatBuffer.endsWith('idclip')) { + this.noclip = !this.noclip; + if (window.game && window.game.hud) { + window.game.hud.showNotification(this.noclip ? 'NOCLIP ON' : 'NOCLIP OFF'); + } + } + } + + checkInteractions() { + if (!window.game || !window.game.map) return; + window.game.map.interactWithDoors(this.position, this.keysInventory); + } + + // ---------------------------------------------------- + // DAMAGE & COMBAT LOGIC + // ---------------------------------------------------- + + takeDamage(amount, sourcePos = null) { + if (this.isDead || this.godMode) return; + + // Armor absorbs 1/3 to 1/2 of damage + let dmgToHealth = amount; + if (this.armor > 0) { + const absorb = Math.min(this.armor, Math.floor(amount * 0.5)); + this.armor -= absorb; + dmgToHealth = amount - absorb; + } + + this.health = Math.max(0, this.health - dmgToHealth); + + if (this.sound) { + this.sound.playPlayerPain(); + } + + if (window.game && window.game.hud) { + window.game.hud.triggerDamageFlash(); + } + + if (this.health <= 0) { + this.die(); + } + } + + heal(amount, isMega = false) { + if (this.isDead) return false; + const cap = isMega ? 200 : this.maxHealth; + if (this.health >= cap) return false; + this.health = Math.min(cap, this.health + amount); + return true; + } + + addArmor(amount, isMega = false) { + if (this.isDead) return false; + const cap = isMega ? 200 : this.maxArmor; + if (this.armor >= cap) return false; + this.armor = Math.min(cap, this.armor + amount); + return true; + } + + addAmmo(type, count) { + if (!this.ammo[type]) return false; + if (this.ammo[type] >= this.maxAmmo[type]) return false; + this.ammo[type] = Math.min(this.maxAmmo[type], this.ammo[type] + count); + return true; + } + + die() { + this.isDead = true; + this.health = 0; + if (window.game && window.game.hud) { + window.game.hud.showGameOver(); + } + } + + respawn(spawnPos) { + this.isDead = false; + this.health = 100; + this.armor = 0; + this.ammo.bullets = 50; + this.ammo.shells = 0; + this.ammo.rockets = 0; + this.ammo.cells = 0; + this.position.copy(spawnPos || new THREE.Vector3(0, 2, 0)); + this.velocity.set(0, 0, 0); + this.euler.set(0, 0, 0, 'YXZ'); + this.camera.quaternion.setFromEuler(this.euler); + } + + // ---------------------------------------------------- + // PHYSICS & COLLISION UPDATE + // ---------------------------------------------------- + + update(delta) { + if (this.isDead) { + // Death cam sinking to floor + if (this.camera.position.y > this.position.y - 1.2) { + this.camera.position.y -= delta * 3; + } + return; + } + + // 1. Calculate horizontal movement direction relative to camera yaw + const moveDir = new THREE.Vector3(); + if (this.keys.forward) moveDir.z -= 1; + if (this.keys.backward) moveDir.z += 1; + if (this.keys.left) moveDir.x -= 1; + if (this.keys.right) moveDir.x += 1; + + if (moveDir.lengthSq() > 0) { + moveDir.normalize(); + // Rotate move direction by camera's horizontal yaw (euler.y) + moveDir.applyAxisAngle(new THREE.Vector3(0, 1, 0), this.euler.y); + } + + // Speed + const curSpeed = this.keys.sprint ? this.runSpeed : this.walkSpeed; + const targetVelX = moveDir.x * curSpeed; + const targetVelZ = moveDir.z * curSpeed; + + // Smooth acceleration/damping + this.velocity.x += (targetVelX - this.velocity.x) * Math.min(1, delta * 14); + this.velocity.z += (targetVelZ - this.velocity.z) * Math.min(1, delta * 14); + + // 2. Jump & Gravity + if (!this.noclip) { + if (this.keys.jump && this.isGrounded) { + this.velocity.y = this.jumpForce; + this.isGrounded = false; + } + this.velocity.y -= this.gravity * delta; + } else { + this.velocity.y = 0; + if (this.keys.jump) this.position.y += curSpeed * delta; + if (this.keys.sprint) this.position.y -= curSpeed * delta; + } + + // 3. Collision Resolution against Level Geometry + if (!this.noclip && window.game && window.game.map) { + this.resolveCollisions(delta); + } else { + this.position.addScaledVector(this.velocity, delta); + } + + // 4. Update Camera position with Head Bobbing + const isMoving = (this.keys.forward || this.keys.backward || this.keys.left || this.keys.right) && this.isGrounded; + if (isMoving) { + const bobSpeed = this.keys.sprint ? 16 : 11; + this.bobTimer += delta * bobSpeed; + this.bobOffset.x = Math.cos(this.bobTimer * 0.5) * 0.05; + this.bobOffset.y = Math.sin(this.bobTimer) * 0.08; + } else { + this.bobOffset.x *= 0.85; + this.bobOffset.y *= 0.85; + } + + this.camera.position.set( + this.position.x + this.bobOffset.x, + this.position.y + this.height + this.bobOffset.y, + this.position.z + ); + + // 5. Slime Pit Hazard Damage + if (window.game && window.game.map) { + if (window.game.map.isInSlimePit(this.position)) { + this.slimeTimer += delta; + if (this.slimeTimer >= 0.6) { + this.slimeTimer = 0; + this.takeDamage(6); + if (this.sound) this.sound.playSlimeHurt(); + } + } else { + this.slimeTimer = 0; + } + } + } + + resolveCollisions(delta) { + const colliders = window.game.map.getColliders(); + + // Horizontal move step X + this.position.x += this.velocity.x * delta; + this.collideHorizontal(colliders, 'x'); + + // Horizontal move step Z + this.position.z += this.velocity.z * delta; + this.collideHorizontal(colliders, 'z'); + + // Vertical move step Y + this.position.y += this.velocity.y * delta; + this.collideVertical(colliders); + } + + collideHorizontal(colliders, axis) { + const pMinX = this.position.x - this.radius; + const pMaxX = this.position.x + this.radius; + const pMinZ = this.position.z - this.radius; + const pMaxZ = this.position.z + this.radius; + const pMinY = this.position.y; + const pMaxY = this.position.y + this.height; + + for (let i = 0; i < colliders.length; i++) { + const box = colliders[i]; + // Check AABB overlap + if (pMaxX > box.min.x && pMinX < box.max.x && + pMaxZ > box.min.z && pMinZ < box.max.z && + pMaxY > box.min.y && pMinY < box.max.y) { + + // Check if step-climbing is possible (stairs, curbs, low ledges) + const stepUp = box.max.y - pMinY; + if (stepUp > 0 && stepUp <= this.stepHeight && (this.isGrounded || this.velocity.y <= 1.0)) { + this.position.y = box.max.y + 0.02; + this.isGrounded = true; + this.velocity.y = 0; + continue; + } + + // Push back on axis + if (axis === 'x') { + if (this.velocity.x > 0) { + this.position.x = box.min.x - this.radius; + } else if (this.velocity.x < 0) { + this.position.x = box.max.x + this.radius; + } + this.velocity.x = 0; + } else if (axis === 'z') { + if (this.velocity.z > 0) { + this.position.z = box.min.z - this.radius; + } else if (this.velocity.z < 0) { + this.position.z = box.max.z + this.radius; + } + this.velocity.z = 0; + } + } + } + } + + collideVertical(colliders) { + const pMinX = this.position.x - this.radius; + const pMaxX = this.position.x + this.radius; + const pMinZ = this.position.z - this.radius; + const pMaxZ = this.position.z + this.radius; + const pMinY = this.position.y; + const pMaxY = this.position.y + this.height; + + let onGround = false; + + for (let i = 0; i < colliders.length; i++) { + const box = colliders[i]; + if (pMaxX > box.min.x && pMinX < box.max.x && + pMaxZ > box.min.z && pMinZ < box.max.z && + pMaxY > box.min.y && pMinY < box.max.y) { + + if (this.velocity.y < 0) { + // Falling onto platform / floor + this.position.y = box.max.y; + this.velocity.y = 0; + onGround = true; + } else if (this.velocity.y > 0) { + // Hitting ceiling + this.position.y = box.min.y - this.height; + this.velocity.y = 0; + } + } + } + + this.isGrounded = onGround; + } +} + +window.DoomPlayer = DoomPlayer; diff --git a/game/doom/js/weapons.js b/game/doom/js/weapons.js new file mode 100755 index 0000000..69f382a --- /dev/null +++ b/game/doom/js/weapons.js @@ -0,0 +1,1342 @@ +/** + * DOOM 3D - Arsenal & Weapon System (CS:GO / Classic High-Detail Right-Handed Viewmodels) + * 7 Iconic weapons with detailed right-handed perspective, gloved marine hands, + * slide blowbacks, pump actions, spinning gatling barrels, and dynamic muzzle flashes. + */ + +class DoomWeapons { + constructor(engine, player, sound) { + this.engine = engine; + this.player = player; + this.sound = sound; + + // Weapon Canvas Overlay for 1st Person Right-Handed Viewmodels + this.canvas = document.createElement('canvas'); + this.canvas.id = 'weapon-canvas'; + this.ctx = this.canvas.getContext('2d'); + document.getElementById('game-container').appendChild(this.canvas); + this.resizeCanvas(); + + window.addEventListener('resize', () => this.resizeCanvas()); + + // 3D Projectiles in World + this.projectiles = []; + this.ejectedCasings = []; + + // Weapon Arsenal Definitions + this.weapons = [ + { + id: 'fist', + name: 'COMBAT KNIFE / FISTS', + type: 'melee', + ammoType: null, + ammoCost: 0, + damage: 35, + fireRate: 0.35, + range: 3.0 + }, + { + id: 'pistol', + name: 'COMBAT PISTOL', + type: 'hitscan', + ammoType: 'bullets', + ammoCost: 1, + damage: 18, + fireRate: 0.26, + spread: 0.012, + pellets: 1 + }, + { + id: 'shotgun', + name: 'PUMP-ACTION SHOTGUN', + type: 'hitscan', + ammoType: 'shells', + ammoCost: 1, + damage: 16, + fireRate: 0.85, + spread: 0.055, + pellets: 9 + }, + { + id: 'chaingun', + name: 'ROTARY CHAINGUN', + type: 'hitscan', + ammoType: 'bullets', + ammoCost: 1, + damage: 16, + fireRate: 0.09, + spread: 0.038, + pellets: 1 + }, + { + id: 'rocket', + name: 'ROCKET LAUNCHER', + type: 'projectile', + ammoType: 'rockets', + ammoCost: 1, + damage: 160, + splashRadius: 7.0, + fireRate: 0.8, + speed: 30.0 + }, + { + id: 'plasma', + name: 'PLASMA RIFLE', + type: 'projectile', + ammoType: 'cells', + ammoCost: 1, + damage: 38, + splashRadius: 1.8, + fireRate: 0.11, + speed: 42.0 + }, + { + id: 'bfg', + name: 'BFG 9000', + type: 'bfg', + ammoType: 'cells', + ammoCost: 40, + damage: 650, + splashRadius: 15.0, + fireRate: 1.6, + speed: 24.0 + } + ]; + + // Unlocked Weapons (Fists, Pistol, Shotgun initially unlocked) + this.unlocked = [true, true, true, false, false, false, false]; + this.currentIndex = 1; // Default to Pistol + this.nextIndex = 1; + + // Firing & Animation States + this.fireTimer = 0; + this.recoilOffset = 0; + this.pumpProgress = 0; + this.slideOffset = 0; + this.gatlingAngle = 0; + this.gatlingSpinSpeed = 0; + this.muzzleFlashTimer = 0; + this.switchProgress = 1.0; + this.isSwitching = false; + this.knifeSlashTimer = 0; + this.bfgCharging = false; + this.bfgChargeTimer = 0; + + // Inertia Sway & Bobbing + this.swayX = 0; + this.swayY = 0; + this.lastMouseX = 0; + this.lastMouseY = 0; + + // Dynamic 3D Muzzle Light + this.muzzleLight = new THREE.PointLight(0xffaa22, 0, 16, 2); + this.engine.scene.add(this.muzzleLight); + + this.setupInput(); + } + + resizeCanvas() { + const w = window.innerWidth || 800; + const h = Math.max(300, (window.innerHeight || 600) - 85); + this.canvas.width = w; + this.canvas.height = h; + } + + get current() { + return this.weapons[this.currentIndex]; + } + + unlockWeapon(index) { + if (index >= 0 && index < this.weapons.length) { + this.unlocked[index] = true; + this.selectWeapon(index); + } + } + + selectWeapon(index) { + if (index < 0 || index >= this.weapons.length || !this.unlocked[index]) return; + if (index === this.currentIndex && !this.isSwitching) return; + + const w = this.weapons[index]; + if (w.ammoType && this.player.ammo[w.ammoType] < w.ammoCost) { + return; + } + + this.nextIndex = index; + this.isSwitching = true; + if (this.sound) this.sound.playItemPickup(); + } + + nextWeapon() { + let idx = (this.currentIndex + 1) % this.weapons.length; + while (idx !