willshion Goto Github PK
Name: willshion
Type: User
Twitter: willshion
Name: willshion
Type: User
Twitter: willshion
FauxPilot - an open-source GitHub Copilot server
:anchor: 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding.
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H2O - the optimized HTTP/1, HTTP/2 server
open source tutorial & information collector for hackintosh installation. 💻➕🍎
// Thre e.js - http://github.com/mrdoob/three.js 'use strict'; var THREE = THREE || { REVISION: "49" }; self.Int32Array || (self.Int32Array = Array, self.Float32Array = Array); (function() { for (var a = 0, b = ["ms", "moz", "webkit", "o"], c = 0; c < b.length && !window.requestAnimationFrame; ++c) { window.requestAnimationFrame = window[b[c] + "RequestAnimationFrame"]; window.cancelAnimationFrame = window[b[c] + "CancelAnimationFrame"] || window[b[c] + "CancelRequestAnimationFrame"] } if (!window.requestAnimationFrame) window.requestAnimationFrame = function(b) { var c = Date.now() , f = Math.max(0, 16 - (c - a)) , g = window.setTimeout(function() { b(c + f) }, f); a = c + f; return g } ; if (!window.cancelAnimationFrame) window.cancelAnimationFrame = function(a) { clearTimeout(a) } })(); THREE.Clock = function(a) { this.autoStart = a !== void 0 ? a : true; this.elapsedTime = this.oldTime = this.startTime = 0; this.running = false } ; THREE.Clock.prototype.start = function() { this.oldTime = this.startTime = Date.now(); this.running = true } ; THREE.Clock.prototype.stop = function() { this.getElapsedTime(); this.running = false } ; THREE.Clock.prototype.getElapsedTime = function() { return this.elapsedTime = this.elapsedTime + this.getDelta() } ; THREE.Clock.prototype.getDelta = function() { var a = 0; this.autoStart && !this.running && this.start(); if (this.running) { var b = Date.now() , a = 0.001 * (b - this.oldTime); this.oldTime = b; this.elapsedTime = this.elapsedTime + a } return a } ; THREE.Color = function(a) { a !== void 0 && this.setHex(a); return this } ; THREE.Color.prototype = { constructor: THREE.Color, r: 1, g: 1, b: 1, copy: function(a) { this.r = a.r; this.g = a.g; this.b = a.b; return this }, copyGammaToLinear: function(a) { this.r = a.r * a.r; this.g = a.g * a.g; this.b = a.b * a.b; return this }, copyLinearToGamma: function(a) { this.r = Math.sqrt(a.r); this.g = Math.sqrt(a.g); this.b = Math.sqrt(a.b); return this }, convertGammaToLinear: function() { var a = this.r , b = this.g , c = this.b; this.r = a * a; this.g = b * b; this.b = c * c; return this }, convertLinearToGamma: function() { this.r = Math.sqrt(this.r); this.g = Math.sqrt(this.g); this.b = Math.sqrt(this.b); return this }, setRGB: function(a, b, c) { this.r = a; this.g = b; this.b = c; return this }, setHSV: function(a, b, c) { var d, e, f; if (c === 0) this.r = this.g = this.b = 0; else { d = Math.floor(a * 6); e = a * 6 - d; a = c * (1 - b); f = c * (1 - b * e); b = c * (1 - b * (1 - e)); switch (d) { case 1: this.r = f; this.g = c; this.b = a; break; case 2: this.r = a; this.g = c; this.b = b; break; case 3: this.r = a; this.g = f; this.b = c; break; case 4: this.r = b; this.g = a; this.b = c; break; case 5: this.r = c; this.g = a; this.b = f; break; case 6: case 0: this.r = c; this.g = b; this.b = a } } return this }, setHex: function(a) { a = Math.floor(a); this.r = (a >> 16 & 255) / 255; this.g = (a >> 8 & 255) / 255; this.b = (a & 255) / 255; return this }, lerpSelf: function(a, b) { this.r = this.r + (a.r - this.r) * b; this.g = this.g + (a.g - this.g) * b; this.b = this.b + (a.b - this.b) * b; return this }, getHex: function() { return Math.floor(this.r * 255) << 16 ^ Math.floor(this.g * 255) << 8 ^ Math.floor(this.b * 255) }, getContextStyle: function() { return "rgb(" + Math.floor(this.r * 255) + "," + Math.floor(this.g * 255) + "," + Math.floor(this.b * 255) + ")" }, clone: function() { return (new THREE.Color).setRGB(this.r, this.g, this.b) } }; THREE.Vector2 = function(a, b) { this.x = a || 0; this.y = b || 0 } ; THREE.Vector2.prototype = { constructor: THREE.Vector2, set: function(a, b) { this.x = a; this.y = b; return this }, copy: function(a) { this.x = a.x; this.y = a.y; return this }, add: function(a, b) { this.x = a.x + b.x; this.y = a.y + b.y; return this }, addSelf: function(a) { this.x = this.x + a.x; this.y = this.y + a.y; return this }, sub: function(a, b) { this.x = a.x - b.x; this.y = a.y - b.y; return this }, subSelf: function(a) { this.x = this.x - a.x; this.y = this.y - a.y; return this }, multiplyScalar: function(a) { this.x = this.x * a; this.y = this.y * a; return this }, divideScalar: function(a) { if (a) { this.x = this.x / a; this.y = this.y / a } else this.set(0, 0); return this }, negate: function() { return this.multiplyScalar(-1) }, dot: function(a) { return this.x * a.x + this.y * a.y }, lengthSq: function() { return this.x * this.x + this.y * this.y }, length: function() { return Math.sqrt(this.lengthSq()) }, normalize: function() { return this.divideScalar(this.length()) }, distanceTo: function(a) { return Math.sqrt(this.distanceToSquared(a)) }, distanceToSquared: function(a) { var b = this.x - a.x , a = this.y - a.y; return b * b + a * a }, setLength: function(a) { return this.normalize().multiplyScalar(a) }, lerpSelf: function(a, b) { this.x = this.x + (a.x - this.x) * b; this.y = this.y + (a.y - this.y) * b; return this }, equals: function(a) { return a.x === this.x && a.y === this.y }, isZero: function() { return this.lengthSq() < 1.0E-4 }, clone: function() { return new THREE.Vector2(this.x,this.y) } }; THREE.Vector3 = function(a, b, c) { this.x = a || 0; this.y = b || 0; this.z = c || 0 } ; THREE.Vector3.prototype = { constructor: THREE.Vector3, set: function(a, b, c) { this.x = a; this.y = b; this.z = c; return this }, setX: function(a) { this.x = a; return this }, setY: function(a) { this.y = a; return this }, setZ: function(a) { this.z = a; return this }, copy: function(a) { this.x = a.x; this.y = a.y; this.z = a.z; return this }, add: function(a, b) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; return this }, addSelf: function(a) { this.x = this.x + a.x; this.y = this.y + a.y; this.z = this.z + a.z; return this }, addScalar: function(a) { this.x = this.x + a; this.y = this.y + a; this.z = this.z + a; return this }, sub: function(a, b) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; return this }, subSelf: function(a) { this.x = this.x - a.x; this.y = this.y - a.y; this.z = this.z - a.z; return this }, multiply: function(a, b) { this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z; return this }, multiplySelf: function(a) { this.x = this.x * a.x; this.y = this.y * a.y; this.z = this.z * a.z; return this }, multiplyScalar: function(a) { this.x = this.x * a; this.y = this.y * a; this.z = this.z * a; return this }, divideSelf: function(a) { this.x = this.x / a.x; this.y = this.y / a.y; this.z = this.z / a.z; return this }, divideScalar: function(a) { if (a) { this.x = this.x / a; this.y = this.y / a; this.z = this.z / a } else this.z = this.y = this.x = 0; return this }, negate: function() { return this.multiplyScalar(-1) }, dot: function(a) { return this.x * a.x + this.y * a.y + this.z * a.z }, lengthSq: function() { return this.x * this.x + this.y * this.y + this.z * this.z }, length: function() { return Math.sqrt(this.lengthSq()) }, lengthManhattan: function() { return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) }, normalize: function() { return this.divideScalar(this.length()) }, setLength: function(a) { return this.normalize().multiplyScalar(a) }, lerpSelf: function(a, b) { this.x = this.x + (a.x - this.x) * b; this.y = this.y + (a.y - this.y) * b; this.z = this.z + (a.z - this.z) * b; return this }, cross: function(a, b) { this.x = a.y * b.z - a.z * b.y; this.y = a.z * b.x - a.x * b.z; this.z = a.x * b.y - a.y * b.x; return this }, crossSelf: function(a) { var b = this.x , c = this.y , d = this.z; this.x = c * a.z - d * a.y; this.y = d * a.x - b * a.z; this.z = b * a.y - c * a.x; return this }, distanceTo: function(a) { return Math.sqrt(this.distanceToSquared(a)) }, distanceToSquared: function(a) { return (new THREE.Vector3).sub(this, a).lengthSq() }, getPositionFromMatrix: function(a) { this.x = a.elements[12]; this.y = a.elements[13]; this.z = a.elements[14]; return this }, getRotationFromMatrix: function(a, b) { var c = b ? b.x : 1 , d = b ? b.y : 1 , e = b ? b.z : 1 , f = a.elements[0] / c , g = a.elements[4] / d , c = a.elements[1] / c , d = a.elements[5] / d , h = a.elements[9] / e , j = a.elements[10] / e; this.y = Math.asin(a.elements[8] / e); e = Math.cos(this.y); if (Math.abs(e) > 1.0E-5) { this.x = Math.atan2(-h / e, j / e); this.z = Math.atan2(-g / e, f / e) } else { this.x = 0; this.z = Math.atan2(c, d) } return this }, getScaleFromMatrix: function(a) { var b = this.set(a.elements[0], a.elements[1], a.elements[2]).length() , c = this.set(a.elements[4], a.elements[5], a.elements[6]).length() , a = this.set(a.elements[8], a.elements[9], a.elements[10]).length(); this.x = b; this.y = c; this.z = a }, equals: function(a) { return a.x === this.x && a.y === this.y && a.z === this.z }, isZero: function() { return this.lengthSq() < 1.0E-4 }, clone: function() { return new THREE.Vector3(this.x,this.y,this.z) } }; THREE.Vector4 = function(a, b, c, d) { this.x = a || 0; this.y = b || 0; this.z = c || 0; this.w = d !== void 0 ? d : 1 } ; THREE.Vector4.prototype = { constructor: THREE.Vector4, set: function(a, b, c, d) { this.x = a; this.y = b; this.z = c; this.w = d; return this }, copy: function(a) { this.x = a.x; this.y = a.y; this.z = a.z; this.w = a.w !== void 0 ? a.w : 1; return this }, add: function(a, b) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; this.w = a.w + b.w; return this }, addSelf: function(a) { this.x = this.x + a.x; this.y = this.y + a.y; this.z = this.z + a.z; this.w = this.w + a.w; return this }, sub: function(a, b) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; this.w = a.w - b.w; return this }, subSelf: function(a) { this.x = this.x - a.x; this.y = this.y - a.y; this.z = this.z - a.z; this.w = this.w - a.w; return this }, multiplyScalar: function(a) { this.x = this.x * a; this.y = this.y * a; this.z = this.z * a; this.w = this.w * a; return this }, divideScalar: function(a) { if (a) { this.x = this.x / a; this.y = this.y / a; this.z = this.z / a; this.w = this.w / a } else { this.z = this.y = this.x = 0; this.w = 1 } return this }, negate: function() { return this.multiplyScalar(-1) }, dot: function(a) { return this.x * a.x + this.y * a.y + this.z * a.z + this.w * a.w }, lengthSq: function() { return this.dot(this) }, length: function() { return Math.sqrt(this.lengthSq()) }, normalize: function() { return this.divideScalar(this.length()) }, setLength: function(a) { return this.normalize().multiplyScalar(a) }, lerpSelf: function(a, b) { this.x = this.x + (a.x - this.x) * b; this.y = this.y + (a.y - this.y) * b; this.z = this.z + (a.z - this.z) * b; this.w = this.w + (a.w - this.w) * b; return this }, clone: function() { return new THREE.Vector4(this.x,this.y,this.z,this.w) } }; THREE.Frustum = function() { this.planes = [new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4, new THREE.Vector4] } ; THREE.Frustum.prototype.setFromMatrix = function(a) { var b, c = this.planes, d = a.elements, a = d[0]; b = d[1]; var e = d[2] , f = d[3] , g = d[4] , h = d[5] , j = d[6] , l = d[7] , k = d[8] , p = d[9] , m = d[10] , o = d[11] , q = d[12] , n = d[13] , r = d[14] , d = d[15]; c[0].set(f - a, l - g, o - k, d - q); c[1].set(f + a, l + g, o + k, d + q); c[2].set(f + b, l + h, o + p, d + n); c[3].set(f - b, l - h, o - p, d - n); c[4].set(f - e, l - j, o - m, d - r); c[5].set(f + e, l + j, o + m, d + r); for (a = 0; a < 6; a++) { b = c[a]; b.divideScalar(Math.sqrt(b.x * b.x + b.y * b.y + b.z * b.z)) } } ; THREE.Frustum.prototype.contains = function(a) { for (var b = this.planes, c = a.matrixWorld, d = c.elements, c = -a.geometry.boundingSphere.radius * c.getMaxScaleOnAxis(), e = 0; e < 6; e++) { a = b[e].x * d[12] + b[e].y * d[13] + b[e].z * d[14] + b[e].w; if (a <= c) return false } return true } ; THREE.Frustum.