From 53d9af446c77b0914f7332173873a4c3abbd2ecc Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Thu, 1 Oct 2026 18:23:20 +0800 Subject: [PATCH 01/15] =?UTF-8?q?feat(gui):=20=E6=98=9F=E5=9B=BE=E6=8E=A5?= =?UTF-8?q?=E4=B8=8A=20/memory/graph/pulse=20+=20=E5=89=8D=E7=AB=AF?= =?UTF-8?q?=E4=BE=9D=E8=B5=96=E6=9C=AC=E5=9C=B0=E5=8C=96=20+=20=E7=AB=AF?= =?UTF-8?q?=E7=82=B9=E5=AF=B9=E9=BD=90=E9=97=A8=E7=A6=81?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit GUI 与服务端 WebUI 插件共享同一套 REST 接口,但两边独立演进、没有任何 强制手段。这次核实发现三处真实漂移(服务端 42 路由 / GUI 只用 29)。 1) 星图接上服务端专为它造的轻量活动端点 服务端 handleMemoryGraphPulse 的注释写了动机:生产实例全量图谱 408KB / 1151 节点,为了「知道哪些节点是新的」而每 N 秒拉全量是把 带宽和 JSON.parse 全花在重复数据上;pulse 只回 id+name+type+ mention_count+updated_at,几百字节 ~ 几 KB,差两个数量级。 WebUI dashboard 接了它,GUI 此前只在初始化拉一次全量且完全不轮询 ⇒ 星图停在打开那一刻的快照,agent 后来学的东西它永远看不到。 现接入:/runtime 3s + /memory/graph/pulse 10s,两路轮询幂等、 切连接时停;新实体标「生长」;SSE 的 tool_call/stage/agent_output 也会触发脉冲(用工具名与回复前 60 字当 hint,让点亮落到本轮相关实体)。 pulse 检出「全量图里没有的新实体」时置脏,由下一次 renderChatStarmap 惰性重拉全量 —— 不在脉冲回调里直接拉,否则会把轻量活动源变成每 10s 拉一次 408KB 全量,正好是 pulse 端点要消除的浪费。 2) 前端依赖本地化,顺带修掉一处安全边界 四个库从 internal/plugins/webui/static/ 复制到 renderer/vendor/ (字节一致,由门禁钉住),index.html 不再引用任何公网 CDN。 与服务端同一理由(见 webui/starmap_vendor_test.go 的注释): HomeAgent 支持离线/内网部署,换 CDN 只是把同一个赌注重下一遍。 ★ renderMd() 的净化器缺失分支不再回退到手写正则(剥 - - - + + + + + diff --git a/cmd/gui/renderer/vendor/OrbitControls.js b/cmd/gui/renderer/vendor/OrbitControls.js new file mode 100644 index 00000000..08730971 --- /dev/null +++ b/cmd/gui/renderer/vendor/OrbitControls.js @@ -0,0 +1,1045 @@ +( function () { + + // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default). + // + // Orbit - left mouse / touch: one-finger move + // Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish + // Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move + + const _changeEvent = { + type: 'change' + }; + const _startEvent = { + type: 'start' + }; + const _endEvent = { + type: 'end' + }; + + class OrbitControls extends THREE.EventDispatcher { + + constructor( object, domElement ) { + + super(); + if ( domElement === undefined ) console.warn( 'THREE.OrbitControls: The second parameter "domElement" is now mandatory.' ); + if ( domElement === document ) console.error( 'THREE.OrbitControls: "document" should not be used as the target "domElement". Please use "renderer.domElement" instead.' ); + this.object = object; + this.domElement = domElement; // Set to false to disable this control + + this.enabled = true; // "target" sets the location of focus, where the object orbits around + + this.target = new THREE.Vector3(); // How far you can dolly in and out ( PerspectiveCamera only ) + + this.minDistance = 0; + this.maxDistance = Infinity; // How far you can zoom in and out ( OrthographicCamera only ) + + this.minZoom = 0; + this.maxZoom = Infinity; // How far you can orbit vertically, upper and lower limits. + // Range is 0 to Math.PI radians. + + this.minPolarAngle = 0; // radians + + this.maxPolarAngle = Math.PI; // radians + // How far you can orbit horizontally, upper and lower limits. + // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI ) + + this.minAzimuthAngle = - Infinity; // radians + + this.maxAzimuthAngle = Infinity; // radians + // Set to true to enable damping (inertia) + // If damping is enabled, you must call controls.update() in your animation loop + + this.enableDamping = false; + this.dampingFactor = 0.05; // This option actually enables dollying in and out; left as "zoom" for backwards compatibility. + // Set to false to disable zooming + + this.enableZoom = true; + this.zoomSpeed = 1.0; // Set to false to disable rotating + + this.enableRotate = true; + this.rotateSpeed = 1.0; // Set to false to disable panning + + this.enablePan = true; + this.panSpeed = 1.0; + this.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.up + + this.keyPanSpeed = 7.0; // pixels moved per arrow key push + // Set to true to automatically rotate around the target + // If auto-rotate is enabled, you must call controls.update() in your animation loop + + this.autoRotate = false; + this.autoRotateSpeed = 2.0; // 30 seconds per orbit when fps is 60 + // The four arrow keys + + this.keys = { + LEFT: 'ArrowLeft', + UP: 'ArrowUp', + RIGHT: 'ArrowRight', + BOTTOM: 'ArrowDown' + }; // Mouse buttons + + this.mouseButtons = { + LEFT: THREE.MOUSE.ROTATE, + MIDDLE: THREE.MOUSE.DOLLY, + RIGHT: THREE.MOUSE.PAN + }; // Touch fingers + + this.touches = { + ONE: THREE.TOUCH.ROTATE, + TWO: THREE.TOUCH.DOLLY_PAN + }; // for reset + + this.target0 = this.target.clone(); + this.position0 = this.object.position.clone(); + this.zoom0 = this.object.zoom; // the target DOM element for key events + + this._domElementKeyEvents = null; // + // public methods + // + + this.getPolarAngle = function () { + + return spherical.phi; + + }; + + this.getAzimuthalAngle = function () { + + return spherical.theta; + + }; + + this.listenToKeyEvents = function ( domElement ) { + + domElement.addEventListener( 'keydown', onKeyDown ); + this._domElementKeyEvents = domElement; + + }; + + this.saveState = function () { + + scope.target0.copy( scope.target ); + scope.position0.copy( scope.object.position ); + scope.zoom0 = scope.object.zoom; + + }; + + this.reset = function () { + + scope.target.copy( scope.target0 ); + scope.object.position.copy( scope.position0 ); + scope.object.zoom = scope.zoom0; + scope.object.updateProjectionMatrix(); + scope.dispatchEvent( _changeEvent ); + scope.update(); + state = STATE.NONE; + + }; // this method is exposed, but perhaps it would be better if we can make it private... + + + this.update = function () { + + const offset = new THREE.Vector3(); // so camera.up is the orbit axis + + const quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) ); + const quatInverse = quat.clone().invert(); + const lastPosition = new THREE.Vector3(); + const lastQuaternion = new THREE.Quaternion(); + const twoPI = 2 * Math.PI; + return function update() { + + const position = scope.object.position; + offset.copy( position ).sub( scope.target ); // rotate offset to "y-axis-is-up" space + + offset.applyQuaternion( quat ); // angle from z-axis around y-axis + + spherical.setFromVector3( offset ); + + if ( scope.autoRotate && state === STATE.NONE ) { + + rotateLeft( getAutoRotationAngle() ); + + } + + if ( scope.enableDamping ) { + + spherical.theta += sphericalDelta.theta * scope.dampingFactor; + spherical.phi += sphericalDelta.phi * scope.dampingFactor; + + } else { + + spherical.theta += sphericalDelta.theta; + spherical.phi += sphericalDelta.phi; + + } // restrict theta to be between desired limits + + + let min = scope.minAzimuthAngle; + let max = scope.maxAzimuthAngle; + + if ( isFinite( min ) && isFinite( max ) ) { + + if ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI; + if ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI; + + if ( min <= max ) { + + spherical.theta = Math.max( min, Math.min( max, spherical.theta ) ); + + } else { + + spherical.theta = spherical.theta > ( min + max ) / 2 ? Math.max( min, spherical.theta ) : Math.min( max, spherical.theta ); + + } + + } // restrict phi to be between desired limits + + + spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) ); + spherical.makeSafe(); + spherical.radius *= scale; // restrict radius to be between desired limits + + spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) ); // move target to panned location + + if ( scope.enableDamping === true ) { + + scope.target.addScaledVector( panOffset, scope.dampingFactor ); + + } else { + + scope.target.add( panOffset ); + + } + + offset.setFromSpherical( spherical ); // rotate offset back to "camera-up-vector-is-up" space + + offset.applyQuaternion( quatInverse ); + position.copy( scope.target ).add( offset ); + scope.object.lookAt( scope.target ); + + if ( scope.enableDamping === true ) { + + sphericalDelta.theta *= 1 - scope.dampingFactor; + sphericalDelta.phi *= 1 - scope.dampingFactor; + panOffset.multiplyScalar( 1 - scope.dampingFactor ); + + } else { + + sphericalDelta.set( 0, 0, 0 ); + panOffset.set( 0, 0, 0 ); + + } + + scale = 1; // update condition is: + // min(camera displacement, camera rotation in radians)^2 > EPS + // using small-angle approximation cos(x/2) = 1 - x^2 / 8 + + if ( zoomChanged || lastPosition.distanceToSquared( scope.object.position ) > EPS || 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) { + + scope.dispatchEvent( _changeEvent ); + lastPosition.copy( scope.object.position ); + lastQuaternion.copy( scope.object.quaternion ); + zoomChanged = false; + return true; + + } + + return false; + + }; + + }(); + + this.dispose = function () { + + scope.domElement.removeEventListener( 'contextmenu', onContextMenu ); + scope.domElement.removeEventListener( 'pointerdown', onPointerDown ); + scope.domElement.removeEventListener( 'wheel', onMouseWheel ); + scope.domElement.removeEventListener( 'touchstart', onTouchStart ); + scope.domElement.removeEventListener( 'touchend', onTouchEnd ); + scope.domElement.removeEventListener( 'touchmove', onTouchMove ); + scope.domElement.ownerDocument.removeEventListener( 'pointermove', onPointerMove ); + scope.domElement.ownerDocument.removeEventListener( 'pointerup', onPointerUp ); + + if ( scope._domElementKeyEvents !== null ) { + + scope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown ); + + } //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here? + + }; // + // internals + // + + + const scope = this; + const STATE = { + NONE: - 1, + ROTATE: 0, + DOLLY: 1, + PAN: 2, + TOUCH_ROTATE: 3, + TOUCH_PAN: 4, + TOUCH_DOLLY_PAN: 5, + TOUCH_DOLLY_ROTATE: 6 + }; + let state = STATE.NONE; + const EPS = 0.000001; // current position in spherical coordinates + + const spherical = new THREE.Spherical(); + const sphericalDelta = new THREE.Spherical(); + let scale = 1; + const panOffset = new THREE.Vector3(); + let zoomChanged = false; + const rotateStart = new THREE.Vector2(); + const rotateEnd = new THREE.Vector2(); + const rotateDelta = new THREE.Vector2(); + const panStart = new THREE.Vector2(); + const panEnd = new THREE.Vector2(); + const panDelta = new THREE.Vector2(); + const dollyStart = new THREE.Vector2(); + const dollyEnd = new THREE.Vector2(); + const dollyDelta = new THREE.Vector2(); + + function getAutoRotationAngle() { + + return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; + + } + + function getZoomScale() { + + return Math.pow( 0.95, scope.zoomSpeed ); + + } + + function rotateLeft( angle ) { + + sphericalDelta.theta -= angle; + + } + + function rotateUp( angle ) { + + sphericalDelta.phi -= angle; + + } + + const panLeft = function () { + + const v = new THREE.Vector3(); + return function panLeft( distance, objectMatrix ) { + + v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix + + v.multiplyScalar( - distance ); + panOffset.add( v ); + + }; + + }(); + + const panUp = function () { + + const v = new THREE.Vector3(); + return function panUp( distance, objectMatrix ) { + + if ( scope.screenSpacePanning === true ) { + + v.setFromMatrixColumn( objectMatrix, 1 ); + + } else { + + v.setFromMatrixColumn( objectMatrix, 0 ); + v.crossVectors( scope.object.up, v ); + + } + + v.multiplyScalar( distance ); + panOffset.add( v ); + + }; + + }(); // deltaX and deltaY are in pixels; right and down are positive + + + const pan = function () { + + const offset = new THREE.Vector3(); + return function pan( deltaX, deltaY ) { + + const element = scope.domElement; + + if ( scope.object.isPerspectiveCamera ) { + + // perspective + const position = scope.object.position; + offset.copy( position ).sub( scope.target ); + let targetDistance = offset.length(); // half of the fov is center to top of screen + + targetDistance *= Math.tan( scope.object.fov / 2 * Math.PI / 180.0 ); // we use only clientHeight here so aspect ratio does not distort speed + + panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix ); + panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix ); + + } else if ( scope.object.isOrthographicCamera ) { + + // orthographic + panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix ); + panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix ); + + } else { + + // camera neither orthographic nor perspective + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' ); + scope.enablePan = false; + + } + + }; + + }(); + + function dollyOut( dollyScale ) { + + if ( scope.object.isPerspectiveCamera ) { + + scale /= dollyScale; + + } else if ( scope.object.isOrthographicCamera ) { + + scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) ); + scope.object.updateProjectionMatrix(); + zoomChanged = true; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + scope.enableZoom = false; + + } + + } + + function dollyIn( dollyScale ) { + + if ( scope.object.isPerspectiveCamera ) { + + scale *= dollyScale; + + } else if ( scope.object.isOrthographicCamera ) { + + scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) ); + scope.object.updateProjectionMatrix(); + zoomChanged = true; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + scope.enableZoom = false; + + } + + } // + // event callbacks - update the object state + // + + + function handleMouseDownRotate( event ) { + + rotateStart.set( event.clientX, event.clientY ); + + } + + function handleMouseDownDolly( event ) { + + dollyStart.set( event.clientX, event.clientY ); + + } + + function handleMouseDownPan( event ) { + + panStart.set( event.clientX, event.clientY ); + + } + + function handleMouseMoveRotate( event ) { + + rotateEnd.set( event.clientX, event.clientY ); + rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed ); + const element = scope.domElement; + rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height + + rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight ); + rotateStart.copy( rotateEnd ); + scope.update(); + + } + + function handleMouseMoveDolly( event ) { + + dollyEnd.set( event.clientX, event.clientY ); + dollyDelta.subVectors( dollyEnd, dollyStart ); + + if ( dollyDelta.y > 0 ) { + + dollyOut( getZoomScale() ); + + } else if ( dollyDelta.y < 0 ) { + + dollyIn( getZoomScale() ); + + } + + dollyStart.copy( dollyEnd ); + scope.update(); + + } + + function handleMouseMovePan( event ) { + + panEnd.set( event.clientX, event.clientY ); + panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed ); + pan( panDelta.x, panDelta.y ); + panStart.copy( panEnd ); + scope.update(); + + } + + function handleMouseUp( ) { // no-op + } + + function handleMouseWheel( event ) { + + if ( event.deltaY < 0 ) { + + dollyIn( getZoomScale() ); + + } else if ( event.deltaY > 0 ) { + + dollyOut( getZoomScale() ); + + } + + scope.update(); + + } + + function handleKeyDown( event ) { + + let needsUpdate = false; + + switch ( event.code ) { + + case scope.keys.UP: + pan( 0, scope.keyPanSpeed ); + needsUpdate = true; + break; + + case scope.keys.BOTTOM: + pan( 0, - scope.keyPanSpeed ); + needsUpdate = true; + break; + + case scope.keys.LEFT: + pan( scope.keyPanSpeed, 0 ); + needsUpdate = true; + break; + + case scope.keys.RIGHT: + pan( - scope.keyPanSpeed, 0 ); + needsUpdate = true; + break; + + } + + if ( needsUpdate ) { + + // prevent the browser from scrolling on cursor keys + event.preventDefault(); + scope.update(); + + } + + } + + function handleTouchStartRotate( event ) { + + if ( event.touches.length == 1 ) { + + rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); + + } else { + + const x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX ); + const y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY ); + rotateStart.set( x, y ); + + } + + } + + function handleTouchStartPan( event ) { + + if ( event.touches.length == 1 ) { + + panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); + + } else { + + const x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX ); + const y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY ); + panStart.set( x, y ); + + } + + } + + function handleTouchStartDolly( event ) { + + const dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; + const dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; + const distance = Math.sqrt( dx * dx + dy * dy ); + dollyStart.set( 0, distance ); + + } + + function handleTouchStartDollyPan( event ) { + + if ( scope.enableZoom ) handleTouchStartDolly( event ); + if ( scope.enablePan ) handleTouchStartPan( event ); + + } + + function handleTouchStartDollyRotate( event ) { + + if ( scope.enableZoom ) handleTouchStartDolly( event ); + if ( scope.enableRotate ) handleTouchStartRotate( event ); + + } + + function handleTouchMoveRotate( event ) { + + if ( event.touches.length == 1 ) { + + rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); + + } else { + + const x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX ); + const y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY ); + rotateEnd.set( x, y ); + + } + + rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed ); + const element = scope.domElement; + rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height + + rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight ); + rotateStart.copy( rotateEnd ); + + } + + function handleTouchMovePan( event ) { + + if ( event.touches.length == 1 ) { + + panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); + + } else { + + const x = 0.5 * ( event.touches[ 0 ].pageX + event.touches[ 1 ].pageX ); + const y = 0.5 * ( event.touches[ 0 ].pageY + event.touches[ 1 ].pageY ); + panEnd.set( x, y ); + + } + + panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed ); + pan( panDelta.x, panDelta.y ); + panStart.copy( panEnd ); + + } + + function handleTouchMoveDolly( event ) { + + const dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; + const dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; + const distance = Math.sqrt( dx * dx + dy * dy ); + dollyEnd.set( 0, distance ); + dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) ); + dollyOut( dollyDelta.y ); + dollyStart.copy( dollyEnd ); + + } + + function handleTouchMoveDollyPan( event ) { + + if ( scope.enableZoom ) handleTouchMoveDolly( event ); + if ( scope.enablePan ) handleTouchMovePan( event ); + + } + + function handleTouchMoveDollyRotate( event ) { + + if ( scope.enableZoom ) handleTouchMoveDolly( event ); + if ( scope.enableRotate ) handleTouchMoveRotate( event ); + + } + + function handleTouchEnd( ) { // no-op + } // + // event handlers - FSM: listen for events and reset state + // + + + function onPointerDown( event ) { + + if ( scope.enabled === false ) return; + + switch ( event.pointerType ) { + + case 'mouse': + case 'pen': + onMouseDown( event ); + break; + // TODO touch + + } + + } + + function onPointerMove( event ) { + + if ( scope.enabled === false ) return; + + switch ( event.pointerType ) { + + case 'mouse': + case 'pen': + onMouseMove( event ); + break; + // TODO touch + + } + + } + + function onPointerUp( event ) { + + switch ( event.pointerType ) { + + case 'mouse': + case 'pen': + onMouseUp( event ); + break; + // TODO touch + + } + + } + + function onMouseDown( event ) { + + // Prevent the browser from scrolling. + event.preventDefault(); // Manually set the focus since calling preventDefault above + // prevents the browser from setting it automatically. + + scope.domElement.focus ? scope.domElement.focus() : window.focus(); + let mouseAction; + + switch ( event.button ) { + + case 0: + mouseAction = scope.mouseButtons.LEFT; + break; + + case 1: + mouseAction = scope.mouseButtons.MIDDLE; + break; + + case 2: + mouseAction = scope.mouseButtons.RIGHT; + break; + + default: + mouseAction = - 1; + + } + + switch ( mouseAction ) { + + case THREE.MOUSE.DOLLY: + if ( scope.enableZoom === false ) return; + handleMouseDownDolly( event ); + state = STATE.DOLLY; + break; + + case THREE.MOUSE.ROTATE: + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( scope.enablePan === false ) return; + handleMouseDownPan( event ); + state = STATE.PAN; + + } else { + + if ( scope.enableRotate === false ) return; + handleMouseDownRotate( event ); + state = STATE.ROTATE; + + } + + break; + + case THREE.MOUSE.PAN: + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( scope.enableRotate === false ) return; + handleMouseDownRotate( event ); + state = STATE.ROTATE; + + } else { + + if ( scope.enablePan === false ) return; + handleMouseDownPan( event ); + state = STATE.PAN; + + } + + break; + + default: + state = STATE.NONE; + + } + + if ( state !== STATE.NONE ) { + + scope.domElement.ownerDocument.addEventListener( 'pointermove', onPointerMove ); + scope.domElement.ownerDocument.addEventListener( 'pointerup', onPointerUp ); + scope.dispatchEvent( _startEvent ); + + } + + } + + function onMouseMove( event ) { + + if ( scope.enabled === false ) return; + event.preventDefault(); + + switch ( state ) { + + case STATE.ROTATE: + if ( scope.enableRotate === false ) return; + handleMouseMoveRotate( event ); + break; + + case STATE.DOLLY: + if ( scope.enableZoom === false ) return; + handleMouseMoveDolly( event ); + break; + + case STATE.PAN: + if ( scope.enablePan === false ) return; + handleMouseMovePan( event ); + break; + + } + + } + + function onMouseUp( event ) { + + scope.domElement.ownerDocument.removeEventListener( 'pointermove', onPointerMove ); + scope.domElement.ownerDocument.removeEventListener( 'pointerup', onPointerUp ); + if ( scope.enabled === false ) return; + handleMouseUp( event ); + scope.dispatchEvent( _endEvent ); + state = STATE.NONE; + + } + + function onMouseWheel( event ) { + + if ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE && state !== STATE.ROTATE ) return; + event.preventDefault(); + scope.dispatchEvent( _startEvent ); + handleMouseWheel( event ); + scope.dispatchEvent( _endEvent ); + + } + + function onKeyDown( event ) { + + if ( scope.enabled === false || scope.enablePan === false ) return; + handleKeyDown( event ); + + } + + function onTouchStart( event ) { + + if ( scope.enabled === false ) return; + event.preventDefault(); // prevent scrolling + + switch ( event.touches.length ) { + + case 1: + switch ( scope.touches.ONE ) { + + case THREE.TOUCH.ROTATE: + if ( scope.enableRotate === false ) return; + handleTouchStartRotate( event ); + state = STATE.TOUCH_ROTATE; + break; + + case THREE.TOUCH.PAN: + if ( scope.enablePan === false ) return; + handleTouchStartPan( event ); + state = STATE.TOUCH_PAN; + break; + + default: + state = STATE.NONE; + + } + + break; + + case 2: + switch ( scope.touches.TWO ) { + + case THREE.TOUCH.DOLLY_PAN: + if ( scope.enableZoom === false && scope.enablePan === false ) return; + handleTouchStartDollyPan( event ); + state = STATE.TOUCH_DOLLY_PAN; + break; + + case THREE.TOUCH.DOLLY_ROTATE: + if ( scope.enableZoom === false && scope.enableRotate === false ) return; + handleTouchStartDollyRotate( event ); + state = STATE.TOUCH_DOLLY_ROTATE; + break; + + default: + state = STATE.NONE; + + } + + break; + + default: + state = STATE.NONE; + + } + + if ( state !== STATE.NONE ) { + + scope.dispatchEvent( _startEvent ); + + } + + } + + function onTouchMove( event ) { + + if ( scope.enabled === false ) return; + event.preventDefault(); // prevent scrolling + + switch ( state ) { + + case STATE.TOUCH_ROTATE: + if ( scope.enableRotate === false ) return; + handleTouchMoveRotate( event ); + scope.update(); + break; + + case STATE.TOUCH_PAN: + if ( scope.enablePan === false ) return; + handleTouchMovePan( event ); + scope.update(); + break; + + case STATE.TOUCH_DOLLY_PAN: + if ( scope.enableZoom === false && scope.enablePan === false ) return; + handleTouchMoveDollyPan( event ); + scope.update(); + break; + + case STATE.TOUCH_DOLLY_ROTATE: + if ( scope.enableZoom === false && scope.enableRotate === false ) return; + handleTouchMoveDollyRotate( event ); + scope.update(); + break; + + default: + state = STATE.NONE; + + } + + } + + function onTouchEnd( event ) { + + if ( scope.enabled === false ) return; + handleTouchEnd( event ); + scope.dispatchEvent( _endEvent ); + state = STATE.NONE; + + } + + function onContextMenu( event ) { + + if ( scope.enabled === false ) return; + event.preventDefault(); + + } // + + + scope.domElement.addEventListener( 'contextmenu', onContextMenu ); + scope.domElement.addEventListener( 'pointerdown', onPointerDown ); + scope.domElement.addEventListener( 'wheel', onMouseWheel, { + passive: false + } ); + scope.domElement.addEventListener( 'touchstart', onTouchStart, { + passive: false + } ); + scope.domElement.addEventListener( 'touchend', onTouchEnd ); + scope.domElement.addEventListener( 'touchmove', onTouchMove, { + passive: false + } ); // force an update at start + + this.update(); + + } + + } // This set of controls performs orbiting, dollying (zooming), and panning. + // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default). + // This is very similar to OrbitControls, another set of touch behavior + // + // Orbit - right mouse, or left mouse + ctrl/meta/shiftKey / touch: two-finger rotate + // Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish + // Pan - left mouse, or arrow keys / touch: one-finger move + + + class MapControls extends OrbitControls { + + constructor( object, domElement ) { + + super( object, domElement ); + this.screenSpacePanning = false; // pan orthogonal to world-space direction camera.up + + this.mouseButtons.LEFT = THREE.MOUSE.PAN; + this.mouseButtons.RIGHT = THREE.MOUSE.ROTATE; + this.touches.ONE = THREE.TOUCH.PAN; + this.touches.TWO = THREE.TOUCH.DOLLY_ROTATE; + + } + + } + + THREE.MapControls = MapControls; + THREE.OrbitControls = OrbitControls; + +} )(); diff --git a/cmd/gui/renderer/vendor/marked.min.js b/cmd/gui/renderer/vendor/marked.min.js new file mode 100644 index 00000000..9402998a --- /dev/null +++ b/cmd/gui/renderer/vendor/marked.min.js @@ -0,0 +1,6 @@ +/** + * marked v4.3.0 - a markdown parser + * Copyright (c) 2011-2023, Christopher Jeffrey. 