== this.currentIndex) { + if (this.unlocked[idx]) { + const w = this.weapons[idx]; + if (!w.ammoType || this.player.ammo[w.ammoType] >= w.ammoCost) { + this.selectWeapon(idx); + return; + } + } + idx = (idx + 1) % this.weapons.length; + } + } + + prevWeapon() { + let idx = (this.currentIndex - 1 + this.weapons.length) % this.weapons.length; + while (idx !== this.currentIndex) { + if (this.unlocked[idx]) { + const w = this.weapons[idx]; + if (!w.ammoType || this.player.ammo[w.ammoType] >= w.ammoCost) { + this.selectWeapon(idx); + return; + } + } + idx = (idx - 1 + this.weapons.length) % this.weapons.length; + } + } + + setupInput() { + // Mouse Wheel weapon cycle + window.addEventListener('wheel', (e) => { + if (e.deltaY > 0) this.nextWeapon(); + else if (e.deltaY < 0) this.prevWeapon(); + }); + + // Numeric Keys (1-7) + window.addEventListener('keydown', (e) => { + if (e.code >= 'Digit1' && e.code <= 'Digit7') { + const num = parseInt(e.code.replace('Digit', '')) - 1; + this.selectWeapon(num); + } + }); + + // Mouse move inertia tracking + document.addEventListener('mousemove', (e) => { + if (this.player && this.player.isPointerLocked) { + const mx = e.movementX || 0; + const my = e.movementY || 0; + this.swayX = THREE.MathUtils.clamp(this.swayX - mx * 0.15, -25, 25); + this.swayY = THREE.MathUtils.clamp(this.swayY - my * 0.15, -20, 20); + } + }); + } + + // ---------------------------------------------------- + // FIRING EXECUTION + // ---------------------------------------------------- + + triggerAttack() { + if (this.player.isDead || this.isSwitching || this.fireTimer > 0) return; + + const w = this.current; + + // Check ammo + if (w.ammoType && this.player.ammo[w.ammoType] < w.ammoCost) { + if (this.sound) this.sound.playSlimeHurt(); + this.prevWeapon(); + return; + } + + // Deduct ammo + if (w.ammoType) { + this.player.ammo[w.ammoType] -= w.ammoCost; + } + + this.fireTimer = w.fireRate; + this.recoilOffset = 1.0; + this.muzzleFlashTimer = 0.08; + + // HUD face attack grimace + if (window.game && window.game.hud) { + window.game.hud.triggerAttackState(); + } + + if (w.id === 'fist') { + this.knifeSlashTimer = 1.0; + if (this.sound) this.sound.playPistol(); + this.performMeleeAttack(w); + } else if (w.id === 'pistol') { + this.slideOffset = 1.0; + if (this.sound) this.sound.playPistol(); + this.triggerMuzzleLight(0xffcc00); + this.spawnEjectedCasing('bullet'); + this.performHitscanAttack(w); + } else if (w.id === 'shotgun') { + this.pumpProgress = 1.0; + if (this.sound) this.sound.playShotgun(); + this.triggerMuzzleLight(0xffaa00); + this.spawnEjectedCasing('shell'); + this.performHitscanAttack(w); + } else if (w.id === 'chaingun') { + this.gatlingSpinSpeed = 25.0; + if (this.sound) this.sound.playChaingun(); + this.triggerMuzzleLight(0xffea00); + this.spawnEjectedCasing('bullet'); + this.performHitscanAttack(w); + } else if (w.id === 'rocket') { + if (this.sound) this.sound.playRocketFire(); + this.triggerMuzzleLight(0xff5500); + this.launchRocketProjectile(w); + } else if (w.id === 'plasma') { + if (this.sound) this.sound.playPlasmaFire(); + this.triggerMuzzleLight(0x00d4ff); + this.launchPlasmaProjectile(w); + } else if (w.id === 'bfg') { + this.bfgCharging = true; + this.bfgChargeTimer = 0.6; + if (this.sound) this.sound.playBFGCharge(); + } + } + + triggerMuzzleLight(color) { + this.muzzleLight.color.setHex(color); + this.muzzleLight.intensity = 4.5; + this.muzzleLight.position.copy(this.player.camera.position); + } + + spawnEjectedCasing(type) { + this.ejectedCasings.push({ + type, + x: 0, + y: 0, + vx: 3 + Math.random() * 4, + vy: -4 - Math.random() * 4, + rot: 0, + vRot: 10 + Math.random() * 20, + life: 0.6 + }); + } + + // ---------------------------------------------------- + // MELEE, HITSCAN & PROJECTILE MECHANICS + // ---------------------------------------------------- + + performMeleeAttack(w) { + const cam = this.player.camera; + const origin = cam.position.clone(); + const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(cam.quaternion).normalize(); + + const hit = this.raycastAttack(origin, dir, w.range, w.damage); + if (hit && this.sound) { + this.sound.playSlimeHurt(); + } + } + + performHitscanAttack(w) { + const cam = this.player.camera; + const origin = cam.position.clone(); + const baseDir = new THREE.Vector3(0, 0, -1).applyQuaternion(cam.quaternion).normalize(); + + for (let i = 0; i < w.pellets; i++) { + const spreadX = (Math.random() - 0.5) * w.spread; + const spreadY = (Math.random() - 0.5) * w.spread; + const dir = baseDir.clone().add(new THREE.Vector3(spreadX, spreadY, 0).applyQuaternion(cam.quaternion)).normalize(); + + this.raycastAttack(origin, dir, 80, w.damage); + } + } + + raycastAttack(origin, dir, maxDist, damage) { + let nearestHit = null; + let nearestDist = maxDist; + let hitType = null; + let hitTarget = null; + + // Check enemies + if (window.game && window.game.enemies) { + const enemies = window.game.enemies.enemies; + for (let i = 0; i < enemies.length; i++) { + const e = enemies[i]; + if (e.isDead) continue; + + const toEnemy = e.mesh.position.clone().sub(origin); + const proj = toEnemy.dot(dir); + if (proj > 0 && proj < nearestDist) { + const perp = toEnemy.sub(dir.clone().multiplyScalar(proj)); + if (perp.length() < e.radius) { + nearestDist = proj; + nearestHit = origin.clone().addScaledVector(dir, proj); + hitType = 'enemy'; + hitTarget = e; + } + } + } + } + + // Check explosive barrels + if (window.game && window.game.items) { + const barrels = window.game.items.barrels; + for (let i = 0; i < barrels.length; i++) { + const