__v1 = new THREE.Vector3; THREE.Ray = function(a, b) { function c(a, b, c) { q.sub(c, a); u = q.dot(b); t = n.add(a, r.copy(b).multiplyScalar(u)); return y = c.distanceTo(t) } function d(a, b, c, d) { q.sub(d, b); n.sub(c, b); r.sub(a, b); s = q.dot(q); w = q.dot(n); H = q.dot(r); E = n.dot(n); z = n.dot(r); v = 1 / (s * E - w * w); A = (E * H - w * z) * v; J = (s * z - w * H) * v; return A >= 0 && J >= 0 && A + J < 1 } this.origin = a || new THREE.Vector3; this.direction = b || new THREE.Vector3; var e = 1.0E-4; this.setPrecision = function(a) { e = a } ; var f = new THREE.Vector3 , g = new THREE.Vector3 , h = new THREE.Vector3 , j = new THREE.Vector3 , l = new THREE.Vector3 , k = new THREE.Vector3 , p = new THREE.Vector3 , m = new THREE.Vector3 , o = new THREE.Vector3; this.intersectObject = function(a) { var b, n = []; if (a instanceof THREE.Particle) { var q = c(this.origin, this.direction, a.matrixWorld.getPosition()); if (q > a.scale.x) return []; b = { distance: q, point: a.position, face: null , object: a }; n.push(b) } else if (a instanceof THREE.Mesh) { var q = c(this.origin, this.direction, a.matrixWorld.getPosition()) , r = THREE.Frustum.__v1.set(a.matrixWorld.getColumnX().length(), a.matrixWorld.getColumnY().length(), a.matrixWorld.getColumnZ().length()); if (q > a.geometry.boundingSphere.radius * Math.max(r.x, Math.max(r.y, r.z))) return n; var s, i, t = a.geometry, u = t.vertices, C; a.matrixRotationWorld.extractRotation(a.matrixWorld); q = 0; for (r = t.faces.length; q < r; q++) { b = t.faces[q]; l.copy(this.origin); k.copy(this.direction); C = a.matrixWorld; p = C.multiplyVector3(p.copy(b.centroid)).subSelf(l); m = a.matrixRotationWorld.multiplyVector3(m.copy(b.normal)); s = k.dot(m); if (!(Math.abs(s) < e)) { i = m.dot(p) / s; if (!(i < 0) && (a.doubleSided || (a.flipSided ? s > 0 : s < 0))) { o.add(l, k.multiplyScalar(i)); if (b instanceof THREE.Face3) { f = C.multiplyVector3(f.copy(u[b.a])); g = C.multiplyVector3(g.copy(u[b.b])); h = C.multiplyVector3(h.copy(u[b.c])); if (d(o, f, g, h)) { b = { distance: l.distanceTo(o), point: o.clone(), face: b, object: a }; n.push(b) } } else if (b instanceof THREE.Face4) { f = C.multiplyVector3(f.copy(u[b.a])); g = C.multiplyVector3(g.copy(u[b.b])); h = C.multiplyVector3(h.copy(u[b.c])); j = C.multiplyVector3(j.copy(u[b.d])); if (d(o, f, g, j) || d(o, g, h, j)) { b = { distance: l.distanceTo(o), point: o.clone(), face: b, object: a }; n.push(b) } } } } } } return n } ; this.intersectObjects = function(a) { for (var b = [], c = 0, d = a.length; c < d; c++) Array.prototype.push.apply(b, this.intersectObject(a[c])); b.sort(function(a, b) { return a.distance - b.distance }); return b } ; var q = new THREE.Vector3, n = new THREE.Vector3, r = new THREE.Vector3, u, t, y, s, w, H, E, z, v, A, J } ; THREE.Rectangle = function() { function a() { f = d - b; g = e - c } var b, c, d, e, f, g, h = true; this.getX = function() { return b } ; this.getY = function() { return c } ; this.getWidth = function() { return f } ; this.getHeight = function() { return g } ; this.getLeft = function() { return b } ; this.getTop = function() { return c } ; this.getRight = function() { return d } ; this.getBottom = function() { return e } ; this.set = function(f, g, k, p) { h = false; b = f; c = g; d = k; e = p; a() } ; this.addPoint = function(f, g) { if (h) { h = false; b = f; c = g; d = f; e = g } else { b = b < f ? b : f; c = c < g ? c : g; d = d > f ? d : f; e = e > g ? e : g } a() } ; this.add3Points = function(f, g, k, p, m, o) { if (h) { h = false; b = f < k ? f < m ? f : m : k < m ? k : m; c = g < p ? g < o ? g : o : p < o ? p : o; d = f > k ? f > m ? f : m : k > m ? k : m; e = g > p ? g > o ? g : o : p > o ? p : o } else { b = f < k ? f < m ? f < b ? f : b : m < b ? m : b : k < m ? k < b ? k : b : m < b ? m : b; c = g < p ? g < o ? g < c ? g : c : o < c ? o : c : p < o ? p < c ? p : c : o < c ? o : c; d = f > k ? f > m ? f > d ? f : d : m > d ? m : d : k > m ? k > d ? k : d : m > d ? m : d; e = g > p ? g > o ? g > e ? g : e : o > e ? o : e : p > o ? p > e ? p : e : o > e ? o : e } a() } ; this.addRectangle = function(f) { if (h) { h = false; b = f.getLeft(); c = f.getTop(); d = f.getRight(); e = f.getBottom() } else { b = b < f.getLeft() ? b : f.getLeft(); c = c < f.getTop() ? c : f.getTop(); d = d > f.getRight() ? d : f.getRight(); e = e > f.getBottom() ? e : f.getBottom() } a() } ; this.inflate = function(f) { b = b - f; c = c - f; d = d + f; e = e + f; a() } ; this.minSelf = function(f) { b = b > f.getLeft() ? b : f.getLeft(); c = c > f.getTop() ? c : f.getTop(); d = d < f.getRight() ? d : f.getRight(); e = e < f.getBottom() ? e : f.getBottom(); a() } ; this.intersects = function(a) { return d < a.getLeft() || b > a.getRight() || e < a.getTop() || c > a.getBottom() ? false : true } ; this.empty = function() { h = true; e = d = c = b = 0; a() } ; this.isEmpty = function() { return h } } ; THREE.Math = { clamp: function(a, b, c) { return a < b ? b : a > c ? c : a }, clampBottom: function(a, b) { return a < b ? b : a }, mapLinear: function(a, b, c, d, e) { return d + (a - b) * (e - d) / (c - b) }, random16: function() { return (65280 * Math.random() + 255 * Math.random()) / 65535 }, randInt: function(a, b) { return a + Math.floor(Math.random() * (b - a + 1)) }, randFloat: function(a, b) { return a + Math.random() * (b - a) }, randFloatSpread: function(a) { return a * (0.5 - Math.random()) }, sign: function(a) { return a < 0 ? -1 : a > 0 ? 