| 16 | b,c)}function ub(a,b,c){H.call(this,new Uint16Array(a),b,c)}function Ec(a,b,c){H.call(this,new Int32Array(a),b,c)}function vb(a,b,c){H.call(this,new Uint32Array(a),b,c)}function E(a,b,c){H.call(this,new Float32Array(a),b,c)}function Fc(a,b,c){H.call(this,new Float64Array(a),b,c)}function Ve(){this.vertices=[];this.normals=[];this.colors=[];this.uvs=[];this.uvs2=[];this.groups=[];this.morphTargets={};this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.groupsNeedUpdate= |
| 17 | this.uvsNeedUpdate=this.colorsNeedUpdate=this.normalsNeedUpdate=this.verticesNeedUpdate=!1}function We(a){if(0===a.length)return-Infinity;for(var b=a[0],c=1,d=a.length;c<d;++c)a[c]>b&&(b=a[c]);return b}function B(){Object.defineProperty(this,"id",{value:bg+=2});this.uuid=O.generateUUID();this.name="";this.type="BufferGeometry";this.index=null;this.attributes={};this.morphAttributes={};this.groups=[];this.boundingSphere=this.boundingBox=null;this.drawRange={start:0,count:Infinity};this.userData={}} |
| 18 | function Tb(a,b,c,d,e,f){K.call(this);this.type="BoxGeometry";this.parameters={width:a,height:b,depth:c,widthSegments:d,heightSegments:e,depthSegments:f};this.fromBufferGeometry(new wb(a,b,c,d,e,f));this.mergeVertices()}function wb(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,k,ua,pa,I){var r=f/ua,u=g/pa,w=f/2,y=g/2,z=k/2;g=ua+1;var G=pa+1,ha=f=0,S,x,F=new n;for(x=0;x<G;x++){var C=x*u-y;for(S=0;S<g;S++)F[a]=(S*r-w)*d,F[b]=C*e,F[c]=z,m.push(F.x,F.y,F.z),F[a]=0,F[b]=0,F[c]=0<k?1:-1,q.push(F.x,F.y,F.z),p.push(S/ |
| 19 | ua),p.push(1-x/pa),f+=1}for(x=0;x<pa;x++)for(S=0;S<ua;S++)a=v+S+g*(x+1),b=v+(S+1)+g*(x+1),c=v+(S+1)+g*x,l.push(v+S+g*x,a,c),l.push(a,b,c),ha+=6;h.addGroup(t,ha,I);t+=ha;v+=f}B.call(this);this.type="BoxBufferGeometry";this.parameters={width:a,height:b,depth:c,widthSegments:d,heightSegments:e,depthSegments:f};var h=this;a=a||1;b=b||1;c=c||1;d=Math.floor(d)||1;e=Math.floor(e)||1;f=Math.floor(f)||1;var l=[],m=[],q=[],p=[],v=0,t=0;g("z","y","x",-1,-1,c,b,a,f,e,0);g("z","y","x",1,-1,c,b,-a,f,e,1);g("x", |
| 20 | "z","y",1,1,a,c,b,d,f,2);g("x","z","y",1,-1,a,c,-b,d,f,3);g("x","y","z",1,-1,a,b,c,d,e,4);g("x","y","z",-1,-1,a,b,-c,d,e,5);this.setIndex(l);this.addAttribute("position",new E(m,3));this.addAttribute("normal",new E(q,3));this.addAttribute("uv",new E(p,2))}function Gc(a,b,c,d){K.call(this);this.type="PlaneGeometry";this.parameters={width:a,height:b,widthSegments:c,heightSegments:d};this.fromBufferGeometry(new yb(a,b,c,d));this.mergeVertices()}function yb(a,b,c,d){B.call(this);this.type="PlaneBufferGeometry"; |
| 21 | this.parameters={width:a,height:b,widthSegments:c,heightSegments:d};a=a||1;b=b||1;var e=a/2,f=b/2;c=Math.floor(c)||1;d=Math.floor(d)||1;var g=c+1,h=d+1,l=a/c,m=b/d,q=[],p=[],v=[],t=[];for(a=0;a<h;a++){var k=a*m-f;for(b=0;b<g;b++)p.push(b*l-e,-k,0),v.push(0,0,1),t.push(b/c),t.push(1-a/d)}for(a=0;a<d;a++)for(b=0;b<c;b++)e=b+g*(a+1),f=b+1+g*(a+1),h=b+1+g*a,q.push(b+g*a,e,h),q.push(e,f,h);this.setIndex(q);this.addAttribute("position",new E(p,3));this.addAttribute("normal",new E(v,3));this.addAttribute("uv", |
| 22 | new E(t,2))}function Q(){Object.defineProperty(this,"id",{value:cg++});this.uuid=O.generateUUID();this.name="";this.type="Material";this.lights=this.fog=!0;this.blending=1;this.side=0;this.vertexTangents=this.flatShading=!1;this.vertexColors=0;this.opacity=1;this.transparent=!1;this.blendSrc=204;this.blendDst=205;this.blendEquation=100;this.blendEquationAlpha=this.blendDstAlpha=this.blendSrcAlpha=null;this.depthFunc=3;this.depthWrite=this.depthTest=!0;this.clippingPlanes=null;this.clipShadows=this.clipIntersection= |
| 23 | !1;this.shadowSide=null;this.colorWrite=!0;this.precision=null;this.polygonOffset=!1;this.polygonOffsetUnits=this.polygonOffsetFactor=0;this.dithering=!1;this.alphaTest=0;this.premultipliedAlpha=!1;this.visible=!0;this.userData={};this.needsUpdate=!0}function ea(a){Q.call(this);this.type="ShaderMaterial";this.defines={};this.uniforms={};this.vertexShader="void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";this.fragmentShader="void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; |