b = barrels[i]; + if (b.isExploded) continue; + + const toBarrel = b.mesh.position.clone().sub(origin); + const proj = toBarrel.dot(dir); + if (proj > 0 && proj < nearestDist) { + const perp = toBarrel.sub(dir.clone().multiplyScalar(proj)); + if (perp.length() < 0.6) { + nearestDist = proj; + nearestHit = origin.clone().addScaledVector(dir, proj); + hitType = 'barrel'; + hitTarget = b; + } + } + } + } + + // Check level walls + if (window.game && window.game.map) { + const colliders = window.game.map.getColliders(); + const ray = new THREE.Ray(origin, dir); + const targetPos = new THREE.Vector3(); + + for (let i = 0; i < colliders.length; i++) { + const box = colliders[i]; + if (ray.intersectBox(box, targetPos)) { + const dist = origin.distanceTo(targetPos); + if (dist < nearestDist) { + nearestDist = dist; + nearestHit = targetPos.clone(); + hitType = 'wall'; + hitTarget = null; + } + } + } + } + + if (nearestHit) { + if (hitType === 'enemy') { + hitTarget.takeDamage(damage, nearestHit); + this.engine.createBloodBurst(nearestHit, dir.clone().negate()); + } else if (hitType === 'barrel') { + hitTarget.takeDamage(damage); + this.engine.createSparks(nearestHit, new THREE.Vector3(0, 1, 0)); + } else if (hitType === 'wall') { + this.engine.createSparks(nearestHit, dir.clone().negate()); + } + return true; + } + return false; + } + + launchRocketProjectile(w) { + const cam = this.player.camera; + const origin = cam.position.clone().addScaledVector(new THREE.Vector3(0.4, -0.3, -0.6).applyQuaternion(cam.quaternion), 1); + const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(cam.quaternion).normalize(); + + const geo = new THREE.CylinderGeometry(0.12, 0.12, 0.7, 8); + const mat = new THREE.MeshStandardMaterial({ color: 0x4a5d38, roughness: 0.4 }); + const mesh = new THREE.Mesh(geo, mat); + mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 1, 0), dir); + mesh.position.copy(origin); + this.engine.scene.add(mesh); + + const light = new THREE.PointLight(0xff5500, 3.5, 12, 2); + light.position.copy(origin); + this.engine.scene.add(light); + + this.projectiles.push({ + type: 'rocket', + mesh, + light, + position: origin, + velocity: dir.clone().multiplyScalar(w.speed), + damage: w.damage, + splashRadius: w.splashRadius, + life: 5.0 + }); + } + + launchPlasmaProjectile(w) { + const cam = this.player.camera; + const origin = cam.position.clone().addScaledVector(new THREE.Vector3(0.35, -0.25, -0.5).applyQuaternion(cam.quaternion), 1); + const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(cam.quaternion).normalize(); + + const geo = new THREE.SphereGeometry(0.28, 8, 8); + const mat = new THREE.MeshBasicMaterial({ color: 0x00d4ff }); + const mesh = new THREE.Mesh(geo, mat); + mesh.position.copy(origin); + this.engine.scene.add(mesh); + + const light = new THREE.PointLight(0x00d4ff, 3.0, 10, 2); + light.position.copy(origin); + this.engine.scene.add(light); + + this.projectiles.push({ + type: 'plasma', + mesh, + light, + position: origin, + velocity: dir.clone().multiplyScalar(w.speed), + damage: w.damage, + splashRadius: w.splashRadius, + life: 4.0 + }); + } + + executeBFGFire() { + const w = this.weapons[6]; + if (this.sound) this.sound.playBFGFire(); + this.triggerMuzzleLight(0x00ff44); + + const cam = this.player.camera; + const origin = cam.position.clone().addScaledVector(new THREE.Vector3(0.3, -0.2, -0.8).applyQuaternion(cam.quaternion), 1); + const dir = new THREE.Vector3(0, 0, -1).applyQuaternion(cam.quaternion).normalize(); + + const geo = new THREE.SphereGeometry(0.75, 16, 16); + const mat = new THREE.MeshStandardMaterial({ + color: 0x00ff44, + emissive: 0x00ff44, + emissiveIntensity: 1.0, + transparent: true, + opacity: 0.9 + }); + const mesh = new THREE.Mesh(geo, mat); + mesh.position.copy(origin); + this.engine.scene.add(mesh); + + const light = new THREE.PointLight(0x00ff44, 6.0, 20, 2); + light.position.copy(origin); + this.engine.scene.add(light); + + this.projectiles.push({ + type: 'bfg', + mesh, + light, + position: origin, + velocity: dir.clone().multiplyScalar(w.speed), + damage: w.damage, + splashRadius: w.splashRadius, + life: 6.0 + }); + } + + // ---------------------------------------------------- + // PROJECTILES & CASINGS UPDATE LOOP + // ---------------------------------------------------- + + updateProjectiles(delta) { + // Projectiles + for (let i = this.projectiles.length - 1; i >= 0; i--) { + const p = this.projectiles[i]; + p.mesh.position.addScaledVector(p.velocity, delta); + p.light.position.copy(p.mesh.position); + p.life -= delta; + + if (p.type === 'rocket') { + this.engine.createSmokeParticle(p.mesh.position); + } + + let collided = false; + const hitPos = p.mesh.position.clone(); + + // Collision with enemies + if (window.game && window.game.enemies) { + const enemies = window.game.enemies.enemies; + for (let j = 0; j < enemies.length; j++) { + const e = enemies[j]; + if (e.isDead) continue; + if (e.mesh.position.distanceTo(hitPos) < e.radius + 0.5) { + collided = true; + break; + } + } + } + + // Collision with walls + if (!collided && window.game && window.game.map) { + const colliders = window.game.map.getColliders(); + for (let j = 0; j < colliders.length; j++) { + if (colliders[j].containsPoint(hitPos)) { + collided = true; + break; + } + } + } + + if (collided || p.life <= 0) { + this.detonateProjectile(p, hitPos); + this.destroyProjectile(i); + } + } + + // Casings + for (let i = this.ejectedCasings.length - 1; i >= 0; i--) { + const c = this.ejectedCasings[i]; + c.x += c.vx * delta * 60; + c.y += c.vy * delta * 60; + c.vy += delta * 18; // gravity + c.rot += c.vRot * delta; + c.life -= delta; + if (c.life <= 