1 : 0 } }; THREE.Matrix3 = function() { this.elements = new Float32Array(9) } ; THREE.Matrix3.prototype = { constructor: THREE.Matrix3, getInverse: function(a) { var b = a.elements , a = b[10] * b[5] - b[6] * b[9] , c = -b[10] * b[1] + b[2] * b[9] , d = b[6] * b[1] - b[2] * b[5] , e = -b[10] * b[4] + b[6] * b[8] , f = b[10] * b[0] - b[2] * b[8] , g = -b[6] * b[0] + b[2] * b[4] , h = b[9] * b[4] - b[5] * b[8] , j = -b[9] * b[0] + b[1] * b[8] , l = b[5] * b[0] - b[1] * b[4] , b = b[0] * a + b[1] * e + b[2] * h; b === 0 && console.warn("Matrix3.getInverse(): determinant == 0"); var b = 1 / b , k = this.elements; k[0] = b * a; k[1] = b * c; k[2] = b * d; k[3] = b * e; k[4] = b * f; k[5] = b * g; k[6] = b * h; k[7] = b * j; k[8] = b * l; return this }, transpose: function() { var a, b = this.elements; a = b[1]; b[1] = b[3]; b[3] = a; a = b[2]; b[2] = b[6]; b[6] = a; a = b[5]; b[5] = b[7]; b[7] = a; return this }, transposeIntoArray: function(a) { var b = this.m; a[0] = b[0]; a[1] = b[3]; a[2] = b[6]; a[3] = b[1]; a[4] = b[4]; a[5] = b[7]; a[6] = b[2]; a[7] = b[5]; a[8] = b[8]; return this } }; THREE.Matrix4 = function(a, b, c, d, e, f, g, h, j, l, k, p, m, o, q, n) { this.elements = new Float32Array(16); this.set(a !== void 0 ? a : 1, b || 0, c || 0, d || 0, e || 0, f !== void 0 ? f : 1, g || 0, h || 0, j || 0, l || 0, k !== void 0 ? k : 1, p || 0, m || 0, o || 0, q || 0, n !== void 0 ? n : 1) } ; THREE.Matrix4.prototype = { constructor: THREE.Matrix4, set: function(a, b, c, d, e, f, g, h, j, l, k, p, m, o, q, n) { var r = this.elements; r[0] = a; r[4] = b; r[8] = c; r[12] = d; r[1] = e; r[5] = f; r[9] = g; r[13] = h; r[2] = j; r[6] = l; r[10] = k; r[14] = p; r[3] = m; r[7] = o; r[11] = q; r[15] = n; return this }, identity: function() { this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); return this }, copy: function(a) { a = a.elements; this.set(a[0], a[4], a[8], a[12], a[1], a[5], a[9], a[13], a[2], a[6], a[10], a[14], a[3], a[7], a[11], a[15]); return this }, lookAt: function(a, b, c) { var d = this.elements , e = THREE.Matrix4.__v1 , f = THREE.Matrix4.__v2 , g = THREE.Matrix4.__v3; g.sub(a, b).normalize(); if (g.length() === 0) g.z = 1; e.cross(c, g).normalize(); if (e.length() === 0) { g.x = g.x + 1.0E-4; e.cross(c, g).normalize() } f.cross(g, e); d[0] = e.x; d[4] = f.x; d[8] = g.x; d[1] = e.y; d[5] = f.y; d[9] = g.y; d[2] = e.z; d[6] = f.z; d[10] = g.z; return this }, multiply: function(a, b) { var c = a.elements , d = b.elements , e = this.elements , f = c[0] , g = c[4] , h = c[8] , j = c[12] , l = c[1] , k = c[5] , p = c[9] , m = c[13] , o = c[2] , q = c[6] , n = c[10] , r = c[14] , u = c[3] , t = c[7] , y = c[11] , c = c[15] , s = d[0] , w = d[4] , H = d[8] , E = d[12] , z = d[1] , v = d[5] , A = d[9] , J = d[13] , K = d[2] , R = d[6] , P = d[10] , D = d[14] , M = d[3] , G = d[7] , i = d[11] , d = d[15]; e[0] = f * s + g * z + h * K + j * M; e[4] = f * w + g * v + h * R + j * G; e[8] = f * H + g * A + h * P + j * i; e[12] = f * E + g * J + h * D + j * d; e[1] = l * s + k * z + p * K + m * M; e[5] = l * w + k * v + p * R + m * G; e[9] = l * H + k * A + p * P + m * i; e[13] = l * E + k * J + p * D + m * d; e[2] = o * s + q * z + n * K + r * M; e[6] = o * w + q * v + n * R + r * G; e[10] = o * H + q * A + n * P + r * i; e[14] = o * E + q * J + n * D + r * d; e[3] = u * s + t * z + y * K + c * M; e[7] = u * w + t * v + y * R + c * G; e[11] = u * H + t * A + y * P + c * i; e[15] = u * E + t * J + y * D + c * d; return this }, multiplySelf: function(a) { return this.multiply(this, a) }, multiplyToArray: function(a, b, c) { var d = this.elements; this.multiply(a, b); c[0] = d[0]; c[1] = d[1]; c[2] = d[2]; c[3] = d[3]; c[4] = d[4]; c[5] = d[5]; c[6] = d[6]; c[7] = d[7]; c[8] = d[8]; c[9] = d[9]; c[10] = d[10]; c[11] = d[11]; c[12] = d[12]; c[13] = d[13]; c[14] = d[14]; c[15] = d[15]; return this }, multiplyScalar: function(a) { var b = this.elements; b[0] = b[0] * a; b[4] = b[4] * a; b[8] = b[8] * a; b[12] = b[12] * a; b[1] = b[1] * a; b[5] = b[5] * a; b[9] = b[9] * a; b[13] = b[13] * a; b[2] = b[2] * a; b[6] = b[6] * a; b[10] = b[10] * a; b[14] = b[14] * a; b[3] = b[3] * a; b[7] = b[7] * a; b[11] = b[11] * a; b[15] = b[15] * a; return this }, multiplyVector3: function(a) { var b = this.elements , c = a.x , d = a.y , e = a.z , f = 1 / (b[3] * c + b[7] * d + b[11] * e + b[15]); a.x = (b[0] * c + b[4] * d + b[8] * e + b[12]) * f; a.y = (b[1] * c + b[5] * d + b[9] * e + b[13]) * f; a.z = (b[2] * c + b[6] * d + b[10] * e + b[14]) * f; return a }, multiplyVector4: function(a) { var b = this.elements , c = a.x , d = a.y , e = a.z , f = a.w; a.x = b[0] * c + b[4] * d + b[8] * e + b[12] * f; a.y = b[1] * c + b[5] * d + b[9] * e + b[13] * f; a.z = b[2] * c + b[6] * d + b[10] * e + b[14] * f; a.w = b[3] * c + b[7] * d + b[11] * e + b[15] * f; return a }, rotateAxis: function(a) { var b = this.elements , c = a.x , d = a.y , e = a.z; a.x = c * b[0] + d * b[4] + e * b[8]; a.y = c * b[1] + d * b[5] + e * b[9]; a.z = c * b[2] + d * b[6] + e * b[10]; a.normalize(); return a }, crossVector: function(a) { var b = this.elements , c = new THREE.Vector4; c.x = b[0] * a.x + b[4] * a.y + b[8] * a.z + b[12] * a.w; c.y = b[1] * a.x + b[5] * a.y + b[9] * a.z + b[13] * a.w; c.z = b[2] * a.x + b[6] * a.y + b[10] * a.z + b[14] * a.w; c.w = a.w ? b[3] * a.x + b[7] * a.y + b[11] * a.z + b[15] * a.w : 1; return c }, determinant: function() { var a = this.elements , b = a[0] , c = a[4] , d = a[8] , e = a[12] , f = a[1] , g = a[5] , h = a[9] , j = a[13] , l = a[2] , k = a[6] , p = a[10] , m = a[14] , o = a[3] , q = a[7] , n = a[11] , a = a[15]; return e * h * k * o - d * j * k * o - e * g * p * o + c * j * p * o + d * g * m * o - c * h * m * o - e * h * l * q + d * j * l * q + e * f * p * q - b * j * p * q - d * f * m * q + b * h * m * q + e * g * l * n - c * j * l * n - e * f * k * n + b * j * k * n + c * f * m * n - b * g * m * n - d * g * l * a + c * h * l * a + d * f * k * a - b * h * k * a - c * f * p * a + b * g * p * a }, transpose: function() { var a = this.elements, b; b = a[1]; a[1] = a[4]; a[4] = b; b = a[2]; a[2] = a[8]; a[8] = b; b = a[6]; a[6] = a[9]; a[9] = b; b = a[3]; a[3] = a[12]; a[12] = b; b = a[7]; a[7] = a[13]; a[13] = b; b = a[11]; a[11] = a[14]; a[14] = b; return this }, flattenToArray: function(a) { var b = this.elements; a[0] = b[0]; a[1] = b[1]; a[2] = b[2]; a[3] = b[3]; a[4] = b[4]; a[5] = b[5]; a[6] = b[6]; a[7] = b[7]; a[8] = b[8]; a[9] = b[9]; a[10] = b[10]; a[11] = b[11]; a[12] = b[12]; a[13] = b[13]; a[14] = b[14]; a[15] = b[15]; return a }, flattenToArrayOffset: function(a, b) { var c = this.elements; a[b] = c[0]; a[b + 1] = c[1]; a[b + 2] = c[2]; a[b + 3] = c[3]; a[b + 4] = c[4]; a[b + 5] = c[5]; a[b + 6] = c[6]; a[b + 7] = c[7]; a[b + 8] = c[8]; a[b + 9] = c[9]; a[b + 10] = c[10]; a[b + 11] = c[11]; a[b + 12] = c[12]; a[b + 13] = c[13]; a[b + 14] = c[14]; a[b + 15] = c[15]; return a }, getPosition: function() { var a = this.elements; return THREE.Matrix4.__v1.set(a[12], a[13], a[14]) }, setPosition: function(a) { var b = this.elements; b[12] = a.x; b[13] = a.y; b[14] = a.z; return this }, getColumnX: function() { var a = this.elements; return THREE.Matrix4.__v1.set(a[0], a[1], a[2]) }, getColumnY: function() { var a = this.elements; return THREE.Matrix4.__v1.set(a[4], a[5], a[6]) }, getColumnZ: function() { var a = this.elements; return THREE.Matrix4.__v1.set(a[8], a[9], a[10]) }, getInverse: function(a) { var b = this.elements , c = a.elements , d = c[0] , e = c[4] , f = c[8] , g = c[12] , h = c[1] , j = c[5] , l = c[9] , k = c[13] , p = c[2] , m = c[6] , o = c[10] , q = c[14] , n = c[3] , r = c[7] , u = c[11] , c = c[15]; b[0] = l * q * r - k * o * r + k * m * u - j * q * u - l * m * c + j * o * c; b[4] = g * o * r - f * q * r - g * m * u + e * q * u + f * m * c - e * o * c; b[8] = f * k * r - g * l * r + g * j * u - e * k * u - f * j * c + e * l * c; b[12] = g * l * m - f * k * m - g * j * o + e * k * o + f * j * q - e * l * q; b[1] = k * o * n - l * q * n - k * p * u + h * q * u + l * p * c - h * o * c; b[5] = f * q * n - g * o * n + g * p * u - d * q * u - f * p * c + d * o * c; b[9] = g * l * n - f * k * n - g * h * u + d * k * u + f * h * c - d * l * c; b[13] = f * k * p - g * l * p + g * h * o - d * k * o - f * h * q + d * l * q; b[2] = j * q * n - k * m * n + k * p * r - h * q * r - j * p * c + h * m * c; b[6] = g * m * n - e * q * n - g * p * r + d * q * r + e * p * c - d * m * c; b[10] = e * k * n - g * j * n + g * h * r - d * k * r - e * h * c + d * j * c; b[14] = g * j * p - e * k * p - g * h * m + d * k * m + e * h * q - d * j * q; b[3] = l * m * n - j * o * n - l * p * r + h * o * r + j * p * u - h * m * u; b[7] = e * o * n - f * m * n + f * p * r - d * o * r - e * p * u + d * m * u; b[11] = f * j * n - e * l * n - f * h * r + d * l * r + e * h * u - d * j * u; b[15] = e * l * p - f * j * p + f * h * m - d * l * m - e * h * o + d * j * o; this.multiplyScalar(1 / a.determinant()); return this }, setRotationFromEuler: function(a, b) { var c = this.elements , d = a.x , e = a.y , f = a.z , g = Math.cos(d) , d = Math.sin(d) , h = Math.cos(e) , e = Math.sin(e) , j = Math.cos(f) , f = Math.sin(f); switch (b) { case "YXZ": var l = h * j , k = h * f , p = e * j , m = e * f; c[0] = l + m * d; c[4] = p * d - k; c[8] = g * e; c[1] = g * f; c[5] = g * j; c[9] = -d; c[2] = k * d - p; c[6] = m + l * d; c[10] = g * h; break; case "ZXY": l = h * j; k = h * f; p = e * j; m = e * f; c[0] = l - m * d; c[4] = -g * f; c[8] = p + k * d; c[1] = k + p * d; c[5] = g * j; c[9] = m - l * d; c[2] = -g * e; c[6] = d; c[10] = g * h; break; case "ZYX": l = g * j; k = g * f; p = d * j; m = d * f; c[0] = h * j; c[4] = p * e - k; c[8] = l * e + m; c[1] = h * f; c[5] = m * e + l; c[9] = k * e - p; c[2] = -e; c[6] = d * h; c[10] = g * h; break; case "YZX": l = g * h; k = g * e; p = d * h; m = d * e; c[0] = h * j; c[4] = m - l * f; c[8] = p * f + k; c[1] = f; c[5] = g * j; c[9] = -d * j; c[2] = -e * j; c[6] = k * f + p; c[10] = l - m * f; break; case "XZY": l = g * h; k = g * e; p = d * h; m = d * e; c[0] = h * j; c[4] = -f; c[8] = e * j; c[1] = l * f + m; c[5] = g * j; c[9] = k * f - p; c[2] = p * f - k; c[6] = d * j; c[10] = m * f + l; break; default: l = g * j; k = g * f; p = d * j; m = d * f; c[0] = h * j; c[4] = -h * f; c[8] = e; c[1] = k + p * e; c[5] = l - m * e; c[9] = -d * h; c[2] = m - l * e; c[6] = p + k * e; c[10] = g * h } return this }, setRotationFromQuaternion: function(a) { var b = this.elements , c = a.x , d = a.y , e = a.z , f = a.w , g = c + c , h = d + d , j = e + e , a = c * g , l = c * h , c = c * j , k = d * h , d = d * j , e = e * j , g = f * g , h = f * h , f = f * j; b[0] = 1 - (k + e); b[4] = l - f; b[8] = c + h; b[1] = l + f; b[5] = 1 - (a + e); b[9] = d - g; b[2] = c - h; b[6] = d + g; b[10] = 1 - (a + k); return this }, compose: function(a, b, c) { var d = this.elements , e = THREE.Matrix4.__m1 , f = THREE.Matrix4.__m2; e.identity(); e.setRotationFromQuaternion(b); f.makeScale(c.x, c.y, c.z); this.multiply(e, f); d[12] = a.x; d[13] = a.y; d[14] = a.z; return this }, decompose: function(a, b, c) { var d = this.elements , e = THREE.Matrix4.__v1 , f = THREE.Matrix4.__v2 , g = THREE.Matrix4.__v3; e.set(d[0], d[1], d[2]); f.set(d[4], d[5], d[6]); g.set(d[8], d[9], d[10]); a = a instanceof THREE.Vector3 ? a : new THREE.Vector3; b = b instanceof THREE.Quaternion ? b : new THREE.Quaternion; c = c instanceof THREE.Vector3 ? c : new THREE.Vector3; c.x = e.length(); c.y = f.length(); c.z = g.length(); a.x = d[12]; a.y = d[13]; a.z = d[14]; d = THREE.Matrix4.