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Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this)}subScalar(t){return this.x-=t,this.y-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this}multiply(t){return this.x*=t.x,this.y*=t.y,this}multiplyScalar(t){return this.x*=t,this.y*=t,this}divide(t){return this.x/=t.x,this.y/=t.y,this}divideScalar(t){return this.multiplyScalar(1/t)}applyMatrix3(t){const e=this.x,n=this.y,i=t.elements;return this.x=i[0]*e+i[3]*n+i[6],this.y=i[1]*e+i[4]*n+i[7],this}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),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}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}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}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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e=0,i=t.length;e65535?dn:hn)(n,1);o.version=a;const l=s.get(t);l&&e.remove(l),s.set(t,o)}return{get:function(t,e){return!0===r[e.id]||(e.addEventListener("dispose",a),r[e.id]=!0,n.memory.geometries++),e},update:function(t){const n=t.attributes;for(const t in n)e.update(n[t],34962);const i=t.morphAttributes;for(const t in i){const n=i[t];for(let t=0,i=n.length;t0)return t;const r=e*n;let s=Ii[r];if(void 0===s&&(s=new Float32Array(r),Ii[r]=s),0!==e){i.toArray(s,0);for(let i=1,r=0;i!==e;++i)r+=n,t[i].toArray(s,r)}return s}function Hi(t,e){if(t.length!==e.length)return!1;for(let n=0,i=t.length;n>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. Use .addVectors( a, b ) instead."),this.addVectors(t,e)):(this.x+=t.x,this.y+=t.y,this)}addScalar(t){return this.x+=t,this.y+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this}sub(t,e){return void 0!==e?(console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(t,e)):(this.x-=t.x,this.y-=t.y,this)}subScalar(t){return this.x-=t,this.y-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this}multiply(t){return this.x*=t.x,this.y*=t.y,this}multiplyScalar(t){return this.x*=t,this.y*=t,this}divide(t){return this.x/=t.x,this.y/=t.y,this}divideScalar(t){return this.multiplyScalar(1/t)}applyMatrix3(t){const e=this.x,n=this.y,i=t.elements;return this.x=i[0]*e+i[3]*n+i[6],this.y=i[1]*e+i[4]*n+i[7],this}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),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}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}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}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 Date: Thu, 1 Oct 2026 20:24:55 +0800 Subject: [PATCH 02/15] =?UTF-8?q?fix(gui):=20=E8=AE=BE=E5=A4=87=E6=8E=A5?= =?UTF-8?q?=E5=8F=A3=E8=A1=A5=E8=AE=BE=E5=A4=87=E4=BB=A4=E7=89=8C=EF=BC=8C?= =?UTF-8?q?=E8=AE=BE=E5=A4=87=E9=A1=B5=E4=B8=8D=E5=86=8D=E6=81=92=20401?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 现象 GUI 设备页长期空白。日志每 15s 一条: GET 401 /api/v1/device/online ## 根因:/api/v1/device/ 命名空间下并存两套鉴权 · /device/gateway 注册在 webui 插件,走 requireAPI,认 session cookie · /device/online、/device/、/device/push 注册在 remotedevice 插件,走 requireToken, **只认 X-API-Key 头或 ?token=,完全不认 cookie** 实测可区分:cookie 401 与错 token 401 的响应体都是纯文本 "unauthorized",而 webui 鉴权返回 JSON {"error":...}。 所以 GUI 只带 cookie 时:gateway 200、online 401 —— 同一连接同一 时刻,现象自相矛盾。 ## 三种能工作的客户端做法一致,GUI 两样都没做 · WebUI 浏览器:cookie 进内核,reverseToUpstream 注入 deviceGatewayToken(handler_device.go:118) · waiter:客户端自己带 X-API-Key(gateway_discover.go:103) · GUI:既没注入、也没自带 ⇒ 设备页恒 401,且异常被 catch 吞掉置空数组,界面与「确实没有设备」完全一样 ## 改动 1) main.js:device-bridge:get 回传 token 明文(此前只有 tokenSet 布尔,渲染进程永远拿不到)。明文本就存在本机 gui-prefs.json, 不新增密钥存储面,且不落日志、不进 URL。 2) app.js:新增 isDeviceTokenPath / deviceApiKey,对设备接入面 端点附加 X-API-Key(优先连接自身 apiKey,退回设备桥 token)。 3) app.js:新增 ensureDeviceToken,并**在首次 /device/* 请求之前** 调用 —— 此前令牌加载排在 /device/online 之后,顺序正好反了。 4) app.js:401 时记下可读原因(deviceAuthHint),设备页顶部渲染 红色提示卡,不再把鉴权失败伪装成「没有设备」。 5) app.js:网关发现加缓存,并从每 15s 的 refreshAll 轮询里移出 (改为按需 + 切连接/手动刷新时重取)。网关地址是服务端配置的 慢变量,15s 拉一次没有意义;此前它与 online 同秒重复调用。 ## 实测(本机 Electron,192.168.2.60:8080,真实凭据) 修复前:device/online 恒 401,设备列表空 修复后:device/gateway 1 次(之后走缓存) device/online 每 15s,全部 200,返回 waiter-fnnas / waiter-mainnas 两台设备 401 计数 0 判据:cmd/gui npm test 全绿。 --- cmd/gui/main.js | 6 ++ cmd/gui/renderer/app.js | 119 +++++++++++++++++++++++++++++++++++++++- 2 files changed, 122 insertions(+), 3 deletions(-) diff --git a/cmd/gui/main.js b/cmd/gui/main.js index ee5729fd..0d1ba83e 100644 --- a/cmd/gui/main.js +++ b/cmd/gui/main.js @@ -2630,6 +2630,12 @@ ipcMain.handle("device-bridge:get", () => { authorized: !!db.authorized, // 客户端本地授权状态 gateway: db.gateway || "", tokenSet: !!(db.token || ""), + // 设备接入面(/device/online 等)走服务端 requireToken,只认 X-API-Key。 + // 渲染进程要用同一份令牌去拉设备列表,而此前只给了 tokenSet(布尔), + // 于是渲染侧永远拿不到明文 ⇒ 设备页恒 401(显示为空列表)。 + // 明文本来就存在本机 gui-prefs.json,不新增任何密钥存储面; + // 且只经 contextBridge 送到渲染进程,不落日志、不进 URL。 + token: db.token || "", connected: !!deviceBridge, deviceId: deviceBridgeId, address: deviceBridgeAddr, diff --git a/cmd/gui/renderer/app.js b/cmd/gui/renderer/app.js index fc1f2c08..8a988424 100644 --- a/cmd/gui/renderer/app.js +++ b/cmd/gui/renderer/app.js @@ -55,6 +55,7 @@ const state = { displays: [], selfDeviceId: "", selfGateway: "", + deviceBridgeToken: "", // 设备接入令牌明文(来自 device-bridge:get),用于 /device/* 的 requireToken // ---- 星图活动数据源(对齐服务端 /memory/graph/pulse + /runtime)---- starmapPulses: [], // { mesh, until, kind } 活动脉冲队列 starmapGrown: {}, // nodeId -> 生长动画截止时间戳(ms) @@ -511,6 +512,57 @@ function ApiError(message, status, statusText, body) { } ApiError.prototype = Object.create(Error.prototype); +// deviceTokenPaths 列出走**设备接入令牌**鉴权的端点。 +// +// 为什么要单独判:服务端 /api/v1/device/ 命名空间下并存**两套鉴权**—— +// · /device/gateway 注册在 webui 插件,走 requireAPI,认 session cookie +// · /device/online、/device/、/device/push +// 注册在 remotedevice 插件,走 requireToken, +// **只认 X-API-Key 头或 ?token=,完全不认 cookie** +// 所以只带 cookie 调后三者 ⇒ 401(实测:cookie 与错 token 的响应体 +// 都是纯文本 "unauthorized",而 webui 鉴权是 JSON {"error":...}, +// 可据此判定命中的是 requireToken)。 +// +// 三种能工作的客户端做法一致: +// · WebUI 浏览器:cookie 进内核,reverseToUpstream 里注入 +// deviceGatewayToken(handler_device.go:118) +// · waiter:客户端自己带 X-API-Key(gateway_discover.go:103) +// · GUI:两者都没做 ⇒ 设备页永远空白(本次修复的内容) +function isDeviceTokenPath(p) { + return ( + p === "/device/online" || + p === "/device" || + p === "/device/push" || + p.indexOf("/device/") === 0 + ) && p !== "/device/gateway"; +} + +// deviceApiKey 取设备接入令牌。 +// +// 优先用连接自身的 apiKey(为该连接显式配的管理员凭据); +// 退回本机设备桥的 token(state.deviceBridgeToken,来自 +// device-bridge:get,桥与 waiter 同源)——那才是 requireToken 要的那份。 +// 两者都没有时返回空:此时发出去的请求会被服务端 401,属预期, +// 调用方负责给用户可读提示(见 deviceAuthHint)。 +function deviceApiKey() { + if (state.currentConn && state.currentConn.apiKey) + return state.currentConn.apiKey; + return state.deviceBridgeToken || ""; +} + +// deviceAuthHint 在设备接口 401 时拼一句可读原因。 +// +// 为什么不能静默:此前 401 被 catch 吞掉并置空数组,界面上与 +// 「确实没有设备」长得一模一样,用户无从判断是配置问题还是真没设备。 +function deviceAuthHint() { + if (state.currentConn && state.currentConn.apiKey) return ""; + if (state.deviceBridgeToken) return ""; + return __( + "设备接口需要设备接入令牌:请在「设置 → 设备」里配置设备桥网关与令牌,或给该连接填 API Key。", + "Device endpoints require a device token: configure the device bridge gateway and token in Settings → Devices, or set an API Key on this connection.", + ); +} + async function api(p, o) { if (!state.currentConn) throw new Error(__("未选择连接", "No connection selected")); @@ -521,6 +573,11 @@ async function api(p, o) { var to = opts.timeout || 8000; var headers = { "Content-Type": "application/json", ...(opts.headers || {}) }; if (state.currentConn.apiKey) headers["X-API-Key"] = state.currentConn.apiKey; + // 设备接入面需要设备令牌而非管理员会话 cookie(见 isDeviceTokenPath 注释)。 + if (!headers["X-API-Key"] && isDeviceTokenPath(p)) { + var devKey = deviceApiKey(); + if (devKey) headers["X-API-Key"] = devKey; + } var ctl = new AbortController(); var timer = setTimeout(() => { ctl.abort(); @@ -644,6 +701,9 @@ async function loadDiscoveredGateway() { state.discoveredGateway = ""; return; } + // 已有值则跳过:网关地址在一次会话内基本不变, + // 而 refreshAll 会被 15s 定时器反复触发。 + if (state.discoveredGateway) return; try { var d = await api("/device/gateway"); state.discoveredGateway = @@ -748,6 +808,29 @@ function renderAll() { refreshAll(); } +// ensureDeviceToken 拉取设备桥配置并缓存设备令牌。 +// +// ★ 必须在任何 /device/* 请求**之前**调用:那些端点走服务端 +// requireToken,只认 X-API-Key;令牌不在手上就必然 401。 +// (此前令牌加载排在 /device/online 之后,顺序正好反了。) +async function ensureDeviceToken() { + try { + if (!window.homeagent || !window.homeagent.deviceBridge) return ""; + var dbinfo = await window.homeagent.deviceBridge.get(); + state.dbConfig = dbinfo || state.dbConfig; + state.deviceBridgeToken = (dbinfo && dbinfo.token) || ""; + // 顺带按需发现网关地址:设备通道配置(renderDevices 的 webuiUrl) + // 依赖 state.discoveredGateway,而它是服务端配置、客户端无从推导。 + // loadDiscoveredGateway 自带缓存,这里不会反复请求。 + try { + await loadDiscoveredGateway(); + } catch (e) {} + return state.deviceBridgeToken; + } catch (e) { + return ""; + } +} + async function refreshDataOnly() { // 仅刷新 state 数据,不重建 DOM(用于定时轮询时避免擦掉用户输入) try { @@ -786,14 +869,18 @@ async function refreshDataOnly() { state.currentConn.type === "webui" && state.currentConn.url ) { - await loadDiscoveredGateway(); + // 令牌必须先到位,否则 /device/online 必 401(见 ensureDeviceToken)。 + await ensureDeviceToken(); var d = await api("/device/online"); state.devices = (d && d.devices) || []; + state.deviceAuthError = ""; } else { state.devices = []; } } catch (e) { + // 静默置空会把「没鉴权」显示成「没设备」,两者界面上无法区分。 state.devices = []; + state.deviceAuthError = e && e.status === 401 ? deviceAuthHint() : ""; } try { try { @@ -871,14 +958,20 @@ async function refreshAll() { state.currentConn.type === "webui" && state.currentConn.url ) { - await loadDiscoveredGateway(); + // 网关发现**不在**这里做:doRenderAll 每 15s 会走到 refreshAll, + // 而网关地址是服务端配置(慢变量),15s 拉一次纯属浪费。 + // 它由 ensureDeviceToken 同批按需拉取(下面 deviceRefresh/切连接时), + // 且有缓存:discoveredGateway 一旦拿到就不重复请求。 + await ensureDeviceToken(); var d = await api("/device/online"); state.devices = (d && d.devices) || []; + state.deviceAuthError = ""; } else { state.devices = []; } } catch (e) { state.devices = []; + state.deviceAuthError = e && e.status === 401 ? deviceAuthHint() : ""; } try { // 本机显示器列表(screensue 默认屏幕配置用) @@ -5868,6 +5961,8 @@ async function saveConnForm() { // 而定时器闭包里的 api() 会一直打旧地址。 starmapStopActivity(); starmapDirty = false; + // 切连接后网关地址要重新发现(缓存属于旧后端) + state.discoveredGateway = ""; state.starmapPulses = []; state.starmapGrown = {}; state._smPrevSched = null; @@ -6339,6 +6434,20 @@ function renderDevices() { if (!el) return; var conn = state.currentConn; var devs = state.devices || []; + // 设备列表鉴权失败的显式提示。 + // + // 为什么必须显式:/device/online 走服务端 requireToken(只认 + // X-API-Key),而普通面板用管理员 cookie。没配令牌时服务端返回 401, + // 旧实现把它 catch 掉置空数组 ⇒ 界面与「确实没有设备」完全一样, + // 用户只能看到空列表,无法判断是配置问题还是真没设备。 + var authErrHtml = state.deviceAuthError + ? '
    ' + + '

    ' + + __("设备列表不可用", "Device list unavailable") + + "

    " + + escHtml(state.deviceAuthError) + + "

    " + : ""; var selfDev = null; if (state.selfDeviceId) { for (var si = 0; si < devs.length; si++) { @@ -6615,7 +6724,7 @@ function renderDevices() { html += ""; } html += ""; - el.innerHTML = html; + el.innerHTML = authErrHtml + html; } // 保存设备通道配置(网关 + token + 启用),调主进程 deviceBridge:set @@ -6672,6 +6781,10 @@ async function saveBridgeChannel() { async function deviceRefresh() { try { + // 手动刷新是显式动作:破掉网关地址缓存,确保拿到服务端当前值 + state.discoveredGateway = ""; + await loadDiscoveredGateway(); + await ensureDeviceToken(); var d = await api("/device/online"); state.devices = d.devices || []; renderDevices(); From ee2d43dcbce9e7d822b88cf6d3125946230d83c8 Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Thu, 1 Oct 2026 22:02:37 +0800 Subject: [PATCH 03/15] =?UTF-8?q?perf(gui):=20=E6=B5=81=E5=BC=8F=E6=B8=B2?= =?UTF-8?q?=E6=9F=93=E5=88=A4=E6=8D=AE=E6=94=B9=E7=9C=8B=20=5Fstreaming?= =?UTF-8?q?=EF=BC=8C=E4=B8=8D=E5=86=8D=E4=BE=9D=E8=B5=96=20chatLoading?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 现象 旁观 agent 响应其它渠道(memo / QQ / email)时,聊天页每秒全量重渲多次, 消息越多越卡。 ## 根因 流式分支判据写的是 `state.chatLoading && ...`,而 chatLoading 只在 「用户从 GUI 自己发消息」(sendChat)时置 true。旁观路径(agent 响应 memo/QQ/email,GUI 仅通过 SSE 收流式帧)下它恒为 false ⇒ 判据恒假 ⇒ 每个 content_delta / reasoning_delta / tool_call 帧都掉进「非流式」分支, 走**全量** innerHTML 重建。 而且它出现**三处**,只改一处无效: · rerenderChatIfActive(决定走 renderChatStreamChunk 还是 renderChat) · renderChat 内部的 streamingLast(决定单条消息的渲染分支) · 工具 pill 的「进行中」收集(旁观时列表恒空,看不到 agent 在做什么) ## 实测(本机 Electron + 192.168.2.60,真实凭据,同一条消息) 修复前:1.7~2 秒内 13~26 次全量重渲,间隔 10~30ms 修复后:同一场景降到 5 次(含轮询触发的) 200 条消息时单次全量重建实测 235ms —— 这是「聊天卡得没有用的欲望」的直接来源。 ## 改法 所有 SSE 流式帧创建的 assistant 消息都带 _streaming:true (content_delta / reasoning_delta / tool_call / agent_output 五个 push 点), 收尾时才置 _final。所以正确判据是「最后一条是尚未收尾的流式 assistant」, 即用 last._streaming 取代 state.chatLoading。 保留 chatLoading 的两处语义不同,未动: · 「思考中」占位气泡:只在用户自己发消息后等待时显示,旁观不需要 · sendChat / interruptChat 自身的并发保护 判据:cmd/gui npm test 全绿。 --- cmd/gui/renderer/app.js | 43 +++++++++++++++++++++++++++++++++++++---- 1 file changed, 39 insertions(+), 4 deletions(-) diff --git a/cmd/gui/renderer/app.js b/cmd/gui/renderer/app.js index 8a988424..863316a9 100644 --- a/cmd/gui/renderer/app.js +++ b/cmd/gui/renderer/app.js @@ -1988,7 +1988,14 @@ function renderChat() { var prevPending = msgsEl._lastPending || []; var newPending = (state.pendingTools || []).slice(); var lastM = msgs.length ? msgs[msgs.length - 1] : null; - if (state.chatLoading && lastM && lastM.role === "assistant") { + // 同上:不依赖 chatLoading。旁观其它渠道的工具调用时, + // 「运行中工具」列表此前恒为空,用户看不到 agent 正在做什么。 + if ( + (state.chatLoading || + (lastM && lastM._streaming && !lastM._final)) && + lastM && + lastM.role === "assistant" + ) { (lastM.tool_calls || []).forEach((tc) => { if (!tc.result && tc.status !== "denied") { var nm = tc.tool || tc.name || ""; @@ -1998,11 +2005,25 @@ function renderChat() { } var newlyDone = prevPending.filter((n) => newPending.indexOf(n) === -1); msgsEl._lastPending = newPending; + // ★ 同 rerenderChatIfActive 的判据:看消息自身的 _streaming, + // 不依赖 state.chatLoading。 + // + // chatLoading 只在「用户从 GUI 自己发消息」(sendChat)时为 true。agent + // 响应 memo/QQ/email 等其他渠道时,GUI 是通过 SSE 旁观流式帧, + // chatLoading 恒 false ⇒ streamingLast 恒假 ⇒ 每个增量帧都走**全量** + // innerHTML 重建。 + // + // 实测(2026-10-01,本机 192.168.2.60):旁观一次 tool_call + 回复, + // 1.7 秒内 13 次全量重渲(消息数 45);另一段流式更密的样本 2 秒 26 次。 + // 200 条消息时单次全量重建实测 235ms,这是「聊天卡顿」的直接来源。 + // + // 所有 SSE 流式帧创建的 assistant 消息都带 _streaming:true, + // 收尾时才置 _final —— 所以正确判据是「最后一条是尚未收尾的流式 assistant」。 var streamingLast = !!( - state.chatLoading && lastM && lastM.role === "assistant" && - !lastM._final + !lastM._final && + lastM._streaming ); function pillHtml() { var s = ""; @@ -6358,8 +6379,22 @@ function rerenderChatIfActive() { // 流式增量路径:防抖合并 + 只更新最后一条消息的正文/思考节点,避免全量重建 var msgs = state.messages; var last = msgs.length ? msgs[msgs.length - 1] : null; + // ★ 判据必须看**消息自身的 _streaming**,不能依赖 state.chatLoading。 + // + // 真实事故(2026-10-01 实测,本机 192.168.2.60):agent 响应非 GUI 渠道 + // (memo / QQ / email)时,GUI 只是通过 SSE 旁观流式帧。而 chatLoading + // 只在**用户从 GUI 自己发消息**时置 true(sendChat),旁观路径下它恒为 + // false ⇒ streamingLast 恒假 ⇒ 每个 content_delta 帧都掉进「非流式」 + // 分支走**全量** renderChat()。 + // + // 实测代价:2 秒内 26 次全量重渲(content C=1→C=66,每个增量帧一次), + // 间隔 10~30ms;消息越多越慢(200 条时单次全量重建实测 235ms)。 + // + // 而所有 SSE 流式帧创建的 assistant 消息都带 _streaming:true + // (content_delta / reasoning_delta / tool_call / agent_output 五个 push 点), + // 收尾时才置 _final。所以正确判据是「最后一条是尚未收尾的流式 assistant」。 var streamingLast = - !!last && last.role === "assistant" && !last._final && state.chatLoading; + !!last && last.role === "assistant" && !last._final && last._streaming; if (streamingLast) { if (state._streamTimer) clearTimeout(state._streamTimer); state._streamTimer = setTimeout(() => { From e3c81269b6cb9bd2f9a63d41380f725c9351c39e Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Thu, 1 Oct 2026 23:16:49 +0800 Subject: [PATCH 04/15] =?UTF-8?q?fix(gui):=20=E8=BF=9E=E6=8E=A5=E9=85=8D?= =?UTF-8?q?=E7=BD=AE=E4=B8=8D=E5=86=8D=E8=A2=AB=E7=A9=BA/=E5=8D=8A?= =?UTF-8?q?=E6=88=AA=E6=96=87=E4=BB=B6=E8=A6=86=E5=86=99=EF=BC=8C=E4=BF=9D?= =?UTF-8?q?=E5=AD=98=E6=94=B9=E5=8E=9F=E5=AD=90=E5=86=99?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 现象 connections.json 变成 {"connections":[],"currentId":null}, 用户的连接列表全部丢失(2026-10-01 实测)。 ## 根因:两个缺陷叠加 1) loadConnections() 的损坏恢复分支无法区分两种情况: · 文件内容确实损坏 → 备份+重建(合理) · 读到空/半截内容 → **也走同一条路,覆写成空配置** 第二类真实会发生:saveConnections() 用非原子 writeFileSync 截断重写, 落地过程存在「已截断、未写完」窗口;此刻任何一次读取拿到半截内容, JSON.parse 抛错 → 用户配置被永久销毁,且没有二次确认。 实测(沙箱跑真实函数):空文件 -> 返回空配置, **并把文件改写成 {"connections":[],"currentId":null}**。 2) 损坏备份只写一个固定的 .bak,反复损坏会把上一份真实配置覆盖掉, 于是「唯一的退路」也丢了。 ## 改动 1) loadConnections():raw.trim()==="" 视为「尚未配置」, 直接返回空配置,**不覆写、不备份**(BOM/纯空白同样处理)。 2) saveConnections():改为原子写 —— 先写同目录 .tmp-, 再 renameSync 覆盖。rename 在同卷内原子,读者只会看到改写前 或改写后的完整文件,从根上消除产生半截内容的竞态;失败时清理 tmp。 3) 真损坏的备份名带时间戳(connections.json.corrupt-.bak), 反复损坏不再互相覆盖。 ## 判据 新增 cmd/gui/connections-io.test.mjs(进 npm test): 在 node:vm 里抽出 main.js 的**真实函数**执行,11 条断言覆盖 合法/空/纯空白/损坏/原子写残留。已做变异测试:删掉空文件守卫、 把备份名改回固定 .bak,均被判红。 ## 实测(本机 Electron + 真实凭据) 正常启动:connections.json MD5 前后一致(E8DD588F...),0 个 tmp 残留 人工清空后启动:文件被自愈填充回真实配置,而非覆写成空 判据:cmd/gui npm test 全绿(32 条)。 --- cmd/gui/connections-io.test.mjs | 180 ++++++++++++++++++++++++++++++++ cmd/gui/main.js | 32 +++++- cmd/gui/package.json | 2 +- 3 files changed, 211 insertions(+), 3 deletions(-) create mode 100644 cmd/gui/connections-io.test.mjs diff --git a/cmd/gui/connections-io.test.mjs b/cmd/gui/connections-io.test.mjs new file mode 100644 index 00000000..56e220fd --- /dev/null +++ b/cmd/gui/connections-io.test.mjs @@ -0,0 +1,180 @@ +// connections.json 加载/保存的行为判据。 +// +// ## 要判的是什么 +// +// loadConnections() 的损坏恢复分支曾把「读到空/半截文件」当成 +// 「配置损坏」,于是**把文件改写成空配置**。而 saveConnections() 用 +// 非原子的 writeFileSync 截断重写,制造了产生半截内容的窗口。 +// 两者叠加 = 一次并发读就能让用户的连接列表永久消失。 +// +// 实测事故(2026-10-01 17:21):connections.json 变成 +// {"connections":[],"currentId":null},连接全丢。 +// +// ## 为什么用「跑真实函数」而不是检查源码文本 +// +// 判据在 node:vm 沙箱里抽出 main.js 的**真实函数**执行, +// 断言的是文件最终内容与返回值 —— 与线上走同一条代码。 +// +// 运行:node connections-io.test.mjs + +import { readFileSync, writeFileSync, existsSync, mkdtempSync, readdirSync, unlinkSync } from "node:fs"; +import { fileURLToPath } from "node:url"; +import { dirname, join } from "node:path"; +import { tmpdir } from "node:os"; +import vm from "node:vm"; + +const here = dirname(fileURLToPath(import.meta.url)); +const mainSrc = readFileSync(join(here, "main.js"), "utf8"); + +let failures = 0; +const check = (name, ok, detail) => { + if (ok) console.log(` ✓ ${name}`); + else { + failures++; + console.log(` ✗ ${name}${detail ? " — " + detail : ""}`); + } +}; + +// 抽出真实实现(从 loadConnections 到 findHomed,含 normalize/save) +function extractImpl() { + const start = mainSrc.indexOf("function loadConnections() {"); + const end = mainSrc.indexOf("function findHomed() {"); + if (start < 0 || end < 0) throw new Error("无法从 main.js 抽出 load/save 实现"); + return mainSrc.slice(start, end); +} + +function makeSandbox(file) { + // 本地 stub:Node 的 renameSync 在同卷内会移动(源消失), +// 但为了让沙箱能在临时目录里跑,这里显式模拟真实语义。 +const realUnlink = (p) => { + try { + unlinkSync(p); + } catch (e) { + /* ignore */ + } +}; +const fsStub = { + existsSync: (p) => existsSync(p), + readFileSync: (p) => readFileSync(p, "utf8"), + writeFileSync: (p, c) => writeFileSync(p, c, "utf8"), + copyFileSync: (a, b) => writeFileSync(b, readFileSync(a)), + renameSync: (a, b) => { + writeFileSync(b, readFileSync(a)); + realUnlink(a); + }, + unlinkSync: realUnlink, + }; + const ctx = { + CONNECTIONS_FILE: file, + fs: fsStub, + console: { log() {}, error() {} }, + process: { pid: 1234 }, + __dirname: here, + Date, + JSON, + console: { log() {}, error() {}, warn() {} }, + }; + vm.createContext(ctx); + vm.runInContext(extractImpl(), ctx); + return ctx; +} + +function scenario(name, initialContent) { + const dir = mkdtempSync(join(tmpdir(), "conn-")); + const file = join(dir, "connections.json"); + if (initialContent !== null) writeFileSync(file, initialContent, "utf8"); + const ctx = makeSandbox(file); + const ret = vm.runInContext("loadConnections()", ctx); + return { file, ret, after: readFileSync(file, "utf8") }; +} + +const REAL = JSON.stringify({ + connections: [{ id: "abc", name: "local", url: "http://192.168.2.60:8080" }], + currentId: "abc", +}); + +// ── 1) 正常配置:原样返回,不改写文件 ───────────────────────────────── +{ + const r = scenario("normal", REAL); + check( + "合法 JSON 原样返回", + r.ret.connections.length === 1 && r.ret.connections[0].id === "abc", + JSON.stringify(r.ret).slice(0, 80), + ); + check("合法 JSON 不被改写", r.after === REAL, "文件内容被动了"); +} + +// ── 2) ★ 核心判据:空文件不得被改写成空配置 ────────────────────────── +{ + const r = scenario("empty", ""); + check( + "空文件:返回空配置", + r.ret.connections.length === 0 && r.ret.currentId === null, + JSON.stringify(r.ret).slice(0, 80), + ); + check( + "★ 空文件不被覆写(用户配置不被销毁)", + r.after === "", + "空文件被改写成:" + r.after.slice(0, 80), + ); +} + +// ── 3) 纯空白(BOM / 换行 / 空格)同样不得覆写 ──────────────────────── +{ + const r = scenario("whitespace", " \r\n "); + check( + "★ 纯空白不被覆写", + r.after === " \r\n ", + "被改写成:" + JSON.stringify(r.after).slice(0, 60), + ); +} + +// ── 4) 真损坏(半截 JSON):该备份重建,且备份带时间戳 ──────────────── +{ + const r = scenario("corrupt", '{"connections":[{"id":"abc"'); + const dir = r.file.replace(/connections\.json$/, ""); + const backups = existsSync(dir) ? readdirSync(dir).filter((f) => f.includes("corrupt")) : []; + check( + "损坏:备份文件已生成", + backups.length === 1, + "目录里没有 .corrupt-* 备份:" + JSON.stringify(backups), + ); + check( + "★ 备份带时间戳(反复损坏不覆盖唯一退路)", + backups.length === 1 && /corrupt-\d{4}-\d{2}-\d{2}T.*\.bak$/.test(backups[0]), + "备份名不是带时间戳的形式:" + (backups[0] || "(无)"), + ); + check( + "损坏:重建为空配置(应用不卡在坏状态)", + /"connections"\s*:\s*\[\s*\]/.test(r.after), + r.after.slice(0, 60), + ); +} + +// ── 5) saveConnections 必须是原子写(不留 .tmp 残留) ──────────────── +{ + const dir = mkdtempSync(join(tmpdir(), "conn-save-")); + const file = join(dir, "connections.json"); + const ctx = makeSandbox(file); + vm.runInContext("saveConnections(" + JSON.stringify({ connections: [{ id: "z" }], currentId: "z" }) + ")", ctx); + const left = readdirSync(dir); + check( + "saveConnections 写出了目标文件", + existsSync(file), + "文件不存在", + ); + check( + "★ saveConnections 不留 .tmp 残留", + !left.some((f) => f.includes(".tmp-")), + "残留:" + JSON.stringify(left), + ); + const back = JSON.parse(readFileSync(file, "utf8")); + check("saveConnections 内容正确", back.connections[0].id === "z", JSON.stringify(back)); +} + +console.log(""); +if (failures > 0) { + console.log(`全部失败:${failures} 条`); + process.exit(1); +} +console.log("全部通过"); \ No newline at end of file diff --git a/cmd/gui/main.js b/cmd/gui/main.js index 0d1ba83e..3c451c55 100644 --- a/cmd/gui/main.js +++ b/cmd/gui/main.js @@ -209,6 +209,19 @@ function loadConnections() { const raw = fs .readFileSync(CONNECTIONS_FILE, "utf-8") .replace(/^\uFEFF/, ""); + // ★ 空/纯空白 = 「还没有配置」,不是「配置损坏」。 + // + // 原实现在这里直接 JSON.parse,空文件会抛错并掉进下面的 catch, + // 而 catch 会**把文件改写成空配置**。也就是说:只要读到一次空/半截 + // 内容(写入竞争、上次异常退出的残留、另一实例正在改写), + // 用户的真实连接列表就被永久覆盖成空 —— 且没有二次确认。 + // + // 实测(沙箱复现原函数):空文件 -> 返回空配置, + // **并把文件写成 {"connections":[],"currentId":null}**。 + if (raw.trim() === "") { + console.log("connections.json is empty; treating as uninitialized"); + return { connections: [], currentId: null }; + } const data = JSON.parse(raw); normalizeConnections(data); return data; @@ -217,7 +230,10 @@ function loadConnections() { console.error("Failed to load connections:", e); // 配置损坏:备份后重建,避免应用一直处于"无连接"状态 try { - const backup = CONNECTIONS_FILE + ".bak"; + // 带时间戳:原实现只写一个固定的 .bak,反复损坏会把上一份 + // 真实配置覆盖掉,于是「唯一的退路」也丢了。 + const stamp = new Date().toISOString().replace(/[:.]/g, "-"); + const backup = CONNECTIONS_FILE + ".corrupt-" + stamp + ".bak"; fs.copyFileSync(CONNECTIONS_FILE, backup); fs.writeFileSync( CONNECTIONS_FILE, @@ -255,10 +271,22 @@ function normalizeConnections(data) { } function saveConnections(data) { + // ★ 原子写:先写同目录临时文件,再 rename 覆盖。 + // + // 为什么必须:原实现直接 writeFileSync 截断重写,落地过程中存在 + // 「已截断、内容未写完」的窗口。若此刻另一个实例(或本实例另一次 + // loadConnections)读到那份半截内容,JSON.parse 抛错就走损坏分支 —— + // 于是「一次并发读」变成「配置被清空」。rename 在同一文件系统内 + // 是原子的:读者只会看到改写前或改写后的完整文件。 + const tmp = CONNECTIONS_FILE + ".tmp-" + process.pid; try { - fs.writeFileSync(CONNECTIONS_FILE, JSON.stringify(data, null, 2), "utf-8"); + fs.writeFileSync(tmp, JSON.stringify(data, null, 2), "utf-8"); + fs.renameSync(tmp, CONNECTIONS_FILE); } catch (e) { console.error("Failed to save connections:", e); + try { + if (fs.existsSync(tmp)) fs.unlinkSync(tmp); + } catch (_) {} } } diff --git a/cmd/gui/package.json b/cmd/gui/package.json index 016ad13b..01a01a56 100644 --- a/cmd/gui/package.json +++ b/cmd/gui/package.json @@ -8,7 +8,7 @@ "scripts": { "start": "electron . --no-sandbox", "dev": "electron . --no-sandbox --dev", - "test": "node sse-backoff.test.mjs && node sse-backoff-behavior.test.mjs && node retry-guard.test.mjs && node endpoint-align.test.mjs", + "test": "node sse-backoff.test.mjs && node sse-backoff-behavior.test.mjs && node retry-guard.test.mjs && node endpoint-align.test.mjs && node connections-io.test.mjs", "test-live": "node chat-perf.test.mjs && node protocol-align.test.mjs" }, "dependencies": { From 5a00361d8e3cb0600f7ee2a588a20932a8b449c3 Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Thu, 1 Oct 2026 23:17:39 +0800 Subject: [PATCH 05/15] =?UTF-8?q?docs(ci):=20GUI=20job=20=E6=B3=A8?= =?UTF-8?q?=E9=87=8A=E5=90=8C=E6=AD=A5=E4=B8=BA=E4=BA=94=E4=B8=AA=20.mjs?= =?UTF-8?q?=EF=BC=8C=E8=A1=A5=20connections-io=20=E8=AF=B4=E6=98=8E?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .github/workflows/ci.yml | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml index 49a8aafa..7f4bb8c9 100644 --- a/.github/workflows/ci.yml +++ b/.github/workflows/ci.yml @@ -140,13 +140,16 @@ jobs: # ── Electron GUI(纯 Node 测试,零依赖)── # - # `npm test` 跑四个 .mjs,全部只 import node: 内置模块(fs/url/path/vm), + # `npm test` 跑五个 .mjs,全部只 import node: 内置模块(fs/url/path/vm), # 所以**不需要 npm ci、不需要 electron**,秒级完成。 # `npm run test-live` 需真 Electron + 真后端 ⇒ 不进 CI。 # # endpoint-align.test.mjs 跨出 cmd/gui 读 ../../internal/plugins/webui/handler.go # 做端点对账 —— checkout 深度足够(默认 fetch-depth:1 已含工作树文件), # 不需要额外 checkout 步骤。 + # + # connections-io.test.mjs 同样是沙箱里跑 main.js 的**真实函数**(node:vm), + # 在临时目录里断言连接配置的加载/保存行为,不碰真实用户数据。 gui: name: GUI (node) runs-on: ubuntu-latest From 58ad6831f59c04741216be6a48b30b5d2796929a Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Fri, 2 Oct 2026 09:47:11 +0800 Subject: [PATCH 06/15] =?UTF-8?q?fix(gui):=20=E9=9D=99=E9=BB=98=E5=90=AF?= =?UTF-8?q?=E5=8A=A8=E5=BC=80=E5=85=B3=E6=AD=A4=E5=89=8D=E6=98=AF=E6=AD=BB?= =?UTF-8?q?=E8=AE=BE=E7=BD=AE=EF=BC=8C=E6=B0=B8=E8=BF=9C=E4=B8=8D=E7=94=9F?= =?UTF-8?q?=E6=95=88?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 现象 设置页有「静默启动」开关,文案写着「启动时不显示主窗口,驻留托盘 后台运行」,勾选后启动 GUI 照样弹窗。 实测(本机,gui-prefs.json 里 silentStart=true):窗口标题 HomeAgent 照常出现。 ## 根因 silentStart 从未被消费: · main.js 的 loadGuiPrefs() 把它读进对象 · 渲染层设置页读写它 · **但主进程没有任何地方读它做判断** —— whenReady 无条件 createWindow() 是个纯粹的界面开关,接线缺失。 ## 改动 1) createWindow(show = true):支持「创建但不显示」。 BrowserWindow 初始 show:false,非静默时经 ready-to-show 显示 (避免先显示再隐藏的闪烁)。 ★ 为什么静默时**仍然创建窗口**、而不是不创建: 不创建 ⇒ 渲染进程不启动 ⇒ app.js 整个不执行 ⇒ SSE 通道、 设备桥轮询、聊天全部失效,GUI 退化成纯托盘图标;且 showMainWindow() 只做 show()、不会创建窗口,app.on("activate") 又只在 macOS 触发 —— Windows 上托盘点「显示主界面」将毫无反应, 进程变成唤不起来的僵尸。已按此结论实现(评审时确认为「创建后隐藏」)。 2) whenReady 读 silentStart 并据此 createWindow(!silent)。 与 applyAutoLaunch 里的 openAsHidden 是两条不同路径:那个告诉 OS 「开机自启时如何启动」,这里决定本进程要不要显示,对手动启动同样生效。 3) showMainWindow() 增加兜底:窗口不存在时重建;隐藏时先 show 再 focus。 消除上述「唤不起来」的隐患。 4) loadGuiPrefs() 补去 UTF-8 BOM。 ★ 这是排查中发现的**第二个真实缺陷**:Windows 工具 (PowerShell Set-Content -Encoding UTF8、记事本)改过 gui-prefs.json 会写入 BOM,而 JSON.parse 遇 BOM 直接抛错 → 走 catch → 返回**默认 prefs** ⇒ silentStart/exitToTray/deviceBridge 全部被静默重置, 表现为「开关保存了但不起作用」。loadConnections 早就有去 BOM 处理、 这里没有,两个读取点不一致。 (本次实测正是被自己的判据脚本用 Set-Content 改 prefs 后踩到的。) ## 判据 新增 cmd/gui/silent-start.test.mjs(进 npm test),14 条断言: · whenReady 确实读 silentStart 并决定 show · 静默路径仍创建窗口(不许退化成不建窗) · showMainWindow 能在窗口缺失时重建 · loadGuiPrefs 去 BOM,且 loadConnections 的既有处理不回退 已做变异测试:还原成无条件 createWindow()、抽掉 BOM 处理,均判红。 ## 实测(本机 Electron,真实 prefs) silentStart=true → processes=8 visibleWindows=0,日志出现 [startup] silentStart=on: window created hidden silentStart=false → processes=4 visibleWindows=1(标题 HomeAgent) 判据:cmd/gui npm test 全绿(46 条)。 --- cmd/gui/main.js | 77 +++++++++++++++++++-- cmd/gui/package.json | 2 +- cmd/gui/silent-start.test.mjs | 122 ++++++++++++++++++++++++++++++++++ 3 files changed, 195 insertions(+), 6 deletions(-) create mode 100644 cmd/gui/silent-start.test.mjs diff --git a/cmd/gui/main.js b/cmd/gui/main.js index 3c451c55..fdca7c49 100644 --- a/cmd/gui/main.js +++ b/cmd/gui/main.js @@ -352,7 +352,20 @@ function stopHomed() { } } -function createWindow() { +// createWindow 创建主窗口。 +// +// ★ show=false = **静默启动**:窗口照常创建(渲染进程随之启动,SSE、 +// 设备桥、聊天全部可用),只是不显示。 +// +// 为什么不是「不创建窗口」:不创建 ⇒ 渲染进程不启动 ⇒ app.js 整个不执行 +// ⇒ SSE 通道与设备桥轮询全废,GUI 退化成纯托盘图标;而且 +// showMainWindow() 只做 show()、不会创建窗口,app.on("activate") 又只在 +// macOS 触发 —— Windows 上托盘菜单点「显示主界面」将**毫无反应**, +// 进程变成无法唤起的僵尸。 +// +// 为什么不用 show:false 再 show():那会先显示一帧再隐藏,肉眼可见闪一下。 +// 这里用 ready-to-show + 条件 show,避免闪烁。 +function createWindow(show = true) { const menu = Menu.buildFromTemplate([]); Menu.setApplicationMenu(menu); @@ -363,6 +376,7 @@ function createWindow() { minHeight: 600, title: "HomeAgent", frame: false, + show: false, // 一律先不显示,由 ready-to-show 决定 icon: path.join(__dirname, "icon.ico"), webPreferences: { preload: path.join(__dirname, "preload.js"), @@ -371,6 +385,15 @@ function createWindow() { }, }); + // 静默时不显示;非静默时在首帧就绪后显示,避免白屏闪现。 + if (show) { + mainWindow.once("ready-to-show", () => { + try { + mainWindow.show(); + } catch (e) {} + }); + } + mainWindow.loadFile(path.join(__dirname, "renderer", "index.html")); if (process.argv.includes("--dev")) { @@ -2455,10 +2478,21 @@ function initTray() { function showMainWindow() { try { if (mainWindow && !mainWindow.isDestroyed()) { - mainWindow.show(); + // 窗口是静默创建时已处于「未显示」态,这里正常显示即可。 + if (!mainWindow.isVisible()) mainWindow.show(); mainWindow.focus(); + return; } - } catch (e) {} + } catch (e) { + /* 落到下面重建 */ + } + // 兜底:窗口不存在(异常退出后残留状态、或未来改成不建窗)时重建, + // 否则托盘菜单点了没反应,进程就成了唤不起来的僵尸。 + try { + createWindow(true); + } catch (e) { + console.error("showMainWindow: recreate failed: " + e.message); + } } function destroyTray() { try { @@ -2506,7 +2540,28 @@ app.whenReady().then(async () => { } catch (e) { console.error("[auth-schedule] start failed: " + e.message); } - createWindow(); + + // ★ 静默启动:prefs.silentStart 为真时不显示主窗口,驻留托盘。 + // + // 此前这个开关是**死的**:设置页有它、gui-prefs.json 存了它、文案写着 + // 「启动时不显示主窗口,驻留托盘后台运行」,但主进程从来没读过它 —— + // whenReady 无条件 createWindow(),于是必然弹窗。 + // + // 实测(本机,prefs.silentStart=true):窗口标题 HomeAgent 照样出现。 + // + // 与 applyAutoLaunch 里的 openAsHidden 是两回事:那个是告诉 OS「开机自启 + // 时如何启动」(仅 Windows/macOS 生效),这里是本进程自己决定要不要显示, + // 对手动启动同样生效。 + let silent = false; + try { + silent = !!loadGuiPrefs().silentStart; + } catch (e) { + console.error("[startup] read silentStart failed: " + e.message); + } + createWindow(!silent); + if (silent) { + console.log("[startup] silentStart=on: window created hidden (tray only)"); + } }); app.on("before-quit", () => { @@ -2556,7 +2611,19 @@ const GUI_PREFS_FILE = path.join(app.getPath("userData"), "gui-prefs.json"); function loadGuiPrefs() { try { if (fs.existsSync(GUI_PREFS_FILE)) { - const d = JSON.parse(fs.readFileSync(GUI_PREFS_FILE, "utf-8")); + // ★ 去 BOM 后再 parse。 + // + // Windows 上用 PowerShell Set-Content -Encoding UTF8、记事本等工具改过 + // 这个文件,会在开头写入 UTF-8 BOM(EF BB BF)。JSON.parse 遇到它直接 + // 抛错 → 走 catch → 返回**默认 prefs**(silentStart/exitToTray/ + // deviceBridge 全部被重置)→ 用户界面上的开关像是"保存了但不起作用"。 + // + // 本次实测踩到:判据脚本用 Set-Content 改 silentStart,文件带上 BOM 后 + // 静默启动不生效,而 loadConnections 早就有去 BOM 处理、这里没有 —— + // 两个读取点不一致,属实打实的疏漏。 + const d = JSON.parse( + fs.readFileSync(GUI_PREFS_FILE, "utf-8").replace(/^\uFEFF/, ""), + ); const db = d.deviceBridge || {}; return { autoLaunch: !!d.autoLaunch, diff --git a/cmd/gui/package.json b/cmd/gui/package.json index 01a01a56..4dcb97de 100644 --- a/cmd/gui/package.json +++ b/cmd/gui/package.json @@ -8,7 +8,7 @@ "scripts": { "start": "electron . --no-sandbox", "dev": "electron . --no-sandbox --dev", - "test": "node sse-backoff.test.mjs && node sse-backoff-behavior.test.mjs && node retry-guard.test.mjs && node endpoint-align.test.mjs && node connections-io.test.mjs", + "test": "node sse-backoff.test.mjs && node sse-backoff-behavior.test.mjs && node retry-guard.test.mjs && node endpoint-align.test.mjs && node connections-io.test.mjs && node silent-start.test.mjs", "test-live": "node chat-perf.test.mjs && node protocol-align.test.mjs" }, "dependencies": { diff --git a/cmd/gui/silent-start.test.mjs b/cmd/gui/silent-start.test.mjs new file mode 100644 index 00000000..c62f8cb9 --- /dev/null +++ b/cmd/gui/silent-start.test.mjs @@ -0,0 +1,122 @@ +// 静默启动的判据。 +// +// ## 要判的是什么 +// +// prefs.silentStart 曾是**死设置**:设置页有开关、gui-prefs.json 存了它、 +// 文案写着「启动时不显示主窗口,驻留托盘后台运行」,但主进程从来没读过它 +// —— whenReady 无条件 createWindow(),于是必然弹窗。 +// +// 实测(本机,prefs.silentStart=true):窗口标题 HomeAgent 照样出现。 +// +// 本判据钉住三件事: +// 1. whenReady 真的读 silentStart 并据此决定 show +// 2. 静默时窗口**仍被创建**(不是"不建窗")—— 否则渲染进程不启动, +// SSE/设备桥/聊天全废,且 showMainWindow() 只做 show() 不会创建, +// 托盘菜单点了没反应,进程变成唤不起的僵尸 +// 3. loadGuiPrefs 去掉 UTF-8 BOM —— 否则 JSON.parse 抛错 → 返回默认 +// prefs → 所有偏好静默失效(Windows 工具改过文件就会踩到) +// +// 运行:node silent-start.test.mjs + +import { readFileSync } from "node:fs"; +import { fileURLToPath } from "node:url"; +import { dirname, join } from "node:path"; + +const here = dirname(fileURLToPath(import.meta.url)); +const src = readFileSync(join(here, "main.js"), "utf8"); + +let failures = 0; +const check = (name, ok, detail) => { + if (ok) console.log(` ✓ ${name}`); + else { + failures++; + console.log(` ✗ ${name}${detail ? " — " + detail : ""}`); + } +}; + +// ── 1) whenReady 必须消费 silentStart ───────────────────────────────── +const readyIdx = src.indexOf("app.whenReady().then"); +check("能定位 whenReady", readyIdx > 0); +const readyBlock = src.slice(readyIdx, src.indexOf("app.on(\"before-quit\"", readyIdx)); + +check( + "whenReady 读取 prefs.silentStart", + /loadGuiPrefs\(\)[\s\S]{0,40}silentStart|\.silentStart/.test(readyBlock), + "whenReady 里没有读 silentStart ⇒ 开关是死的", +); +check( + "whenReady 按 silent 决定是否显示", + /createWindow\(\s*!silent\s*\)/.test(readyBlock), + "没有 createWindow(!silent) ⇒ 无条件弹窗", +); + +// ── 2) 静默必须「创建但隐藏」,不是不创建 ───────────────────────────── +const createIdx = src.indexOf("function createWindow("); +check("能定位 createWindow", createIdx > 0); +const createBlock = src.slice(createIdx, src.indexOf("\nfunction ", createIdx + 10)); + +check( + "createWindow 支持 show 参数", + /function createWindow\(\s*show\s*=\s*true\s*\)/.test(createBlock), + "签名不是 createWindow(show = true)", +); +check( + "BrowserWindow 初始 show:false(避免闪一下再隐藏)", + /show:\s*false/.test(createBlock), + "没用 show:false ⇒ 先显示再隐藏会闪", +); +check( + "非静默时经 ready-to-show 显示", + /ready-to-show[\s\S]{0,120}show\(\)/.test(createBlock), + "没有 ready-to-show → show(),非静默启动可能白屏闪现", +); +check( + "★ 静默路径仍然创建窗口(渲染进程要启动)", + /createWindow\(\s*!silent\s*\)/.test(readyBlock) && + /function createWindow\(\s*show\s*=\s*true\s*\)/.test(createBlock), + "静默时若不建窗口,SSE/设备桥/聊天全废", +); + +// ── 3) showMainWindow 必须能在窗口缺失时重建 ────────────────────────── +const showIdx = src.indexOf("function showMainWindow("); +check("能定位 showMainWindow", showIdx > 0); +const showBlock = src.slice(showIdx, src.indexOf("\nfunction ", showIdx + 10)); + +check( + "★ showMainWindow 在窗口不存在时会重建", + /createWindow\(\s*true\s*\)/.test(showBlock), + "只调 show() 不创建 ⇒ 托盘菜单点了没反应,进程成僵尸(activate 事件仅 macOS 触发)", +); +check( + "showMainWindow 对隐藏窗口调 show()", + /isVisible\(\)[\s\S]{0,60}show\(\)/.test(showBlock), + "未处理 isVisible() ⇒ 静默创建的窗口可能无法被唤起", +); + +// ── 4) loadGuiPrefs 必须去 BOM ──────────────────────────────────────── +const prefsIdx = src.indexOf("function loadGuiPrefs("); +check("能定位 loadGuiPrefs", prefsIdx > 0); +const prefsBlock = src.slice(prefsIdx, src.indexOf("\nfunction ", prefsIdx + 10)); + +check( + "★ loadGuiPrefs 读取时去 UTF-8 BOM", + /readFileSync\(GUI_PREFS_FILE[\s\S]{0,80}replace\(\s*\/\^\\uFEFF\//.test(prefsBlock), + "未去 BOM ⇒ Windows 工具(PowerShell Set-Content -Encoding UTF8/记事本)改过文件后," + + "JSON.parse 抛错 → 返回默认 prefs → 所有偏好静默失效", +); + +// ── 5) loadConnections 的 BOM 处理不能被回退 ───────────────────────── +const connIdx = src.indexOf("function loadConnections("); +const connBlock = src.slice(connIdx, src.indexOf("\nfunction ", connIdx + 10)); +check( + "loadConnections 仍去 BOM(既有行为不回退)", + /replace\(\s*\/\^\\uFEFF\//.test(connBlock), + "loadConnections 的 BOM 处理被移除了", +); + +console.log(""); +if (failures > 0) { + console.log(`全部失败:${failures} 条`); + process.exit(1); +} +console.log("全部通过"); \ No newline at end of file From 46a600c01b067a42fb5681653e2cdee303337466 Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Fri, 2 Oct 2026 10:19:18 +0800 Subject: [PATCH 07/15] =?UTF-8?q?fix(gui):=20=E6=89=93=E5=8C=85=E6=9C=AA?= =?UTF-8?q?=E4=BC=A0=20--icon=EF=BC=8Cexe=20=E5=86=85=E5=B5=8C=E5=9B=BE?= =?UTF-8?q?=E6=A0=87=E4=B8=80=E7=9B=B4=E6=98=AF=20Electron=20=E9=BB=98?= =?UTF-8?q?=E8=AE=A4=E5=9B=BE=E6=A0=87?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 现象 GUI 的 exe 图标不正确(显示为 Electron 默认图标)。 ## 根因 Makefile 的 build-gui 调electron-packager 时**没有 --icon 参数**: npx electron-packager . homeagent-gui --out=... --no-sandbox electron-packager 默认不写 exe 资源图标,于是 exe 保持 Electron 自带图标。 仓库里 cmd/gui/icon.ico 一直存在且完全合法(file 识别为 "MS Windows icon resource - 7 icons, 16x16, 24x24"),只是从未被打包进去。 注意这是**两条独立的打包路径**: · electron-packager(make build-gui,本机/开发用)→ 靠 --icon 参数 · electron-builder(package.json 的 build 段,发行用)→ 靠 build.linux.icon,且 files 数组里也没列 icon.ico 本次只修前者(本地安装与实测走这条)。 ## 证据 重新打包前后 exe 大小: 188784128 → 188834816 (+50688 = 7 个尺寸的图标资源) 此前多次打包产物大小完全一致,可反证图标从未被写入。 ## 改动 build-gui 补 --icon=icon.ico。托盘图标无需改动:它走 Tray/nativeImage,按 icon-tray@2x.png → icon-tray.png → icon.ico 三级候选回退,文件都在且逻辑健壮。 ## 实测 重新打包并安装:184 文件 0 处不匹配,exe = 188834816 字节 启动正常:prefs.silentStart=true → 4 进程 0 可见窗口、 login 200、0 个 401 / JS 错误。 --- Makefile | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Makefile b/Makefile index d5996735..c6c4fd9d 100644 --- a/Makefile +++ b/Makefile @@ -294,7 +294,7 @@ build-cli: @echo "Built: $(BUILD_DIR)/$(CLI_BINARY) ($(VERSION))" build-gui: - @cd cmd/gui && npm install --production && npx electron-packager . $(GUI_BINARY) --out=../../$(BUILD_DIR) --overwrite --no-sandbox + @cd cmd/gui && npm install --production && npx electron-packager . $(GUI_BINARY) --out=../../$(BUILD_DIR) --overwrite --no-sandbox --icon=icon.ico @echo "Built: $(BUILD_DIR)/$(GUI_BINARY)" build-static: From 8847ce4cfd72e3aed5f7047a48a175fc2d5a1160 Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Fri, 2 Oct 2026 10:25:43 +0800 Subject: [PATCH 08/15] =?UTF-8?q?fix(gui):=20=E4=BF=AE=E5=8F=91=E8=A1=8C?= =?UTF-8?q?=E6=89=93=E5=8C=85=E7=9A=84=E5=9B=BE=E6=A0=87=E4=B8=8E=E8=B5=84?= =?UTF-8?q?=E6=BA=90=E6=BC=8F=E8=A3=85=EF=BC=88Linux=20=E5=8C=85=E4=BC=9A?= =?UTF-8?q?=E7=BC=BA=E6=98=9F=E5=9B=BE=E4=BE=9D=E8=B5=96=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 背景 上一提交修了 electron-packager 那条路径的 exe 图标。本提交处理另外两处 同类问题——**都是静默失败**:改了没人知道,坏了要等用户装上才发现。 ## 1) package.json build 段(electron-builder 路径) · files 白名单漏了 icon.ico / icon-tray.png / icon-tray@2x.png ⇒ 这些文件不会被打进包,托盘与窗口图标在发行版里丢失 · 补 win.target/win.icon;注意 electron-builder 的 icon 路径相对 **项目目录**(package.json 所在)解析,不是相对输出目录 (最初写成 'build/icon.ico',那会找不到文件 —— 已用存在性判据钉住) · icon.ico 含 256x256,满足 electron-builder 对 win 图标的要求 ## 2) deploy/packaging/package-linux.sh(Linux 发行实际走这条) 原实现手工 cp 七个文件: main.js / preload.js / package.json renderer/{index.html, app.js, style.css, mascot.svg} 实测漏掉: · renderer/mascot.svg —— 源码里根本不存在(真名 mascot.webp) · icon.svg / icon.ico / icon-tray*.png · renderer/icon.svg · renderer/vendor/* ★★ 本次本地化新增的四个第三方库 (three/OrbitControls/marked/purify) ⇒ Linux 发行包装完星图与 Markdown 渲染直接坏, 且**没有任何构建报错** 改为: · renderer 按目录整体同步(cp -r "$gui_dir/renderer/.") · 根级 *.svg / *.ico / icon-tray*.png 同步 · 新增必备文件校验:vendor 四库与 icon.svg 缺任一 ⇒ 报错并删目录跳过, 沿用本脚本既有的"宁可不发,也不发装了跑不起来的包"原则 ## 判据 新增 cmd/gui/package-config.test.mjs(进 npm test),14 条断言覆盖三条 打包路径的配置一致性。已做变异测试:Makefile 去 --icon、files 去 icon.ico、 package-linux.sh 还原逐文件 cp,三者均判红。 判据:cmd/gui npm test 全绿(60 条)。 --- cmd/gui/package-config.test.mjs | 139 ++++++++++++++++++++++++++++++ cmd/gui/package.json | 15 +++- deploy/packaging/package-linux.sh | 38 +++++++- 3 files changed, 185 insertions(+), 7 deletions(-) create mode 100644 cmd/gui/package-config.test.mjs diff --git a/cmd/gui/package-config.test.mjs b/cmd/gui/package-config.test.mjs new file mode 100644 index 00000000..a38a41fe --- /dev/null +++ b/cmd/gui/package-config.test.mjs @@ -0,0 +1,139 @@ +// GUI 发行打包配置的一致性判据。 +// +// ## 要判的是什么 +// +// 两条打包路径的配置各自漏过东西,且都是**静默**失败: +// +// 1) electron-packager(make build-gui,Windows 发行 + 本机安装都走它) +// · 曾漏 --icon=icon.ico ⇒ exe 一直是 Electron 默认图标 +// (已修:Makefile e79eff6) +// +// 2) package.json 的 build 段(electron-builder,Linux 发行走它) +// · files 白名单漏了 icon.ico / icon-tray*.png ⇒ 图标不进包 +// · win.icon 路径写错(electron-builder 相对**项目目录**解析, +// 写 'build/icon.ico' 会找不到文件) +// +// 3) deploy/packaging/package-linux.sh 的手工组装曾逐文件 cp 七个文件, +// 漏掉 renderer/vendor/*(本地化的 four 个库)与全部图标文件 +// ⇒ Linux 发行包装完星图与托盘图标直接坏,且**没有任何构建报错** +// (已修:改目录整体同步 + 必备文件校验) +// +// 打包配置类问题的特点是"改了没人知道、坏了要等用户装上才发现", +// 所以在这里钉死。 +// +// 运行:node package-config.test.mjs + +import { readFileSync, existsSync } from "node:fs"; +import { fileURLToPath } from "node:url"; +import { dirname, join } from "node:path"; + +const here = dirname(fileURLToPath(import.meta.url)); +const repoRoot = join(here, "..", ".."); +const guiDir = here; + +let failures = 0; +const check = (name, ok, detail) => { + if (ok) console.log(` ✓ ${name}`); + else { + failures++; + console.log(` ✗ ${name}${detail ? " — " + detail : ""}`); + } +}; + +// ── 1) Makefile: electron-packager 必须带 --icon ────────────────────── +const mk = readFileSync(join(repoRoot, "Makefile"), "utf8"); +const buildGui = mk.slice( + mk.indexOf("build-gui:"), + mk.indexOf("\nbuild-static:"), +); + +check("能定位 build-gui 目标", buildGui.length > 0); +check( + "★ build-gui 传 --icon(否则 exe 一直是 Electron 默认图标)", + /--icon[= ]\S*icon\.ico/.test(buildGui), + "缺 --icon ⇒ exe 内嵌图标为 Electron 默认", +); +check( + "build-gui 仍带 --no-sandbox", + /--no-sandbox/.test(buildGui), + "--no-sandbox 没了,本机可能起不来", +); + +// ── 2) package.json build 段 ───────────────────────────────────────── +const pkg = JSON.parse(readFileSync(join(guiDir, "package.json"), "utf8")); +const files = pkg.build?.files || []; + +check( + "★ files 白名单含 icon.ico", + files.includes("icon.ico"), + "files = " + JSON.stringify(files), +); +check( + "files 白名单含托盘图标", + files.includes("icon-tray.png") && files.includes("icon-tray@2x.png"), + "缺 icon-tray*.png ⇒ 托盘图标在发行包里丢失", +); +check( + "files 含 renderer/**/*(含 vendor/)", + files.some((f) => f.startsWith("renderer/")), + "renderer 未列入 ⇒ vendor 库不会进包", +); + +// ── 3) win.icon 路径语义 ───────────────────────────────────────────── +// electron-builder 的 icon 相对**项目目录**(package.json 所在)解析。 +// 写成 'build/icon.ico'(相对输出目录)会找不到文件。 +const winIcon = pkg.build?.win?.icon; +check("配置了 win.icon", !!winIcon, "未配置 win.icon"); +if (winIcon) { + check( + "★ win.icon 路径不是误写的 build/ 前缀", + !winIcon.startsWith("build/"), + `win.icon='${winIcon}' —— electron-builder 相对项目目录解析,` + + "带 build/ 前缀会找不到文件", + ); + check( + "win.icon 指向的文件真实存在", + existsSync(join(guiDir, winIcon)), + `${winIcon} 不存在于 cmd/gui/`, + ); +} + +// ── 4) icon.ico 本身要含足够尺寸 ──────────────────────────────────── +const ico = readFileSync(join(guiDir, "icon.ico")); +const isIco = ico.readUInt16LE(0) === 0 && ico.readUInt16LE(2) === 1; +check("icon.ico 是合法 ICO", isIco, "头部不是 00 00 01 00"); +const icoCount = ico.readUInt16LE(4); +check( + "icon.ico 含多尺寸(含 256x256,electron-builder 需要)", + icoCount >= 2, + `只含 ${icoCount} 个尺寸`, +); + +// ── 5) package-linux.sh 不得再逐文件手列 ──────────────────────────── +const pkgLinux = readFileSync( + join(repoRoot, "deploy", "packaging", "package-linux.sh"), + "utf8", +); +check( + "★ package-linux.sh 按目录整体同步 renderer", + /cp -r "\$gui_dir\/renderer\/\."/.test(pkgLinux), + "仍在逐文件 cp ⇒ 新增资源(如 vendor/)不会被打进 Linux 包", +); +check( + "package-linux.sh 同步根级图标", + /cp "\$gui_dir"\/\*\.ico/.test(pkgLinux) && + /icon-tray/.test(pkgLinux), + "未同步根级 ico / 托盘图标", +); +check( + "package-linux.sh 有必备文件校验", + /vendor\/three\.min\.js/.test(pkgLinux) && /rm -rf "\$gui_out"/.test(pkgLinux), + "缺必备文件校验 ⇒ 装完才发现坏包", +); + +console.log(""); +if (failures > 0) { + console.log(`全部失败:${failures} 条`); + process.exit(1); +} +console.log("全部通过"); \ No newline at end of file diff --git a/cmd/gui/package.json b/cmd/gui/package.json index 4dcb97de..d34b900b 100644 --- a/cmd/gui/package.json +++ b/cmd/gui/package.json @@ -8,7 +8,7 @@ "scripts": { "start": "electron . --no-sandbox", "dev": "electron . --no-sandbox --dev", - "test": "node sse-backoff.test.mjs && node sse-backoff-behavior.test.mjs && node retry-guard.test.mjs && node endpoint-align.test.mjs && node connections-io.test.mjs && node silent-start.test.mjs", + "test": "node sse-backoff.test.mjs && node sse-backoff-behavior.test.mjs && node retry-guard.test.mjs && node endpoint-align.test.mjs && node connections-io.test.mjs && node silent-start.test.mjs && node package-config.test.mjs", "test-live": "node chat-perf.test.mjs && node protocol-align.test.mjs" }, "dependencies": { @@ -40,7 +40,16 @@ "renderer/**/*", "icon.svg", "node_modules/**/*", - "!node_modules/electron-builder/**" - ] + "!node_modules/electron-builder/**", + "icon.ico", + "icon-tray.png", + "icon-tray@2x.png" + ], + "win": { + "target": [ + "nsis" + ], + "icon": "icon.ico" + } } } diff --git a/deploy/packaging/package-linux.sh b/deploy/packaging/package-linux.sh index e86349cd..61fad774 100644 --- a/deploy/packaging/package-linux.sh +++ b/deploy/packaging/package-linux.sh @@ -261,13 +261,43 @@ print(m.group(1) if m else '') rm -f "$gui_out/resources/default_app.asar" 2>/dev/null # copy app source + # + # ★ 改成**按目录整体同步**,不再逐文件手列。 + # + # 原实现手工 cp 七个文件,每加一个新文件就要记得补一行,漏了不会有 + # 任何报错,只会做出一个"装完缺东西"的包。已实际漏掉过: + # · renderer/mascot.svg —— 源码里根本不存在(真名 mascot.webp) + # · icon.svg / icon.ico / icon-tray*.png —— 托盘与窗口图标 + # · renderer/icon.svg + # · renderer/vendor/* —— three/OrbitControls/marked/purify + # (这四个是本地化后的第三方库,缺了 Linux 发行版的星图直接坏) + # + # 整体同步还顺带保证 .hmap 之外的任何新增资源都会进包。 cp "$gui_dir/main.js" "$gui_out/resources/app/" cp "$gui_dir/preload.js" "$gui_out/resources/app/" cp "$gui_dir/package.json" "$gui_out/resources/app/" - cp "$gui_dir/renderer/index.html" "$gui_out/resources/app/renderer/" - cp "$gui_dir/renderer/app.js" "$gui_out/resources/app/renderer/" - cp "$gui_dir/renderer/style.css" "$gui_out/resources/app/renderer/" 2>/dev/null || true - cp "$gui_dir/renderer/mascot.svg" "$gui_out/resources/app/renderer/" 2>/dev/null || true + cp "$gui_dir"/*.svg "$gui_out/resources/app/" 2>/dev/null || true + cp "$gui_dir"/*.ico "$gui_out/resources/app/" 2>/dev/null || true + cp "$gui_dir"/icon-tray*.png "$gui_out/resources/app/" 2>/dev/null || true + + # renderer 整目录同步(含 vendor/ 与全部静态资源) + cp -r "$gui_dir/renderer/." "$gui_out/resources/app/renderer/" + + # ★ 必备文件校验:缺了就是"装完坏掉"的包,且不会有任何构建报错。 + # renderer/vendor 是本地化后的第三方库(three/OrbitControls/marked/purify), + # 缺任何一份都会让星图或 Markdown 渲染在断网/离线环境下直接坏掉。 + local missing="" + for _f in index.html app.js style.css vendor/three.min.js vendor/OrbitControls.js \ + vendor/marked.min.js vendor/purify.min.js; do + [ -f "$gui_out/resources/app/renderer/$_f" ] || missing="$_f " + done + [ -f "$gui_out/resources/app/icon.svg" ] || missing="icon.svg " + if [ -n "$missing" ]; then + echo " ERROR: GUI 资源缺失:$missing" + echo " 宁可不发,也不发装了跑不起来的包。" + rm -rf "$gui_out" + return + fi # production node_modules for app if [ -d "$gui_dir/node_modules" ]; then From bf06ad029afb08ca8ad762f2017d12b683ac46b4 Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Fri, 2 Oct 2026 10:40:35 +0800 Subject: [PATCH 09/15] =?UTF-8?q?feat(gui):=20=E5=8A=A0=E8=BD=BD=E5=8A=A8?= =?UTF-8?q?=E7=94=BB=E6=94=B9=E4=B8=89=E7=82=B9=E5=BC=8F=20+=20=E6=96=B0?= =?UTF-8?q?=E5=A2=9E=E7=B3=BB=E7=BB=9F=E9=80=9A=E7=9F=A5?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 1) 加载动画:边框旋转 → 三点渐亮 旧实现是 border + rotate 的 spinner,用在 .loading(16px) / .loading-spinner(32px) / .live-spinner(15px) 三处。在消息气泡里刺眼, 且语义不对:旋转暗示"正在加载某个确定的东西",而 agent 思考没有进度。 参考 PiDeck(@deepseek-ai/dsh-web-frontend 与 mermaid bundle 里的 @keyframe 实现)改为「等距三点 + 透明度递减 + 轻微上浮」: haDots 三点错峰明暗(1/0.6/0.35/0.15) haDotFloat 单点上浮 + 缩放 haSweep 横向扫光 旧类名 .loading / .loading-spinner 保留为别名指向新动画(还有 6+ 处 调用点,逐处改 HTML 容易漏),并解除其 animation 以免残留旋转。 7 处调用点统一换成 x3 结构。 ## 2) 系统通知(此前完全不存在) 主进程无 Notification、preload 无接口、渲染层只有页面内 toast (用户不盯着窗口就看不到)。补齐一条完整链路: main.js notify:show / notify:supported 两个 IPC + 原生 Notification preload notify.{show,supported,onClicked} app.js notifyTurn / notifyTurnOnce / onNotifyClicked 设计取舍(都写进注释): · **一轮只通知一次**。SSE 的 tool_call / stage / agent_output 都可能 判定"一轮结束",用 turnSig 去重,否则连弹好几次。 · **不在流式过程中逐 token 通知**。一轮可能几十个 delta,那是噪音; 用户要的是"有结果了"。 · **窗口在前台且聚焦时不弹**。正看着界面时弹窗只会烦人。 静默启动(窗口 hidden)正好走"要弹"这条 —— 这也是静默后唯一 能让用户知道"agent 回了"的途径。 · **挂在 SSE 的 agent_output 收尾处**,不挂 endChatTurn(): 后者开头 `if (!state.chatLoading) return`,而旁观路径 (agent 响应 memo/QQ/email,GUI 只收 SSE)chatLoading 恒 false, 根本走不到那里。挂 SSE 对"自己发"与"旁观"两条路径都生效。 · **点击通知会 show() + 回传渲染进程**,切到 chat 视图并滚到该条。 点了却不知道该看哪句话等于没通知。 · 正文超 180 字截断,避免通知被撑爆。 ## 判据 新增 cmd/gui/loading-notify.test.mjs(进 npm test),24 条断言覆盖 动画关键帧/错峰 delay/别名解除/调用点结构,以及通知链路的六段 (主进程 IPC、preload 桥、去重、挂载位置、点击跳转、可用性探测)。 ## 实测 重新打包安装:186 文件 0 处不匹配,exe 188834816 字节 启动正常:silentStart 生效、login 200、device/online 200、 graph/pulse 轮询、0 个 401 / JS 错误。 判据:cmd/gui npm test 全绿(84 条)。 --- cmd/gui/loading-notify.test.mjs | 127 ++++++++++++++++++++++ cmd/gui/main.js | 56 ++++++++++ cmd/gui/package.json | 2 +- cmd/gui/preload.js | 5 + cmd/gui/renderer/app.js | 83 ++++++++++++-- cmd/gui/renderer/style.css | 184 +++++++++++++++++++++++++++----- 6 files changed, 425 insertions(+), 32 deletions(-) create mode 100644 cmd/gui/loading-notify.test.mjs diff --git a/cmd/gui/loading-notify.test.mjs b/cmd/gui/loading-notify.test.mjs new file mode 100644 index 00000000..327f7abb --- /dev/null +++ b/cmd/gui/loading-notify.test.mjs @@ -0,0 +1,127 @@ +// 加载动画 + 系统通知的判据。 +// +// ## 要判的是什么 +// +// 1) 加载动画:旧实现是 border + rotate 的 spinner(.loading / +// .loading-spinner / .live-spinner 三处),在消息气泡里刺眼, +// 且"持续旋转"语义不对 —— 旋转暗示在加载某个确定的东西, +// 而 agent 思考本身没有进度。改为 PiDeck 用的「等距三点 + +// 透明度递减 + 轻微上浮」。 +// +// 2) 系统通知:**此前完全不存在**(主进程无 Notification、preload 无接口、 +// 渲染层只有页面内 toast)。这是新增能力,容易被后续改动静默删掉。 +// +// 运行:node loading-notify.test.mjs + +import { readFileSync } from "node:fs"; +import { fileURLToPath } from "node:url"; +import { dirname, join } from "node:path"; + +const here = dirname(fileURLToPath(import.meta.url)); +const css = readFileSync(join(here, "renderer", "style.css"), "utf8"); +const app = readFileSync(join(here, "renderer", "app.js"), "utf8"); +const main = readFileSync(join(here, "main.js"), "utf8"); +const preload = readFileSync(join(here, "preload.js"), "utf8"); + +let failures = 0; +const check = (name, ok, detail) => { + if (ok) console.log(` ✓ ${name}`); + else { + failures++; + console.log(` ✗ ${name}${detail ? " — " + detail : ""}`); + } +}; + +// ── 1) 加载动画:三点而非旋转 ──────────────────────────────────────── +check("定义 haDots 关键帧", /@keyframes haDots/.test(css), "缺 @keyframes haDots"); +check("定义 haDotFloat 关键帧", /@keyframes haDotFloat/.test(css)); +check("定义 haSweep 关键帧", /@keyframes haSweep/.test(css)); + +// 三点的错峰 delay 是"追逐感"的来源,缺了就变成同步闪烁 +check( + "三点有错峰 delay(nth-child 2/3)", + /\.ha-dots\s*>?\s*i:nth-child\(2\)/.test(css) || + /\.ha-dots > i:nth-child\(2\)/.test(css), + "缺 nth-child delay ⇒ 三点同步闪,不像追逐", +); + +// 旧类名必须仍然可用(还有调用点用它们) +check( + ".loading 别名仍指向新动画", + /\.loading,\s*\.loading-spinner\s*{[^}]*animation:\s*none/.test(css), + "别名没解除旋转 ⇒ 旧调用点仍是转圈", +); +check( + "live-spinner 已是 flex 三点容器", + /\.msg-bubble \.live-spinner\s*{[^}]*display:\s*inline-flex/.test(css), + "live-spinner 仍是 inline-block 圆环", +); + +// 旧的旋转实现不应再被这三类使用 +const usesOldSpin = /\.loading[^{]*\{[^}]*border-top-color/.test(css); +check("没有残留的 border 旋转 spinner", !usesOldSpin, "仍有 border-top-color 旋转实现"); + +// ── 2) 调用点都换成了三点结构 ────────────────────────────────────── +const dotMarkup = (app.match(/class="ha-dots[^"]*"><\/i><\/i><\/i>/g) || []).length; +check( + "★ 面板/列表加载已换成三点结构", + dotMarkup >= 4, + `只找到 ${dotMarkup} 处 x3 结构(预期 >=4:星图 2 + 列表 3 + 其他)`, +); +check( + "★ 消息内 live-spinner 带三个点", + /class="live-spinner"><\/i><\/i><\/i>/.test(app), + "live-spinner 仍是空的(会看不到任何点)", +); +check( + "旧的空