0) { + this.ejectedCasings.splice(i, 1); + } + } + } + + detonateProjectile(p, pos) { + if (p.type === 'rocket') { + if (this.sound) this.sound.playRocketExplode(); + this.engine.createExplosionFX(pos, 0xff5500); + this.applySplashDamage(pos, p.splashRadius, p.damage); + } else if (p.type === 'plasma') { + this.engine.createExplosionFX(pos, 0x00d4ff); + this.applySplashDamage(pos, p.splashRadius, p.damage); + } else if (p.type === 'bfg') { + if (this.sound) this.sound.playRocketExplode(); + this.engine.createExplosionFX(pos, 0x00ff44); + this.applySplashDamage(pos, p.splashRadius, p.damage); + + // BFG secondary cone trace + if (window.game && window.game.enemies) { + const enemies = window.game.enemies.enemies; + const cam = this.player.camera; + const pDir = new THREE.Vector3(0, 0, -1).applyQuaternion(cam.quaternion); + + for (let i = 0; i < enemies.length; i++) { + const e = enemies[i]; + if (e.isDead) continue; + const toE = e.mesh.position.clone().sub(cam.position); + const dist = toE.length(); + if (dist < 40) { + const angle = pDir.angleTo(toE); + if (angle < Math.PI / 3) { + e.takeDamage(250 + Math.floor(Math.random() * 200), e.mesh.position); + this.engine.createExplosionFX(e.mesh.position, 0x00ff44); + } + } + } + } + } + } + + applySplashDamage(pos, radius, maxDamage) { + if (window.game && window.game.enemies) { + const enemies = window.game.enemies.enemies; + for (let i = 0; i < enemies.length; i++) { + const e = enemies[i]; + if (e.isDead) continue; + const dist = pos.distanceTo(e.mesh.position); + if (dist < radius) { + const factor = 1.0 - (dist / radius); + e.takeDamage(Math.floor(maxDamage * factor), pos); + } + } + } + + if (window.game && window.game.items) { + const barrels = window.game.items.barrels; + for (let i = 0; i < barrels.length; i++) { + const b = barrels[i]; + if (b.isExploded) continue; + const dist = pos.distanceTo(b.mesh.position); + if (dist < radius) { + b.takeDamage(maxDamage); + } + } + } + + const pDist = pos.distanceTo(this.player.position); + if (pDist < radius) { + const factor = 1.0 - (pDist / radius); + this.player.takeDamage(Math.floor(maxDamage * 0.5 * factor), pos); + } + } + + destroyProjectile(index) { + const p = this.projectiles[index]; + this.engine.scene.remove(p.mesh); + this.engine.scene.remove(p.light); + this.projectiles.splice(index, 1); + } + + // ---------------------------------------------------- + // RIGHT-HANDED HIGH-DETAIL VIEWMODEL RENDERING (CS:GO / DOOM) + // ---------------------------------------------------- + + update(delta) { + // Fire Timer + if (this.fireTimer > 0) { + this.fireTimer -= delta; + } + + // BFG Charge + if (this.bfgCharging) { + this.bfgChargeTimer -= delta; + if (this.bfgChargeTimer <= 0) { + this.bfgCharging = false; + this.executeBFGFire(); + } + } + + // Full Auto Firing + if (this.player.keys.shoot && this.fireTimer <= 0 && !this.isSwitching) { + if (this.current.id === 'chaingun' || this.current.id === 'plasma') { + this.triggerAttack(); + } + } + + // Weapon Switch Animation + if (this.isSwitching) { + this.switchProgress -= delta * 5.5; + if (this.switchProgress <= 0) { + this.currentIndex = this.nextIndex; + this.isSwitching = false; + this.switchProgress = 0; + } + } else if (this.switchProgress < 1.0) { + this.switchProgress = Math.min(1.0, this.switchProgress + delta * 5.5); + } + + // Recoil Recovery + if (this.recoilOffset > 0) { + this.recoilOffset = Math.max(0, this.recoilOffset - delta * 5.0); + } + if (this.slideOffset > 0) { + this.slideOffset = Math.max(0, this.slideOffset - delta * 8.0); + } + if (this.pumpProgress > 0) { + this.pumpProgress = Math.max(0, this.pumpProgress - delta * 2.2); + } + if (this.knifeSlashTimer > 0) { + this.knifeSlashTimer = Math.max(0, this.knifeSlashTimer - delta * 3.5); + } + + // Gatling Spin + if (this.gatlingSpinSpeed > 0) { + this.gatlingAngle += this.gatlingSpinSpeed * delta; + this.gatlingSpinSpeed = Math.max(0, this.gatlingSpinSpeed - delta * 15.0); + } + + // Muzzle Flash Timer + if (this.muzzleFlashTimer > 0) { + this.muzzleFlashTimer -= delta; + if (this.muzzleFlashTimer <= 0) { + this.muzzleLight.intensity = 0; + } + } + + // Inertia Sway damping + this.swayX *= 0.88; + this.swayY *= 0.88; + + this.updateProjectiles(delta); + this.renderViewmodel(); + } + + renderViewmodel() { + const ctx = this.ctx; + const w = this.canvas.width; + const h = this.canvas.height; + ctx.clearRect(0, 0, w, h); + + if (this.player.isDead) return; + + // Base Viewmodel Anchor (Right-Handed CS:GO style) + const baseAnchorX = w * 0.68; + const baseAnchorY = h; + + // Bobbing sway from movement + const bobX = this.player.bobOffset.x * 120 + this.swayX; + const bobY = Math.abs(this.player.bobOffset.y) * 90 + this.swayY; + + // Recoil kickback + const recoilY = -this.recoilOffset * 28; + const recoilX = -this.recoilOffset * 10; + const recoilRot = -this.recoilOffset * 0.12; + + // Switch lowering offset + const switchY = (1.0 - this.switchProgress) * (h * 0.6); + + ctx.save(); + ctx.translate(baseAnchorX + bobX + recoilX, baseAnchorY + bobY + recoilY + switchY); + ctx.rotate(recoilRot); + + const currentWpn = this.current.id; + + if (currentWpn === 'fist') { + this.drawCombatKnife(ctx); + } else if (currentWpn === 'pistol') { + this.drawPistolViewmodel(ctx); + } else if (currentWpn === 'shotgun') { + this.drawShotgunViewmodel(ctx); + } else if (currentWpn === 'chaingun') { + this.drawChaingunViewmodel(ctx); + } else if (currentWpn === 'rocket') { + this.drawRocketViewmodel(ctx); + } else if (currentWpn === 'plasma') { + this.drawPlasmaViewmodel(ctx); + } else if (currentWpn === 'bfg') { + this.drawBFGViewmodel(ctx); + } + + // Draw Muzzle Flash Burst + if (this.muzzleFlashTimer > 0 && currentWpn !