__m1; d.copy(this); d.elements[0] = d.elements[0] / c.x; d.elements[1] = d.elements[1] / c.x; d.elements[2] = d.elements[2] / c.x; d.elements[4] = d.elements[4] / c.y; d.elements[5] = d.elements[5] / c.y; d.elements[6] = d.elements[6] / c.y; d.elements[8] = d.elements[8] / c.z; d.elements[9] = d.elements[9] / c.z; d.elements[10] = d.elements[10] / c.z; b.setFromRotationMatrix(d); return [a, b, c] }, extractPosition: function(a) { var b = this.elements , a = a.elements; b[12] = a[12]; b[13] = a[13]; b[14] = a[14]; return this }, extractRotation: function(a) { var b = this.elements , a = a.elements , c = THREE.Matrix4.__v1 , d = 1 / c.set(a[0], a[1], a[2]).length() , e = 1 / c.set(a[4], a[5], a[6]).length() , c = 1 / c.set(a[8], a[9], a[10]).length(); b[0] = a[0] * d; b[1] = a[1] * d; b[2] = a[2] * d; b[4] = a[4] * e; b[5] = a[5] * e; b[6] = a[6] * e; b[8] = a[8] * c; b[9] = a[9] * c; b[10] = a[10] * c; return this }, translate: function(a) { var b = this.elements , c = a.x , d = a.y , a = a.z; b[12] = b[0] * c + b[4] * d + b[8] * a + b[12]; b[13] = b[1] * c + b[5] * d + b[9] * a + b[13]; b[14] = b[2] * c + b[6] * d + b[10] * a + b[14]; b[15] = b[3] * c + b[7] * d + b[11] * a + b[15]; return this }, rotateX: function(a) { var b = this.elements , c = b[4] , d = b[5] , e = b[6] , f = b[7] , g = b[8] , h = b[9] , j = b[10] , l = b[11] , k = Math.cos(a) , a = Math.sin(a); b[4] = k * c + a * g; b[5] = k * d + a * h; b[6] = k * e + a * j; b[7] = k * f + a * l; b[8] = k * g - a * c; b[9] = k * h - a * d; b[10] = k * j - a * e; b[11] = k * l - a * f; return this }, rotateY: function(a) { var b = this.elements , c = b[0] , d = b[1] , e = b[2] , f = b[3] , g = b[8] , h = b[9] , j = b[10] , l = b[11] , k = Math.cos(a) , a = Math.sin(a); b[0] = k * c - a * g; b[1] = k * d - a * h; b[2] = k * e - a * j; b[3] = k * f - a * l; b[8] = k * g + a * c; b[9] = k * h + a * d; b[10] = k * j + a * e; b[11] = k * l + a * f; return this }, rotateZ: function(a) { var b = this.elements , c = b[0] , d = b[1] , e = b[2] , f = b[3] , g = b[4] , h = b[5] , j = b[6] , l = b[7] , k = Math.cos(a) , a = Math.sin(a); b[0] = k * c + a * g; b[1] = k * d + a * h; b[2] = k * e + a * j; b[3] = k * f + a * l; b[4] = k * g - a * c; b[5] = k * h - a * d; b[6] = k * j - a * e; b[7] = k * l - a * f; return this }, rotateByAxis: function(a, b) { var c = this.elements; if (a.x === 1 && a.y === 0 && a.z === 0) return this.rotateX(b); if (a.x === 0 && a.y === 1 && a.z === 0) return this.rotateY(b); if (a.x === 0 && a.y === 0 && a.z === 1) return this.rotateZ(b); var d = a.x , e = a.y , f = a.z , g = Math.sqrt(d * d + e * e + f * f) , d = d / g , e = e / g , f = f / g , g = d * d , h = e * e , j = f * f , l = Math.cos(b) , k = Math.sin(b) , p = 1 - l , m = d * e * p , o = d * f * p , p = e * f * p , d = d * k , q = e * k , k = f * k , f = g + (1 - g) * l , g = m + k , e = o - q , m = m - k , h = h + (1 - h) * l , k = p + d , o = o + q , p = p - d , j = j + (1 - j) * l , l = c[0] , d = c[1] , q = c[2] , n = c[3] , r = c[4] , u = c[5] , t = c[6] , y = c[7] , s = c[8] , w = c[9] , H = c[10] , E = c[11]; c[0] = f * l + g * r + e * s; c[1] = f * d + g * u + e * w; c[2] = f * q + g * t + e * H; c[3] = f * n + g * y + e * E; c[4] = m * l + h * r + k * s; c[5] = m * d + h * u + k * w; c[6] = m * q + h * t + k * H; c[7] = m * n + h * y + k * E; c[8] = o * l + p * r + j * s; c[9] = o * d + p * u + j * w; c[10] = o * q + p * t + j * H; c[11] = o * n + p * y + j * E; return this }, scale: function(a) { var b = this.elements , c = a.x , d = a.y , a = a.z; b[0] = b[0] * c; b[4] = b[4] * d; b[8] = b[8] * a; b[1] = b[1] * c; b[5] = b[5] * d; b[9] = b[9] * a; b[2] = b[2] * c; b[6] = b[6] * d; b[10] = b[10] * a; b[3] = b[3] * c; b[7] = b[7] * d; b[11] = b[11] * a; return this }, getMaxScaleOnAxis: function() { var a = this.elements; return Math.sqrt(Math.max(a[0] * a[0] + a[1] * a[1] + a[2] * a[2], Math.max(a[4] * a[4] + a[5] * a[5] + a[6] * a[6], a[8] * a[8] + a[9] * a[9] + a[10] * a[10]))) }, makeTranslation: function(a, b, c) { this.set(1, 0, 0, a, 0, 1, 0, b, 0, 0, 1, c, 0, 0, 0, 1); return this }, makeRotationX: function(a) { var b = Math.cos(a) , a = Math.sin(a); this.set(1, 0, 0, 0, 0, b, -a, 0, 0, a, b, 0, 0, 0, 0, 1); return this }, makeRotationY: function(a) { var b = Math.cos(a) , a = Math.sin(a); this.set(b, 0, a, 0, 0, 1, 0, 0, -a, 0, b, 0, 0, 0, 0, 1); return this }, makeRotationZ: function(a) { var b = Math.cos(a) , a = Math.sin(a); this.set(b, -a, 0, 0, a, b, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); return this }, makeRotationAxis: function(a, b) { var c = Math.cos(b) , d = Math.sin(b) , e = 1 - c , f = a.x , g = a.y , h = a.z , j = e * f , l = e * g; this.set(j * f + c, j * g - d * h, j * h + d * g, 0, j * g + d * h, l * g + c, l * h - d * f, 0, j * h - d * g, l * h + d * f, e * h * h + c, 0, 0, 0, 0, 1); return this }, makeScale: function(a, b, c) { this.set(a, 0, 0, 0, 0, b, 0, 0, 0, 0, c, 0, 0, 0, 0, 1); return this }, makeFrustum: function(a, b, c, d, e, f) { var g = this.elements; g[0] = 2 * e / (b - a); g[4] = 0; g[8] = (b + a) / (b - a); g[12] = 0; g[1] = 0; g[5] = 2 * e / (d - c); g[9] = (d + c) / (d - c); g[13] = 0; g[2] = 0; g[6] = 0; g[10] = -(f + e) / (f - e); g[14] = -2 * f * e / (f - e); g[3] = 0; g[7] = 0; g[11] = -1; g[15] = 0; return this }, makePerspective: function(a, b, c, d) { var a = c * Math.tan(a * Math.PI / 360) , e = -a; return this.makeFrustum(e * b, a * b, e, a, c, d) }, makeOrthographic: function(a, b, c, d, e, f) { var g = this.elements , h = b - a , j = c - d , l = f - e; g[0] = 2 / h; g[4] = 0; g[8] = 0; g[12] = -((b + a) / h); g[1] = 0; g[5] = 2 / j; g[9] = 0; g[13] = -((c + d) / j); g[2] = 0; g[6] = 0; g[10] = -2 / l; g[14] = -((f + e) / l); g[3] = 0; g[7] = 0; g[11] = 0; g[15] = 1; return this }, clone: function() { var a = this.elements; return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]) } }; THREE.Matrix4.