    已清理", + !/class="loading"><\/div>/.test(app), + "仍有裸
    (无点)", +); + +// ── 3) 系统通知:主进程 ──────────────────────────────────────────── +check("main 引入 Notification", /new Notification\(/.test(main), "未调用原生 Notification"); +check("有 notify:show IPC", /ipcMain\.handle\("notify:show"/.test(main)); +check("有 notify:supported IPC", /ipcMain\.handle\("notify:supported"/.test(main)); +check( + "★ 前台聚焦时不打扰用户", + /isFocused\(\)/.test(main) && /skipped:\s*"focused"/.test(main), + "没有「窗口在前台就不弹」判定 ⇒ 正看着界面时会被弹窗打断", +); +check( + "★ 点击通知会回传并唤起窗口", + /notify:clicked/.test(main) && /mainWindow\.show\(\)/.test(main), + "点击通知后没有 show()+回传,点了等于没点", +); +check( + "正文超长截断(避免通知被撑爆)", + /body\.length\s*>\s*\d+/.test(main), + "未截断正文", +); + +// ── 4) preload 桥 ────────────────────────────────────────────────── +check("preload 暴露 notify.show", /notify:\s*{[\s\S]{0,200}show:/.test(preload)); +check("preload 暴露 notify.supported", /supported:\s*\(\)\s*=>\s*ipcRenderer\.invoke\("notify:supported"/.test(preload)); +check("preload 暴露 notify.onClicked", /onClicked:/.test(preload)); + +// ── 5) 渲染层 ────────────────────────────────────────────────────── +check("渲染层有 notifyTurnOnce 去重", /function notifyTurnOnce\(/.test(app), "缺去重 ⇒ 一轮会弹多次"); +check( + "去重基于 turnSig", + /turnSig/.test(app), + "去重没按轮次签名", +); +check( + "★ 通知挂在 SSE agent_output 上(覆盖旁观路径)", + /notifyTurnOnce\(/.test(app) && /starmapPulse\("output"[\s\S]{0,400}notifyTurnOnce/.test(app), + "没挂在 SSE 收尾处 ⇒ 旁观其他渠道的回复时不会通知", +); +check("注册了通知点击跳转", /onNotifyClicked/.test(app) && /onClicked\(onNotifyClicked\)/.test(app)); +check("启动时探测通知可用性", /notify\.supported\(\)/.test(app), "未探测 Notification.isSupported"); + +console.log(""); +if (failures > 0) { + console.log(`全部失败:${failures} 条`); + process.exit(1); +} +console.log("全部通过"); \ No newline at end of file diff --git a/cmd/gui/main.js b/cmd/gui/main.js index fdca7c49..73b7ac2b 100644 --- a/cmd/gui/main.js +++ b/cmd/gui/main.js @@ -2595,6 +2595,62 @@ app.on("activate", () => { createWindow(); } }); +// ============ 系统通知(Electron 原生)============ +// +// 之前**完全没有**这个能力:主进程没引入 Notification、preload 没暴露接口、 +// 渲染层只有页面内的 toast(用户不盯着窗口就看不到)。 +// 这套是补齐:渲染层判断"该不该通知",主进程负责弹系统通知。 +// +// 为什么点击要回传会话:点了通知却不知道该看哪句话,等于没通知。 +// 点击时通过 webContents 回到渲染进程,由它切到 chat 视图并滚到该条。 +let notifSeq = 0; + +ipcMain.handle("notify:show", (_, payload) => { + try { + const p = payload || {}; + const title = String(p.title || "HomeAgent"); + const body = String(p.body || ""); + if (!body) return { ok: false, error: "empty body" }; + if (!Notification.isSupported()) return { ok: false, error: "unsupported" }; + + // 已有窗口在前台且可见时不再打扰:用户正看着界面。 + // 静默启动场景下 mainWindow 存在但 hidden,正好走"要通知"这条路。 + if (mainWindow && !mainWindow.isDestroyed() && mainWindow.isVisible() && mainWindow.isFocused()) { + return { ok: false, skipped: "focused" }; + } + + const id = ++notifSeq; + const n = new Notification({ + title: title, + body: body.length > 180 ? body.slice(0, 180) + "\u2026" : body, + silent: !!p.silent, + urgency: p.urgent ? "critical" : "normal", + }); + n.on("click", () => { + if (mainWindow && !mainWindow.isDestroyed()) { + if (!mainWindow.isVisible()) mainWindow.show(); + mainWindow.focus(); + } + try { + mainWindow.webContents.send("notify:clicked", { id: id, msgKey: p.msgKey || "" }); + } catch (e) {} + n.close(); + }); + n.show(); + return { ok: true, id: id }; + } catch (e) { + return { ok: false, error: e.message }; + } +}); + +ipcMain.handle("notify:supported", () => { + try { + return { supported: Notification.isSupported() }; + } catch (e) { + return { supported: false }; + } +}); + // IPC:prefs(renderer 设置页需要) // IPC:本机设备身份(renderer 设备页需要) ipcMain.handle("device:identity", () => diff --git a/cmd/gui/package.json b/cmd/gui/package.json index d34b900b..4753148d 100644 --- a/cmd/gui/package.json +++ b/cmd/gui/package.json @@ -8,7 +8,7 @@ "scripts": { "start": "electron . --no-sandbox", "dev": "electron . --no-sandbox --dev", - "test": "node sse-backoff.test.mjs && node sse-backoff-behavior.test.mjs && node retry-guard.test.mjs && node endpoint-align.test.mjs && node connections-io.test.mjs && node silent-start.test.mjs && node package-config.test.mjs", + "test": "node sse-backoff.test.mjs && node sse-backoff-behavior.test.mjs && node retry-guard.test.mjs && node endpoint-align.test.mjs && node connections-io.test.mjs && node silent-start.test.mjs && node package-config.test.mjs && node loading-notify.test.mjs", "test-live": "node chat-perf.test.mjs && node protocol-align.test.mjs" }, "dependencies": { diff --git a/cmd/gui/preload.js b/cmd/gui/preload.js index f446a35c..71e322ff 100644 --- a/cmd/gui/preload.js +++ b/cmd/gui/preload.js @@ -34,6 +34,11 @@ contextBridge.exposeInMainWorld("homeagent", { }, cacheBg: (src) => ipcRenderer.invoke("bg:cache", { src }), log: (m) => ipcRenderer.invoke("log:r", m), + notify: { + show: (payload) => ipcRenderer.invoke("notify:show", payload), + supported: () => ipcRenderer.invoke("notify:supported"), + onClicked: (cb) => ipcRenderer.on("notify:clicked", (_e, d) => cb(d)), + }, prefs: { get: () => ipcRenderer.invoke("prefs:get"), set: (p) => ipcRenderer.invoke("prefs:set", p), diff --git a/cmd/gui/renderer/app.js b/cmd/gui/renderer/app.js index 863316a9..a7beae09 100644 --- a/cmd/gui/renderer/app.js +++ b/cmd/gui/renderer/app.js @@ -56,6 +56,8 @@ const state = { selfDeviceId: "", selfGateway: "", deviceBridgeToken: "", // 设备接入令牌明文(来自 device-bridge:get),用于 /device/* 的 requireToken + _notifyState: null, // 本轮通知去重状态 { turnSig, notified } + _notifySupported: null, // 系统通知是否可用(null=未探测) // ---- 星图活动数据源(对齐服务端 /memory/graph/pulse + /runtime)---- starmapPulses: [], // { mesh, until, kind } 活动脉冲队列 starmapGrown: {}, // nodeId -> 生长动画截止时间戳(ms) @@ -467,6 +469,55 @@ function confirmDialog(action, isDanger) { } // ===== API ===== +// ===== 系统通知 ===== +// +// 何时通知:agent **完成一轮输出**时。 +// 不在流式过程中逐 token 通知 —— 那是噪音(一轮可能几十个 delta), +// 用户要的是"有结果了",不是"正在打字"。 +// +// 去重:同一轮(signature 相同)只通知一次。SSE 有 tool_call / stage / +// agent_output 多个事件都可能判定"一轮结束",不去重会连弹好几次。 +// +// 前台可见且聚焦时不通知:用户正看着界面,弹窗只会烦人。 +// 静默启动(窗口 hidden)正好走"要通知"这条 —— 这也是静默后 +// 唯一能让用户知道"agent 回了"的途径。 +function shouldNotify() { + if (!state._notifySupported) return false; + return true; +} + +async function notifyTurn(title, body, msgKey) { + if (!shouldNotify()) return; + try { + await window.homeagent.notify.show({ + title: title, + body: body, + msgKey: msgKey || "", + silent: false, + }); + } catch (e) {} +} + +// notifyTurnOnce 保证同一轮只通知一次。 +function notifyTurnOnce(sig, title, body, msgKey) { + if (!shouldNotify()) return; + if (!state._notifyState || state._notifyState.turnSig !== sig) { + state._notifyState = { turnSig: sig, notified: false }; + } + if (state._notifyState.notified) return; + state._notifyState.notified = true; + notifyTurn(title, body, msgKey); +} + +// onNotifyClicked 点系统通知后:切到 chat 视图并滚到那条消息。 +function onNotifyClicked() { + try { + switchView("chat"); + var el = document.querySelector(".msg-assistant:last-of-type"); + if (el && el.scrollIntoView) el.scrollIntoView({ block: "end" }); + } catch (e) {} +} + async function cliRequest(line) { var conn = state.currentConn; if (!conn) throw new Error(__("未选择连接", "No connection selected")); @@ -1799,7 +1850,7 @@ function buildChatLayout() { '

    ' + __("星图", "Star Map") + "

    " + - '
    '; + '
    '; html += '

    ' + __("终端", "Terminal") + @@ -2151,7 +2202,7 @@ function renderChat() { var isStreamingLast = i === msgs.length - 1 && streamingLast; if (isStreamingLast) { var liveRow = - '' + + '' + (newPending.length ? '' + pillHtml() + "" : ""); @@ -2227,7 +2278,7 @@ function renderChat() { '
    ' + aiAvatar2 + '
    ' + - '' + + '' + (newPending.length ? '' + pillHtml() + "" : "") + @@ -2457,7 +2508,7 @@ function renderChatStarmap() { } if (!window.THREE) { cont.innerHTML = - '
    '; + '
    '; state.starmapInit = false; state.starmapLoading = false; return; @@ -3240,7 +3291,7 @@ async function queryMemoryChat() { var q = document.getElementById("mem-query")?.value; var r = document.getElementById("mem-result-chat"); if (!r || !q) return; - r.innerHTML = '
    '; + r.innerHTML = '
    '; try { var data = await api("/memory?q=" + encodeURIComponent(q) + "&depth=2"); r.innerHTML = @@ -3260,7 +3311,7 @@ async function queryMemoryContext() { var q = document.getElementById("ctx-query")?.value; var r = document.getElementById("ctx-result"); if (!r) return; - r.innerHTML = '
    '; + r.innerHTML = '
    '; try { var data = await api("/memory/context?q=" + encodeURIComponent(q || "")); var ctx = data?.context || __("无上下文", "No context"); @@ -3307,7 +3358,7 @@ async function searchKnowledgeChat() { var q = document.getElementById("know-query")?.value; var r = document.getElementById("know-result-chat"); if (!r || !q) return; - r.innerHTML = '
    '; + r.innerHTML = '
    '; try { var data = await api("/knowledge?q=" + encodeURIComponent(q)); r.innerHTML = @@ -5269,6 +5320,16 @@ async function deleteAdapter(name) { doRenderAll(); startUptimeTicker(); setInterval(doRenderAll, 15000); + // 系统通知:探测可用性 + 接点击跳转(放在连上之后,避免无连接时空转) + if (window.homeagent && window.homeagent.notify) { + try { + const sup = await window.homeagent.notify.supported(); + state._notifySupported = !!(sup && sup.supported); + } catch (e) { + state._notifySupported = false; + } + window.homeagent.notify.onClicked(onNotifyClicked); + } } else { renderAll(); updateConnIndicator(); @@ -6125,6 +6186,14 @@ async function connectFetchSSE(url) { // 用文本前若干字符当 hint,让点亮落到**本轮相关**的实体上, // 而不是每次都亮同一批高权重节点。 starmapPulse("output", String(p.content || "").slice(0, 60)); + // 系统通知:一轮输出收尾时通知一次(不在流式过程中逐 token 弹)。 + var _sig = (p.content || "").length + ":" + + String(p.content || "").slice(0, 40); + notifyTurnOnce( + _sig, + "HomeAgent", + String(p.content || "").slice(0, 160) || __("(空回复)", "(empty reply)"), + ); endChatTurn(); return; } diff --git a/cmd/gui/renderer/style.css b/cmd/gui/renderer/style.css index 70e889a1..a6fe89d0 100644 --- a/cmd/gui/renderer/style.css +++ b/cmd/gui/renderer/style.css @@ -1458,16 +1458,130 @@ code { transform: none; } } -.msg-bubble .live-spinner { - width: 15px; - height: 15px; - border-radius: 50%; - border: 2px solid var(--msg-user-bg); - border-top-color: var(--accent); - animation: spin 0.7s linear infinite; - flex-shrink: 0; - display: inline-block; +/* ============================================================ + 加载 / 思考动画 + ------------------------------------------------------------ + 设计参考 PiDeck(@deepseek-ai/dsh-web-frontend / mermaid bundle): + 它**不用边框旋转**,而是「等距三点 + 透明度递减 + 轻微上浮」, + 静默、不抢视线,且在深浅色下都成立。 + + 旧实现是 border + rotate 的经典 spinner(.loading / .loading-spinner / + .live-spinner),在消息气泡里尤其刺眼 —— 一个持续旋转的圆环 + 与「正在思考」的语义也不匹配(旋转暗示在加载某个确定的东西, + 而思考本身没有进度)。 + + 下面是等价改造,三处调用点(面板加载 / 列表加载 / 消息内思考) + 统一到同一套视觉语言。 + ============================================================ */ + +/* 三点渐次亮起(PiDeck: _dsh-state-dot-chase 的等价实现) */ +@keyframes haDots { + 0%, + 12.4% { + opacity: 1; + } + 12.5%, + 24.9% { + opacity: 0.6; + } + 25%, + 37.4% { + opacity: 0.35; + } + 37.5%, + 100% { + opacity: 0.15; + } +} + +/* 单点呼吸(PiDeck: tool-activity-dot) */ +@keyframes haDotFloat { + 0%, + 100% { + opacity: 0.35; + transform: translateY(0) scale(0.8); + } + 50% { + opacity: 1; + transform: translateY(-2px) scale(1); + } +} + +/* 扫光(PiDeck: thinking-sweep),用于「思考中」横向扫光 */ +@keyframes haSweep { + 0% { + left: -300px; + } + 90%, + 100% { + left: 100%; + } +} + +/* 三点基类:用 flex 排布,gap 固定,避免各调用点尺寸不一 */ +.ha-dots { + display: inline-flex; + align-items: center; + gap: 3px; vertical-align: middle; + flex-shrink: 0; +} +.ha-dots > i { + display: block; + width: 4px; + height: 4px; + border-radius: 999px; + background: var(--accent); + animation: haDots 1.1s ease-in-out infinite; +} +.ha-dots > i:nth-child(2) { + animation-delay: 0.15s; +} +.ha-dots > i:nth-child(3) { + animation-delay: 0.3s; +} + +/* 尺寸变体:替换旧的 .loading / .loading-spinner / .live-spinner */ +.ha-dots-sm > i { + width: 3px; + height: 3px; + gap: 2px; +} +.ha-dots-lg > i { + width: 6px; + height: 6px; + gap: 5px; +} + +/* 面板级:居中容器里的加载态(替代 32px 旋转圈) */ +.ha-dots-panel { + display: flex; + align-items: center; + justify-content: center; + padding: 20px; +} + +/* 消息气泡内:思考中 */ +.msg-bubble .live-spinner { + display: inline-flex; + align-items: center; + gap: 3px; + vertical-align: middle; + flex-shrink: 0; +} +.msg-bubble .live-spinner > i { + display: block; + width: 4px; + height: 4px; + border-radius: 999px; + background: var(--accent); + animation: haDots 1.1s ease-in-out infinite; +} +.msg-bubble .live-spinner > i:nth-child(2) { + animation-delay: 0.15s; +} +.msg-bubble .live-spinner > i:nth-child(3) { + animation-delay: 0.3s; } .msg-bubble .live-spinner + .thinking-tools, .msg-bubble .live-spinner + .text { @@ -1535,22 +1649,44 @@ code { #sm-container-chat canvas { display: block; } -.loading { - display: inline-block; - width: 16px; - height: 16px; - border: 2px solid var(--loading-border); - border-radius: 50%; - border-top-color: var(--loading-top); - animation: spin 0.6s linear infinite; -} +/* 旧类名保留为别名:已有 6+ 处调用点直接用 .loading / .loading-spinner。 + 把它们指到新的三点动画,而不是删掉后逐处改 HTML —— 后者容易漏。 + (用 flex 布局装不出第三个点,::before/::after 只能造 2 个, + 所以这三个点由 JS 插入;没插入时至少是个 2 点的退化态, + 不会退化成旋转圈。) */ +.loading, .loading-spinner { - width: 32px; - height: 32px; - border: 3px solid color-mix(in srgb, var(--accent) 15%, transparent); - border-top: 3px solid var(--accent); - border-radius: 50%; - animation: spin 0.8s linear infinite; + display: inline-flex; + align-items: center; + gap: 4px; + vertical-align: middle; + width: auto; + height: auto; + border: none; + border-radius: 0; + background: none; + animation: none; +} +.loading::before, +.loading::after, +.loading-spinner::before, +.loading-spinner::after { + content: ""; + display: block; + width: 5px; + height: 5px; + border-radius: 999px; + background: var(--accent); + animation: haDots 1.1s ease-in-out infinite; +} +.loading::after, +.loading-spinner::after { + animation-delay: 0.2s; +} +.loading-spinner::before, +.loading-spinner::after { + width: 6px; + height: 6px; } @keyframes spin { to { From 40119e8116388ed0058bdec38b0b4874c3207e9d Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Fri, 2 Oct 2026 11:10:53 +0800 Subject: [PATCH 10/15] =?UTF-8?q?feat(gui+waiter):=20computeruse=20?= =?UTF-8?q?=E8=A1=A5=E9=AB=98=E7=BA=A7=E6=93=8D=E4=BD=9C=E3=80=81=E4=BF=AE?= =?UTF-8?q?=20HiDPI=20=E5=9D=90=E6=A0=87=EF=BC=9B=E8=AE=B0=E5=BD=95=20PiDe?= =?UTF-8?q?ck=20=E5=80=9F=E9=89=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## computeruse 高级操作 此前两端(GUI 本机桥 / waiter 设备侧)都只有 9 个基础 action (click/move/scroll/keypress/type…),与业界 computer-use 的基本盘差距明显。 现补到 18 个,两端对齐: drag 拖拽(分步移动,见下) hover 只悬停不点击(触发 tooltip / 悬浮菜单) mousedown/up 按下与释放分离,可配对做「按住」 tripleclick 三击选中整行 middleclick 中键 hotkey/combo 组合键(ctrl+c 这类) wait/sleep 显式等待,等 UI/动画完成再下一步 display 显示器几何(bounds + scaleFactor + primary),多屏定位必需 ★ 拖拽**分步移动**(默认 12 步,上限 60)而不是一步到位:canvas 拖拽、 列表排序、滑动条这类应用依赖中间 mousemove 事件,一步到位会失效。 ## 修 HiDPI 坐标错位(GUI 侧) 截图给模型的是**物理像素**,而 SetCursorPos / xdotool / cliclick 期望 **逻辑点(DIP)**。旧代码只加了 display bounds 的原点偏移,完全没换算 scaleFactor ⇒ 150% 缩放屏上点击系统性偏移(越靠右下偏得越多)。 现在按目标屏 scaleFactor 换算,并提供 `physical:false` 让调用方声明 「坐标已是逻辑点」以免二次换算。 ## 组合键归一化(waiter 侧) 旧实现把模型给的 key 字符串原样丢给 `xdotool key`,于是 "Ctrl+C"、 "ctrl + c"、"CTRL-C" 全部失效。新增 normKeySpec:统一 + 与空格分隔、 统一小写、去重复修饰键。 顺带修 waiter 的 `type`:加 `--clearmodifiers`,避免残留的 Ctrl/Alt 把后续输入变成快捷键(旧实现一次输入就可能污染后续所有按键)。 ## scroll 修正(两端) 旧实现固定滚 `click 4/5`(上/下),忽略方向语义也不支持横向。 现按 dy 正负给方向、按量级分步、支持 dx 横向滚动。 ## 显式声明借鉴 PiDeck 用户要求声明 GUI 借鉴了 PiDeck 的设计与实现。做法: 1. 新增 `cmd/gui/DESIGN-NOTES.md` —— 逐项列出借鉴自 PiDeck 的设计 (三点渐次明暗 / 运行态呼吸光晕 / 工具调用分组卡)、PiDeck 的原始 实现(@keyframes 名与 CSS 片段)、HomeAgent 的落地位置、以及**动机**, 并明确区分「本仓自行决策」的部分(如「只有 1 个工具时不分组」是本地决定, 不是 PiDeck 做法)。 2. app.js / style.css 的相关代码处补出处注释。 3. 判据 computeruse.test.mjs 钉住这几条声明,防止后续丢失。 参考方式为阅读 PiDeck 打包产物 app.asar 中的 CSS 实现后**独立重写**, 未复制其代码或资源文件。 ## 判据 新增 cmd/gui/computeruse.test.mjs(进 npm test),30 条断言: · 两端各 9 项高级操作 · HiDPI 换算与 physical 开关 · 组合键归一化、type 的 --clearmodifiers · 拖拽分步移动(两端) · PiDeck 借鉴声明四处(含 DESIGN-NOTES.md 存在) 判据:cmd/gui npm test 全绿(114 条)。 --- cmd/gui/DESIGN-NOTES.md | 61 ++++++++ cmd/gui/computeruse.test.mjs | 148 ++++++++++++++++++ cmd/gui/main.js | 294 ++++++++++++++++++++++++++++++++++- cmd/gui/package.json | 2 +- cmd/gui/renderer/app.js | 132 ++++++++++++++++ cmd/gui/renderer/style.css | 162 ++++++++++++++++++- cmd/waiter/device.go | 261 ++++++++++++++++++++++++++----- 7 files changed, 1000 insertions(+), 60 deletions(-) create mode 100644 cmd/gui/DESIGN-NOTES.md create mode 100644 cmd/gui/computeruse.test.mjs diff --git a/cmd/gui/DESIGN-NOTES.md b/cmd/gui/DESIGN-NOTES.md new file mode 100644 index 00000000..35191d8d --- /dev/null +++ b/cmd/gui/DESIGN-NOTES.md @@ -0,0 +1,61 @@ +# HomeAgent GUI 设计说明与外部借鉴 + +本文件记录 GUI(`cmd/gui`)在设计过程中**明确借鉴的外部实现**,以及本仓自行做出的设计决策。 + +目的是让后来人能判断:某段 UI 行为是本地决定,还是有外部出处。这对追溯许可、 +理解设计动机、以及避免无意中"重新发明"已有方案都有用。 + +--- + +## 借鉴来源 + +### PiDeck(`C:\Users\21989\AppData\Local\Programs\PiDeck`) + +**PiDeck 是本机安装的一个第三方 Electron 应用**(其前端依赖 +`@deepseek-ai/dsh-web-frontend`)。HomeAgent GUI 在交互设计上参考了它的以下 +做法。参考方式为**阅读其打包产物 `app.asar` 中的 CSS 实现**,理解其设计意图后 +在 HomeAgent 的样式体系中独立重写 —— 未复制其代码,也未使用其资源文件。 + +| 借鉴项 | PiDeck 的实现 | HomeAgent 的落地 | 动机 | +|---|---|---|---| +| **加载 / 思考动画** | `@keyframes _dsh-state-dot-chase`(三点透明度递减 `1 → .6 → .35 → .15`)与 `tool-activity-dot`(上浮 + 缩放) | `renderer/style.css` 的 `haDots` / `haDotFloat` | 旧实现是 `border + rotate` 的经典 spinner。旋转语义上暗示"在加载某个确定的东西",而 agent 思考本身没有进度可转;且在 15px 的消息气泡里转圈糊成一团 | +| **运行态呼吸光晕** | `.turn-row--running:before` —— 一层几乎看不见的 accent 底色(`color-mix(... 3%)`)以 `2.2s` 周期做 `opacity: 0 → 1 → 0` 呼吸 | `.msg-bubble.msg-running::before` | 单看气泡里的几个点,视线要缩到一小块;光晕铺在整条消息上,余光就能感知"agent 正在回" | +| **工具调用分组卡** | `.tool-group-card` + `.tool-group-card-dot`(`toolGroupDotPulse`:缩放 + 透明度脉动)与 `tone-running/tone-error` 三态 | `renderToolGroup()` / `renderToolGroupOrSingle()` + `tool-group-card` 样式 | 原来一轮里每个工具调用各占一张卡,调 5 个工具就是 5 张卡竖排,把真正的回复挤到很下面;而这些卡形态高度相似(图标+工具名+状态),信息密度极低 | +| **组合键处理** | ——(PiDeck 为 Web 应用,不涉及系统级输入注入) | —— | —— | + +**关于分组卡的规则差异**:PiDeck 的分组策略我们理解为"折叠成组", +HomeAgent 额外加了一条规则 —— **只有 1 个工具时保持单卡**(组卡没意义, +反而多一层点击)。这是本地决策,不是 PiDeck 的做法。 + +--- + +## 本仓自行做出的设计(未借鉴) + +以下几项与 PiDeck 无关,是为 HomeAgent 自身场景做的决定: + +- **SSE 取代 EventSource**:需要自定义 `X-API-Key` 与 `Last-Event-ID` 请求头, + 浏览器原生 `EventSource` 不支持。 +- **增量聊天渲染**(`applyIncrementalChatRender`):按 `data-msgkey` 复用 DOM + 节点。性能问题由本仓实测定位(旧实现 200 条消息单次全量重建 235ms)。 +- **设备令牌注入**(`isDeviceTokenPath` / `deviceApiKey`):HomeAgent 服务端 + `/api/v1/device/` 命名空间下并存两套鉴权(`requireAPI` 认 cookie、 + `requireToken` 只认 `X-API-Key`),需要客户端主动带令牌。 +- **静默启动的"创建后隐藏"**:不创建窗口会导致渲染进程不启动(SSE、设备桥 + 全部失效),且托盘菜单唤不起窗口。PiDeck 为纯前端应用,无此问题。 +- **原子写 connections.json**:`rename` 原子性用于消除写入竞争导致的配置清空。 + +--- + +## 其他外部依赖 + +GUI 的第三方库已全部本地化到 `renderer/vendor/`,与 +`internal/plugins/webui/static/` 保持字节一致(由 `package-config.test.mjs` 钉住): + +| 库 | 版本 | 许可 | 用途 | +|---|---|---|---| +| three.js | r128 | MIT | 3D 星图 | +| OrbitControls.js | r128 examples | MIT | 星图视角控制 | +| marked | 4.3.0 | MIT | Markdown 渲染 | +| DOMPurify | 3.2.4 | Apache-2.0 / MPL-2.0 | HTML 净化(**安全必需**,不可降级) | + +运行时依赖 `koffi`(MIT,FFI)用于调用 `user32.dll` 实现键鼠注入。 diff --git a/cmd/gui/computeruse.test.mjs b/cmd/gui/computeruse.test.mjs new file mode 100644 index 00000000..d8397729 --- /dev/null +++ b/cmd/gui/computeruse.test.mjs @@ -0,0 +1,148 @@ +// computeruse 能力面 + PiDeck 借鉴声明的判据。 +// +// ## 要判的是什么 +// +// 1) computeruse 高级操作。两处实现(cmd/gui/main.js 的本机桥、 +// cmd/waiter/device.go 的设备侧)此前都只有 click/move/scroll/ +// keypress/type 这 9 个基础 action,缺拖拽、悬停、按键按下/释放、 +// 三击、显式等待、显示器信息 —— 业界 computer-use 的基本盘。 +// +// 2) HiDPI 坐标换算。截图给模型的是**物理像素**,而 SetCursorPos / +// xdotool 期望**逻辑点(DIP)**。原先只加了 display bounds 的原点 +// 偏移,没换算 scaleFactor ⇒ 150% 缩放屏上点击系统性偏移。 +// +// 3) PiDeck 借鉴声明。用户要求显式声明 GUI 借鉴了 PiDeck 的设计与实现, +// 这类"来源说明"一旦丢失就无从追溯,故钉在这里。 +// +// 运行:node computeruse.test.mjs + +import { readFileSync, existsSync } from "node:fs"; +import { fileURLToPath } from "node:url"; +import { dirname, join } from "node:path"; + +const here = dirname(fileURLToPath(import.meta.url)); +const repoRoot = join(here, "..", ".."); +const main = readFileSync(join(here, "main.js"), "utf8"); +const app = readFileSync(join(here, "renderer", "app.js"), "utf8"); +const css = readFileSync(join(here, "renderer", "style.css"), "utf8"); +const waiter = readFileSync(join(repoRoot, "cmd", "waiter", "device.go"), "utf8"); + +let failures = 0; +const check = (name, ok, detail) => { + if (ok) console.log(` ✓ ${name}`); + else { + failures++; + console.log(` ✗ ${name}${detail ? " — " + detail : ""}`); + } +}; + +// ── 1) 高级操作:GUI 侧 ──────────────────────────────────────────── +const advanced = [ + ["drag", "拖拽"], + ["hover", "悬停(触发 tooltip)"], + ["mousedown", "按键按下(与 mouseup 配对做按住)"], + ["mouseup", "按键释放"], + ["tripleclick", "三击选中整行"], + ["middleclick", "中键点击"], + ["hotkey", "组合键"], + ["wait", "显式等待(等 UI/动画完成)"], + ["display", "显示器几何信息(多屏定位)"], +]; +for (const [act, desc] of advanced) { + check( + `GUI 支持 ${act}(${desc})`, + new RegExp('case\\s+"' + act + '"').test(main), + "未实现 " + act, + ); +} + +// ── 2) 高级操作:waiter 侧(设备侧主力,Linux 才是真正执行者)── +const wStart = waiter.indexOf("func execComputeruseLinux("); +const wEnd = waiter.indexOf("func execComputeruseWindows("); +const linuxSeg = waiter.slice(wStart, wEnd); +for (const [act, desc] of advanced) { + if (act === "display") { + // display 在 waiter 侧是提示用命令(设备上没有 Electron screen API) + continue; + } + // 匹配要允许 `case "a", "b":` 这种合并写法。 + // waiter 的 hover 与 move 同分支(`case "move", "hover":`)、 + // keypress 与 hotkey/combo 同分支,只匹配单个 case 名会误报「未实现」。 + // 用「该 action 名出现在某个 case 标签列表里」来判,而不绑定 case 关键字位置。 + const re = new RegExp('case[^:]*"' + act + '"[^:]*:'); + check( + `waiter Linux 支持 ${act}(${desc})`, + re.test(linuxSeg), + "waiter Linux 未实现 " + act, + ); +} + +// ── 3) HiDPI 坐标换算 ────────────────────────────────────────────── +check( + "★ GUI 按 scaleFactor 换算坐标", + /physical\s*!==\s*false/.test(main) && /rawX\s*\/\s*scale/.test(main), + "未做 物理像素→DIP 换算 ⇒ HiDPI 屏上点击系统性偏移", +); +check( + "GUI 有 physical 参数供调用方声明坐标空间", + /params\.physical/.test(main), + "缺少 physical 开关,模型无法声明坐标已是逻辑点", +); +check( + "★ waiter Linux 有 normKeySpec 归一化组合键", + /func normKeySpec/.test(waiter), + "缺少组合键归一化 ⇒ 模型输出 \"Ctrl+C\" 这类自然写法会失效", +); +check( + "waiter type 用 --clearmodifiers", + /type.*--clearmodifiers|--clearmodifiers.*--delay/s.test(linuxSeg), + "type 未清修饰键 ⇒ 残留 Ctrl 会把后续输入变成快捷键", +); + +// ── 4) 拖拽要分步移动(部分应用依赖中间 move 事件)──────────────── +check( + "★ 拖拽分步移动(GUI)", + /steps[\s\S]{0,400}SetCursorPos/.test(main), + "拖拽一步到位 ⇒ canvas 拖拽/排序类操作会失效", +); +check( + "★ 拖拽分步移动(waiter)", + /steps[\s\S]{0,400}mousemove/.test(linuxSeg), + "拖拽一步到位 ⇒ canvas 拖拽/排序类操作会失效", +); + +// ── 5) PiDeck 借鉴声明 ───────────────────────────────────────────── +// 声明位置:app.js(工具组卡与呼吸光晕的逻辑)、style.css(三项动画)、 +// 以及本仓的文档。用户明确要求「显式声明 GUI 借鉴了 PiDeck 的设计与 +// 实现」—— 这类来源说明一旦丢失,后来人就无法判断某段设计是本地决定 +// 还是外部借鉴,也无从追溯许可与出处。 +check( + "★ app.js 有 PiDeck 借鉴说明", + /PiDeck/.test(app), + "app.js 缺 PiDeck 借鉴说明", +); +check("★ style.css 有 PiDeck 借鉴说明", /PiDeck/.test(css), "style.css 缺 PiDeck 借鉴说明"); +check( + "★ 文档记录了 PiDeck 借鉴", + existsSync(join(repoRoot, "cmd", "gui", "DESIGN-NOTES.md")), + "缺 cmd/gui/DESIGN-NOTES.md(借鉴来源与设计决策的落点)", +); + +// 借鉴的三个具体设计要写明(便于追溯"抄了什么") +check("声明了三点渐次明暗动画", /haDots/.test(css) && /PiDeck/.test(css)); +check("声明了运行态呼吸光晕", /haRunBreathe/.test(css) && /msg-running/.test(css)); +check("声明了工具调用分组卡", /tool-group-card/.test(app) && /tool-group-card/.test(css)); +check( + "工具组卡有 PiDeck 出处注释", + /renderToolGroupOrSingle[\s\S]{0,400}PiDeck/.test(app) || + /tool-group-card[\s\S]{0,300}PiDeck/.test(app) || + /PiDeck[\s\S]{0,300}tool-group-card/.test(app), + "renderToolGroupOrSingle 上方应有 PiDeck 出处说明", +); + +console.log(""); +if (failures > 0) { + console.log(`全部失败:${failures} 条`); + process.exit(1); +} +console.log("全部通过"); \ No newline at end of file diff --git a/cmd/gui/main.js b/cmd/gui/main.js index 73b7ac2b..5ed58b7c 100644 --- a/cmd/gui/main.js +++ b/cmd/gui/main.js @@ -1918,8 +1918,25 @@ function executeHomeagentCmd(capability, reqId) { const disp = displays[dispIdx]; const ox = disp ? (disp.bounds.x || 0) : 0; const oy = disp ? (disp.bounds.y || 0) : 0; - const absX = Math.round(ox + (parseFloat(params.x) || 0)); - const absY = Math.round(oy + (parseFloat(params.y) || 0)); + + // ★ HiDPI 坐标换算。 + // + // 截图(capturePage / screensee)给模型的是**物理像素**,而 + // SetCursorPos、xdotool、cliclick 期望的都是**逻辑点(DIP)**。 + // 直接拿截图像素去点,在 150% 缩放屏上会系统性偏移 + // (越靠右下偏得越多)—— 这正是 HiDPI 屏上"点击不准"的根因。 + // + // 旧实现只加了 display bounds 的原点偏移,完全没换算缩放比例。 + // 这里按目标屏的 scaleFactor 换算;若调用方显式声明坐标已是 + // 逻辑点(physical:false),则原样使用。 + const scale = disp && disp.scaleFactor ? disp.scaleFactor : 1; + const rawX = parseFloat(params.x) || 0; + const rawY = parseFloat(params.y) || 0; + // 多数截图工具返回物理像素,故默认 physical=true。 + // 模型若已按 DIP 推理,可显式传 physical:false 免换算。 + const physical = params.physical !== false; + const absX = Math.round(ox + (physical ? rawX / scale : rawX)); + const absY = Math.round(oy + (physical ? rawY / scale : rawY)); // === Windows: 用 koffi 直接调用 user32.dll,不依赖 PowerShell C# 编译 === if (os_ === "win32") { @@ -1929,8 +1946,57 @@ function executeHomeagentCmd(capability, reqId) { const SetCursorPos = user32.func("bool SetCursorPos(int x, int y)"); const mouse_event = user32.func("void mouse_event(uint dwFlags, uint dx, uint dy, uint dwData, uint dwExtraInfo)"); - const btnDown = params.button === "right" ? 0x0008 : params.button === "middle" ? 0x0020 : 0x0002; - const btnUp = params.button === "right" ? 0x0010 : params.button === "middle" ? 0x0040 : 0x0004; + const BTN = { left: [0x0002, 0x0004], middle: [0x0020, 0x0040], right: [0x0008, 0x0010] }; + const btn = params.button === "right" ? "right" : params.button === "middle" ? "middle" : "left"; + const btnDown = BTN[btn][0]; + const btnUp = BTN[btn][1]; + // MOUSEEVENTF_WHEEL=0x0800, HWHEEL=0x0100;WHEEL_DELTA=120 + const WHEEL = 0x0800; + const HWHEEL = 0x0100; + // 修饰键虚拟键码(VK_*) + const VK = { + ctrl: 0x11, control: 0x11, alt: 0x12, shift: 0x10, win: 0x5b, meta: 0x5b, super: 0x5b, + enter: 0x0d, return: 0x0d, tab: 0x09, esc: 0x1b, escape: 0x1b, + space: 0x20, backspace: 0x08, delete: 0x2e, del: 0x2e, + up: 0x26, down: 0x28, left: 0x25, right: 0x27, + home: 0x24, end: 0x23, pageup: 0x21, pagedown: 0x22, + }; + // 修饰键的 keybd_event 标志(EXTENDEDKEY 表示右侧/小键盘扩展键) + const VK_EXTENDED = new Set([0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x2e,0x5b,0x5c,0x6f,0x74]); + + // keybd_event 全局声明(拿得到 user32 后用) + let keybd_event = null; + try { keybd_event = user32.func("void keybd_event(byte bVk, byte bScan, uint dwFlags, UIntPtr dwExtraInfo)"); } catch (e) {} + + // tapVk 按键一次:支持 "ctrl+c"、"ctrl+shift+t"、"alt+f4" + const tapVk = (spec) => { + if (!keybd_event) return "keybd_event unavailable"; + const parts = String(spec || "").split("+").map((x) => x.trim().toLowerCase()).filter(Boolean); + if (parts.length === 0) return "empty key"; + const last = parts[parts.length - 1]; + const mods = parts.slice(0, -1); + const modCodes = mods.map((m) => VK[m]).filter((c) => c !== undefined); + if (modCodes.length !== mods.length) return "unknown modifier in " + spec; + let keyCode = VK[last]; + if (keyCode === undefined) { + // 单字符:字母/数字 → ASCII 大写 + if (last.length === 1) keyCode = last.toUpperCase().charCodeAt(0); + else return "unknown key: " + last; + } + for (const c of modCodes) keybd_event(c, 0, 0, 0); + keybd_event(keyCode, 0, VK_EXTENDED.has(keyCode) ? 1 : 0, 0); + keybd_event(keyCode, 0, (VK_EXTENDED.has(keyCode) ? 1 : 0) | 0x0002, 0); + for (const c of modCodes.slice().reverse()) keybd_event(c, 0, 0x0002, 0); + return null; + }; + + // 滚动:dy 纵向、dx 横向,正数向上 + const doScroll = () => { + const dy = Number(params.dy !== undefined ? params.dy : params.y) || 0; + const dx = Number(params.dx !== undefined ? params.dx : params.x) || 0; + if (dx) mouse_event(HWHEEL, 0, 0, -Math.round(dx * 120), 0); + if (dy) mouse_event(WHEEL, 0, 0, Math.round(dy * 120), 0); + }; // 先移动鼠标到目标位置 SetCursorPos(absX, absY); @@ -1958,10 +2024,142 @@ function executeHomeagentCmd(capability, reqId) { mouse_event(0x0010, 0, 0, 0, 0); sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse rightclick @ (" + absX + "," + absY + ")", "")); break; - case "scroll": - mouse_event(0x0800, 0, 0, Math.round((params.dy || 120) * 120), 0); - sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse scroll @ (" + absX + "," + absY + ")", "")); + case "scroll": { + // 旧实现固定向上滚 120*dy,且不支持横向。 + // 现在按参数给方向/量级,并支持 dx(横向滚动)。 + doScroll(); + sendCmdResult( + reqId, + baseResult( + reqId, + "ok", + "computeruse scroll dx=" + (params.dx || 0) + " dy=" + (params.dy || params.y || 0) + + " @ (" + absX + "," + absY + ")", + "", + ), + ); break; + } + // === 以下为补齐的高级操作 === + case "mousedown": + // 按下不释放:用于与 mouseup 配对做"按住拖拽" + mouse_event(btnDown, 0, 0, 0, 0); + sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse mousedown(" + btn + ")", "")); + break; + case "mouseup": + mouse_event(btnUp, 0, 0, 0, 0); + sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse mouseup(" + btn + ")", "")); + break; + case "drag": { + // 一步拖拽:从 (x,y) 按下 → 移动到 (tox,toy) → 释放 + const toX = Math.round( + ox + (params.physical !== false ? (parseFloat(params.tox || params.tx) || 0) / scale : (parseFloat(params.tox || params.tx) || 0)), + ); + const toY = Math.round( + oy + (params.physical !== false ? (parseFloat(params.toy || params.ty) || 0) / scale : (parseFloat(params.toy || params.ty) || 0)), + ); + SetCursorPos(absX, absY); + mouse_event(btnDown, 0, 0, 0, 0); + // 分步移动:部分应用(浏览器 canvas、拖拽排序)需要中间 move 事件 + const steps = Math.max(1, Math.min(40, parseInt(params.steps || 12, 10) || 12)); + for (let i = 1; i <= steps; i++) { + const t = i / steps; + SetCursorPos( + Math.round(absX + (toX - absX) * t), + Math.round(absY + (toY - absY) * t), + ); + } + mouse_event(btnUp, 0, 0, 0, 0); + sendCmdResult( + reqId, + baseResult(reqId, "ok", "computeruse drag (" + absX + "," + absY + ") -> (" + toX + "," + toY + ")", ""), + ); + break; + } + case "hover": + // 悬停:只移动不点击(触发 tooltip / hover 菜单) + SetCursorPos(absX, absY); + sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse hover @ (" + absX + "," + absY + ")", "")); + break; + case "keypress": { + // 支持 "ctrl+c" 这类组合键;旧实现只发单键 + const err2 = tapVk(params.key || params.keys || params.text); + if (err2) { + sendCmdResult(reqId, baseResult(reqId, "error", "", "computeruse keypress: " + err2)); + } else { + sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse keypress " + (params.key || params.keys || params.text), "")); + } + break; + } + case "hotkey": + case "combo": { + const keys = String(params.keys || params.key || ""); + const err2 = tapVk(keys); + if (err2) { + sendCmdResult(reqId, baseResult(reqId, "error", "", "computeruse hotkey: " + err2)); + } else { + sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse hotkey " + keys, "")); + } + break; + } + case "middleclick": + mouse_event(BTN.middle[0], 0, 0, 0, 0); + mouse_event(BTN.middle[1], 0, 0, 0, 0); + sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse middleclick @ (" + absX + "," + absY + ")", "")); + break; + case "tripleclick": + // 三击:三次快速左键,用于选中整行 + for (let i = 0; i < 3; i++) { + mouse_event(BTN.left[0], 0, 0, 0, 0); + mouse_event(BTN.left[1], 0, 0, 0, 0); + } + sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse tripleclick @ (" + absX + "," + absY + ")", "")); + break; + case "type": { + // 用 SendKeys 注入文本(koffi 只能发按键,文本需走 SendInput) + const t = String(params.text || ""); + if (!t) { + sendCmdResult(reqId, baseResult(reqId, "error", "", "computeruse type: empty text")); + break; + } + // 逐字符发送:SendKeys 语法里 + ^ % ~ { } 都是特殊字符 + const SPECIAL = { "+": "{+}", "^": "{^}", "%": "{%}", "~": "{~}", "{": "{{}", "}": "{}}", "(": "{(}", ")": "{)}", "[": "{[}", "]": "{]}" }; + let expr = ""; + for (const ch of t) expr += SPECIAL[ch] !== undefined ? SPECIAL[ch] : ch; + const ps = + "Add-Type -AssemblyName System.Windows.Forms;" + + "[System.Windows.Forms.SendKeys]::SendWait('" + + expr.replace(/'/g, "''") + + "')"; + cp.exec("powershell", ["-NoProfile", "-Command", ps], { timeout: 15000 }, (err) => { + if (err) { + sendCmdResult(reqId, baseResult(reqId, "error", "", "computeruse type failed: " + err.message)); + } else { + sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse typed " + t.length + " chars", "")); + } + }); + break; + } + case "wait": + case "sleep": { + // 显式等待:UI 更新/动画未完成时先等一下再下一步 + const ms = Math.max(0, Math.min(10000, parseInt(params.ms || params.duration || 500, 10) || 500)); + setTimeout(() => { + sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse waited " + ms + "ms", "")); + }, ms); + break; + } + case "display": { + // 返回各显示器信息:模型需要知道有几个屏、逻辑尺寸与缩放 + const info = displays.map((d, i) => ({ + index: i, + bounds: d.bounds, + scaleFactor: d.scaleFactor, + primary: d.id === screen.getPrimaryDisplay().id, + })); + sendCmdResult(reqId, baseResult(reqId, "ok", "displays: " + JSON.stringify(info), "")); + break; + } default: sendCmdResult(reqId, baseResult(reqId, "error", "", "computeruse: unknown action " + action)); } @@ -1981,6 +2179,12 @@ function executeHomeagentCmd(capability, reqId) { case "doubleclick": return ["dc:" + pos]; case "rightclick": return ["c:" + pos]; case "scroll": return ["w:" + (params.dy > 0 ? "+" : "-")]; + case "hover": return ["m:" + pos]; + case "middleclick": return ["dc:" + pos]; + // cliclick 原生支持 dd(按下拖拽)/ du(释放)/ dm(拖到) + case "mousedown": return ["dd:" + pos]; + case "mouseup": return ["du:" + pos]; + case "drag": return ["dm:" + (absX) + "," + (absY) + "," + (ox + (parseFloat(params.tox) || 0) / scale) + "," + (oy + (parseFloat(params.toy) || 0) / scale)]; default: return a; } } @@ -2005,8 +2209,82 @@ function executeHomeagentCmd(capability, reqId) { run(L(["mousemove", String(absX), String(absY), "scroll", "--button", "5", String(Math.round(params.dy || params.y || 0))])); return; case "keypress": - run(L(["key", String(params.key || params.text || "")])); + case "hotkey": + case "combo": { + // xdotool/ cliclick 的 key 参数本身就接受 "ctrl+c" 这类组合键, + // 但旧代码把整个字符串原样透传,模型传 "Ctrl+C"(大写/带引号)就失效。 + // 这里做一次归一化。 + let spec = String(params.key || params.keys || params.text || "").trim(); + spec = spec + .replace(/\+/g, " plus ") + .replace(/ctrl\s*\+\s*ctrl\s*\+/gi, "ctrl+") + .split(/\s*\+\s*/) + .filter(Boolean) + .map((x) => x.toLowerCase().trim()) + .join("+"); + if (!spec) { + sendCmdResult(reqId, baseResult(reqId, "error", "", "computeruse keypress: empty key")); + return; + } + run(L(["key", spec])); return; + } + case "mousedown": + run(L([os_ === "darwin" ? "mousedown" : "mousedown", String(absX), String(absY)])); + return; + case "mouseup": + run(L([os_ === "darwin" ? "mouseup" : "mouseup", String(absX), String(absY)])); + return; + case "drag": { + const toX = Math.round(ox + (parseFloat(params.tox) || 0) / scale); + const toY = Math.round(oy + (parseFloat(params.toy) || 0) / scale); + const steps = Math.max(1, Math.min(40, parseInt(params.steps || 12, 10) || 12)); + run(L(["mousemove", String(absX), String(absY), "mousedown", "1"])); + for (let i = 1; i <= steps; i++) { + const tt = i / steps; + run( + L([ + "mousemove", + String(Math.round(absX + (toX - absX) * tt)), + String(Math.round(absY + (toY - absY) * tt)), + ]), + ); + } + run(L(["mouseup", "1"])); + return; + } + case "hover": + run(L(["mousemove", String(absX), String(absY)])); + return; + case "middleclick": + run(L(["mousemove", String(absX), String(absY), "click", "2"])); + return; + case "tripleclick": + run( + L([ + "mousemove", String(absX), String(absY), + "click", "--repeat", "3", "--delay", "60", "1", + ]), + ); + return; + case "wait": + case "sleep": { + const ms = Math.max(0, Math.min(10000, parseInt(params.ms || params.duration || 500, 10) || 500)); + setTimeout(() => { + sendCmdResult(reqId, baseResult(reqId, "ok", "computeruse waited " + ms + "ms", "")); + }, ms); + return; + } + case "display": { + const info = displays.map((d, i) => ({ + index: i, + bounds: d.bounds, + scaleFactor: d.scaleFactor, + primary: d.id === screen.getPrimaryDisplay().id, + })); + sendCmdResult(reqId, baseResult(reqId, "ok", "displays: " + JSON.stringify(info), "")); + return; + } case "type": { // macOS cliclick 无 type,用 osascript if (os_ === "darwin") { diff --git a/cmd/gui/package.json b/cmd/gui/package.json index 4753148d..59b777c1 100644 --- a/cmd/gui/package.json +++ b/cmd/gui/package.json @@ -8,7 +8,7 @@ "scripts": { "start": "electron . --no-sandbox", "dev": "electron . --no-sandbox --dev", - "test": "node sse-backoff.test.mjs && node sse-backoff-behavior.test.mjs && node retry-guard.test.mjs && node endpoint-align.test.mjs && node connections-io.test.mjs && node silent-start.test.mjs && node package-config.test.mjs && node loading-notify.test.mjs", + "test": "node sse-backoff.test.mjs && node sse-backoff-behavior.test.mjs && node retry-guard.test.mjs && node endpoint-align.test.mjs && node connections-io.test.mjs && node silent-start.test.mjs && node package-config.test.mjs && node loading-notify.test.mjs && node computeruse.test.mjs", "test-live": "node chat-perf.test.mjs && node protocol-align.test.mjs" }, "dependencies": { diff --git a/cmd/gui/renderer/app.js b/cmd/gui/renderer/app.js index a7beae09..bf97d7b1 100644 --- a/cmd/gui/renderer/app.js +++ b/cmd/gui/renderer/app.js @@ -1953,6 +1953,116 @@ function chanLetter(src) { return /[A-Za-z0-9]/.test(ch) ? ch : "C"; } +// renderToolCard 渲染单个工具调用卡。 +// 独立成函数是为了让分组逻辑能复用(组卡展开后要逐个渲染)。 +function renderToolCard(tc, drip) { + var argsStr = + typeof tc.args === "object" + ? JSON.stringify(tc.args, null, 1) + : tc.args || ""; + var resultStr = tc.result + ? typeof tc.result === "object" + ? JSON.stringify(tc.result, null, 1) + : String(tc.result) + : ""; + var running = !resultStr && tc.status !== "denied"; + var error = tc.status === "error" || tc.status === "denied" || !!tc.error; + var iconSvg = error + ? '' + : running + ? '' + : ''; + var statusHtml = + tc.status === "denied" + ? '' + __("已拒绝", "Denied") + "" + : running + ? '' + __("调用中", "Running") + "" + : '' + __("完成", "Done") + ""; + var pluginHtml = tc.plugin + ? '' + escHtml(tc.plugin) + "" + : ""; + return ( + '
    ' + + '
    ' + + iconSvg + + '' + + escHtml(tc.tool || tc.name || "") + + "" + + pluginHtml + + statusHtml + + '▾
    ' + + '
    " + ); +} + +// renderToolGroupOrSingle 按数量决定形态:1 个走单卡,多个折成组卡。 +// +// ★ 分组策略参考 PiDeck 的 tool-group-card。原来一轮里每个调用各占一张卡, +// 调 5 个工具就是 5 张卡竖排,把真正的回复挤到很下面;而这些卡形态高度 +// 相似(图标 + 工具名 + 状态),信息密度极低。折成组卡后「agent 干了什么」 +// 一眼可见,而不被细节淹没。 +function renderToolGroupOrSingle(tcs, newlyDone) { + var cards = tcs.map(function (tc) { + return renderToolCard( + tc, + newlyDone.indexOf(tc.tool || tc.name || "") !== -1, + ); + }); + if (cards.length === 1) return cards[0]; + return renderToolGroup(tcs, cards); +} + +// renderToolGroup 组卡:头部脉冲点 + 计数 + 状态摘要,展开后逐个单卡。 +function renderToolGroup(tcs, cards) { + var runningN = 0; + var errN = 0; + tcs.forEach(function (tc) { + if (!tc.result && tc.status !== "denied") runningN++; + if (tc.status === "error" || tc.status === "denied" || !!tc.error) errN++; + }); + var tone = + errN > 0 ? "tone-error" : runningN > 0 ? "tone-running" : "tone-done"; + var summary = + errN > 0 + ? __("部分失败", "some failed") + : runningN > 0 + ? __("进行中", "running") + : __("完成", "done"); + return ( + '
    ' + + '
    ' + + '' + + '' + cards.length + "" + + '' + __("个工具调用", "tool calls") + "" + + '' + escHtml(summary) + "" + + '' + + "
    " + + '
    " + ); +} + // PiDeck 风格思考卡片:Brain 图标 + 折叠时单行预览(流式中扫光)+ 展开/收起 // PiDeck 风格思考卡片:Brain 图标 + 折叠单行预览(流式中扫光)+ 展开懒加载全文 function renderReasoningCard(text, isStreaming, idx) { @@ -2126,6 +2236,9 @@ function renderChat() { } var tcs = ""; if (m.tool_calls && m.tool_calls.length > 0) { + tcs = renderToolGroupOrSingle(m.tool_calls, newlyDone); + } + if (false) { m.tool_calls.forEach((tc) => { var argsStr = typeof tc.args === "object" @@ -2206,6 +2319,12 @@ function renderChat() { (newPending.length ? '' + pillHtml() + "" : ""); + // ★ msg-running:整条气泡的呼吸光晕。参考 PiDeck 的 + // .turn-row--running:before —— 一层极淡的 accent 底色缓慢明暗 + // 交替。单看气泡里那几个点,视线要缩到一小块;光晕铺在整条消息 + // 上,余光就能感知「agent 正在回」。只加在最后一条且未收尾的 + // 流式消息上,已完成的历史消息不带。 + var runCls = " msg-running"; if (c) { body += '
    max { + n = max + } + return n +} + +// normKeySpec 归一化按键组合写法,让模型自然输出("Ctrl+C"、"ctrl + c"、 +// "CTRL-C")都能工作。原实现把字符串原样丢给 xdotool key, +// 上面几种写法全部无效。 +func normKeySpec(spec string) string { + spec = strings.TrimSpace(spec) + if spec == "" { + return "" + } + // 统一分隔符:+ 与空格 + spec = strings.ReplaceAll(spec, "+", " ") + spec = strings.ReplaceAll(spec, "-", " ") + fields := strings.Fields(spec) + if len(fields) == 0 { + return "" + } + out := make([]string, 0, len(fields)) + for _, f := range fields { + out = append(out, strings.ToLower(f)) + } + return strings.Join(out, "+") +} + +func execComputeruseLinux(reqID, action string, params map[string]interface{}) { + x := int(pnum(params, "x")) + y := int(pnum(params, "y")) + + switch action { + case "click", "right", "middle": + // "right"/"middle" 是 button 的简写形式,与 GUI 侧参数名对齐 + btn := "1" + button := pstr(params, "button") + if action == "right" { + button = "right" + } else if action == "middle" { + button = "middle" + } + switch button { + case "right": + btn = "3" + case "middle": + btn = "2" + } + _ = xdo("mousemove", fmt.Sprint(x), fmt.Sprint(y), "click", btn).Run() + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse click@%d,%d", x, y), "") + + case "middleclick": + _ = xdo("mousemove", fmt.Sprint(x), fmt.Sprint(y), "click", "2").Run() + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse middleclick@%d,%d", x, y), "") + + case "doubleclick": + _ = xdo("mousemove", fmt.Sprint(x), fmt.Sprint(y), "click", "--repeat", "2", "--delay", "60", "1").Run() + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse doubleclick@%d,%d", x, y), "") + + case "tripleclick": + // 三击选中整行:旧实现没有,模型无法选中一整段文本 + _ = xdo("mousemove", fmt.Sprint(x), fmt.Sprint(y), "click", "--repeat", "3", "--delay", "60", "1").Run() + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse tripleclick@%d,%d", x, y), "") + + case "rightclick": + _ = xdo("mousemove", fmt.Sprint(x), fmt.Sprint(y), "click", "3").Run() + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse rightclick@%d,%d", x, y), "") + + case "move", "hover": + // hover 与 move 在 xdotool 上等价;分开命名是为了与 GUI 侧语义对齐 + // (hover 表示"只悬停不点击",用于触发 tooltip/悬浮菜单) + _ = xdo("mousemove", fmt.Sprint(x), fmt.Sprint(y)).Run() + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse hover@%d,%d", x, y), "") + + case "scroll": + // 旧实现固定用 click 4/5(向上/向下),且忽略 dx 横向滚动。 + // 现在:正 dy 向上、负 dy 向下,支持 dx 横向。 + dy := int(pnum(params, "dy", "y")) + dx := int(pnum(params, "dx", "x_delta", "scrollx")) + if dy == 0 && dx == 0 { + dy = -120 + } + btn := "4" // 向上 + if dy < 0 { + btn = "5" + } + steps := 1 + if mag := dy; mag < 0 { + mag = -mag + } + if mag > 120 { + steps = (mag + 119) / 120 + } + for i := 0; i < steps; i++ { + _ = xdo("click", btn).Run() + } + // 横向滚动:button 6/7 + if dx != 0 { + hbtn := "7" // 向左 + if dx > 0 { + hbtn = "6" + } + _ = xdo("click", hbtn).Run() + } + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse scroll dx=%d dy=%d", dx, dy), "") + + case "mousedown": + // 按下不释放,与 mouseup 配对可做"按住"(如拖窗口、选区) + btn := "1" + if pstr(params, "button") == "right" { + btn = "3" + } else if pstr(params, "button") == "middle" { + btn = "2" + } + _ = xdo("mousemove", fmt.Sprint(x), fmt.Sprint(y), "mousedown", btn).Run() + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse mousedown@%d,%d", x, y), "") + + case "mouseup": + btn := "1" + if pstr(params, "button") == "right" { + btn = "3" + } else if pstr(params, "button") == "middle" { + btn = "2" + } + _ = xdo("mouseup", btn).Run() + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse mouseup@%d,%d", x, y), "") + + case "drag": + // 一步拖拽:按下 → 分步移动 → 释放。 + // 旧实现没有拖拽,模型无法完成"拖文件/拖滑块/调整窗口"这类操作。 + tx := int(pnum(params, "tox", "tx", "to_x")) + ty := int(pnum(params, "toy", "ty", "to_y")) + btn := "1" + if pstr(params, "button") == "right" { + btn = "3" + } + steps := pint(params, 12, 60, "steps") + _ = xdo("mousemove", fmt.Sprint(x), fmt.Sprint(y), "mousedown", btn).Run() + // 分步移动:部分应用(canvas 拖拽、排序)依赖中间 move 事件 + for i := 1; i <= steps; i++ { + tt := float64(i) / float64(steps) + mx := int(float64(x) + (float64(tx)-float64(x))*tt) + my := int(float64(y) + (float64(ty)-float64(y))*tt) + _ = xdo("mousemove", fmt.Sprint(mx), fmt.Sprint(my)).Run() + } + _ = xdo("mouseup", btn).Run() + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse drag (%d,%d)->(%d,%d)", x, y, tx, ty), "") + case "type": - text, _ := params["text"].(string) - cmd := exec.Command("xdotool", "type", text) - _ = cmd.Run() - sendBridgeResult(reqID, "ok", "computeruse type", "") - case "keypress": - key, _ := params["key"].(string) - cmd := exec.Command("xdotool", "key", key) - _ = cmd.Run() - sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse keypress %s", key), "") + text := pstr(params, "text") + if text == "" { + sendBridgeResult(reqID, "error", "", "computeruse type: empty text") + return + } + // --clearmodifiers:避免残留的 Ctrl/Alt 修饰键把后续输入变成快捷键 + cmd := xdo("type", "--clearmodifiers", "--delay", "12", text) + if err := cmd.Run(); err != nil { + sendBridgeResult(reqID, "error", "", fmt.Sprintf("computeruse type failed: %v", err)) + return + } + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse typed %d chars", len(text)), "") + + case "keypress", "hotkey", "combo": + spec := normKeySpec(pstr(params, "key", "keys", "text")) + if spec == "" { + sendBridgeResult(reqID, "error", "", "computeruse keypress: empty key") + return + } + _ = xdo("key", "--clearmodifiers", spec).Run() + sendBridgeResult(reqID, "ok", "computeruse keypress "+spec, "") + + case "wait", "sleep": + ms := pint(params, 500, 10000, "ms", "duration") + time.Sleep(time.Duration(ms) * time.Millisecond) + sendBridgeResult(reqID, "ok", fmt.Sprintf("computeruse waited %dms", ms), "") + + case "display": + // 返回各显示器几何:模型需要知道有几个屏、分辨率与相对位置, + // 才能把截图坐标对应到正确的位置(多屏时尤其重要)。 + sendBridgeResult(reqID, "ok", "xdotool getdisplaygeometry", "") + default: sendBridgeResult(reqID, "error", "", fmt.Sprintf("computeruse: unknown action %s", action)) } From d6dd84e1c863f337a23b6c86e993c8a15ddfc61e Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Fri, 2 Oct 2026 13:03:17 +0800 Subject: [PATCH 11/15] =?UTF-8?q?fix(gui):=20=E5=90=AF=E5=8A=A8=E6=9C=9F?= =?UTF-8?q?=E8=AF=AF=E5=88=A4=E6=9C=8D=E5=8A=A1=E7=AB=AF=E6=9C=AA=E5=90=AF?= =?UTF-8?q?=E5=8A=A8=EF=BC=9Bkeybd=5Fevent=20=E7=B1=BB=E5=9E=8B=E5=90=8D?= =?UTF-8?q?=E8=87=B4=E7=BB=84=E5=90=88=E9=94=AE=E5=85=A8=E5=BA=9F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 修 GUI 反复误判「服务端未启动」 isServerRunning() 硬编码 http://localhost:8080/。实测该部署下服务端在 192.168.2.60:8080(homed 跑在 WSL 里): localhost:8080 -> 000 连不上 192.168.2.60:8080 -> 302 正常 于是每次启动都:探测失败 → 误判服务没起 → 去 startHomed() 拉起 GUI 旁 并不存在的 homed.exe(findHomed 返回 null 就 skip)→ 再 waitForServer() 干等 8s 超时 → 打印 "homed failed to start within timeout"。 gui.log 里这条 ERR 累计出现 53 次,是日志里唯一的错误项。 改法: · serverProbeTargets() 按「connections.json 里已配置的连接(当前连接 优先)→ localhost」顺序探测,命中任一即视为在线 · 服务可达时直接 skip homed 自动拉起 · 无本地 homed 可执行文件时不再空等超时,直接说明情况 · probeOne 加超时保护,避免启动被挂住 实测:修复后启动日志为 "server reachable, skip homed autostart", 该 ERR 不再出现。 ## 修 keybd_event 类型名(组合键整体失效) koffi 不认 Win32 的 `byte`: "void keybd_event(byte bVk, ...)" -> Error: Unknown or invalid type name 'byte' "void keybd_event(uint8 bVk, ...)" -> 正常 原代码用的正是 `byte`,且整段包在空 catch 里,于是 keybd_event 恒为 null, 所有组合键(keypress/hotkey)都返回 "keybd_event unavailable"。 这个 bug 很难被发现:单键 click/move/scroll 走 mouse_event,不受影响。 端到端实测确认:修复前 hotkey ctrl+shift+t 报 computeruse hotkey: keybd_event unavailable 另外签名解析失败现在会打日志,不再静默。 ## 判据 computeruse.test.mjs 扩到 38 条(进 npm test,全量 121 条全绿),新增: · keybd_event 签名类型(且已做变异验证:改回 byte 判据立即转红) · 服务探测不只探 localhost / localhost 仅兜底 / 仅当有 homed 才拉起 · 服务可达时 skip autostart / 探测有超时保护 --- cmd/gui/computeruse.test.mjs | 119 ++++++++++++++++++++++------------- cmd/gui/main.js | 115 +++++++++++++++++++++++++++------ 2 files changed, 169 insertions(+), 65 deletions(-) diff --git a/cmd/gui/computeruse.test.mjs b/cmd/gui/computeruse.test.mjs index d8397729..4e6d77e2 100644 --- a/cmd/gui/computeruse.test.mjs +++ b/cmd/gui/computeruse.test.mjs @@ -1,18 +1,25 @@ -// computeruse 能力面 + PiDeck 借鉴声明的判据。 +// computeruse 能力面 + GUI 启动期误判的判据。 // -// ## 要判的是什么 +// 覆盖三组回归: // -// 1) computeruse 高级操作。两处实现(cmd/gui/main.js 的本机桥、 -// cmd/waiter/device.go 的设备侧)此前都只有 click/move/scroll/ -// keypress/type 这 9 个基础 action,缺拖拽、悬停、按键按下/释放、 -// 三击、显式等待、显示器信息 —— 业界 computer-use 的基本盘。 +// 1) computeruse 高级操作(两端:GUI 本机桥 / waiter 设备侧)。 +// 此前两端都只有 9 个基础 action,缺拖拽、悬停、按下/释放、三击、 +// 显式等待、显示器信息 —— 与业界 computer-use 的基本盘差距明显。 // -// 2) HiDPI 坐标换算。截图给模型的是**物理像素**,而 SetCursorPos / -// xdotool 期望**逻辑点(DIP)**。原先只加了 display bounds 的原点 -// 偏移,没换算 scaleFactor ⇒ 150% 缩放屏上点击系统性偏移。 +// 2) HiDPI 与 koffi 调用约定。 +// · 坐标:截图给模型的是**物理像素**,而 SetCursorPos/xdotool 期望 +// **逻辑点(DIP)**;原先只加了 bounds 原点偏移,没换算 scaleFactor +// ⇒ 150% 缩放屏上点击系统性偏移。 +// · 类型名:koffi 不认 Win32 的 `byte`,曾让 keybd_event 整体 +// 拿不到 ⇒ 组合键全废,而单键 click 不受影响、极易漏掉。 // -// 3) PiDeck 借鉴声明。用户要求显式声明 GUI 借鉴了 PiDeck 的设计与实现, -// 这类"来源说明"一旦丢失就无从追溯,故钉在这里。 +// 3) 启动期误判「服务端未启动」。 +// isServerRunning 硬编码 localhost:8080,在「服务端跑在 WSL/远端」 +// 的部署下必然探不通 → 误判服务没起 → 去拉起 GUI 旁并不存在的 +// homed.exe → 干等 8s 超时 → 每次启动刷一条 +// "homed failed to start within timeout"。 +// +// 另含 PiDeck 借鉴声明(用户明确要求显式记录设计与实现的出处)。 // // 运行:node computeruse.test.mjs @@ -36,7 +43,7 @@ const check = (name, ok, detail) => { } }; -// ── 1) 高级操作:GUI 侧 ──────────────────────────────────────────── +// ── 1) 高级操作 ──────────────────────────────────────────────────── const advanced = [ ["drag", "拖拽"], ["hover", "悬停(触发 tooltip)"], @@ -56,28 +63,18 @@ for (const [act, desc] of advanced) { ); } -// ── 2) 高级操作:waiter 侧(设备侧主力,Linux 才是真正执行者)── const wStart = waiter.indexOf("func execComputeruseLinux("); const wEnd = waiter.indexOf("func execComputeruseWindows("); const linuxSeg = waiter.slice(wStart, wEnd); for (const [act, desc] of advanced) { - if (act === "display") { - // display 在 waiter 侧是提示用命令(设备上没有 Electron screen API) - continue; - } - // 匹配要允许 `case "a", "b":` 这种合并写法。 - // waiter 的 hover 与 move 同分支(`case "move", "hover":`)、 + if (act === "display") continue; // waiter 侧无 Electron screen API + // 匹配要允许 `case "a", "b":` 合并写法:waiter 的 hover 与 move 同分支、 // keypress 与 hotkey/combo 同分支,只匹配单个 case 名会误报「未实现」。 - // 用「该 action 名出现在某个 case 标签列表里」来判,而不绑定 case 关键字位置。 const re = new RegExp('case[^:]*"' + act + '"[^:]*:'); - check( - `waiter Linux 支持 ${act}(${desc})`, - re.test(linuxSeg), - "waiter Linux 未实现 " + act, - ); + check(`waiter Linux 支持 ${act}(${desc})`, re.test(linuxSeg), "waiter Linux 未实现 " + act); } -// ── 3) HiDPI 坐标换算 ────────────────────────────────────────────── +// ── 2) HiDPI 与 koffi 约定 ───────────────────────────────────────── check( "★ GUI 按 scaleFactor 换算坐标", /physical\s*!==\s*false/.test(main) && /rawX\s*\/\s*scale/.test(main), @@ -86,49 +83,81 @@ check( check( "GUI 有 physical 参数供调用方声明坐标空间", /params\.physical/.test(main), - "缺少 physical 开关,模型无法声明坐标已是逻辑点", + "缺少 physical 开关", +); +// 只看**真实代码**里 user32.func(...) 传的签名,不看注释 +// (注释里会引用 `keybd_event(byte ...)` 描述旧 bug,不能因此误报)。 +const kbdSig = main.match(/user32\.func\(\s*"[^"]*keybd_event\((uint8|byte)/); +check( + "★ keybd_event 用 koffi 支持的类型名(uint8 而非 byte)", + !!kbdSig && kbdSig[1] === "uint8", + kbdSig + ? "user32.func 里用的是 " + kbdSig[1] + ",koffi 不认 `byte` ⇒ 组合键整体报 keybd_event unavailable" + : "未找到 user32.func(...keybd_event...) 调用", +); +check( + "keybd_event 解析失败会记录日志", + /keybd_event signature failed/.test(main), + "静默 catch 掉签名错误,线上无法诊断", ); check( "★ waiter Linux 有 normKeySpec 归一化组合键", /func normKeySpec/.test(waiter), - "缺少组合键归一化 ⇒ 模型输出 \"Ctrl+C\" 这类自然写法会失效", + "缺少组合键归一化 ⇒ 模型输出 \"Ctrl+C\" 会失效", ); check( "waiter type 用 --clearmodifiers", - /type.*--clearmodifiers|--clearmodifiers.*--delay/s.test(linuxSeg), + /type[\s\S]{0,80}--clearmodifiers/.test(linuxSeg), "type 未清修饰键 ⇒ 残留 Ctrl 会把后续输入变成快捷键", ); - -// ── 4) 拖拽要分步移动(部分应用依赖中间 move 事件)──────────────── check( "★ 拖拽分步移动(GUI)", /steps[\s\S]{0,400}SetCursorPos/.test(main), - "拖拽一步到位 ⇒ canvas 拖拽/排序类操作会失效", + "一步到位 ⇒ canvas 拖拽/排序失效", ); check( "★ 拖拽分步移动(waiter)", /steps[\s\S]{0,400}mousemove/.test(linuxSeg), - "拖拽一步到位 ⇒ canvas 拖拽/排序类操作会失效", + "一步到位 ⇒ canvas 拖拽/排序失效", ); -// ── 5) PiDeck 借鉴声明 ───────────────────────────────────────────── -// 声明位置:app.js(工具组卡与呼吸光晕的逻辑)、style.css(三项动画)、 -// 以及本仓的文档。用户明确要求「显式声明 GUI 借鉴了 PiDeck 的设计与 -// 实现」—— 这类来源说明一旦丢失,后来人就无法判断某段设计是本地决定 -// 还是外部借鉴,也无从追溯许可与出处。 +// ── 3) 启动期不得误判服务端 ─────────────────────────────────────── check( - "★ app.js 有 PiDeck 借鉴说明", - /PiDeck/.test(app), - "app.js 缺 PiDeck 借鉴说明", + "★ 服务探测不只探 localhost", + /function serverProbeTargets/.test(main) && /loadConnections\(\)/.test( + main.slice(main.indexOf("function serverProbeTargets"), main.indexOf("function probeOne")), + ), + "未从 connections.json 取已配置端点", ); +check( + "★ localhost 仅作为兜底候选", + /push\("http:\/\/localhost:8080"\)/.test(main), + "缺少 localhost 兜底", +); +check( + "★ 仅当存在本地 homed 才尝试拉起", + /else if \(!findHomed\(\)\)/.test(main), + "无 homed 可执行文件时仍会空等 8s 超时", +); +check( + "★ 服务可达时跳过 homed 自动拉起", + /server reachable, skip homed autostart/.test(main), + "服务在远端时仍会拉起 homed 并超时", +); +check( + "探测有超时保护(不会无限等)", + /probeOne[\s\S]{0,300}setTimeout/.test(main), + "探测缺超时 ⇒ 启动被挂住", +); + +// ── 4) PiDeck 借鉴声明 ───────────────────────────────────────────── +check("★ app.js 有 PiDeck 借鉴说明", /PiDeck/.test(app), "app.js 缺 PiDeck 借鉴说明"); check("★ style.css 有 PiDeck 借鉴说明", /PiDeck/.test(css), "style.css 缺 PiDeck 借鉴说明"); check( "★ 文档记录了 PiDeck 借鉴", - existsSync(join(repoRoot, "cmd", "gui", "DESIGN-NOTES.md")), + existsSync(join(here, "DESIGN-NOTES.md")), "缺 cmd/gui/DESIGN-NOTES.md(借鉴来源与设计决策的落点)", ); - -// 借鉴的三个具体设计要写明(便于追溯"抄了什么") check("声明了三点渐次明暗动画", /haDots/.test(css) && /PiDeck/.test(css)); check("声明了运行态呼吸光晕", /haRunBreathe/.test(css) && /msg-running/.test(css)); check("声明了工具调用分组卡", /tool-group-card/.test(app) && /tool-group-card/.test(css)); @@ -145,4 +174,4 @@ if (failures > 0) { console.log(`全部失败:${failures} 条`); process.exit(1); } -console.log("全部通过"); \ No newline at end of file +console.log("全部通过"); diff --git a/cmd/gui/main.js b/cmd/gui/main.js index 5ed58b7c..271b4e30 100644 --- a/cmd/gui/main.js +++ b/cmd/gui/main.js @@ -297,29 +297,83 @@ function findHomed() { return fs.existsSync(p) ? p : null; } -function isServerRunning() { +// ★ 探测服务端候选地址。 +// +// 旧实现硬编码 http://localhost:8080/,在「服务端跑在 WSL/另一台机器」 +// 的常见部署下必然探不通,进而误判服务未启动、去拉起 GUI 旁边并不存在的 +// homed.exe,最后打印 "homed failed to start within timeout"。 +// 实测证据:localhost:8080 返回 000,而 connections.json 里配置的 +// 192.168.2.60:8080 返回 302 —— 服务一直好好地在那儿。 +// +// 现在按「已配置的连接 → localhost」顺序探,命中任一即视为在线。 +function serverProbeTargets() { + const targets = []; + const seen = new Set(); + const push = (u) => { + if (!u) return; + const s = String(u).replace(/\/+$/, ""); + if (!/^https?:\/\//.test(s)) return; + if (seen.has(s)) return; + seen.add(s); + targets.push(s); + }; + try { + const data = loadConnections(); + // loadConnections 返回 {connections:[...], currentId}, + // 不是数组(早期按数组写的判断在此处不成立)。 + const list = data && Array.isArray(data.connections) ? data.connections : []; + // 当前连接优先,其余也一并探测(用户可能切过连接) + const curId = data ? data.currentId : null; + const ordered = list + .slice() + .sort((a, b) => (a && b && a.id === curId ? -1 : 0)); + for (const c of ordered) if (c && c.url) push(c.url); + } catch (e) {} + push("http://localhost:8080"); + return targets; +} + +function probeOne(target, timeoutMs) { return new Promise((resolve) => { - const req = http.get("http://localhost:8080/", () => resolve(true)); - req.on("error", () => resolve(false)); - req.setTimeout(2000, () => { - req.destroy(); - resolve(false); + let done = false; + const finish = (ok, via) => { + if (done) return; + done = true; + resolve({ ok, via }); + }; + let req; + try { + req = http.get(target + "/", () => finish(true, target)); + } catch (e) { + return finish(false, target); + } + req.on("error", () => finish(false, target)); + req.setTimeout(timeoutMs || 2000, () => { + try { + req.destroy(); + } catch (e) {} + finish(false, target); }); }); } -function waitForServer(maxWait = 8000) { - return new Promise((resolve) => { - const start = Date.now(); - const check = () => { - isServerRunning().then((running) => { - if (running) return resolve(true); - if (Date.now() - start > maxWait) return resolve(false); - setTimeout(check, 300); - }); - }; - check(); - }); +// 任一候选端点可达即认为服务在线。 +async function isServerRunning() { + const targets = serverProbeTargets(); + for (const t of targets) { + const r = await probeOne(t, 1500); + if (r.ok) return true; + } + return false; +} + +async function waitForServer(maxWait = 8000) { + const start = Date.now(); + for (;;) { + if (await isServerRunning()) return true; + if (Date.now() - start > maxWait) return false; + await new Promise((r) => setTimeout(r, 300)); + } } function startHomed() { @@ -1965,8 +2019,20 @@ function executeHomeagentCmd(capability, reqId) { const VK_EXTENDED = new Set([0x21,0x22,0x23,0x24,0x25,0x26,0x27,0x28,0x2e,0x5b,0x5c,0x6f,0x74]); // keybd_event 全局声明(拿得到 user32 后用) + // + // ★ 类型名必须是 uint8:koffi 不认 Win32 头文件里的 `byte`, + // 实测 `void keybd_event(byte bVk, ...)` 抛 + // "Unknown or invalid type name 'byte'",而 uint8 可正常解析。 + // 这个 bug 曾让组合键(hotkey/keypress)整体报 + // "keybd_event unavailable" —— 单键 click 不受影响,所以很容易漏掉。 let keybd_event = null; - try { keybd_event = user32.func("void keybd_event(byte bVk, byte bScan, uint dwFlags, UIntPtr dwExtraInfo)"); } catch (e) {} + try { + keybd_event = user32.func( + "void keybd_event(uint8 bVk, uint8 bScan, uint32 dwFlags, uintptr_t dwExtraInfo)", + ); + } catch (e) { + console.error("keybd_event signature failed: " + e.message); + } // tapVk 按键一次:支持 "ctrl+c"、"ctrl+shift+t"、"alt+f4" const tapVk = (spec) => { @@ -2784,7 +2850,16 @@ function destroyTray() { app.whenReady().then(async () => { installAuthRule(); const running = await isServerRunning(); - if (!running) { + if (running) { + // 已探测到可用端点:服务端在别处正常运行(远程/WSL/另一台机器)。 + // 这类部署下 GUI 不该、也拉不起 homed —— 此前仍会去 startHomed() + // 再等 8s 超时,刷出误导性的 "homed failed to start within timeout"。 + console.log("server reachable, skip homed autostart"); + } else if (!findHomed()) { + // 没有本地 homed 可执行文件 ⇒ 本机根本不具备托管服务端的能力, + // 此时干等超时毫无意义,直接说明情况即可。 + console.log("no local homed binary and no reachable endpoint; GUI will use configured connection"); + } else { startHomed(); const started = await waitForServer(); if (started) { From f0a7ce23b1da22f0aef555eab8a2a390cd6a6534 Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Fri, 2 Oct 2026 14:12:32 +0800 Subject: [PATCH 12/15] =?UTF-8?q?feat(gui):=20=E6=A8=A1=E5=BC=8F=20A=20age?= =?UTF-8?q?nt=20=E7=8B=AC=E7=AB=8B=E5=85=89=E6=A0=87=20+=20=E5=90=8E?= =?UTF-8?q?=E5=8F=B0=E6=B3=A8=E5=85=A5=EF=BC=9B=E4=BF=AE=E5=9D=90=E6=A0=87?= =?UTF-8?q?=E6=8D=A2=E7=AE=97=EF=BC=9B=E5=9B=BA=E5=8C=96=E8=AE=A1=E5=88=92?= =?UTF-8?q?=E4=B8=8E=E4=BA=A4=E6=8E=A5=E6=96=87=E6=A1=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 模式 A:agent 独立光标(不抢用户鼠标) 现有 computeruse 走 SetCursorPos + mouse_event,agent 一干活就抢走用户 真实鼠标,用户无法同时使用电脑。现改为:GUI 自绘 agent 专属光标,实际 输入经 PostMessage 直接投递到目标窗口句柄,用户鼠标全程不动。 新增: cmd/gui/agent-cursor.js 透明置顶层窗口 + mascot 指针 + 移动/点击脉冲 动画;记录上次命中的 hwnd 供键盘动作使用 cmd/gui/agent-inject.js Windows 后台注入:WindowFromPoint 定位、 客户区坐标换算、PostMessage 投递鼠标/键盘/ 滚轮/文本;拖拽分步移动 配置 gui-prefs.deviceBridge.agentCursor.mode = "overlay"(默认) | "real"。 明确的设计边界(不是实现缺陷,是平台限制): · 只对「接受窗口消息的程序」可靠。原生 Win32 程序可靠;Chromium/ Electron 自绘界面、游戏、DirectX 会忽略合成消息。 · 不做真实鼠标降级。用户既选了不抢鼠标,就不该偷偷改成操作真鼠标, 失败即 status=error 并说明原因。 · 键盘类动作依赖先前的鼠标操作(后台注入不动真光标, GetCursorPos 拿到的是用户自己的光标位置)。 端到端 8/8 正确响应;「真实点击是否落到目标窗口」因当前环境无可注入的 可见窗口而未验证,已在 GUI-PLAN.md 列为待办。 ## 修坐标换算(我自己上一轮引入的 bug) 上一轮我加了 rawX / scaleFactor 的换算,理由是「SetCursorPos 期望 DIP」。 **那个前提是错的** —— Electron 主进程是 per-monitor DPI-aware,Win32 坐标 不做虚拟化。实测: Electron screen API (DIP) : 1260 x 840 scaleFactor=2 GetSystemMetrics : 2520 x 1680 SetCursorPos(200,200) -> GetCursorPos 读回 (200,200) 恒等,不缩放 加 /scale 会把原本正确的点击改坏:200% 屏上点 (600,400) 被送到 (400,267),越靠右下偏得越远。已改回 physical ? rawX : rawX*scale, drag 终点同步修正(原先两处换算不一致)。 易误判之处:在普通 node 进程里测同一函数读到的是 1260x840(虚拟化值), 会以为 Win32 用 DIP —— 必须在 Electron 内测。 ## 判据 computeruse.test.mjs 43 条(npm test 共 127 条全绿),新增 5 条钉住 模式 A 的核心承诺: · agent-inject / agent-cursor 均无 SetCursorPos 调用(查前先剥注释, 因为注释里会引用该名字解释「为什么不用它」) · koffi 指针参数用 Buffer(普通对象不写回,会拿错 hwnd) · overlay 默认开启且可切回 real · 自绘光标层 setIgnoreMouseEvents 穿透 核心不变量已做变异验证:注入 SetCursorPos 后判据立即转红。 另修正坐标判据方向(原判据断言 /scale 是对的,与实测相反)。 ## 文档 GUI-PLAN.md 改造计划与进度的单一事实来源:已完成/待办、坐标 实测结论与踩坑、koffi 3.x 使用约定、端到端测试方法、 环境注意事项(含本机无 Go 工具链、waiter 改动未编译验证) SERVER-HANDOFF.md 服务端需同步的部分:放开 action 白名单(schema enum + switch default 双重限制,不改则 11 个新动作下发不到)、 透传 tox/toy/steps/dx/ms、统一 scroll 方向语义、 写入坐标约定防重蹈 --- GUI-PLAN.md | 291 ++++++++++++++++++++++++++++++ SERVER-HANDOFF.md | 294 ++++++++++++++++++++++++++++++ cmd/gui/agent-cursor.js | 241 +++++++++++++++++++++++++ cmd/gui/agent-inject.js | 335 +++++++++++++++++++++++++++++++++++ cmd/gui/computeruse.test.mjs | 68 ++++++- cmd/gui/main.js | 191 ++++++++++++++++++-- 6 files changed, 1399 insertions(+), 21 deletions(-) create mode 100644 GUI-PLAN.md create mode 100644 SERVER-HANDOFF.md create mode 100644 cmd/gui/agent-cursor.js create mode 100644 cmd/gui/agent-inject.js diff --git a/GUI-PLAN.md b/GUI-PLAN.md new file mode 100644 index 00000000..2ce0756e --- /dev/null +++ b/GUI-PLAN.md @@ -0,0 +1,291 @@ +# GUI 改造计划与进度 + +> 本文件是 GUI(`cmd/gui`)当前改造的**单一事实来源**:做完了什么、为什么这么做、 +> 哪些结论是实测得到的、哪些还没做完。 +> +> 相关文档: +> - `cmd/gui/DESIGN-NOTES.md` —— 借鉴 PiDeck 的设计与实现 +> - `SERVER-HANDOFF.md` —— 需要服务端同步配合的部分 +> - 判据:`cmd/gui/*.test.mjs`,`npm test` 全绿为准(当前 127 条) + +--- + +## 一、当前状态 + +分支:`feature/gui-starmap-pulse-vendor-align`(不合入 main) + +最近提交: + +| commit | 内容 | +|---|---| +| `02566f3` | 修启动期误判服务端未启动;keybd_event 类型名致组合键全废 | +| `0d8b129` | computeruse 补高级操作(两端 9→18);修 HiDPI 坐标;记录 PiDeck 借鉴 | +| `3059c99` | 加载动画改三点式 + 新增系统通知 | + +判据:`cd cmd/gui && npm test` —— **127 条全绿**(其中 `computeruse.test.mjs` 43 条)。 + +--- + +## 二、已完成 + +### 2.1 computeruse 能力面:9 → 18 个动作 + +此前 GUI 侧(`cmd/gui/main.js`)与 waiter 侧(`cmd/waiter/device.go`)都只有 +9 个基础动作,与业界 computer-use 的基本盘差距明显。 + +GUI 侧现支持 **18 个**(已用脚本从 `main.js` 的 `case "computeruse"` 块精确提取核对): + +``` +click doubleclick rightclick middleclick tripleclick +move hover drag mousedown mouseup +scroll keypress hotkey combo +type wait sleep display +``` + +waiter 侧(Linux)为 **20 个** —— 比 GUI 多 `middle`、`right` 两个 +「button 简写形式」,少 `physical` 相关处理;其余一致。 + +要点: + +- **拖拽分步移动**(默认 12 步,上限 60)。一步到位会让 canvas 拖拽、列表排序、 + 滑动条失效 —— 这类应用依赖中间 `mousemove` 事件。 +- **组合键归一化**(waiter 侧 `normKeySpec`)。旧实现把模型给的 key 字符串原样丢给 + `xdotool key`,于是 `"Ctrl+C"`、`"ctrl + c"`、`"CTRL-C"` **全部失效**。 +- **`type` 加 `--clearmodifiers`**(waiter 侧)。避免残留的 Ctrl/Alt 把后续输入 + 变成快捷键。 +- **scroll 修正**(两端)。旧实现固定滚 `click 4/5`,忽略方向语义也不支持横向。 + +### 2.2 修 HiDPI 坐标错位 ⚠️ 重要,详见第五节 + +截图给模型的是**物理像素**,Win32 坐标 API 在 Electron 里也是物理像素, +**不需要换算**。详见第五节的实测与踩坑记录。 + +### 2.3 修启动期误判「服务端未启动」 + +`isServerRunning()` 原硬编码 `http://localhost:8080/`。实测该部署下: + +``` +localhost:8080 -> 000 连不上 +192.168.2.60:8080 -> 302 正常(homed 跑在 WSL 里) +``` + +于是每次启动都:探测失败 → 误判服务没起 → 拉起 GUI 旁并不存在的 `homed.exe` +→ 干等 8s 超时 → 打印 `homed failed to start within timeout`。 +该 ERR 曾累计出现数十次(实测 40+ 次,日志轮转后计数会变), +且是 `gui.log` 里唯一的错误项。 + +改法:按 `connections.json` 里已配置的连接(当前优先)探测,命中即在线; +服务可达时跳过 homed 自动拉起;无本地 homed 可执行文件时不再空等超时。 + +实测验证:修复后启动日志为 `server reachable, skip homed autostart`,该 ERR 消失。 + +> 这条很可能就是此前「聊天链路有问题」的根因 —— GUI 自以为服务端由自己托管, +> 实际聊天依赖的是 `connections.json` 里的连接。 + +### 2.4 修 keybd_event 类型名致组合键全废 + +koffi 不认 Win32 头文件里的 `byte`: + +``` +"void keybd_event(byte bVk, ...)" -> Error: Unknown or invalid type name 'byte' +"void keybd_event(uint8 bVk, ...)" -> 正常 +``` + +原代码用的正是 `byte`,且整段包在**空 catch** 里,于是 `keybd_event` 恒为 null, +所有组合键返回 `keybd_event unavailable`。 + +这个 bug 极难发现:单键 click/move/scroll 走 `mouse_event`,完全不受影响。 +现在签名解析失败会打日志,不再静默。 + +### 2.5 模式 A:agent 独立光标 + 后台注入(**代码已通,效果待验证**) + +见第三节。 + +--- + +## 三、模式 A:agent 独立光标(进行中) + +### 3.1 目标 + +现有 `computeruse` 走 `SetCursorPos` + `mouse_event`,**会抢走用户的真实鼠标**, +agent 一干活用户就没法用电脑。 + +模式 A 的目标:GUI 自绘一个 agent 专属光标(mascot 形象),实际输入通过 +`PostMessage` 直接投递到目标窗口句柄,**用户真实鼠标全程不动**。 + +### 3.2 新增文件 + +| 文件 | 职责 | +|---|---| +| `cmd/gui/agent-cursor.js` | 透明置顶层窗口 + mascot 指针 + 移动/点击脉冲动画;记录上次命中的窗口句柄 | +| `cmd/gui/agent-inject.js` | Windows 后台注入:`WindowFromPoint` 定位、坐标换算、`PostMessage` 投递鼠标/键盘/滚轮/文本 | + +### 3.3 配置 + +`gui-prefs.json` → `deviceBridge.agentCursor.mode`: + +| 值 | 行为 | +|---|---| +| `"overlay"` | **默认**。不动用户鼠标,后台注入 | +| `"real"` | 旧行为,操作真实鼠标 | + +### 3.4 已验证(端到端,8/8 有正确响应) + +用假网关(自实现 WS 服务端)下发 computeruse 命令,GUI 执行并回执: + +``` +[error] agent-overlay: 该坐标下没有窗口(WindowFromPoint 返回空)... +[error] agent-overlay: type 需要先有点击类操作确定目标窗口 +[ok] displays: [{...}] | coordinateSpace: physical-pixel (Win32 与截图像素一致, 无需换算) +[error] agent-overlay: unknown action __nope__ +``` + +**结论:代码路径已接通,错误处理正确 —— 失败时明确报错,不静默回退到真实鼠标。** + +### 3.5 ⚠️ 未完成:真实点击效果未验证 + +上面 7 个动作都报「该坐标下没有窗口」。原因是**当时的执行环境没有可供 +注入的可见目标窗口**(`WindowFromPoint` 对所有坐标返回 null)。 + +**因此:「点击真的落到目标窗口上」这一步尚未被证明。** 需要在有交互桌面的 +会话里跑一个端到端测试: + +> 打开记事本 → agent 点它 → 输入文字 → 截图回读验证 + +同时验证「用户鼠标位置在全过程未变」。 + +### 3.6 设计取舍(明确的边界) + +- **只对「接受窗口消息的程序」可靠。** 原生 Win32 程序(记事本、Excel、Office) + 可靠;Chromium/Electron 自绘界面、多数游戏、DirectX 程序会忽略合成消息。 + 这是 Windows 消息模型的硬限制,**不是实现缺陷**。 +- **不做真实鼠标降级。** 用户既然选择「不抢鼠标」,就不该偷偷改成操作真实鼠标。 + 失败即 `status=error` 并说明原因。 +- **键盘类动作依赖先前的鼠标操作。** `keypress`/`hotkey`/`type` 不带坐标, + 且后台注入不移动真实光标,所以 `GetCursorPos` 拿到的是**用户自己**的 + 光标位置。因此设备端记录「上次鼠标操作命中的 hwnd」,键盘动作投递到那里。 + 从未点过则报错。 + +### 3.7 跨平台状态 + +| 平台 | 状态 | +|---|---| +| Windows | 模式 A 已实现(效果待验证) | +| Linux | waiter 侧仍是 `xdotool`,**会动真鼠标**。未做模式 A | +| macOS | 同上 | + +--- + +## 四、待办 + +### 4.1 优先:验证模式 A 的真实效果 + +- [ ] 端到端测试:打开真实应用 → 点它 → 输入 → 截图回读 +- [ ] 断言全过程用户鼠标位置未变 +- [ ] 判据:把该测试固化进 `npm test`(需能在无桌面 CI 环境跳过) + +### 4.2 服务端配合(详见 `SERVER-HANDOFF.md`) + +- [ ] 放开 `device.go` 的 action 白名单(schema enum + switch default 双重限制) +- [ ] 透传新参数 `tox`/`toy`/`steps`/`dx`/`ms`/`physical` +- [ ] 统一 scroll 方向语义(服务端写「正=向下」,Windows 惯例是正=向上) +- [ ] 把坐标约定写进注释(防重蹈 `/scale` 覆辙) + +> ⚠ 不改白名单,则新增的 11 个动作**根本下发不到设备**。 + +### 4.3 设置页 + +- [ ] `agentCursor.mode` 的 UI(目前只能手改 `gui-prefs.json`) + +### 4.4 可选增强 + +- [ ] mascot 待机动作、常驻屏幕边缘(借鉴桌宠的视觉层) +- [ ] Linux 侧若也要「不抢鼠标」,需 Wayland + uinput 虚拟设备 + (X11 下做不到 —— XTEST 合成的是真实设备事件) + +--- + +## 五、坐标空间:实测结论与踩坑记录 ⚠️ + +**结论:截图给模型的像素、Win32 坐标 API 的坐标,是同一个坐标系 —— 物理像素。 +不要换算。** + +实测证据(Electron 主进程内,192 DPI / 200% 缩放屏): + +``` +Electron screen API (DIP) : 1260 x 840 scaleFactor=2 +GetSystemMetrics : 2520 x 1680 +SetCursorPos(200,200) → GetCursorPos 读回 (200,200) ← 恒等,不缩放 +``` + +原因是 Electron 主进程是 **per-monitor DPI-aware**,此感知下 Win32 坐标不做虚拟化。 + +### 踩坑:曾经加错的 `/scaleFactor` 换算 + +本仓曾在 `main.js` 加过: + +```js +absX = ox + rawX / scaleFactor // ← 错的 +``` + +理由是「SetCursorPos 期望 DIP」—— **那个前提不成立**,DIP 行为只出现在 +DPI-*unaware* 进程里。加了之后反而把原本正确的点击改坏:200% 缩放屏上 +点 (600,400) 会被送到 (400,267),**越靠右下偏得越远**。 + +已改回 `physical ? rawX : rawX * scale`,并在 `computeruse.test.mjs` 加判据 +防止回退(检测 `/scale` 是否回来了)。 + +### 为什么会误判(重要) + +**在普通 node 进程里测同一个函数,读到的是 1260×840**(虚拟化后的值), +会让人以为 Win32 用 DIP。**必须在 Electron 内测** —— 同一份代码, +不同进程的 DPI 感知状态不同,答案也不同。 + +同理,`python`/`go` 等非 DPI-aware 宿主里测同样不可作为依据。 + +--- + +## 六、端到端测试方法(可复用) + +不依赖真实服务端,用自实现的假网关驱动 GUI: + +1. 起一个最小 WS 服务端(自实现 HTTP `Upgrade` 握手 + 帧编解码) +2. 改写 `gui-prefs.json` 指向它,并置 `deviceBridge.authorized = true` +3. 启动 GUI,等 `hello` / `bind` 完成 +4. 下发 `{op:"cmd", cmd_type:"homeagent", command:"computeruse {...}"}` +5. 读取 GUI 回的 `{op:"cmd_result", status, output, error}` + +### 两个踩过的坑 + +- **服务端→客户端的帧不能加掩码。** RFC 6455 只要求客户端→服务端掩码。 + 照抄 GUI 主进程(客户端方向)的 `sendDeviceFrame` 会导致 GUI 解不出。 +- **客户端→服务端的帧是掩码的**,解帧时必须先解掩码。 + +--- + +## 七、koffi 3.x 使用约定(踩坑记录) + +| 事项 | 正确做法 | 错误做法 / 现象 | +|---|---|---| +| 类型名 | `uint8` / `int32_t` / `long` | `byte` → `Unknown or invalid type name` | +| 指针参数 | 传 **Node `Buffer`** | 传普通 JS 对象 → **不写回**,读回仍是原值 | +| 结构体 | `koffi.struct(name, {...})` 后传普通对象 | 重复 `koffi.struct("POINT")` → `Duplicate type name` | +| 字符串 | `Buffer.from(s + "\0", "utf16le")` | `koffi.alloc(str)` 把 str 当**类型名** | + +**指针参数必须用 Buffer** 这条尤其重要:`WindowFromPoint` 若用普通对象, +会拿不到真实 hwnd ⇒ 点击落到错误窗口上。 + +跨进程/跨模块重复声明同名结构体会抛 `Duplicate type name`,需 try/catch 换名注册。 + +--- + +## 八、环境注意事项 + +- 本仓库文件多为 **CRLF**。用 Node 脚本打补丁时先 `replace(/\r\n/g, "\n")` 处理, + 写回时按原行尾还原。 +- `git status` 会把大量文件标成 `M`,但 `git diff --numstat` 显示 `0 0` + —— 那是 CRLF 归一化噪声,不是真实改动。**提交前用 `--numstat` 甄别。** +- 本机没有 Go 工具链(`go: command not found`),`cmd/waiter/` 的改动 + **未经过编译验证**,需在有 Go 环境的机器上 `go build ./cmd/waiter` 确认。 +- 本会话多数为无头/无交互桌面环境,`WindowFromPoint` / 真实光标相关行为 + **无法在此验证**,需在有桌面的会话实测。 diff --git a/SERVER-HANDOFF.md b/SERVER-HANDOFF.md new file mode 100644 index 00000000..0b6de915 --- /dev/null +++ b/SERVER-HANDOFF.md @@ -0,0 +1,294 @@ +# 服务端交接:computeruse 协议对齐 + +> 面向服务端接手人。本文档描述 GUI 侧已完成的改动,以及**服务端必须同步修改**的部分。 +> 修改范围集中在 `internal/plugins/remotedevice/`(`device.go`)。 +> GUI 侧代码与判据见 `cmd/gui/`。 + +--- + +## 一、为什么需要这份文档 + +GUI 侧把 `computeruse` 从 9 个基础动作扩到 **18 个**,并新增了**模式 A(agent 独立光标 + 后台注入)**。 +但服务端 `device.go` 目前对 `action` 做了**两重硬限制**,导致新增能力根本下发不到设备: + +1. **JSON Schema 的 `enum`**(`device.go:129`)—— 7 个值之外直接被 schema 校验拒绝 +2. **`switch` 的 `default` 分支**(`device.go:471`)—— 返回「不支持的操作类型」 + +所以:**即使 GUI 已实现,服务端不改则新功能等于不存在。** + +--- + +## 二、必做项 1:放开 action 白名单 + +### 现状 + +```go +// device.go:129 —— schema enum,只有 7 个 +"enum": []interface{}{"click", "doubleclick", "rightclick", "move", "scroll", "keypress", "type"}, +``` + +```go +// device.go:471 —— default 直接报错 +default: + return nil, fmt.Errorf("不支持的操作类型 %s(可选 click/doubleclick/rightclick/move/scroll/keypress/type)", action) +``` + +### 需要改成 + +GUI 侧实际支持的 18 个 action(判据同源,`cmd/gui/computeruse.test.mjs` 会校验两端一致): + +``` +click doubleclick rightclick middleclick tripleclick +move hover drag mousedown mouseup +scroll keypress hotkey combo +type wait sleep display +``` + +建议在 `device.go` 里提取成单一常量,schema 与 switch 共用,避免两处漂移: + +```go +// computeruseActions 是设备端支持的完整动作集合。 +// ★ 必须与 cmd/gui/main.js 的 computeruse switch 保持一致; +// cmd/gui/computeruse.test.mjs 会校验 GUI 侧包含这些动作。 +var computeruseActions = []string{ + "click", "doubleclick", "rightclick", "middleclick", "tripleclick", + "move", "hover", "drag", "mousedown", "mouseup", + "scroll", "keypress", "hotkey", "combo", "type", + "wait", "sleep", "display", +} +``` + +然后: +- schema 的 `enum` 改为由 `computeruseActions` 生成 +- `switch` 的 `default` 分支的错误信息里列出这份清单 + +### 各动作的语义(供写 tool description 时参考) + +| action | 必需参数 | 说明 | +|---|---|---| +| `click` | `x`,`y` | 可选 `button`(left/right/middle) | +| `doubleclick` | `x`,`y` | | +| `rightclick` | `x`,`y` | 等价 `click` + `button:right` | +| `middleclick` | `x`,`y` | 中键 | +| `tripleclick` | `x`,`y` | 三击选中整行 | +| `move` / `hover` | `x`,`y` | 只移动不点击,用于触发 tooltip | +| `mousedown` / `mouseup` | `x`,`y` | 按下/释放分离,配对可做「按住」 | +| `drag` | `x`,`y`,`tox`,`toy` | 可选 `steps`(默认 12,上限 60) | +| `scroll` | `dy` | 可选 `dx`(横向) | +| `keypress` | `key` | 如 `ctrl+c`、`alt+f4` | +| `hotkey` / `combo` | `key` | 与 keypress 同义 | +| `type` | `text` | | +| `wait` / `sleep` | `ms` | 显式等待,等 UI/动画完成 | +| `display` | — | 返回各显示器 bounds + scaleFactor | + +> ⚠ **`drag` 的分步移动不是可有可无的**:canvas 拖拽、列表排序、滑动条 +> 这类应用依赖中间 `mousemove` 事件,一步到位会失效。所以 `steps` 建议透传。 + +--- + +## 三、必做项 2:透传新参数 + +### 现状 + +`device.go` 的 `switch action`(第 439 行起)只转发这些: + +```go +params["x"], params["y"], params["button"] +params["dy"] +params["key"] +params["text"] +``` + +其余参数**被静默丢弃**,即使 LLM 传了也到不了设备。 + +### 需要补上 + +| 参数 | 哪些动作需要 | 缺失后果 | +|---|---|---| +| `tox` / `toy` | `drag` | 拖拽终点丢失,拖不动 | +| `steps` | `drag` | 退化成一步到位,拖拽排序类操作失效 | +| `dx` | `scroll` | 横向滚动不可用 | +| `ms` / `duration` | `wait` / `sleep` | 等待时长不可控 | +| `button` | `hover`/`mousedown`/`mouseup`/`tripleclick` | 中键/右键按不下 | +| `physical` | 全部坐标类 | 无法声明坐标系(见第五节) | + +建议实现(保持与现有风格一致): + +```go +// 透传辅助:从 args 取整数键,缺省则不写入 params。 +func putInt(params map[string]interface{}, args map[string]interface{}, key string) { + if v, ok := args[key].(float64); ok { + params[key] = int(v) + } +} +``` + +在 `switch` 之后统一补一遍(避免每个 case 重复): + +```go +for _, k := range []string{"tox", "toy", "steps", "dx", "ms", "duration", "physical"} { + putInt(params, args, k) +} +``` + +> ⚠ `physical` 的类型是布尔或字符串都可能,取决于 LLM 怎么填。 +> 建议 schema 里显式声明 `"type": "boolean"`,并在 `putInt` 之外单独处理。 + +--- + +## 四、必做项 3:统一 scroll 方向语义 ⚠️ + +### 现状:两侧约定相反 + +**服务端**(`device.go:130`): + +```go +"dy": map[string]interface{}{"type": "integer", "description": "scroll 滚动量:正=向下,负=向上"}, +``` + +**GUI / Windows 惯例**:正 = 向上。 + +这不是笔误级的小问题——**方向反了会让 agent 在页面上滚到完全相反的位置**, +且因为「能滚」,不会报错,只会静默地做错事,比崩溃更难发现。 + +### 建议 + +统一为 **Windows 惯例:正 = 向上,负 = 向下**(与鼠标滚轮一致,也与 GUI 实现一致)。 +改 schema description: + +```go +"dy": map[string]interface{}{ + "type": "integer", + "description": "scroll 垂直滚动量:正=向上滚,负=向下滚(与鼠标滚轮方向一致)。可选 dx 做横向滚动,正=向右", +}, +``` + +GUI 侧对应实现(`cmd/gui/main.js`)已按此约定,无需改动。 + +> 如果服务端坚持保留「正=向下」,则必须**同步改 GUI**,否则两侧永远对不上。 +> 二选一,但必须写进注释并进判据。 + +--- + +## 五、建议项:把坐标约定写进注释(防重蹈) + +这条不是功能需求,而是**防止后来人再犯同一个错**——我本人就在这一轮犯过。 + +### 事实 + +**截图给模型的像素、Win32 坐标 API 的坐标,是同一个坐标系:物理像素。不要换算。** + +实测证据(Electron 主进程内,192 DPI / 200% 缩放屏): + +``` +Electron screen API (DIP) : 1260 x 840 scaleFactor=2 +GetSystemMetrics : 2520 x 1680 +SetCursorPos(200,200) → GetCursorPos 读回 (200,200) ← 恒等,不缩放 +``` + +原因是 Electron 主进程是 **per-monitor DPI-aware**,此感知下 Win32 坐标不做虚拟化。 + +### 曾经的坑 + +本仓曾在 `cmd/gui/main.js` 加过: + +```go +absX = ox + rawX / scaleFactor // ← 错的 +``` + +理由是「SetCursorPos 期望 DIP」——**那个前提不成立**,DIP 行为只出现在 +DPI-*unaware* 进程里。加了之后反而把原本正确的点击改坏:200% 缩放屏上 +点 (600,400) 会被送到 (400,267),**越靠右下偏得越远**。 + +(易误判之处:在普通 node 进程里测同一个函数,读到的是 1260×840, +那是虚拟化后的值,会把人带偏。必须在 Electron 内测。) + +### 建议 + +在两处加注释: + +1. `device.go` 的 `computeruse` 函数上方 +2. tool schema 里 `x`/`y` 的 description + +```go +// 坐标约定:x/y 为**物理像素**,与 screensee 截图坐标系一致, +// 也与设备端 Win32 坐标一致,**不需要按 scaleFactor 换算**。 +// (设备端 GUI 是 per-monitor DPI-aware,Win32 坐标不做虚拟化。) +// 仅当调用方显式传 physical=false 时,设备端才按 DIP 再乘回缩放比。 +``` + +`cmd/gui/computeruse.test.mjs` 已加判据防止 GUI 侧回退(会检测 `/scale` 是否回来了)。 +**服务端侧目前无对等判据**,建议补一个,锁定 schema 里的 description 不含 +「需换算」之类的误导表述。 + +--- + +## 六、模式 A(agent 独立光标 + 后台注入)需要服务端知道的事 + +### 行为变化 + +GUI 默认启用 `agentCursor.mode = "overlay"`: + +- agent 操作时**不再移动用户的真实鼠标**,用户可同时正常使用电脑 +- GUI 会在目标位置绘制一个 mascot 形象作为 agent 的虚拟光标,并有移动/点击脉冲动画 +- 实际输入通过 `PostMessage` 直接投递到目标窗口句柄 + +配置项(`gui-prefs.json` → `deviceBridge.agentCursor.mode`): + +| 值 | 行为 | +|---|---| +| `"overlay"` | **默认**。不动用户鼠标,后台注入 | +| `"real"` | 旧行为。操作真实鼠标(`SetCursorPos` + `mouse_event`) | + +### 服务端无需改动,但要知道三条限制 + +1. **只对「接受窗口消息的程序」可靠。** + 原生 Win32 程序(记事本、Excel、Office 等)可靠;Chromium/Electron 自绘界面、 + 多数游戏、DirectX 程序会忽略合成消息。这是 Windows 消息模型的硬限制, + 不是实现缺陷。 + +2. **注入失败会明确报错,不静默回退。** + 用户既然选择「不抢鼠标」,就不该偷偷改成操作真实鼠标。所以失败时 + `status=error`,`error` 里说明原因(例如「该坐标下没有窗口」)。 + +3. **键盘类动作需要先有点击类动作。** + `keypress`/`hotkey`/`type` 不带坐标,且后台注入**不移动真实光标**, + 所以 `GetCursorPos` 拿到的是**用户自己**的光标位置(通常不是 agent 要操作的地方)。 + 设备端记录「上一次鼠标操作命中的窗口」,键盘动作投递到那里。 + **若从未点过,键盘动作会报错。** 服务端在 tool description 里说明这一依赖关系, + 可以减少 LLM 调错。 + +--- + +## 七、验收方式 + +GUI 侧判据(服务端改完后跑): + +```bash +cd cmd/gui && npm test +``` + +含 `computeruse.test.mjs`,会校验两端 action 覆盖面的一致性。 + +服务端侧建议补的判据(放在 `internal/plugins/remotedevice/`): + +1. schema `enum` 覆盖全部 18 个 action +2. 每个 action 在 `switch` 里都有对应 case,不落 `default` +3. `tox`/`toy`/`steps`/`dx`/`ms` 能透传到下发 JSON(可用现有 + `binary_test.go:471` 的 computeruse 下发测试作模板,参考它如何断言收到的 JSON) + +--- + +## 八、附:本次 GUI 侧一并修掉的两个 bug(服务端可参考) + +1. **GUI 误判「服务端未启动」**:原实现只探 `localhost:8080`, + 服务端在 WSL/远端时探不通 → 每次启动误判服务没起 → 去拉起 GUI 旁不存在的 + `homed.exe` → 干等 8s 超时。已改为按 `connections.json` 里已配置的连接探测。 + (服务端侧无改动,但这条能解释历史上 GUI 日志里刷屏的 + `homed failed to start within timeout`。) + +2. **koffi 不认 Win32 的 `byte` 类型名**: + `keybd_event(byte bVk, ...)` 会抛 + `Unknown or invalid type name 'byte'`,必须写 `uint8`。 + 曾导致组合键整体返回 `keybd_event unavailable`,而单键 click 不受影响、极易漏掉。 + 与服务端无直接关系,但若服务端将来也走 FFI 调 Win32,注意这一点。 diff --git a/cmd/gui/agent-cursor.js b/cmd/gui/agent-cursor.js new file mode 100644 index 00000000..f909d350 --- /dev/null +++ b/cmd/gui/agent-cursor.js @@ -0,0 +1,241 @@ +// Agent 独立光标(模式 A):GUI 自绘 mascot 指针 + 后台注入,全程不动用户鼠标。 +// +// 目标:agent 操作用户电脑时,不再抢走真实光标 —— 用户可以同时干自己的事。 +// +// 三层结构: +// 1) overlay 窗口:全屏透明置顶层,setIgnoreMouseEvents(true) 让它不吃点击 +// 2) mascot 指针:在这个窗口里画 mascot.webp + 点击脉冲环,做移动/点击动画 +// 3) 后台注入:PostMessage 直接投递到目标窗口 hwnd,不经过系统光标 +// +// 已实测确认的两条硬事实(cmd/gui/probe2 与 probe-inject/electron-probe.js): +// A) 坐标空间:Win32 坐标 = 物理像素 = 截图像素,**不需要换算 scaleFactor** +// (Electron 主进程 per-monitor DPI-aware,Win32 不虚拟化) +// B) koffi 3.x 传指针参数必须用 **Buffer**;用普通 JS 对象不写回 +// (GetCursorPos 传 {x,y} 读回仍是原值,传 Buffer 才拿到真值) +// —— 这条决定了 WindowFromPoint 必须走 Buffer,写错会拿错目标窗口。 +// +// 不做的事(明确的取舍): +// · 不做真实鼠标降级。模式 A 只保证对「接受窗口消息的程序」可靠; +// Chromium/Electron 自绘、游戏、DirectX 会忽略合成消息,这是 +// Windows 消息模型的硬限制,不是实现缺陷。 +// · 不劫持用户鼠标。任何情况下都不调用 SetCursorPos。 + +const path = require("path"); +const fs = require("fs"); +const { BrowserWindow, screen } = require("electron"); + +// ── overlay 与动画状态 ────────────────────────────────────────────── +let cursorWin = null; // 自绘光标窗口 +let cursorVisible = false; +let cursorBusy = false; // 正在执行命令时(用于画"忙碌"光环) +let cursorRaf = null; +let lastHwnd = null; // 上一次鼠标操作命中的目标窗口(键盘动作投递到这里) +const cursorPos = { x: 0, y: 0 }; // 物理像素,屏幕坐标 +const cursorTarget = { x: 0, y: 0 }; +let cursorPulse = 0; // 点击脉冲环 0..1,>0 表示正在播放 +let cursorMotion = 0; // 移动拖尾强度 + +const CURSOR_PAGE = ` + + + +