== 'fist') { + this.drawMuzzleFlashBurst(ctx, currentWpn); + } + + ctx.restore(); + + // Render Flying Shell Casings + this.renderCasings(ctx, baseAnchorX + bobX, baseAnchorY - 140); + } + + // ---------------------------------------------------- + // DETAILED GLOVES & SLEEVES (CS:GO CT/Doom Marine Style) + // ---------------------------------------------------- + + drawMarineHand(ctx, x, y, angle = 0, gripFingers = 4) { + ctx.save(); + ctx.translate(x, y); + ctx.rotate(angle); + + // Tactical Camo / Olive Military Sleeve + const sleeveGrad = ctx.createLinearGradient(-40, 60, 80, 200); + sleeveGrad.addColorStop(0, '#2b3624'); + sleeveGrad.addColorStop(0.5, '#1e261a'); + sleeveGrad.addColorStop(1, '#11160e'); + + ctx.fillStyle = sleeveGrad; + ctx.beginPath(); + ctx.moveTo(-50, 240); + ctx.lineTo(-25, 60); + ctx.lineTo(65, 75); + ctx.lineTo(85, 240); + ctx.closePath(); + ctx.fill(); + + // Sleeve Fabric Folds & Stitching + ctx.strokeStyle = '#141811'; + ctx.lineWidth = 3; + ctx.beginPath(); + ctx.moveTo(-35, 120); + ctx.lineTo(40, 135); + ctx.moveTo(-20, 180); + ctx.lineTo(55, 195); + ctx.stroke(); + + // Glove Cuff + ctx.fillStyle = '#1b1d22'; + ctx.fillRect(-28, 52, 95, 18); + + // Combat Glove Palm & Knuckles + const gloveGrad = ctx.createLinearGradient(-20, 0, 60, 60); + gloveGrad.addColorStop(0, '#2e323b'); + gloveGrad.addColorStop(1, '#15171b'); + + ctx.fillStyle = gloveGrad; + ctx.beginPath(); + ctx.roundRect(-24, -20, 85, 80, 8); + ctx.fill(); + + // Carbon Fiber Reinforced Knuckle Pad + ctx.fillStyle = '#0f1114'; + ctx.beginPath(); + ctx.roundRect(-16, -16, 70, 24, 6); + ctx.fill(); + ctx.strokeStyle = '#444c58'; + ctx.lineWidth = 1.5; + ctx.stroke(); + + // Gripping Fingers around Weapon + ctx.fillStyle = '#22262e'; + for (let i = 0; i < gripFingers; i++) { + ctx.beginPath(); + ctx.roundRect(-20 + i * 18, -48, 16, 36, 6); + ctx.fill(); + // Finger knuckle highlight + ctx.fillStyle = '#3a404c'; + ctx.fillRect(-18 + i * 18, -40, 12, 6); + ctx.fillStyle = '#22262e'; + } + + // Thumb wrapping over + ctx.fillStyle = '#1c1f26'; + ctx.beginPath(); + ctx.roundRect(42, -35, 22, 45, 8); + ctx.fill(); + + ctx.restore(); + } + + // ---------------------------------------------------- + // WEAPON DRAWING ROUTINES + // ---------------------------------------------------- + + drawCombatKnife(ctx) { + ctx.save(); + + let slashProg = Math.sin(this.knifeSlashTimer * Math.PI); + let slashX = -slashProg * 140; + let slashY = -slashProg * 80; + let slashRot = -slashProg * 0.6; + + ctx.translate(slashX, slashY); + ctx.rotate(slashRot); + + // Knife Blade (Titanium Black with Razor Silver Edge) + ctx.fillStyle = '#181b20'; + ctx.beginPath(); + ctx.moveTo(-10, -260); + ctx.lineTo(25, -230); + ctx.lineTo(20, -70); + ctx.lineTo(-10, -70); + ctx.closePath(); + ctx.fill(); + + // Serrated Spine + ctx.strokeStyle = '#485260'; + ctx.lineWidth = 3; + ctx.stroke(); + + // Razor Silver Edge + ctx.fillStyle = '#dce4ec'; + ctx.beginPath(); + ctx.moveTo(-10, -260); + ctx.lineTo(0, -250); + ctx.lineTo(-5, -70); + ctx.lineTo(-10, -70); + ctx.closePath(); + ctx.fill(); + + // Blood Groove (Fuller) + ctx.fillStyle = '#0a0c0e'; + ctx.fillRect(4, -200, 5, 110); + + // Steel Crossguard + ctx.fillStyle = '#303640'; + ctx.fillRect(-22, -72, 50, 14); + + // Textured Grip + ctx.fillStyle = '#111316'; + ctx.fillRect(-14, -58, 34, 90); + + // Hand holding the knife + this.drawMarineHand(ctx, -5, -10, 0.1, 4); + + ctx.restore(); + } + + drawPistolViewmodel(ctx) { + ctx.save(); + + // Slide Blowback Kick + const slideY = this.slideOffset * 22; + + // Gun Frame & Barrel (Brushed Dark Gunmetal) + ctx.fillStyle = '#1c1e22'; + ctx.fillRect(-35, -210, 55, 160); + + // Moving Slide + const slideGrad = ctx.createLinearGradient(-35, -220, 20, -220); + slideGrad.addColorStop(0, '#3a3f48'); + slideGrad.addColorStop(0.5, '#565e6c'); + slideGrad.addColorStop(1, '#252930'); + + ctx.fillStyle = slideGrad; + ctx.beginPath(); + ctx.roundRect(-36, -225 + slideY, 58, 140, 4); + ctx.fill(); + + // Slide Rear Serrations + ctx.fillStyle = '#15171b'; + for (let i = 0; i < 6; i++) { + ctx.fillRect(-32, -125 + slideY + i * 6, 50, 3); + } + + // Ejection Port + ctx.fillStyle = '#0a0b0d'; + ctx.fillRect(-8, -170 + slideY, 26, 35); + if (this.slideOffset > 0.3) { + // Shiny Brass Bullet in chamber + ctx.fillStyle = '#e6b800'; + ctx.fillRect(-4, -162 + slideY, 16, 20); + } + + // Tactical Rail & Under-Barrel + ctx.fillStyle = '#16181c'; + ctx.fillRect(-30, -230, 44, 25); + + // Tritium 3-Dot Sights (Green glowing front & rear dots) + ctx.fillStyle = '#111'; + ctx.fillRect(-12, -238 + slideY, 10, 12); // Front sight post + ctx.fillStyle = '#00ff44'; + ctx.fillRect(-10, -236 + slideY, 6, 6); + + ctx.fillStyle = '#111'; + ctx.fillRect(-34, -98 + slideY, 12, 10); // Rear sight left + ctx.fillRect(8, -98 + slideY, 12, 10); // Rear sight right + ctx.fillStyle = '#00ff44'; + ctx.fillRect(-32, -96 + slideY, 6, 6); + ctx.fillRect(10, -96 + slideY, 6, 6); + + // Ergonomic Pistol Grip + ctx.fillStyle = '#111316'; + ctx.beginPath(); + ctx.moveTo(-30, -70); + ctx.lineTo(-45, 80); + ctx.lineTo(25, 95); + ctx.lineTo(15, -70); + ctx.closePath(); + ctx.fill(); + + // Grip Checkering & Doom UAC Insignia + ctx.fillStyle = '#22252c'; + ctx.fillRect(-32, -30, 38, 70); + ctx.fillStyle = '#00ff66'; + ctx.fillRect(-18, 0, 10, 10); + + // Marine Hand gripping pistol + this.drawMarineHand(ctx, -15, 0, -0.05, 4); + + ctx.restore(); + } + + drawShotgunViewmodel(ctx) { + ctx.save(); + + // Long Double/Single Ribbed Barrel (Dark Steel) + const barrelGrad = ctx.createLinearGradient(-40, -320, 