__v1 = new THREE.Vector3; THREE.Matrix4.__v2 = new THREE.Vector3; THREE.Matrix4.__v3 = new THREE.Vector3; THREE.Matrix4.__m1 = new THREE.Matrix4; THREE.Matrix4.__m2 = new THREE.Matrix4; THREE.Object3D = function() { this.id = THREE.Object3DCount++; this.name = ""; this.parent = void 0; this.children = []; this.up = new THREE.Vector3(0,1,0); this.position = new THREE.Vector3; this.rotation = new THREE.Vector3; this.eulerOrder = "XYZ"; this.scale = new THREE.Vector3(1,1,1); this.flipSided = this.doubleSided = false; this.renderDepth = null ; this.rotationAutoUpdate = true; this.matrix = new THREE.Matrix4; this.matrixWorld = new THREE.Matrix4; this.matrixRotationWorld = new THREE.Matrix4; this.matrixWorldNeedsUpdate = this.matrixAutoUpdate = true; this.quaternion = new THREE.Quaternion; this.useQuaternion = false; this.boundRadius = 0; this.boundRadiusScale = 1; this.visible = true; this.receiveShadow = this.castShadow = false; this.frustumCulled = true; this._vector = new THREE.Vector3 } ; THREE.Object3D.prototype = { constructor: THREE.Object3D, applyMatrix: function(a) { this.matrix.multiply(a, this.matrix); this.scale.getScaleFromMatrix(this.matrix); this.rotation.getRotationFromMatrix(this.matrix, this.scale); this.position.getPositionFromMatrix(this.matrix) }, translate: function(a, b) { this.matrix.rotateAxis(b); this.position.addSelf(b.multiplyScalar(a)) }, translateX: function(a) { this.translate(a, this._vector.set(1, 0, 0)) }, translateY: function(a) { this.translate(a, this._vector.set(0, 1, 0)) }, translateZ: function(a) { this.translate(a, this._vector.set(0, 0, 1)) }, lookAt: function(a) { this.matrix.lookAt(a, this.position, this.up); this.rotationAutoUpdate && this.rotation.getRotationFromMatrix(this.matrix) }, add: function(a) { if (a === this) console.warn("THREE.Object3D.add: An object can't be added as a child of itself."); else if (a instanceof THREE.Object3D) { a.parent !== void 0 && a.parent.remove(a); a.parent = this; this.children.push(a); for (var b = this; b.parent !== void 0; ) b = b.parent; b !== void 0 && b instanceof THREE.Scene && b.__addObject(a) } }, remove: function(a) { var b = this.children.indexOf(a); if (b !== -1) { a.parent = void 0; this.children.splice(b, 1); for (b = this; b.parent !== void 0; ) b = b.parent; b !== void 0 && b instanceof THREE.Scene && b.__removeObject(a) } }, getChildByName: function(a, b) { var c, d, e; c = 0; for (d = this.children.length; c < d; c++) { e = this.children[c]; if (e.name === a) return e; if (b) { e = e.getChildByName(a, b); if (e !== void 0) return e } } }, updateMatrix: function() { this.matrix.setPosition(this.position); this.useQuaternion ? this.matrix.setRotationFromQuaternion(this.quaternion) : this.matrix.setRotationFromEuler(this.rotation, this.eulerOrder); if (this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1) { this.matrix.scale(this.scale); this.boundRadiusScale = Math.max(this.scale.x, Math.max(this.scale.y, this.scale.z)) } this.matrixWorldNeedsUpdate = true }, updateMatrixWorld: function(a) { this.matrixAutoUpdate && this.updateMatrix(); if (this.matrixWorldNeedsUpdate || a) { this.parent ? this.matrixWorld.multiply(this.parent.matrixWorld, this.matrix) : this.matrixWorld.copy(this.matrix); this.matrixWorldNeedsUpdate = false; a = true } for (var b = 0, c = this.children.length; b < c; b++) this.children[b].updateMatrixWorld(a) } }; THREE.Object3DCount = 0; THREE.Projector = function() { function a() { var a = g[f] = g[f] || new THREE.RenderableObject; f++; return a } function b() { var a = l[j] = l[j] || new THREE.RenderableVertex; j++; return a } function c(a, b) { return b.z - a.z } function d(a, b) { var c = 0 , d = 1 , e = a.z + a.w , f = b.z + b.w , g = -a.z + a.w , h = -b.z + b.w; if (e >= 0 && f >= 0 && g >= 0 && h >= 0) return true; if (e < 0 && f < 0 || g < 0 && h < 0) return false; e < 0 ? c = Math.max(c, e / (e - f)) : f < 0 && (d = Math.min(d, e / (e - f))); g < 0 ? c = Math.max(c, g / (g - h)) : h < 0 && (d = Math.min(d, g / (g - h))); if (d < c) return false; a.lerpSelf(b, c); b.lerpSelf(a, 1 - d); return true } var e, f, g = [], h, j, l = [], k, p, m = [], o, q = [], n, r, u = [], t, y, s = [], w = { objects: [], sprites: [], lights: [], elements: [] }, H = new THREE.Vector3, E = new THREE.Vector4, z = new THREE.Matrix4, v = new THREE.Matrix4, A = new THREE.Frustum, J = new THREE.Vector4, K = new THREE.Vector4; this.projectVector = function(a, b) { b.matrixWorldInverse.getInverse(b.matrixWorld); z.multiply(b.projectionMatrix, b.matrixWorldInverse); z.multiplyVector3(a); return a } ; this.unprojectVector = function(a, b) { b.projectionMatrixInverse.getInverse(b.projectionMatrix); z.multiply(b.matrixWorld, b.projectionMatrixInverse); z.multiplyVector3(a); return a } ; this.pickingRay = function(a, b) { var c; a.z = -1; c = new THREE.Vector3(a.x,a.y,1); this.unprojectVector(a, b); this.unprojectVector(c, b); c.subSelf(a).normalize(); return new THREE.Ray(a,c) } ; this.projectGraph = function(b, d) { f = 0; w.objects.length = 0; w.sprites.length = 0; w.lights.length = 0; var g = function(b) { if (b.visible !