    +
    + +
    +
    +`; + +// 确保 overlay 窗口存在;dispIdx 决定铺在哪块屏 +function ensureCursorWindow(dispIdx) { + try { + if (cursorWin && !cursorWin.isDestroyed()) return cursorWin; + } catch (e) {} + const displays = screen.getAllDisplays(); + const d = displays[dispIdx] || displays[0] || screen.getPrimaryDisplay(); + const b = d.bounds; + cursorWin = new BrowserWindow({ + x: b.x, + y: b.y, + width: b.width, + height: b.height, + transparent: true, + frame: false, + resizable: false, + movable: false, + minimizable: false, + maximizable: false, + fullscreenable: false, + skipTaskbar: true, + show: false, + hasShadow: false, + enableLargerThanScreen: false, + // ★ 关键:不参与焦点与输入,只作视觉层 + focusable: false, + acceptFirstMouse: true, + webPreferences: { + contextIsolation: true, + nodeIntegration: false, + backgroundThrottling: false, + }, + }); + // 鼠标穿透:光标层绝不能挡住用户点击 + try { + cursorWin.setIgnoreMouseEvents(true, { forward: true }); + } catch (e) {} + // 置顶但**不抢焦点**(screen-saver 级会盖住全屏应用,normal 会挡在普通窗口之上) + try { + cursorWin.setAlwaysOnTop(true, "screen-saver"); + } catch (e) {} + try { + cursorWin.setVisibleOnAllWorkspaces(true, { visibleOnFullScreen: true }); + } catch (e) {} + cursorWin.loadURL("data:text/html;charset=utf-8," + encodeURIComponent(CURSOR_PAGE)); + cursorWin.webContents.once("did-finish-load", () => { + // 把 mascot 注入为 data URL:file:// 在 data: 页面里取不到本地文件 + try { + const p = path.join(__dirname, "renderer", "mascot.webp"); + if (fs.existsSync(p)) { + const b64 = fs.readFileSync(p).toString("base64"); + cursorWin.webContents + .executeJavaScript( + "document.getElementById('mascot').src='data:image/webp;base64," + b64 + "'", + ) + .catch(() => {}); + } + } catch (e) {} + try { + cursorWin.showInactive(); + } catch (e) {} + }); + return cursorWin; +} + +function agentCursorEval(js, dispIdx) { + try { + const w = ensureCursorWindow(dispIdx); + if (!w || w.webContents.isLoading()) return null; + w.webContents.executeJavaScript(js).catch(() => {}); + } catch (e) {} + return null; +} + +// 移动自绘光标到屏幕物理坐标(不动真实鼠标) +function agentCursorMove(x, y, dispIdx) { + cursorPos.x = x; + cursorPos.y = y; + agentCursorEval( + "window.__agentCursor&&window.__agentCursor.move(" + + Math.round(x) + + "," + + Math.round(y) + + ",1)", + dispIdx, + ); + showAgentCursor(dispIdx); +} + +// 点击脉冲 +function agentCursorClick(dispIdx) { + agentCursorEval("window.__agentCursor&&window.__agentCursor.click()", dispIdx); +} + +// 忙碌呼吸 +function agentCursorBusy(busy, dispIdx) { + cursorBusy = !!busy; + agentCursorEval("window.__agentCursor&&window.__agentCursor.setBusy(" + (busy ? "1" : "0") + ")", dispIdx); +} + +function showAgentCursor(dispIdx) { + try { + const w = ensureCursorWindow(dispIdx); + cursorVisible = true; + agentCursorEval("window.__agentCursor&&window.__agentCursor.setVisible(1)", dispIdx); + if (!w.isVisible()) w.showInactive(); + } catch (e) {} +} + +function hideAgentCursor() { + cursorVisible = false; + try { + if (cursorWin && !cursorWin.isDestroyed()) { + agentCursorEval("window.__agentCursor&&window.__agentCursor.setVisible(0)", 0); + cursorWin.hide(); + } + } catch (e) {} +} + +module.exports = { + ensureCursorWindow, + agentCursorMove, + agentCursorClick, + agentCursorBusy, + showAgentCursor, + hideAgentCursor, + isVisible: () => cursorVisible, + pos: () => ({ ...cursorPos }), + // 记住最后一次点击命中的窗口句柄。 + // + // 键盘类 action(keypress/hotkey/type)不带坐标,Win32 又必须知道往哪个 + // 窗口发消息 —— 而后台注入**不会移动真实光标**,所以 GetCursorPos 拿到的是 + // **用户自己**的光标位置(很可能根本不在 agent 要操作的地方)。 + // 因此这里显式记录上一次鼠标操作的目标窗口,键盘动作就投递到那里。 + lastHwnd: null, + setLastHwnd(h) { + lastHwnd = h || null; + }, + get busy() { + return cursorBusy; + }, +}; diff --git a/cmd/gui/agent-inject.js b/cmd/gui/agent-inject.js new file mode 100644 index 00000000..36e5eef0 --- /dev/null +++ b/cmd/gui/agent-inject.js @@ -0,0 +1,335 @@ +// Windows 后台输入注入:不经过系统光标,直接把消息投递到目标窗口。 +// +// 为什么不调 SetCursorPos: +// 那样会抢走用户的真实光标,用户在 agent 操作期间无法正常使用电脑。 +// 本模块用 PostMessage 把输入直接送到目标窗口的 hwnd,系统光标纹丝不动。 +// +// 已实测确认(本轮 probe-inject/electron-probe.js): +// PostMessage(EDIT, WM_CHAR, 'H') 后读回控件文本 = "Ha" +// 且 GetCursorPos 前后一致 ⇒ 用户鼠标确实未被移动。 +// +// ★ koffi 3.x 的硬约定(踩过坑,务必遵守): +// 指针参数必须传 **Buffer**。传普通 JS 对象不会写回 —— +// GetCursorPos({x,y}) 读回仍是原值(无效) +// GetCursorPos(Buffer) 读到真实坐标(有效) +// 写错会导致拿错目标窗口 hwnd ⇒ 点击落到别的窗口上。 + +let koffi = null; +let u32 = null; +let cached = null; + +function lib() { + if (cached) return cached; + koffi = require("koffi"); + u32 = koffi.load("user32.dll"); + // ★ koffi 的类型名是**全局注册**的:同一个进程里重复 koffi.struct("POINT", ...) + // 会抛 "Duplicate type name 'POINT'"。main.js / 探针脚本可能已声明过同名结构体, + // 所以这里先试着复用,失败就换个名字注册。 + let POINT; + try { + POINT = koffi.struct("POINT", { x: "long", y: "long" }); + } catch (e) { + POINT = koffi.struct("HA_POINT", { x: "long", y: "long" }); + } + + const f = (sig) => u32.func(sig); + cached = { + POINT, + // 指针参数一律用 void *,调用时传 Buffer + WindowFromPoint: f("void *WindowFromPoint(void *pt)"), + ChildWindowFromPointEx: f( + "void *ChildWindowFromPointEx(void *hwndParent, void *pt, uint flags)", + ), + GetAncestor: f("void *GetAncestor(void *hwnd, uint flags)"), + IsWindow: f("int IsWindow(void *hwnd)"), + IsWindowVisible: f("int IsWindowVisible(void *hwnd)"), + GetWindowThreadProcessId: f("uint GetWindowThreadProcessId(void *hwnd, uint *pid)"), + GetClientRect: f("int GetClientRect(void *hwnd, void *rect)"), + ScreenToClient: f("int ScreenToClient(void *hwnd, void *pt)"), + GetCursorPos: f("bool GetCursorPos(void *pt)"), + PostMessageW: f("intptr_t PostMessageW(void *hwnd, uint msg, uintptr_t w, intptr_t l)"), + SendMessageW: f("intptr_t SendMessageW(void *hwnd, uint msg, uintptr_t w, intptr_t l)"), + // 这些用于"这类窗口吃不吃合成消息"的能力探测 + GetWindowLongPtrW: f("intptr_t GetWindowLongPtrW(void *hwnd, int i)"), + }; + return cached; +} + +// Win32 常量 +const GA_ROOT = 2; +const CWP_SKIPINVISIBLE = 0x0002; +const CWP_SKIPTRANSPARENT = 0x0004; +const GWL_STYLE = -16; +const GWL_EXSTYLE = -20; +const WS_EX_LAYERED = 0x00080000; +const WS_EX_TRANSPARENT = 0x00000020; +const WS_EX_NOACTIVATE = 0x08000000; + +const WM_MOUSEMOVE = 0x0200; +const WM_LBUTTONDOWN = 0x0201; +const WM_LBUTTONUP = 0x0202; +const WM_LBUTTONDBLCLK = 0x0203; +const WM_RBUTTONDOWN = 0x0204; +const WM_RBUTTONUP = 0x0205; +const WM_MBUTTONDOWN = 0x0207; +const WM_MBUTTONUP = 0x0208; +const WM_MOUSEWHEEL = 0x020A; +const WM_MOUSEHWHEEL = 0x020E; +const WM_KEYDOWN = 0x0100; +const WM_KEYUP = 0x0101; +const WM_CHAR = 0x0102; +const WM_SYSKEYDOWN = 0x0104; +const WM_SYSKEYUP = 0x0105; +const MK_LBUTTON = 0x0001; +const MK_RBUTTON = 0x0002; +const MK_MBUTTON = 0x0010; +const MK_CONTROL = 0x0008; +const MK_SHIFT = 0x0004; + +const SM_XVIRTUALSCREEN = 76; +const SM_YVIRTUALSCREEN = 77; +const SM_CXVIRTUALSCREEN = 78; +const SM_CYVIRTUALSCREEN = 79; + +// 虚拟键码(与 main.js 的 tapVk 共用同一张表) +const VK = { + ctrl: 0x11, control: 0x11, alt: 0x12, shift: 0x10, win: 0x5b, meta: 0x5b, super: 0x5b, + enter: 0x0d, return: 0x0d, tab: 0x09, esc: 0x1b, escape: 0x1b, + space: 0x20, backspace: 0x08, delete: 0x2e, del: 0x2e, + up: 0x26, down: 0x28, left: 0x25, right: 0x27, + home: 0x24, end: 0x23, pageup: 0x21, pagedown: 0x22, +}; +const VK_EXTENDED = new Set([0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x2e, 0x5b, 0x5c, 0x6f, 0x74]); +const isExtVK = (vk) => VK_EXTENDED.has(vk); + +function getSystemMetrics() { + const m = u32.func("int GetSystemMetrics(int i)"); + return { + x: m(SM_XVIRTUALSCREEN), + y: m(SM_YVIRTUALSCREEN), + w: m(SM_CXVIRTUALSCREEN), + h: m(SM_CYVIRTUALSCREEN), + }; +} + +function hwndStr(h) { + return h ? "0x" + h.toString(16) : "(null)"; +} + +// 屏幕物理坐标 → 目标窗口 hwnd(含子窗口命中) +// ★ pt 必须是 Buffer +function windowAtPoint(sx, sy) { + const k = lib(); + const pt = Buffer.alloc(8); + pt.writeInt32LE(Math.round(sx), 0); + pt.writeInt32LE(Math.round(sy), 4); + let h = k.WindowFromPoint(pt); + if (!h) return null; + // WindowFromPoint 只返回顶层窗口;对 UI 框架要下钻到真实接收消息的子窗口 + const flags = CWP_SKIPINVISIBLE | CWP_SKIPTRANSPARENT; + let guard = 0; + for (;;) { + const child = k.ChildWindowFromPointEx(h, pt, flags); + if (!child || child === h || guard++ > 8) break; + h = child; + } + return h; +} + +// 屏幕坐标 → 目标窗口客户区坐标(lParam 用的就是客户区坐标) +function toClient(hwnd, sx, sy) { + const k = lib(); + const pt = Buffer.alloc(8); + pt.writeInt32LE(Math.round(sx), 0); + pt.writeInt32LE(Math.round(sy), 4); + k.ScreenToClient(hwnd, pt); + return { x: pt.readInt32LE(0), y: pt.readInt32LE(4) }; +} + +// 窗口是否"看起来"能接收合成消息(启发式判断,不保证) +function acceptsSynthetic(hwnd) { + const k = lib(); + if (!hwnd || !k.IsWindow(hwnd)) return { ok: false, why: "invalid hwnd" }; + if (!k.IsWindowVisible(hwnd)) return { ok: false, why: "window hidden" }; + const ex = k.GetWindowLongPtrW(hwnd, GWL_EXSTYLE); + // WS_EX_TRANSPARENT 的窗口通常不接收命中测试类消息 + if (ex & WS_EX_TRANSPARENT) return { ok: false, why: "WS_EX_TRANSPARENT" }; + return { ok: true, ex }; +} + +function post(hwnd, msg, w, l) { + const k = lib(); + const r = k.PostMessageW(hwnd, msg, w, l); + return r !== 0; +} + +function pack(x, y) { + // lParam: 低 16 位 x,高 16 位 y(signed 16-bit) + return ((y & 0xffff) << 16) | (x & 0xffff); +} + +// ── 鼠标操作 ─────────────────────────────────────────────────────── +const BTN_MSG = { + left: { down: WM_LBUTTONDOWN, up: WM_LBUTTONUP, dbl: WM_LBUTTONDBLCLK, mk: MK_LBUTTON }, + right: { down: WM_RBUTTONDOWN, up: WM_RBUTTONUP, mk: MK_RBUTTON }, + middle: { down: WM_MBUTTONDOWN, up: WM_MBUTTONUP, mk: MK_MBUTTON }, +}; + +function mouseOp(sx, sy, action, opts) { + const hwnd = windowAtPoint(sx, sy); + if (!hwnd) return { ok: false, error: "WindowFromPoint 返回空(该坐标无窗口)" }; + const c = toClient(hwnd, sx, sy); + const lp = pack(c.x, c.y); + const btn = BTN_MSG[(opts && opts.button) || "left"] || BTN_MSG.left; + const post_ = (m, w) => post(hwnd, m, w, lp); + + switch (action) { + case "move": + return { ok: post_(WM_MOUSEMOVE, 0), hwnd, client: c }; + case "click": { + post_(btn.down, btn.mk); + const up = post_(btn.up, 0); + return { ok: up, hwnd, client: c }; + } + case "doubleclick": { + post_(btn.down, btn.mk); + post_(btn.up, 0); + post_(btn.dbl, MK_LBUTTON); + const up = post_(btn.up, 0); + return { ok: up, hwnd, client: c }; + } + case "mousedown": + return { ok: post_(btn.down, btn.mk), hwnd, client: c }; + case "mouseup": + return { ok: post_(btn.up, 0), hwnd, client: c }; + default: + return { ok: false, error: "unsupported mouse action " + action }; + } +} + +function tripleClick(sx, sy) { + const hwnd = windowAtPoint(sx, sy); + if (!hwnd) return { ok: false, error: "WindowFromPoint 返回空" }; + const c = toClient(hwnd, sx, sy); + const lp = pack(c.x, c.y); + post(hwnd, WM_LBUTTONDOWN, MK_LBUTTON, lp); + post(hwnd, WM_LBUTTONUP, 0, lp); + post(hwnd, WM_LBUTTONDBLCLK, MK_LBUTTON, lp); + post(hwnd, WM_LBUTTONUP, 0, lp); + return { ok: true, hwnd, client: c }; +} + +function drag(sx, sy, tx, ty, opts) { + const hwnd = windowAtPoint(sx, sy); + if (!hwnd) return { ok: false, error: "WindowFromPoint 返回空" }; + const btn = BTN_MSG[(opts && opts.button) || "left"] || BTN_MSG.left; + const steps = Math.max(1, Math.min(60, (opts && opts.steps) || 12)); + const c0 = toClient(hwnd, sx, sy); + post(hwnd, btn.down, btn.mk, pack(c0.x, c0.y)); + // 分步移动:部分应用(canvas 拖拽、排序、滑块)依赖中间 move 事件 + for (let i = 1; i <= steps; i++) { + const t = i / steps; + const c = toClient(hwnd, sx + (tx - sx) * t, sy + (ty - sy) * t); + post(hwnd, WM_MOUSEMOVE, btn.mk, pack(c.x, c.y)); + } + const cEnd = toClient(hwnd, tx, ty); + const up = post(hwnd, btn.up, 0, pack(cEnd.x, cEnd.y)); + return { ok: up, hwnd, steps }; +} + +// 滚轮:lParam 用**屏幕**坐标,不是客户区坐标 +function scroll(sx, sy, dy, dx) { + const hwnd = windowAtPoint(sx, sy); + if (!hwnd) return { ok: false, error: "WindowFromPoint 返回空" }; + const lp = pack(Math.round(sx), Math.round(sy)); + let ok = true; + if (dy) ok = post(hwnd, WM_MOUSEWHEEL, deltaWord(Math.round(dy)), lp) && ok; + if (dx) ok = post(hwnd, WM_MOUSEHWHEEL, deltaWord(Math.round(dx)), lp) && ok; + return { ok, hwnd }; +} + +// 把像素量换算成滚轮"格"(WHEEL_DELTA=120) +function deltaWord(v) { + const clicks = Math.round(v / 120) || (v > 0 ? 1 : -1); + // high word 存 delta,low word 存按键状态 + return (clicks << 16) >>> 0; +} + +// ── 键盘操作 ─────────────────────────────────────────────────────── +function keyTap(hwnd, spec) { + const parts = String(spec || "") + .split("+") + .map((x) => x.trim().toLowerCase()) + .filter(Boolean); + if (!parts.length) return { ok: false, error: "empty key" }; + const last = parts[parts.length - 1]; + const mods = parts.slice(0, -1); + const modCodes = []; + for (const m of mods) { + const c = VK[m]; + if (c === undefined) return { ok: false, error: "unknown modifier: " + m }; + modCodes.push(c); + } + let keyCode = VK[last]; + if (keyCode === undefined) { + if (last.length === 1) keyCode = last.toUpperCase().charCodeAt(0); + else return { ok: false, error: "unknown key: " + last }; + } + let ok = true; + for (const c of modCodes) { + ok = post(hwnd, WM_KEYDOWN, c, 0) && ok; + } + ok = post(hwnd, WM_KEYDOWN, keyCode, isExtVK(keyCode) ? 1 : 0) && ok; + ok = post(hwnd, WM_KEYUP, keyCode, isExtVK(keyCode) ? 1 : 0) && ok; + for (const c of modCodes.slice().reverse()) { + ok = post(hwnd, WM_KEYUP, c, 0) && ok; + } + return { ok, mods: modCodes, key: keyCode }; +} + +// 文本注入:走 WM_CHAR,不做输入法合成,因此对原生控件最可靠。 +// 换行/回车单独发 VK_RETURN,否则 WM_CHAR 的 \n 多数控件不认。 +function typeText(hwnd, text) { + const t = String(text || ""); + if (!t) return { ok: false, error: "empty text" }; + let ok = true; + for (const ch of t) { + if (ch === "\n" || ch === "\r") { + ok = post(hwnd, WM_KEYDOWN, VK.enter, 0) && ok; + ok = post(hwnd, WM_KEYUP, VK.enter, 0) && ok; + continue; + } + if (ch === "\t") { + ok = post(hwnd, WM_KEYDOWN, VK.tab, 0) && ok; + ok = post(hwnd, WM_KEYUP, VK.tab, 0) && ok; + continue; + } + ok = post(hwnd, WM_CHAR, ch.codePointAt(0), 0) && ok; + } + return { ok, chars: t.length }; +} + +module.exports = { + available() { + try { + lib(); + return true; + } catch (e) { + return false; + } + }, + windowAtPoint, + toClient, + acceptsSynthetic, + getSystemMetrics, + hwndStr, + // 鼠标 + mouse: mouseOp, + tripleClick, + drag, + scroll, + // 键盘 + keyTap, + typeText, + VK, +}; diff --git a/cmd/gui/computeruse.test.mjs b/cmd/gui/computeruse.test.mjs index 4e6d77e2..6a4e6ca1 100644 --- a/cmd/gui/computeruse.test.mjs +++ b/cmd/gui/computeruse.test.mjs @@ -75,15 +75,36 @@ for (const [act, desc] of advanced) { } // ── 2) HiDPI 与 koffi 约定 ───────────────────────────────────────── +// ★ 坐标空间:Win32 = 物理像素 = 截图像素,**不应再除以 scaleFactor**。 +// +// 实测(Electron 主进程内): +// screen API (DIP) : 1260 x 840 scaleFactor=2 +// GetSystemMetrics : 2520 x 1680 +// SetCursorPos(200,200) -> GetCursorPos 读回 (200,200) ← 恒等,不缩放 +// +// 因为 Electron 主进程是 per-monitor DPI-aware,Win32 坐标不虚拟化。 +// (对照:普通 node 进程里同一函数读到 1260x840,那是 DPI-*unaware* +// 的虚拟化行为,不能拿来推断 Electron 内的行为。) +// +// 本仓曾按「SetCursorPos 期望 DIP」加过 `/ scaleFactor`,那个前提是错的, +// 会把原本正确的点击改坏(150% 屏上点 (600,400) 被送到 (400,267))。 +const kx = main.match(/const absX = Math\.round\([^;]*?physical \? ([^:]+):/); check( - "★ GUI 按 scaleFactor 换算坐标", - /physical\s*!==\s*false/.test(main) && /rawX\s*\/\s*scale/.test(main), - "未做 物理像素→DIP 换算 ⇒ HiDPI 屏上点击系统性偏移", + "★ Win32 坐标按物理像素直接用(不除 scaleFactor)", + !!kx && !/\/\s*scale\b/.test(kx[1]), + kx + ? "absX 仍对物理像素做了 /scale 换算 ⇒ HiDPI 屏上点击偏移" + : "未找到 absX 计算", ); check( - "GUI 有 physical 参数供调用方声明坐标空间", - /params\.physical/.test(main), - "缺少 physical 开关", + "physical:false 时才乘回 scaleFactor(DIP→物理)", + /physical \? rawX : rawX \* scale/.test(main), + "DIP 输入未乘回缩放比", +); +check( + "拖拽终点坐标与主坐标用同一套换算", + /physical \? \(parseFloat\(params\.tox[^\n]*\* scale\)/.test(main), + "drag 终点仍在用旧的 /scale 逻辑,会与起点偏移不一致", ); // 只看**真实代码**里 user32.func(...) 传的签名,不看注释 // (注释里会引用 `keybd_event(byte ...)` 描述旧 bug,不能因此误报)。 @@ -150,7 +171,40 @@ check( "探测缺超时 ⇒ 启动被挂住", ); -// ── 4) PiDeck 借鉴声明 ───────────────────────────────────────────── +// ── 4) 模式 A:agent 独立光标 + 后台注入 ───────────────────────── +// 模式 A 的核心承诺是「不动用户真实鼠标」。这条承诺必须由判据钉住 —— +// 一旦有人图省事改回 SetCursorPos,用户的光标就会被抢,且很难归因。 +const injectSrc = readFileSync(join(here, "agent-inject.js"), "utf8"); +const cursorSrc = readFileSync(join(here, "agent-cursor.js"), "utf8"); +// 去掉整行注释后再查 SetCursorPos —— 注释里会引用这个名字来解释「为什么不用它」 +const stripComments = (s) => s.replace(/^\s*\/\/.*$/gm, ""); +check( + "★ 模式 A 不碰真实鼠标(agent-inject 无 SetCursorPos 调用)", + !/SetCursorPos\(/.test(stripComments(injectSrc)), + "agent-inject 出现 SetCursorPos 调用 ⇒ 会抢用户鼠标", +); +check( + "★ 模式 A 不碰真实鼠标(agent-cursor 无 SetCursorPos 调用)", + !/SetCursorPos\(/.test(stripComments(cursorSrc)), + "agent-cursor 出现 SetCursorPos 调用 ⇒ 会抢用户鼠标", +); +check( + "★ koffi 指针参数用 Buffer(普通对象不写回)", + /Buffer\.alloc\(8\)/.test(injectSrc), + "指针参数未用 Buffer ⇒ WindowFromPoint 拿不到真实 hwnd,点击会落错窗口", +); +check( + "★ overlay 默认开启且可切回 real", + /cursorMode = "overlay"/.test(main) && /cursorMode = "real"/.test(main), + "未提供 overlay/real 切换", +); +check( + "自绘光标层不吃点击(setIgnoreMouseEvents)", + /setIgnoreMouseEvents\(true/.test(cursorSrc), + "光标层会挡住用户点击", +); + +// ── 5) PiDeck 借鉴声明 ───────────────────────────────────────────── check("★ app.js 有 PiDeck 借鉴说明", /PiDeck/.test(app), "app.js 缺 PiDeck 借鉴说明"); check("★ style.css 有 PiDeck 借鉴说明", /PiDeck/.test(css), "style.css 缺 PiDeck 借鉴说明"); check( diff --git a/cmd/gui/main.js b/cmd/gui/main.js index 271b4e30..0aaa3573 100644 --- a/cmd/gui/main.js +++ b/cmd/gui/main.js @@ -10,6 +10,8 @@ const { spawn } = require("child_process"); const http = require("http"); const crypto = require("crypto"); const { pathToFileURL } = require("url"); +const agentCursor = require("./agent-cursor"); +const agentInject = require("./agent-inject"); const CONNECTIONS_FILE = path.join(app.getPath("userData"), "connections.json"); const LOG_FILE = path.join(app.getPath("userData"), "gui.log"); @@ -1945,6 +1947,24 @@ function executeHomeagentCmd(capability, reqId) { params.action = t[2] || "click"; } const action = params.action || "click"; + + // ★ 模式 A:agent 独立光标 + 后台注入。 + // + // 取值 "overlay"(不动用户鼠标)/ "real"(旧行为,操作真实鼠标)。 + // 未配置时默认 "overlay" —— 用户明确要求不要抢鼠标。 + let cursorMode = "overlay"; + try { + const _p = loadGuiPrefs(); + const _ac = (_p && _p.deviceBridge && _p.deviceBridge.agentCursor) || {}; + if (_ac.mode === "real") cursorMode = "real"; + } catch (e) {} + const useOverlay = cursorMode === "overlay" && agentInject.available(); + + // 把内部参数提到 action 分支之前共用 + const cuNumber = (v, dflt) => { + const n = parseFloat(v); + return Number.isFinite(n) ? n : dflt; + }; // 跨平台输入模拟:Linux=xdotool / macOS=cliclick(或用osascript) / Windows=PowerShell user32 const os_ = platform === "win32" ? "win32" : platform === "darwin" ? "darwin" : "linux"; let tool = null; // {cmd, args, shell} @@ -1973,24 +1993,167 @@ function executeHomeagentCmd(capability, reqId) { const ox = disp ? (disp.bounds.x || 0) : 0; const oy = disp ? (disp.bounds.y || 0) : 0; - // ★ HiDPI 坐标换算。 + // ★ 坐标空间:Win32 坐标与截图一样,都是**物理像素**,不要换算。 // - // 截图(capturePage / screensee)给模型的是**物理像素**,而 - // SetCursorPos、xdotool、cliclick 期望的都是**逻辑点(DIP)**。 - // 直接拿截图像素去点,在 150% 缩放屏上会系统性偏移 - // (越靠右下偏得越多)—— 这正是 HiDPI 屏上"点击不准"的根因。 + // 实测(Electron 主进程内,cmd/gui/probe2): + // screen API (DIP) : 1260 x 840 scaleFactor=2 + // GetSystemMetrics : 2520 x 1680 ← Win32 用的是物理像素 + // SetCursorPos(1260,840) -> GetCursorPos 读回 (1260,840) + // 而 Electron 读回 DIP (630,420) + // 比值 = 2.000 // - // 旧实现只加了 display bounds 的原点偏移,完全没换算缩放比例。 - // 这里按目标屏的 scaleFactor 换算;若调用方显式声明坐标已是 - // 逻辑点(physical:false),则原样使用。 + // 原因是 Electron 主进程默认 per-monitor DPI-aware:这种感知下 + // Win32 坐标 API 不做虚拟化,直接就是物理像素。 + // + // ⚠ 本仓曾在这一段加过 `/ scaleFactor` 换算,理由是「SetCursorPos + // 期望 DIP」——那个前提是错的(那是 DPI-*unaware* 进程的行为)。 + // 加了之后反而把原本正确的点击改坏:150% 缩放屏上点 (600,400) + // 会被送到 (400,267),越靠右下偏得越远。现已改回直接使用。 + // + // 保留 physical 开关:多数截图工具给物理像素(默认),若调用方 + // 明确声明坐标已是 DIP(physical:false),再乘回 scaleFactor。 const scale = disp && disp.scaleFactor ? disp.scaleFactor : 1; const rawX = parseFloat(params.x) || 0; const rawY = parseFloat(params.y) || 0; - // 多数截图工具返回物理像素,故默认 physical=true。 - // 模型若已按 DIP 推理,可显式传 physical:false 免换算。 const physical = params.physical !== false; - const absX = Math.round(ox + (physical ? rawX / scale : rawX)); - const absY = Math.round(oy + (physical ? rawY / scale : rawY)); + const absX = Math.round(ox + (physical ? rawX : rawX * scale)); + const absY = Math.round(oy + (physical ? rawY : rawY * scale)); + + // === 模式 A:后台注入(PostMessage 到目标窗口),不动用户真实鼠标 === + if (os_ === "win32" && useOverlay) { + const btnName = params.button === "right" ? "right" : params.button === "middle" ? "middle" : "left"; + const beginBusy = () => agentCursor.agentCursorBusy(true, dispIdx); + const endBusy = () => agentCursor.agentCursorBusy(false, dispIdx); + const done = (ok, msg) => { + endBusy(); + sendCmdResult(reqId, baseResult(reqId, ok ? "ok" : "error", msg, ok ? "" : msg)); + }; + const fail = (msg) => done(false, "agent-overlay: " + msg); + // 位置类 action 之外(type/keypress 等)不需要先移动光标 + const needsXY = ["click", "doubleclick", "rightclick", "middleclick", "tripleclick", + "mousedown", "mouseup", "move", "hover", "drag", "scroll"].includes(action); + try { + if (needsXY) { + const h = agentInject.windowAtPoint(absX, absY); + if (!h) { + return fail( + "该坐标下没有窗口(WindowFromPoint 返回空)。" + + "后台注入只能作用于可见窗口,请确认 screensueDisplay 与截图用的屏一致。", + ); + } + // 自绘光标移到目标位置(不动真实鼠标) + agentCursor.agentCursorMove(absX, absY, dispIdx); + } + beginBusy(); + switch (action) { + case "move": + case "hover": { + const r = agentInject.mouse(absX, absY, "move", { button: btnName }); + agentCursor.setLastHwnd(r.hwnd); + return done(r.ok, "agent-overlay " + action + " @ (" + absX + "," + absY + ") hwnd=" + agentInject.hwndStr(r.hwnd)); + } + case "click": { + const r = agentInject.mouse(absX, absY, "click", { button: btnName }); + agentCursor.setLastHwnd(r.hwnd); + agentCursor.agentCursorClick(dispIdx); + return done(r.ok, "agent-overlay click @ (" + absX + "," + absY + ") hwnd=" + agentInject.hwndStr(r.hwnd)); + } + case "rightclick": { + const r = agentInject.mouse(absX, absY, "click", { button: "right" }); + agentCursor.setLastHwnd(r.hwnd); + agentCursor.agentCursorClick(dispIdx); + return done(r.ok, "agent-overlay rightclick @ (" + absX + "," + absY + ") hwnd=" + agentInject.hwndStr(r.hwnd)); + } + case "middleclick": { + const r = agentInject.mouse(absX, absY, "click", { button: "middle" }); + agentCursor.setLastHwnd(r.hwnd); + agentCursor.agentCursorClick(dispIdx); + return done(r.ok, "agent-overlay middleclick @ (" + absX + "," + absY + ") hwnd=" + agentInject.hwndStr(r.hwnd)); + } + case "doubleclick": { + const r = agentInject.mouse(absX, absY, "doubleclick", { button: btnName }); + agentCursor.agentCursorClick(dispIdx); + return done(r.ok, "agent-overlay doubleclick @ (" + absX + "," + absY + ")"); + } + case "tripleclick": { + const r = agentInject.tripleClick(absX, absY); + agentCursor.setLastHwnd(r.hwnd); + agentCursor.agentCursorClick(dispIdx); + return done(r.ok, "agent-overlay tripleclick @ (" + absX + "," + absY + ")"); + } + case "mousedown": { + const r = agentInject.mouse(absX, absY, "mousedown", { button: btnName }); + return done(r.ok, "agent-overlay mousedown(" + btnName + ")"); + } + case "mouseup": { + const r = agentInject.mouse(absX, absY, "mouseup", { button: btnName }); + return done(r.ok, "agent-overlay mouseup(" + btnName + ")"); + } + case "drag": { + const toX = Math.round(ox + (physical ? (parseFloat(params.tox || params.tx) || 0) : (parseFloat(params.tox || params.tx) || 0) * scale)); + const toY = Math.round(oy + (physical ? (parseFloat(params.toy || params.ty) || 0) : (parseFloat(params.toy || params.ty) || 0) * scale)); + agentCursor.agentCursorMove(absX, absY, dispIdx); + const steps = Math.max(1, Math.min(60, parseInt(params.steps || 12, 10) || 12)); + // 拖拽过程中让自绘光标跟着走,视觉上与真实拖拽一致 + const r = agentInject.drag(absX, absY, toX, toY, { button: btnName, steps }); + agentCursor.setLastHwnd(r.hwnd); + agentCursor.agentCursorMove(toX, toY, dispIdx); + agentCursor.agentCursorClick(dispIdx); + return done(r.ok, "agent-overlay drag (" + absX + "," + absY + ") -> (" + toX + "," + toY + ")"); + } + case "scroll": { + const dy = cuNumber(params.dy !== undefined ? params.dy : params.y, 0); + const dx = cuNumber(params.dx !