30, -320); + barrelGrad.addColorStop(0, '#2a2e36'); + barrelGrad.addColorStop(0.5, '#4f5664'); + barrelGrad.addColorStop(1, '#1b1d22'); + + ctx.fillStyle = barrelGrad; + ctx.fillRect(-28, -320, 46, 260); + + // Ventilated Top Heat Shield Rib + ctx.fillStyle = '#16181d'; + ctx.fillRect(-12, -330, 14, 270); + ctx.fillStyle = '#ffaa00'; + ctx.beginPath(); + ctx.arc(-5, -330, 4, 0, Math.PI * 2); // Brass bead sight + ctx.fill(); + + // Muzzle Bore + ctx.fillStyle = '#08090a'; + ctx.beginPath(); + ctx.ellipse(-5, -320, 16, 12, 0, 0, Math.PI * 2); + ctx.fill(); + + // Pump-Action Forend Slide (Sliding Back and Forth on pumpProgress) + const pumpY = Math.sin(this.pumpProgress * Math.PI) * 45; + + // Wood / Heavy Polymer Pump Grip + const pumpGrad = ctx.createLinearGradient(-36, -200 + pumpY, 26, -200 + pumpY); + pumpGrad.addColorStop(0, '#663a1e'); + pumpGrad.addColorStop(0.5, '#8c522e'); + pumpGrad.addColorStop(1, '#4a2712'); + + ctx.fillStyle = pumpGrad; + ctx.beginPath(); + ctx.roundRect(-34, -220 + pumpY, 58, 85, 8); + ctx.fill(); + + // Grooves on Pump Grip + ctx.fillStyle = '#2d1608'; + for (let i = 0; i < 7; i++) { + ctx.fillRect(-32, -210 + pumpY + i * 10, 54, 3); + } + + // Heavy Receiver Body + ctx.fillStyle = '#1c1f26'; + ctx.fillRect(-35, -70, 62, 110); + ctx.fillStyle = '#0d0e12'; + ctx.fillRect(-10, -50, 32, 25); // Ejection port + + // Left Supporting Hand on Pump Slide + ctx.save(); + ctx.translate(-15, -170 + pumpY); + ctx.fillStyle = '#1c1f26'; + ctx.beginPath(); + ctx.roundRect(-30, -15, 60, 35, 6); + ctx.fill(); + ctx.restore(); + + // Right Main Hand on Receiver Grip + this.drawMarineHand(ctx, -10, 20, -0.08, 4); + + ctx.restore(); + } + + drawChaingunViewmodel(ctx) { + ctx.save(); + + // Heavy Motorized Housing + ctx.fillStyle = '#1a1d22'; + ctx.fillRect(-50, -120, 95, 160); + + // Rotary Gear Housing + ctx.fillStyle = '#2b303a'; + ctx.beginPath(); + ctx.ellipse(-5, -120, 52, 38, 0, 0, Math.PI * 2); + ctx.fill(); + + // 6 Multi-Barrels Bundle with 3D Rotation Animation + for (let i = 0; i < 6; i++) { + const angle = this.gatlingAngle + (i * Math.PI) / 3; + const bx = -5 + Math.cos(angle) * 32; + const by = -120 + Math.sin(angle) * 22; + + const bGrad = ctx.createLinearGradient(bx - 10, by - 200, bx + 10, by - 200); + bGrad.addColorStop(0, '#383e4a'); + bGrad.addColorStop(0.5, '#687388'); + bGrad.addColorStop(1, '#1e2229'); + + ctx.fillStyle = bGrad; + ctx.fillRect(bx - 8, by - 190, 16, 190); + + // Muzzle bore + ctx.fillStyle = '#0a0c0e'; + ctx.beginPath(); + ctx.ellipse(bx, by - 190, 6, 4, 0, 0, Math.PI * 2); + ctx.fill(); + } + + // Heavy Ammo Feed Chute with Golden Brass Belt Links + ctx.fillStyle = '#d4af37'; + for (let i = 0; i < 5; i++) { + ctx.fillRect(-70 - i * 10, -60 + i * 14, 18, 12); + ctx.fillStyle = '#8a7018'; + ctx.fillRect(-68 - i * 10, -58 + i * 14, 14, 8); + ctx.fillStyle = '#d4af37'; + } + + // Digital Ammo Counter on Receiver + ctx.fillStyle = '#050a06'; + ctx.fillRect(-35, -95, 36, 20); + ctx.fillStyle = '#00ff44'; + ctx.font = 'bold 13px monospace'; + ctx.fillText(this.player.ammo.bullets, -30, -80); + + // Marine Gloved Hands (Side support grip + rear trigger grip) + this.drawMarineHand(ctx, -15, 30, -0.05, 4); + + ctx.restore(); + } + + drawRocketViewmodel(ctx) { + ctx.save(); + + // Large Shoulder-Mounted Launcher Tube (Olive Drab) + const tubeGrad = ctx.createLinearGradient(-60, -300, 40, -300); + tubeGrad.addColorStop(0, '#36442e'); + tubeGrad.addColorStop(0.5, '#566b49'); + tubeGrad.addColorStop(1, '#232c1e'); + + ctx.fillStyle = tubeGrad; + ctx.fillRect(-55, -310, 95, 360); + + // Heavy Hazard Caution Stripes + ctx.fillStyle = '#e6b800'; + ctx.fillRect(-55, -270, 95, 24); + ctx.fillStyle = '#111'; + for (let i = 0; i < 4; i++) { + ctx.beginPath(); + ctx.moveTo(-50 + i * 24, -270); + ctx.lineTo(-38 + i * 24, -246); + ctx.lineTo(-46 + i * 24, -246); + ctx.lineTo(-58 + i * 24, -270); + ctx.fill(); + } + + // Huge Launcher Bore + ctx.fillStyle = '#0a0d08'; + ctx.beginPath(); + ctx.ellipse(-8, -310, 44, 28, 0, 0, Math.PI * 2); + ctx.fill(); + + // Olive Missile Warhead Tip visible inside + ctx.fillStyle = '#405236'; + ctx.beginPath(); + ctx.arc(-8, -305, 24, 0, Math.PI * 2); + ctx.fill(); + ctx.fillStyle = '#ff2200'; + ctx.fillRect(-11, -318, 6, 8); // Detonator fuse tip + + // Tactical Sights & Grips + ctx.fillStyle = '#16181b'; + ctx.fillRect(-68, -220, 14, 45); // Side scope + ctx.fillStyle = '#ff0033'; + ctx.beginPath(); + ctx.arc(-61, -198, 5, 0, Math.PI * 2); + ctx.fill(); + + // Marine Hands holding shoulder launcher + this.drawMarineHand(ctx, -15, 30, -0.05, 4); + + ctx.restore(); + } + + drawPlasmaViewmodel(ctx) { + ctx.save(); + + // Futuristic Carbine Chassis (Matte Carbon & Titanium) + const frameGrad = ctx.createLinearGradient(-45, -260, 35, -260); + frameGrad.addColorStop(0, '#1c222a'); + frameGrad.addColorStop(0.5, '#354050'); + frameGrad.addColorStop(1, '#14181e'); + + ctx.fillStyle = frameGrad; + ctx.fillRect(-40, -280, 72, 300); + + // Glowing Blue Plasma Cooling Coils + const pulse = 0.7 + Math.sin(performance.now() * 0.008) * 0.3; + for (let i = 0; i < 4; i++) { + ctx.fillStyle = `rgba(0, 212, 255, ${pulse})`; + ctx.beginPath(); + ctx.roundRect(-32, -240 + i * 32, 56, 18, 6); + ctx.fill(); + + // Core electric wire + ctx.fillStyle = '#ffffff'; + ctx.fillRect(-24, -234 + i * 32, 40, 6); + } + + // Dual Plasma Muzzle Emitters + ctx.fillStyle = '#0a1016'; + ctx.fillRect(-36, -300, 20, 25); + ctx.fillRect(8, -300, 20, 25); + ctx.fillStyle = '#00d4ff'; + ctx.fillRect(-30, -305, 8, 8); + ctx.fillRect(14, -305, 8, 8); + + // Marine Hand + this.drawMarineHand(ctx, -10, 10, -0.06, 4); + + ctx.restore(); + } + + drawBFGViewmodel(ctx) { + ctx.save(); + + // Massive