== false) { if ((b instanceof THREE.Mesh || b instanceof THREE.Line) && (b.frustumCulled === false || A.contains(b))) { H.copy(b.matrixWorld.getPosition()); z.multiplyVector3(H); e = a(); e.object = b; e.z = H.z; w.objects.push(e) } else if (b instanceof THREE.Sprite || b instanceof THREE.Particle) { H.copy(b.matrixWorld.getPosition()); z.multiplyVector3(H); e = a(); e.object = b; e.z = H.z; w.sprites.push(e) } else b instanceof THREE.Light && w.lights.push(b); for (var c = 0, d = b.children.length; c < d; c++) g(b.children[c]) } } ; g(b); d && w.objects.sort(c); return w } ; this.projectScene = function(a, e, f) { var g = e.near, G = e.far, i = false, H, U, C, Y, F, ea, fa, ia, O, Q, Z, $, ha, Ma, Ka; y = r = o = p = 0; w.elements.length = 0; if (e.parent === void 0) { console.warn("DEPRECATED: Camera hasn't been added to a Scene. Adding it..."); a.add(e) } a.updateMatrixWorld(); e.matrixWorldInverse.getInverse(e.matrixWorld); z.multiply(e.projectionMatrix, e.matrixWorldInverse); A.setFromMatrix(z); w = this.projectGraph(a, false); a = 0; for (H = w.objects.length; a < H; a++) { O = w.objects[a].object; Q = O.matrixWorld; j = 0; if (O instanceof THREE.Mesh) { Z = O.geometry; $ = O.geometry.materials; Y = Z.vertices; ha = Z.faces; Ma = Z.faceVertexUvs; Z = O.matrixRotationWorld.extractRotation(Q); U = 0; for (C = Y.length; U < C; U++) { h = b(); h.positionWorld.copy(Y[U]); Q.multiplyVector3(h.positionWorld); h.positionScreen.copy(h.positionWorld); z.multiplyVector4(h.positionScreen); h.positionScreen.x = h.positionScreen.x / h.positionScreen.w; h.positionScreen.y = h.positionScreen.y / h.positionScreen.w; h.visible = h.positionScreen.z > g && h.positionScreen.z < G } Y = 0; for (U = ha.length; Y < U; Y++) { C = ha[Y]; if (C instanceof THREE.Face3) { F = l[C.a]; ea = l[C.b]; fa = l[C.c]; if (F.visible && ea.visible && fa.visible) { i = (fa.positionScreen.x - F.positionScreen.x) * (ea.positionScreen.y - F.positionScreen.y) - (fa.positionScreen.y - F.positionScreen.y) * (ea.positionScreen.x - F.positionScreen.x) < 0; if (O.doubleSided || i != O.flipSided) { ia = m[p] = m[p] || new THREE.RenderableFace3; p++; k = ia; k.v1.copy(F); k.v2.copy(ea); k.v3.copy(fa) } else continue } else continue } else if (C instanceof THREE.Face4) { F = l[C.a]; ea = l[C.b]; fa = l[C.c]; ia = l[C.d]; if (F.visible && ea.visible && fa.visible && ia.visible) { i = (ia.positionScreen.x - F.positionScreen.x) * (ea.positionScreen.y - F.positionScreen.y) - (ia.positionScreen.y - F.positionScreen.y) * (ea.positionScreen.x - F.positionScreen.x) < 0 || (ea.positionScreen.x - fa.positionScreen.x) * (ia.positionScreen.y - fa.positionScreen.y) - (ea.positionScreen.y - fa.positionScreen.y) * (ia.positionScreen.x - fa.positionScreen.x) < 0; if (O.doubleSided || i != O.flipSided) { Ka = q[o] = q[o] || new THREE.RenderableFace4; o++; k = Ka; k.v1.copy(F); k.v2.copy(ea); k.v3.copy(fa); k.v4.copy(ia) } else continue } else continue } k.normalWorld.copy(C.normal); !i && (O.flipSided || O.doubleSided) && k.normalWorld.negate(); Z.multiplyVector3(k.normalWorld); k.centroidWorld.copy(C.centroid); Q.multiplyVector3(k.centroidWorld); k.centroidScreen.copy(k.centroidWorld); z.multiplyVector3(k.centroidScreen); fa = C.vertexNormals; F = 0; for (ea = fa.length; F < ea; F++) { ia = k.vertexNormalsWorld[F]; ia.copy(fa[F]); !i && (O.flipSided || O.doubleSided) && ia.negate(); Z.multiplyVector3(ia) } F = 0; for (ea = Ma.length; F < ea; F++) if (Ka = Ma[F][Y]) { fa = 0; for (ia = Ka.length; fa < ia; fa++) k.uvs[F][fa] = Ka[fa] } k.material = O.material; k.faceMaterial = C.materialIndex !== null ? $[C.materialIndex] : null ; k.z = k.centroidScreen.z; w.elements.push(k) } } else if (O instanceof THREE.Line) { v.multiply(z, Q); Y = O.geometry.vertices; F = b(); F.positionScreen.copy(Y[0]); v.multiplyVector4(F.positionScreen); Q = O.type === THREE.LinePieces ? 2 : 1; U = 1; for (C = Y.length; U < C; U++) { F = b(); F.positionScreen.copy(Y[U]); v.multiplyVector4(F.positionScreen); if (!((U + 1) % Q > 0)) { ea = l[j - 2]; J.copy(F.positionScreen); K.copy(ea.positionScreen); if (d(J, K)) { J.multiplyScalar(1 / J.w); K.multiplyScalar(1 / K.w); $ = u[r] = u[r] || new THREE.RenderableLine; r++; n = $; n.v1.positionScreen.copy(J); n.v2.positionScreen.copy(K); n.z = Math.max(J.z, K.z); n.material = O.material; w.elements.push(n) } } } } } a = 0; for (H = w.sprites.length; a < H; a++) { O = w.sprites[a].object; Q = O.matrixWorld; if (O instanceof THREE.Particle) { E.set(Q.elements[12], Q.elements[13], Q.elements[14], 1); z.multiplyVector4(E); E.z = E.z / E.w; if (E.z > 0 && E.z < 1) { g = s[y] = s[y] || new THREE.RenderableParticle; y++; t = g; t.x = E.x / E.w; t.y = E.y / E.w; t.z = E.z; t.rotation = O.rotation.z; t.scale.x = O.scale.x * Math.abs(t.x - (E.x + e.projectionMatrix.elements[0]) / (E.w + e.projectionMatrix.elements[12])); t.scale.y = O.scale.y * Math.abs(t.y - (E.y + e.projectionMatrix.elements[5]) / (E.w + e.projectionMatrix.elements[13])); t.material = O.material; w.elements.push(t) } } } f && w.elements.sort(c); return w } } ; THREE.Quaternion = function(a, b, c, d) { this.x = a || 0; this.y = b || 0; this.z = c || 0; this.w = d !== void 0 ? d : 1 } ; THREE.Quaternion.prototype = { constructor: THREE.Quaternion, set: function(a, b, c, d) { this.x = a; this.y = b; this.z = c; this.w = d; return this }, copy: function(a) { this.x = a.x; this.y = a.y; this.z = a.z; this.w = a.w; return this }, setFromEuler: function(a) { var b = Math.PI / 360 , c = a.x * b , d = a.y * b , e = a.z * b , a = Math.cos(d) , d = Math.sin(d) , b = Math.cos(-e) , e = Math.sin(-e) , f = Math.cos(c) , c = Math.sin(c) , g = a * b , h = d * e; this.w = g * f - h * c; this.x = g * c + h * f; this.y = d * b * f + a * e * c; this.z = a * e * f - d * b * c; return this }, setFromAxisAngle: function(a, b) { var c = b / 2 , d = Math.sin(c); this.x = a.x * d; this.y = a.y * d; this.z = a.z * d; this.w = Math.cos(c); return this }, setFromRotationMatrix: function(a) { var b = Math.pow(a.determinant(), 1 / 3); this.w = Math.sqrt(Math.max(0, b + a.elements[0] + a.elements[5] + a.elements[10])) / 2; this.x = Math.sqrt(Math.max(0, b + a.elemen
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Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
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We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.