Heavy Weapon Body (Dark Iron & Heavy Armor) + const bfgGrad = ctx.createLinearGradient(-80, -280, 60, -280); + bfgGrad.addColorStop(0, '#152016'); + bfgGrad.addColorStop(0.5, '#2e4230'); + bfgGrad.addColorStop(1, '#0e160e'); + + ctx.fillStyle = bfgGrad; + ctx.fillRect(-75, -290, 135, 320); + + // Giant Radioactive Containment Sphere + const chargePulse = this.bfgCharging ? (1.0 - this.bfgChargeTimer / 0.6) : 0.4; + const sphereGrad = ctx.createRadialGradient(-8, -160, 10, -8, -160, 55); + sphereGrad.addColorStop(0, '#ffffff'); + sphereGrad.addColorStop(0.4, `rgba(0, 255, 68, ${0.8 + chargePulse * 0.2})`); + sphereGrad.addColorStop(1, 'rgba(0, 60, 15, 0.9)'); + + ctx.fillStyle = sphereGrad; + ctx.beginPath(); + ctx.arc(-8, -160, 52, 0, Math.PI * 2); + ctx.fill(); + + // Biohazard Warning Logo + ctx.fillStyle = '#00ff44'; + ctx.font = 'bold 16px monospace'; + ctx.fillText('⚑ BFG 9000 ⚑', -65, -80); + + // Colossal Muzzle Emitter Hood + ctx.fillStyle = '#080d08'; + ctx.fillRect(-65, -315, 115, 30); + ctx.strokeStyle = '#00ff44'; + ctx.lineWidth = 4; + ctx.strokeRect(-65, -315, 115, 30); + + // Marine Hands gripping heavy side handles + this.drawMarineHand(ctx, -20, 20, -0.05, 4); + + ctx.restore(); + } + + drawMuzzleFlashBurst(ctx, weaponId) { + const flashX = -8; + let flashY = -240; + let flashRadius = 90; + + if (weaponId === 'pistol') { + flashY = -250; + flashRadius = 75; + } else if (weaponId === 'shotgun') { + flashY = -345; + flashRadius = 110; + } else if (weaponId === 'chaingun') { + flashY = -215; + flashRadius = 85; + } else if (weaponId === 'rocket') { + flashY = -330; + flashRadius = 130; + } else if (weaponId === 'plasma') { + flashY = -315; + flashRadius = 95; + } else if (weaponId === 'bfg') { + flashY = -330; + flashRadius = 160; + } + + const grad = ctx.createRadialGradient(flashX, flashY, 15, flashX, flashY, flashRadius); + + if (weaponId === 'plasma') { + grad.addColorStop(0, '#ffffff'); + grad.addColorStop(0.3, '#00d4ff'); + grad.addColorStop(0.7, '#0055ff'); + grad.addColorStop(1, 'transparent'); + } else if (weaponId === 'bfg') { + grad.addColorStop(0, '#ffffff'); + grad.addColorStop(0.3, '#00ff44'); + grad.addColorStop(0.7, '#006611'); + grad.addColorStop(1, 'transparent'); + } else { + grad.addColorStop(0, '#ffffff'); + grad.addColorStop(0.3, '#ffea00'); + grad.addColorStop(0.7, '#ff4400'); + grad.addColorStop(1, 'transparent'); + } + + ctx.fillStyle = grad; + ctx.beginPath(); + ctx.arc(flashX, flashY, flashRadius, 0, Math.PI * 2); + ctx.fill(); + + // Fiery Muzzle Sparks Spike Stars + ctx.fillStyle = '#ffffff'; + for (let i = 0; i < 8; i++) { + const angle = (i * Math.PI) / 4 + Math.random() * 0.2; + const len = flashRadius * (0.8 + Math.random() * 0.5); + ctx.beginPath(); + ctx.moveTo(flashX, flashY); + ctx.lineTo(flashX + Math.cos(angle - 0.1) * 8, flashY + Math.sin(angle - 0.1) * 8); + ctx.lineTo(flashX + Math.cos(angle) * len, flashY + Math.sin(angle) * len); + ctx.lineTo(flashX + Math.cos(angle + 0.1) * 8, flashY + Math.sin(angle + 0.1) * 8); + ctx.closePath(); + ctx.fill(); + } + } + + renderCasings(ctx, originX, originY) { + for (let i = 0; i < this.ejectedCasings.length; i++) { + const c = this.ejectedCasings[i]; + ctx.save(); + ctx.translate(originX + c.x, originY + c.y); + ctx.rotate(c.rot); + + if (c.type === 'shell') { + // Red Shotgun Shell with Brass Rim + ctx.fillStyle = '#cc1100'; + ctx.fillRect(-10, -4, 20, 8); + ctx.fillStyle = '#e6b800'; + ctx.fillRect(-14, -4, 5, 8); + } else { + // Golden Brass Bullet Casing + ctx.fillStyle = '#d4af37'; + ctx.fillRect(-8, -3, 16, 6); + ctx.fillStyle = '#8c7018'; + ctx.fillRect(-10, -3, 3, 6); + } + + ctx.restore(); + } + } +} + +window.DoomWeapons = DoomWeapons; diff --git a/nginx/conf.d/agy.qpid.pro.conf b/nginx/conf.d/agy.qpid.pro.conf new file mode 100644 index 0000000..b604342 --- /dev/null +++ b/nginx/conf.d/agy.qpid.pro.conf @@ -0,0 +1,65 @@ +server { + listen 80; + listen [::]:80; + server_name agy.qpid.pro; + + location /.well-known/acme-challenge/ { + root /var/www/certbot; + } + + location / { + return 301 https://$host$request_uri; + } +} + +server { + listen 443 ssl; + listen [::]:443 ssl; + http2 on; + server_name agy.qpid.pro; + + ssl_certificate /etc/letsencrypt/live/agy.qpid.pro/fullchain.pem; + ssl_certificate_key /etc/letsencrypt/live/agy.qpid.pro/privkey.pem; + + ssl_protocols TLSv1.2 TLSv1.3; + ssl_prefer_server_ciphers on; + ssl_ciphers HIGH:!aNULL:!MD5; + ssl_session_cache shared:SSL:10m; + ssl_session_timeout 1d; + + # Security Headers + add_header X-Frame-Options "SAMEORIGIN" always; + add_header X-Content-Type-Options "nosniff" always; + add_header X-XSS-Protection "1; mode=block" always; + add_header Referrer-Policy "no-referrer-when-downgrade" always; + + # Gzip Compression for fast bundle loading + gzip on; + gzip_vary on; + gzip_proxied any; + gzip_comp_level 6; + gzip_min_length 1000; + gzip_types text/plain text/css application/json application/javascript text/xml application/xml application/xml+rss text/javascript image/svg+xml application/manifest+json; + + # Certbot webroot + location /.well-known/acme-challenge/ { + root /var/www/certbot; + } + + + # Antigravity Manager β€” all other traffic to port 8045 + location / { + proxy_pass http://127.0.0.1:8045/; + proxy_set_header Host $host; + proxy_set_header X-Real-IP $remote_addr; + proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; + proxy_set_header X-Forwarded-Proto $scheme; + proxy_http_version 1.1; + proxy_set_header Upgrade $http_upgrade; + proxy_set_header Connection "upgrade"; + proxy_buffering off; + proxy_read_timeout 120s; + proxy_connect_timeout 5s; + client_max_body_size 100M; + } +}