== undefined ? params.dx : params.x, 0); + const r = agentInject.scroll(absX, absY, dy, dx); + return done(r.ok, "agent-overlay scroll dx=" + dx + " dy=" + dy); + } + case "keypress": + case "hotkey": + case "combo": { + const keys = String(params.keys || params.key || params.text || ""); + // 无坐标语义:发给「当前光标所在窗口」,即上次 agent 操作过的窗口 + const h = agentInject.windowAtPoint(absX, absY) || agentCursor.lastHwnd; + if (!h) { + return fail("keypress 需要先有点击类操作确定目标窗口(当前无法确定目标窗口)"); + } + const r = agentInject.keyTap(h, keys); + return done(r.ok, "agent-overlay keypress " + keys + " -> hwnd=" + agentInject.hwndStr(h)); + } + case "type": { + const t = String(params.text || ""); + const h = agentInject.windowAtPoint(absX, absY) || agentCursor.lastHwnd; + if (!h) return fail("type 需要先有点击类操作确定目标窗口"); + const r = agentInject.typeText(h, t); + return done(r.ok, "agent-overlay typed " + r.chars + " chars -> hwnd=" + agentInject.hwndStr(h)); + } + case "wait": + case "sleep": { + const ms = Math.max(0, Math.min(10000, parseInt(params.ms || params.duration || 500, 10) || 500)); + endBusy(); + setTimeout(() => sendCmdResult(reqId, baseResult(reqId, "ok", "agent-overlay waited " + ms + "ms", "")), ms); + return; + } + case "display": { + const info = displays.map((d, i) => ({ + index: i, bounds: d.bounds, scaleFactor: d.scaleFactor, + primary: d.id === screen.getPrimaryDisplay().id, + })); + endBusy(); + sendCmdResult(reqId, baseResult(reqId, "ok", + "displays: " + JSON.stringify(info) + + " | coordinateSpace: physical-pixel (Win32 与截图像素一致, 无需换算)", "")); + return; + } + default: + return fail("unknown action " + action); + } + } catch (e) { + endBusy(); + console.error("[agent-overlay] failed: " + e.message); + sendCmdResult(reqId, baseResult(reqId, "error", "", "agent-overlay: " + e.message)); + return; + } + } // === Windows: 用 koffi 直接调用 user32.dll,不依赖 PowerShell C# 编译 === if (os_ === "win32") { @@ -2119,10 +2282,10 @@ function executeHomeagentCmd(capability, reqId) { case "drag": { // 一步拖拽:从 (x,y) 按下 → 移动到 (tox,toy) → 释放 const toX = Math.round( - ox + (params.physical !== false ? (parseFloat(params.tox || params.tx) || 0) / scale : (parseFloat(params.tox || params.tx) || 0)), + ox + (physical ? (parseFloat(params.tox || params.tx) || 0) : (parseFloat(params.tox || params.tx) || 0) * scale), ); const toY = Math.round( - oy + (params.physical !== false ? (parseFloat(params.toy || params.ty) || 0) / scale : (parseFloat(params.toy || params.ty) || 0)), + oy + (physical ? (parseFloat(params.toy || params.ty) || 0) : (parseFloat(params.toy || params.ty) || 0) * scale), ); SetCursorPos(absX, absY); mouse_event(btnDown, 0, 0, 0, 0); From 57bf94247463fa3060076b20c273747f4b140da3 Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Fri, 2 Oct 2026 15:27:33 +0800 Subject: [PATCH 13/15] =?UTF-8?q?feat(gui):=20=E6=B3=A8=E5=85=A5=E6=94=B9?= =?UTF-8?q?=20SendInput=EF=BC=88=E9=BB=98=E8=AE=A4=EF=BC=89+=20=E7=94=A8?= =?UTF-8?q?=E6=88=B7=E6=93=8D=E4=BD=9C=E6=97=B6=E6=9A=82=E7=BC=93=EF=BC=9B?= =?UTF-8?q?=E6=8B=86=E8=A7=A3=20Coopanion=20=E6=A1=8C=E5=AE=A0=E5=8A=A8?= =?UTF-8?q?=E4=BD=9C=E7=B3=BB=E7=BB=9F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 拆解 Coopanion(用户指出的参考项目) 新增 DESKTOP-PET-NOTES.md,记录 Pal-AI-Lab/Coopanion 的桌宠动作系统 (packages/cortico-world-desktop-pet): · 4 个工具:pet_say(气泡说话,可夹带动作标记) / pet_ask(提问,异步回答) / pet_walk_to(走到 0-1 比例或 left/center/right/cursor,含走到鼠标位置) / pet_act(只做动作; sit/sleep 是持续态) · 动作词表 VOCAB:10 个表情 + 13 个动作,每个词多个中文别名, 英文 id 与中文别名进同一张 Map;未知词丢弃而非报错 · 脚本标记:【词,词】= 先做动作再换新气泡;<词> = 打字到那里时做、不换气泡。 让文字与动作在时间轴上对齐 —— 实现成本低但表现力强 · 设计要点:身体是 agent 唯一可见输出通道(用户看不见消息正文); 互动事件不单独唤醒模型,跟着下批事件到 可借鉴(已写入文档待办):姿态表达状态、动作与文字对齐、持续态、 动作解析容错、待机自主行为。不建议照搬:桌宠承载全部对话输出、ASR、戳摸甩。 ## 注入层改 SendInput(参考它的实现) 原 PostMessage 路径只能操作原生 Win32 程序 —— Chromium/Electron 自绘界面 与游戏会忽略合成消息。这不是「平台硬限制」,是所选 API 的限制。 Coopanion 用 SendInput 注入系统输入队列,可靠性高得多。 新增三档模式 gui-prefs.deviceBridge.agentCursor: sendinput(默认) SendInput,可靠;会动真光标,故先等用户停手 overlay PostMessage,不动用户鼠标;只能操作原生程序 real 保留旧代码路径 另有 deferMs:用户活动时最多等多久(默认 3000,上限 10000) ★ SendInput 绝对坐标是 0–65535 归一化值,不是像素。按虚拟桌面归一化 并带 MOUSEEVENTV_VIRTUALDESK,多屏下也正确(Coopanion 只按主屏归一化)。 ★ 文本用 KEYEVENTF.UNICODE 逐字符发,不受键盘布局与输入法影响(比 WM_CHAR 可靠)。 ## 修「用户活动感知」把自己也算进去的 bug GetLastInputInfo 是**全局**的 —— agent 自己的 SendInput 也被算作「用户输入」。 实测:deferMs 设 0 仍被暂缓,回执写「开始时空闲仅 0ms」,即上一条命令的 注入刚把 idleMs 清零。若不排除自身注入,会永远处于「用户正在操作」状态。 按 Coopanion 的三重判定修正: 1. ownTick 自己最后一次注入时刻,之后 40ms 内的输入忽略 2. ownCursor 自己放下的光标位置,偏离 >2px 说明是用户动的 3. 无符号差值 GetTickCount 每 2^32ms 回绕,必须按无符号比较 ## 修同一条命令被执行两遍 sendinput 分支把逻辑包进 runAction 箭头函数,里面的 return 只退出它自己, 于是执行完继续 fall through 到旧 real 路径。实测 8 条命令回了 16 个 cmd_result,且真光标被额外抢一次。补上外层 return。 ## 判据 computeruse.test.mjs 47 条(npm test 共 131 条全绿),新增 4 条钉住本轮 踩过的坑,均做变异验证: · 三档模式存在(overlay/real 只在条件里,不能要求赋值形式) · 用户活动排除自身注入;且盯 send() 里的**调用点** —— 只查函数名时 删掉调用仍会误报绿(已实测并改正) · SendInput 坐标归一化 + VIRTUALDESK · sendinput 分支必须 return(防双执行) ## 待办(已写入 GUI-PLAN.md) · loadGuiPrefs 不透传 agentCursor,导致 deferMs 配置读取不生效(实测) · 显式调 SetProcessDpiAwarenessContext(-4),不依赖 Electron 默认值 · mascot 姿态:思考/等待/出错 · 真实点击效果仍未验证(当前环境无可注入的可见窗口) --- DESKTOP-PET-NOTES.md | 229 +++++++++++++++ GUI-PLAN.md | 52 +++- cmd/gui/agent-inject.js | 548 ++++++++++++++++++++++++++--------- cmd/gui/computeruse.test.mjs | 38 ++- cmd/gui/main.js | 178 +++++++++++- 5 files changed, 882 insertions(+), 163 deletions(-) create mode 100644 DESKTOP-PET-NOTES.md diff --git a/DESKTOP-PET-NOTES.md b/DESKTOP-PET-NOTES.md new file mode 100644 index 00000000..a18f539e --- /dev/null +++ b/DESKTOP-PET-NOTES.md @@ -0,0 +1,229 @@ +# 桌宠动作系统:Coopanion 拆解与可借鉴点 + +> 来源:`Pal-AI-Lab/Coopanion`(本机 clone 于 `/tmp/coop`) +> 相关包:`packages/cortico-world-desktop-pet/` +> +> 本文只记录**桌宠的动作/表情/互动系统**,以及本仓(HomeAgent GUI)可借鉴什么。 +> 输入注入层(SendInput)的对比见 `GUI-PLAN.md` 与下文第七节。 + +--- + +## 一、它是什么 + +一个 C 形小生物,站在屏幕底边(任务栏上沿)。**用户看得见它的身体,看不见 agent 的消息正文** —— +想让用户看到内容,只能通过它冒气泡。 + +这句话是整个设计的关键: + +> 桌宠身体是 agent 的**唯一可见输出通道**,而不是装饰。 + +这和我们 GUI 的定位不同:我们的 mascot 只是「agent 光标」,不承载信息。这是一个可以借的点。 + +--- + +## 二、核心工具(4 个) + +| 工具 | 作用 | 关键设计 | +|---|---|---| +| `pet_say` | 头顶冒气泡说话 | 脚本里可夹带**动作标记**,边说边做 | +| `pet_ask` | 冒提问气泡 + 最多 3 个选项 | **立即返回**,回答通过 `[回答]` 事件异步送达 | +| `pet_walk_to` | 沿屏幕底边走到某处 | 目标是 0–1 比例或 `left/center/right/cursor` | +| `pet_act` | 不说话,只做一串动作 | `sit`/`sleep` 会**持续**到下个动作 | + +### 值得注意的三个设计 + +1. **`pet_ask` 是异步的**。agent 提完问不阻塞,用户答了再通过事件唤醒。 + 避免 agent 干等,也允许用户先不答。 + 实用细节:新问题会**替换**还没回答的旧问题;关掉不答也会回一个事件, + agent 不会永远等下去。 + +2. **`pet_walk_to` 支持 `cursor`** —— 走到鼠标当前横向位置。 + 这是个很自然的"到我这儿来"表达,不需要坐标。 + +3. **`sit`/`sleep` 是持续态**,其他动作是一次性。 + 这让 agent 能表达"待机"与"我在休息",而不只是瞬间动画。 + +--- + +## 三、动作词表(`src/script.ts` 的 `VOCAB`) + +它把动作分成两类:**表情**(持续几秒后回到平常脸)与**动作**。 + +### 表情(expression,10 个) + +| id | 中文 | 表现 | +|---|---|---| +| `neutral` | 平静 | 默认的脸 | +| `happy` | 开心 / 高兴 | 眼睛弯成 ^ ^ | +| `wink` | 眨眼 | 一只眼 ^ | +| `love` | 喜欢 / 爱心 | 眼睛变心形,冒小心心 | +| `shy` | 害羞 | 脸红,眼神躲开 | +| `surprised` | 惊讶 / 吃惊 | 眼睛放大,头顶感叹号 | +| `angry` | 生气 | 皱眉,头顶怒气符号,身体发抖 | +| `sad` | 难过 / 伤心 | 八字眉,掉眼泪 | +| `sleepy` | 犯困 / 困 | 眯眼打哈欠 | +| `thinking` | 思考 / 想想 | 眼睛往上看,头顶冒圈 | + +### 动作(motion,13 个) + +| id | 中文 | 表现 | +|---|---|---| +| `stand` | 站起 / 站 | 站起来(坐着、睡着时) | +| `jump` | 跳 / 跳起来 | 原地起跳 | +| `hop` | 小跳 / 蹦 | 小小蹦一下 | +| `look` | 张望 / 看看 | 左右张望 | +| `turn` | 转身 | 转向另一边 | +| `nod` | 点头 | 点两下头 | +| `shake` | 摇头 | 摇头 | +| `spin` | 转圈 | 原地转一圈 | +| `sit` | 坐下 / 坐 | **坐下,持续到下个动作** | +| `sleep` | 睡觉 / 睡 | **躺下睡觉,持续到下个动作** | +| `dizzy` | 晕 / 转晕 | 头晕眼花几秒 | +| `walk` | 走走 / 散步 | 随便走一段 | +| `run` | 跑 / 跑起来 | 跑到屏幕另一头 | + +### 词表设计的可借鉴处 + +- **每个词有多个中文别名**(`开心`/`高兴` 同一个 id)。LLM 输出自然语言时容错率更高。 +- **英文 id 与中文别名都进同一张 Map**(`BY_WORD`),不区分来源。 +- **未知词被丢弃而非报错**(`dropped` 数组收集但不中断)。 + 对 LLM 输出的容错策略,值得学。 +- 词表通过 `pet.vocab` 变量**注入到 prompt**,让模型知道能做什么 —— + 而不是把 30 个动作硬编码进 tool schema 的 enum。 + +--- + +## 四、脚本标记(说明与动作混排) + +`pet_say` 的 `script` 参数里可以夹带两种标记: + +| 标记 | 作用 | +|---|---| +| `【词, 词】` | 先做这些动作,然后**换一个新气泡**继续说 | +| `<词>` | 打字打到这里时做,**不换气泡** | + +示例(源码里的原例): + +``` +【开心】今天也辛苦啦!<眨眼>要不要歇一会儿? +``` + +这个设计解决了一个真实问题:**让文字与动作在时间轴上对齐**。 +`<眨眼>` 落在句子中间,让"眨眼"发生在念到那个字的时候,而不是整句之前。 +比"先做动作再说话"生动得多,实现成本却很低(解析时切分即可)。 + +相关实现:`parseScript` / `parseActions` / `estimateSeconds`(`src/script.ts`), +`estimateSeconds` 用于让回执报告"大约显示多久"。 + +--- + +## 五、自主行为与互动 + +### 待机(没有指令时) + +> 没收到指令时身体会自己眨眼、张望、散步、坐下打盹;你的指令会先执行。 + +注意最后半句:**agent 指令优先于自主行为**。自主行为是填充,不是竞争。 + +### 用户互动(事件形式回给 agent) + +| 事件 | 含义 | +|---|---| +| `[语音] 用户:…` | 麦克风听到并转写的话(可能同音错字) | +| `[打字] 用户:…` | 在桌宠上双击或点悬停按钮打的字 | +| `[回答] …` | 对 `pet_ask` 的回答 | +| `[互动] …` | 戳、摸、拎起来甩出去,以及落地摔晕 | + +细节值得注意: + +- 互动事件**不单独唤醒 agent**,"跟着下一批事件到,可能已经过去一会儿" + —— 避免用户随手一戳就把模型叫起来烧钱。 +- `asleep` 状态下被摸,文案不同(`摸了摸睡着的你`)。 + 状态影响事件语义,而不只是影响动画。 + +--- + +## 六、对本仓(HomeAgent GUI)的可借鉴点 + +### 6.1 可以借鉴(成本低、收益明确) + +| 点 | 现状 | 建议 | +|---|---|---| +| **动作与文字时间轴对齐**(`【】`/`<>`) | 我们的 mascot 只有移动/点击两种状态 | 若要表达"思考/等待/出错",可引入轻量标记 | +| **姿态表达状态** | 「忙碌呼吸」一种 | 可区分:思考中(转圈)、等待用户(张望)、出错(晕) | +| **持续态 vs 一次性**(`sit`/`sleep`) | 无持续态 | agent 空闲/被禁用时用持续态表达,而非静止 | +| **LLM 输出容错**(未知词丢弃不报错) | 未处理 | 动作解析应容错,不能因一个错词整条失败 | +| **待机自主行为** | 无 | 光标闲置时可轻微眨眼/呼吸,让"活着"可感知 | + +### 6.2 不建议照搬 + +| 点 | 原因 | +|---|---| +| **桌宠承载全部对话输出** | 我们是桌面客户端,有完整聊天界面,不该退化到只能冒气泡 | +| **语音输入(ASR)** | 与本期目标无关,且引入麦克风权限问题 | +| **戳/摸/甩出去** | 需要模型 + 物理引擎,投入产出比低 | +| **`pet.vocab` 注入 prompt** | 我们没把 mascot 交给 LLM 控,动作由 computeruse 隐式驱动 | + +### 6.3 一个更重要的判断 + +**Coopanion 的桌宠和我们的"独立光标"解决的是不同问题:** + +- 它的桌宠 = **输出通道**(让用户看见 agent 想说什么) +- 我们的 mascot 光标 = **过程指示**(让用户看见 agent 在操作哪里) + +两者不冲突,甚至可以合并 —— 让我们的 mascot 在 agent 思考时表现"思考"姿态, +在执行 computeruse 时表现"移动/点击"。这正是 6.1 表格里那几条的价值所在。 + +--- + +## 七、接口层对比(顺带记录,详见 GUI-PLAN.md) + +它和我们在**输入注入**上的关键分歧: + +| | Coopanion | 本仓(HomeAgent GUI) | +|---|---|---| +| 注入 API | `SendInput` | `SendInput`(默认)/ `PostMessage`(可选) | +| 能否操作 Chromium/游戏 | ✅ 能 | ✅ 能(sendinput 模式) | +| 是否移动真实光标 | ✅ 会移动 | ✅ 会移动(sendinput)/ ❌ 不动(overlay) | +| 用户操作时 | 等待空闲再注入 | 等待空闲再注入(**借鉴自它**) | +| 自绘光标 | ❌ 没有 | ✅ 有(mascot + 点击脉冲) | + +### 从它学到的关键一条 + +`GetLastInputInfo` 是**全局**的 —— agent 自己的 `SendInput` 也会被算作"用户输入"。 +若不排除自己的注入,`idleMs()` 每次注入后归零,于是**永远处于"用户正在操作"状态**, +所有命令都被暂缓。 + +它的做法(我们已照此实现)是三重判定: + +1. `ownTick` —— 自己最后一次注入的时刻,之后 40ms 内的输入忽略 +2. `ownCursor` —— 自己放下的光标位置,偏离 >2px 说明是用户动的 +3. 无符号差值 —— `GetTickCount` 每 2^32 ms 回绕,必须按无符号比较 + +这个坑我们实测踩到了(`deferMs:0` 仍被暂缓),教训已写进 `agent-inject.js` 注释。 + +--- + +## 八、其他独立印证 + +Coopanion 独立印证了我们上一轮的两个判断: + +1. **坐标就是物理像素,不要换算** —— 它注释明写: + > All coordinates are physical pixels of the primary display. The process declares + > itself per-monitor DPI aware (v2) before anything else, so no API here returns scaled values. + + 我们曾错误地加了 `/scaleFactor`,已改回并在判据中钉住。 + +2. **必须显式声明 DPI 感知** —— 它显式调用 `SetProcessDpiAwarenessContext(-4)`, + 并注明 "before anything else"。我们是**依赖 Electron 默认值**,未显式设。 + 虽然 Electron 默认已是 per-monitor aware,但显式声明更稳。**建议补上**(见待办)。 + +--- + +## 九、待办(由本文档派生) + +- [ ] `main.js` 显式调用 `SetProcessDpiAwarenessContext(-4)`,不依赖 Electron 默认值 +- [ ] 修 `deferMs` 配置读取不生效的问题(实测 `deferMs:0` 仍走 3000ms 默认) +- [ ] mascot 增加姿态:思考 / 等待 / 出错(参考第三节词表) +- [ ] 动作解析容错:未知动作丢弃而非整条失败 +- [ ] (可选)mascot 待机自主行为:闲置时轻微眨眼/呼吸 \ No newline at end of file diff --git a/GUI-PLAN.md b/GUI-PLAN.md index 2ce0756e..f84daf14 100644 --- a/GUI-PLAN.md +++ b/GUI-PLAN.md @@ -118,16 +118,25 @@ agent 一干活用户就没法用电脑。 | 文件 | 职责 | |---|---| | `cmd/gui/agent-cursor.js` | 透明置顶层窗口 + mascot 指针 + 移动/点击脉冲动画;记录上次命中的窗口句柄 | -| `cmd/gui/agent-inject.js` | Windows 后台注入:`WindowFromPoint` 定位、坐标换算、`PostMessage` 投递鼠标/键盘/滚轮/文本 | +| `cmd/gui/agent-inject.js` | 两种注入路径:`SendInput`(默认)与 `PostMessage`(后台);含用户活动感知 | ### 3.3 配置 -`gui-prefs.json` → `deviceBridge.agentCursor.mode`: +`gui-prefs.json` → `deviceBridge.agentCursor`: -| 值 | 行为 | -|---|---| -| `"overlay"` | **默认**。不动用户鼠标,后台注入 | -| `"real"` | 旧行为,操作真实鼠标 | +| 键 | 值 | 行为 | +|---|---|---| +| `mode` | `"sendinput"` | **默认**。`SendInput` 注入系统输入队列,可靠性高(Chromium/游戏都能操作)。代价:会移动真实光标,故先等用户停手 | +| `mode` | `"overlay"` | `PostMessage` 直投窗口句柄。用户鼠标纹丝不动,但自绘界面常忽略合成消息 | +| `mode` | `"real"` | 保留旧代码路径(兼容) | +| `deferMs` | 数字 | 用户活动时最多等多久(默认 3000,上限 10000)。0 = 不等待 | + +> 为什么默认改成 `sendinput`:用户要求「可靠 + 用户正在操作则暂缓」。 +> 参考 `Pal-AI-Lab/Coopanion`(见 `DESKTOP-PET-NOTES.md` 第七节)。 +> +> ⚠ 实测发现:`GetLastInputInfo` 是**全局**的,agent 自己的 `SendInput` +> 也会被算作「用户输入」,若不排除则**永远处于「用户正在操作」状态**。 +> 已按 Coopanion 的三重判定修正(ownTick / ownCursor / 无符号差值)。 ### 3.4 已验证(端到端,8/8 有正确响应) @@ -178,13 +187,25 @@ agent 一干活用户就没法用电脑。 ## 四、待办 -### 4.1 优先:验证模式 A 的真实效果 +### 4.1 优先:修 `deferMs` 读取不生效 + +实测:`gui-prefs.json` 里 `agentCursor.deferMs = 0`,但命令仍按默认 3000ms +暂缓(回执写「已等待 3000ms」)。`loadGuiPrefs()` 会重建对象且**不透传 +`agentCursor` 字段**,导致读取永远拿到默认值。 + +- [ ] `loadGuiPrefs()` 透传 `deviceBridge.agentCursor` +- [ ] 判据:配置 `deferMs:0` 时不得进入暂缓路径 + +### 4.2 验证 sendinput 的真实效果 + +当前环境无可注入的可见目标窗口(`WindowFromPoint` 恒返回 null, +`GetCursorPos` 读回 0,0),故「点击真的落到目标窗口上」尚未证明。 - [ ] 端到端测试:打开真实应用 → 点它 → 输入 → 截图回读 -- [ ] 断言全过程用户鼠标位置未变 -- [ ] 判据:把该测试固化进 `npm test`(需能在无桌面 CI 环境跳过) +- [ ] 断言:`overlay` 模式下全过程用户鼠标位置未变 +- [ ] 判据:固化进 `npm test`(需能在无桌面 CI 环境跳过) -### 4.2 服务端配合(详见 `SERVER-HANDOFF.md`) +### 4.3 服务端配合(详见 `SERVER-HANDOFF.md`) - [ ] 放开 `device.go` 的 action 白名单(schema enum + switch default 双重限制) - [ ] 透传新参数 `tox`/`toy`/`steps`/`dx`/`ms`/`physical` @@ -197,9 +218,16 @@ agent 一干活用户就没法用电脑。 - [ ] `agentCursor.mode` 的 UI(目前只能手改 `gui-prefs.json`) -### 4.4 可选增强 +### 4.4 设置页 -- [ ] mascot 待机动作、常驻屏幕边缘(借鉴桌宠的视觉层) +- [ ] `agentCursor.mode` / `deferMs` 的 UI(目前只能手改 `gui-prefs.json`) + +### 4.5 可选增强(详见 `DESKTOP-PET-NOTES.md` 第六、九节) + +- [ ] `main.js` 显式调 `SetProcessDpiAwarenessContext(-4)`,不依赖 Electron 默认值 +- [ ] mascot 姿态:思考 / 等待 / 出错 +- [ ] 动作解析容错:未知动作丢弃而非整条失败 +- [ ] mascot 待机自主行为:闲置时轻微眨眼/呼吸 - [ ] Linux 侧若也要「不抢鼠标」,需 Wayland + uinput 虚拟设备 (X11 下做不到 —— XTEST 合成的是真实设备事件) diff --git a/cmd/gui/agent-inject.js b/cmd/gui/agent-inject.js index 36e5eef0..e49e8959 100644 --- a/cmd/gui/agent-inject.js +++ b/cmd/gui/agent-inject.js @@ -1,45 +1,78 @@ -// Windows 后台输入注入:不经过系统光标,直接把消息投递到目标窗口。 +// Windows 输入注入:两种模式。 // -// 为什么不调 SetCursorPos: -// 那样会抢走用户的真实光标,用户在 agent 操作期间无法正常使用电脑。 -// 本模块用 PostMessage 把输入直接送到目标窗口的 hwnd,系统光标纹丝不动。 +// ┌─ SendInput(默认,可靠)────────────────────────────────────────┐ +// │ 注入到**系统输入队列**,等价真实硬件事件。Chromium/Electron/ │ +// │ 游戏等自绘界面都能接收。代价:会移动用户的真实光标。 │ +// │ 参考实现:Pal-AI-Lab/Coopanion 的 cortico-world-cua/win32.ts │ +// └────────────────────────────────────────────────────────────────┘ +// ┌─ PostMessage(后台,不干扰用户)───────────────────────────────┐ +// │ 直接投递给**某个窗口句柄**,用户鼠标纹丝不动。代价:自绘界面 │ +// │ (Chromium/Electron/游戏)常忽略合成消息,点不动。 │ +// └────────────────────────────────────────────────────────────────┘ // -// 已实测确认(本轮 probe-inject/electron-probe.js): -// PostMessage(EDIT, WM_CHAR, 'H') 后读回控件文本 = "Ha" -// 且 GetCursorPos 前后一致 ⇒ 用户鼠标确实未被移动。 +// ★ 已实测确认(本轮): +// · SendInput 结构体尺寸 MOUSEINPUT=32 / KEYBDINPUT=24 / INPUT=40(x64), +// layout 正确,SendInput 返回 1(成功送出)。 +// · GetLastInputInfo 可用,配合 GetTickCount 可算「用户空闲多久」。 +// · koffi 指针参数必须传 **Buffer**;传普通 JS 对象不写回 +// (GetCursorPos({x,y}) 读回仍是原值)。 // -// ★ koffi 3.x 的硬约定(踩过坑,务必遵守): -// 指针参数必须传 **Buffer**。传普通 JS 对象不会写回 —— -// GetCursorPos({x,y}) 读回仍是原值(无效) -// GetCursorPos(Buffer) 读到真实坐标(有效) -// 写错会导致拿错目标窗口 hwnd ⇒ 点击落到别的窗口上。 +// ★ SendInput 绝对坐标是 **0–65535 归一化值**,不是像素 —— 最容易踩的坑。 +// 本次实现按**虚拟桌面**归一化并带 MOUSEEVENTF_VIRTUALDESK, +// 因此多显示器下坐标也正确(Coopanion 只按主屏归一化)。 let koffi = null; let u32 = null; +let k32 = null; let cached = null; +// koffi 类型名是**全局注册**的:同进程重复注册同名 struct 会抛 +// "Duplicate type name"。统一用 reg() 尝试原名、失败换 HA_ 前缀。 +function reg(name, def) { + try { + return koffi.struct(name, def); + } catch (e) { + return koffi.struct("HA_" + name, def); + } +} + function lib() { if (cached) return cached; koffi = require("koffi"); u32 = koffi.load("user32.dll"); - // ★ koffi 的类型名是**全局注册**的:同一个进程里重复 koffi.struct("POINT", ...) - // 会抛 "Duplicate type name 'POINT'"。main.js / 探针脚本可能已声明过同名结构体, - // 所以这里先试着复用,失败就换个名字注册。 - let POINT; - try { - POINT = koffi.struct("POINT", { x: "long", y: "long" }); - } catch (e) { - POINT = koffi.struct("HA_POINT", { x: "long", y: "long" }); - } + k32 = koffi.load("kernel32.dll"); + + const MOUSEINPUT = reg("MOUSEINPUT", { + dx: "long", dy: "long", mouseData: "uint32_t", + dwFlags: "uint32_t", time: "uint32_t", dwExtraInfo: "uintptr_t", + }); + const KEYBDINPUT = reg("KEYBDINPUT", { + wVk: "uint16_t", wScan: "uint16_t", dwFlags: "uint32_t", + time: "uint32_t", dwExtraInfo: "uintptr_t", + }); + const HARDWAREINPUT = reg("HARDWAREINPUT", { + uMsg: "uint32_t", wParamL: "uint16_t", wParamH: "uint16_t", + }); + const INPUT = koffi.struct( + MOUSEINPUT.name.startsWith("HA_") ? "HA_INPUT" : "INPUT", + { type: "uint32_t", u: koffi.union({ mi: MOUSEINPUT, ki: KEYBDINPUT, hi: HARDWAREINPUT }) }, + ); + const LASTINPUTINFO = reg("LASTINPUTINFO", { cbSize: "uint32_t", dwTime: "uint32_t" }); const f = (sig) => u32.func(sig); cached = { - POINT, + POINT: reg("POINT", { x: "long", y: "long" }), + INPUT, + LASTINPUTINFO, + INPUT_SIZE: koffi.sizeof(INPUT), + SendInput: f("uint32_t __stdcall SendInput(uint32_t count, " + INPUT.name + " *inputs, int size)"), + GetLastInputInfo: f("bool __stdcall GetLastInputInfo(_Inout_ " + LASTINPUTINFO.name + " *info)"), + GetTickCount: k32.func("uint32_t __stdcall GetTickCount()"), + GetSystemMetrics: f("int GetSystemMetrics(int i)"), + SetProcessDpiAwarenessContext: f("bool __stdcall SetProcessDpiAwarenessContext(intptr_t value)"), // 指针参数一律用 void *,调用时传 Buffer WindowFromPoint: f("void *WindowFromPoint(void *pt)"), - ChildWindowFromPointEx: f( - "void *ChildWindowFromPointEx(void *hwndParent, void *pt, uint flags)", - ), + ChildWindowFromPointEx: f("void *ChildWindowFromPointEx(void *hwndParent, void *pt, uint flags)"), GetAncestor: f("void *GetAncestor(void *hwnd, uint flags)"), IsWindow: f("int IsWindow(void *hwnd)"), IsWindowVisible: f("int IsWindowVisible(void *hwnd)"), @@ -49,49 +82,41 @@ function lib() { GetCursorPos: f("bool GetCursorPos(void *pt)"), PostMessageW: f("intptr_t PostMessageW(void *hwnd, uint msg, uintptr_t w, intptr_t l)"), SendMessageW: f("intptr_t SendMessageW(void *hwnd, uint msg, uintptr_t w, intptr_t l)"), - // 这些用于"这类窗口吃不吃合成消息"的能力探测 GetWindowLongPtrW: f("intptr_t GetWindowLongPtrW(void *hwnd, int i)"), }; return cached; } -// Win32 常量 +// ── Win32 常量 ───────────────────────────────────────────────────── const GA_ROOT = 2; const CWP_SKIPINVISIBLE = 0x0002; const CWP_SKIPTRANSPARENT = 0x0004; const GWL_STYLE = -16; const GWL_EXSTYLE = -20; -const WS_EX_LAYERED = 0x00080000; const WS_EX_TRANSPARENT = 0x00000020; -const WS_EX_NOACTIVATE = 0x08000000; +// SendInput +const INPUT_MOUSE = 0, INPUT_KEYBOARD = 1; +const ME = { + MOVE: 0x1, LEFTDOWN: 0x2, LEFTUP: 0x4, RIGHTDOWN: 0x8, RIGHTUP: 0x10, + MIDDLEDOWN: 0x20, MIDDLEUP: 0x40, WHEEL: 0x800, HWHEEL: 0x1000, + VIRTUALDESK: 0x4000, ABSOLUTE: 0x8000, +}; +const KE = { EXTENDEDKEY: 0x1, KEYUP: 0x2, UNICODE: 0x4 }; +const WHEEL_DELTA = 120; + +// PostMessage const WM_MOUSEMOVE = 0x0200; -const WM_LBUTTONDOWN = 0x0201; -const WM_LBUTTONUP = 0x0202; -const WM_LBUTTONDBLCLK = 0x0203; -const WM_RBUTTONDOWN = 0x0204; -const WM_RBUTTONUP = 0x0205; -const WM_MBUTTONDOWN = 0x0207; -const WM_MBUTTONUP = 0x0208; -const WM_MOUSEWHEEL = 0x020A; -const WM_MOUSEHWHEEL = 0x020E; -const WM_KEYDOWN = 0x0100; -const WM_KEYUP = 0x0101; -const WM_CHAR = 0x0102; -const WM_SYSKEYDOWN = 0x0104; -const WM_SYSKEYUP = 0x0105; -const MK_LBUTTON = 0x0001; -const MK_RBUTTON = 0x0002; -const MK_MBUTTON = 0x0010; -const MK_CONTROL = 0x0008; -const MK_SHIFT = 0x0004; +const WM_LBUTTONDOWN = 0x0201, WM_LBUTTONUP = 0x0202, WM_LBUTTONDBLCLK = 0x0203; +const WM_RBUTTONDOWN = 0x0204, WM_RBUTTONUP = 0x0205; +const WM_MBUTTONDOWN = 0x0207, WM_MBUTTONUP = 0x0208; +const WM_MOUSEWHEEL = 0x020A, WM_MOUSEHWHEEL = 0x020E; +const WM_KEYDOWN = 0x0100, WM_KEYUP = 0x0101, WM_CHAR = 0x0102; +const MK_LBUTTON = 0x0001, MK_RBUTTON = 0x0002, MK_MBUTTON = 0x0010; -const SM_XVIRTUALSCREEN = 76; -const SM_YVIRTUALSCREEN = 77; -const SM_CXVIRTUALSCREEN = 78; -const SM_CYVIRTUALSCREEN = 79; +const SM_XVIRTUALSCREEN = 76, SM_YVIRTUALSCREEN = 77; +const SM_CXVIRTUALSCREEN = 78, SM_CYVIRTUALSCREEN = 79; -// 虚拟键码(与 main.js 的 tapVk 共用同一张表) const VK = { ctrl: 0x11, control: 0x11, alt: 0x12, shift: 0x10, win: 0x5b, meta: 0x5b, super: 0x5b, enter: 0x0d, return: 0x0d, tab: 0x09, esc: 0x1b, escape: 0x1b, @@ -102,13 +127,14 @@ const VK = { const VK_EXTENDED = new Set([0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x2e, 0x5b, 0x5c, 0x6f, 0x74]); const isExtVK = (vk) => VK_EXTENDED.has(vk); -function getSystemMetrics() { - const m = u32.func("int GetSystemMetrics(int i)"); +// ── 公共小工具 ───────────────────────────────────────────────────── +function virtualScreen() { + const k = lib(); return { - x: m(SM_XVIRTUALSCREEN), - y: m(SM_YVIRTUALSCREEN), - w: m(SM_CXVIRTUALSCREEN), - h: m(SM_CYVIRTUALSCREEN), + x: k.GetSystemMetrics(SM_XVIRTUALSCREEN), + y: k.GetSystemMetrics(SM_YVIRTUALSCREEN), + w: k.GetSystemMetrics(SM_CXVIRTUALSCREEN), + h: k.GetSystemMetrics(SM_CYVIRTUALSCREEN), }; } @@ -116,8 +142,257 @@ function hwndStr(h) { return h ? "0x" + h.toString(16) : "(null)"; } -// 屏幕物理坐标 → 目标窗口 hwnd(含子窗口命中) -// ★ pt 必须是 Buffer +/** 屏幕坐标 → 0–65535 归一化(按虚拟桌面)。SendInput 绝对坐标用这个。 */ +function toAbsolute(x, y) { + const v = virtualScreen(); + const nx = Math.round(((x - v.x) * 65535) / Math.max(1, v.w - 1)); + const ny = Math.round(((y - v.y) * 65535) / Math.max(1, v.h - 1)); + return { nx: Math.max(0, Math.min(65535, nx)), ny: Math.max(0, Math.min(65535, ny)) }; +} + +// ── 用户活动感知(「用户在操作就暂缓」的核心)─────────────────────── +// +// ★ 关键陷阱:GetLastInputInfo 是**全局**的 —— agent 自己的 SendInput +// 也会被算作「输入」。若不排除自己的注入,每次注入后 idleMs() 都归零, +// 于是默认永远处于「用户正在操作」状态,所有命令都被暂缓。 +// (实测踩到:deferMs 设为 0 仍被暂缓,因为上一条命令刚注入过。) +// +// 参照 Pal-AI-Lab/Coopanion 的做法,用三重判定区分「自己注入」vs「用户操作」: +// 1. ownTick —— 自己最后一次注入的时刻,之后 40ms 内的输入忽略 +// 2. ownCursor —— 自己放的光标位置;偏离 >2px 说明是用户动的 +// 3. 无符号差值 —— GetTickCount 每 2^32 ms 回绕,必须按无符号比较 +let ownTick = 0; // 自己最后一次 SendInput 的 tick +let ownCursor = null; // 自己放下的光标位置 {x,y} +let ownMovedAt = 0; // 检测到光标被外力移动的时刻 + +/** 无符号「a - b」,正确处理 2^32 回绕。 */ +function since(a, b) { + return (a - b) >>> 0; +} + +function cursorNow() { + const k = lib(); + const pt = Buffer.alloc(8); + if (!k.GetCursorPos(pt)) return null; + return { x: pt.readInt32LE(0), y: pt.readInt32LE(4) }; +} + +/** 标记「刚刚由我们自己注入了输入」。 */ +function markOwnInput() { + ownTick = lib().GetTickCount(); + ownCursor = cursorNow(); +} + +/** 距上次**用户**输入过了多少毫秒(排除自己的注入)。无记录时返回 Infinity。 */ +function idleMs() { + const k = lib(); + const now = k.GetTickCount(); + + // 1) 若光标偏离我们自己放的位置 >2px,说明是用户移动的 + const cur = cursorNow(); + if (ownCursor && cur) { + if (Math.abs(cur.x - ownCursor.x) > 2 || Math.abs(cur.y - ownCursor.y) > 2) { + ownCursor = cur; + ownMovedAt = now; + } + } + + // 2) 取全局最后输入时刻,并判断它是否发生在「我们自己注入」之后 + const info = { cbSize: koffi.sizeof(k.LASTINPUTINFO), dwTime: 0 }; + if (!k.GetLastInputInfo(info)) return Number.MAX_SAFE_INTEGER; + const last = info.dwTime; + // ownTick 之后 40ms 内的输入视为我们自己造成的(SendInput 生效有延迟) + const afterOwn = + ownTick === 0 || (since(last, ownTick) > 40 && since(last, ownTick) < 0x80000000); + let userAt = afterOwn ? last : 0; + + // 3) 光标移动也算用户活动,取两者中更晚的 + if (ownMovedAt && (!userAt || since(ownMovedAt, userAt) < 0x80000000)) userAt = ownMovedAt; + + return userAt ? since(now, userAt) : Number.MAX_SAFE_INTEGER; +} + +/** 用户是否在最近 thresholdMs 内操作过(已排除 agent 自身注入)。 */ +function userIsActive(thresholdMs = 1200) { + return idleMs() < thresholdMs; +} + +/** + * 等到用户停手再执行。 + * + * 为什么需要:SendInput 会移动真实光标。若用户正在打字/拖拽,agent + * 插进来会抢走光标、打断输入。做法是轮询等待用户空闲,超过 maxWait + * 则放弃等待(返回 false)—— 宁可跳过本次操作,也不硬抢。 + */ +async function waitForUserIdle(maxWaitMs = 3000, thresholdMs = 800) { + const start = Date.now(); + while (Date.now() - start < maxWaitMs) { + if (!userIsActive(thresholdMs)) return true; + await new Promise((r) => setTimeout(r, 120)); + } + return !userIsActive(thresholdMs); +} + +// ── SendInput 实现 ───────────────────────────────────────────────── +const mouseEvent = (dwFlags, dx = 0, dy = 0, mouseData = 0) => ({ + type: INPUT_MOUSE, + u: { mi: { dx, dy, mouseData, dwFlags, time: 0, dwExtraInfo: 0 } }, +}); +const keyEvent = (vk, up, extended, unicode) => ({ + type: INPUT_KEYBOARD, + u: { + ki: { + wVk: unicode ? 0 : vk, + wScan: unicode ? vk : 0, + dwFlags: (up ? KE.KEYUP : 0) | (extended ? KE.EXTENDEDKEY : 0) | (unicode ? KE.UNICODE : 0), + time: 0, + dwExtraInfo: 0, + }, + }, +}); + +function send(events) { + const k = lib(); + const sent = k.SendInput(events.length, events, k.INPUT_SIZE); + if (sent !== events.length) { + // 常见原因:目标窗口权限更高(UIPI 阻挡)。这必须报出来, + // 不能静默 —— 否则会表现为「命令成功但什么都没发生」。 + throw new Error( + "SendInput 只送出 " + sent + "/" + events.length + " 个事件(可能被更高权限的窗口挡住)", + ); + } + // 记录「这次是我们自己注入的」,避免被 idleMs() 误判为用户活动 + markOwnInput(); + return true; +} + +const BUTTON_FLAGS = { + left: [ME.LEFTDOWN, ME.LEFTUP], + right: [ME.RIGHTDOWN, ME.RIGHTUP], + middle: [ME.MIDDLEDOWN, ME.MIDDLEUP], +}; + +/** 移动真实光标(SendInput)。坐标:屏幕物理像素。 */ +function siMove(x, y) { + const { nx, ny } = toAbsolute(x, y); + send([mouseEvent(ME.MOVE | ME.ABSOLUTE | ME.VIRTUALDESK, nx, ny)]); + return { ok: true, x, y }; +} + +function siButton(x, y, action, button) { + const b = BUTTON_FLAGS[button] || BUTTON_FLAGS.left; + if (action === "move") return siMove(x, y); + siMove(x, y); // 先到位,再按键:否则会点到上一个位置 + if (action === "click") { + send([mouseEvent(b[0]), mouseEvent(b[1])]); + } else if (action === "doubleclick") { + send([mouseEvent(b[0]), mouseEvent(b[1]), mouseEvent(b[0]), mouseEvent(b[1])]); + } else if (action === "tripleclick") { + send([ + mouseEvent(b[0]), mouseEvent(b[1]), + mouseEvent(b[0]), mouseEvent(b[1]), + mouseEvent(b[0]), mouseEvent(b[1]), + ]); + } else if (action === "mousedown") { + send([mouseEvent(b[0])]); + } else if (action === "mouseup") { + send([mouseEvent(b[1])]); + } else { + return { ok: false, error: "unsupported action " + action }; + } + return { ok: true, x, y, action, button: button || "left" }; +} + +/** + * 拖拽:按下 → 分步移动 → 释放。 + * 分步是必需的:canvas 拖拽、列表排序、滑动条依赖中间 mousemove 事件, + * 一步到位会失效。 + */ +function siDrag(sx, sy, tx, ty, button, steps) { + const b = BUTTON_FLAGS[button] || BUTTON_FLAGS.left; + const n = Math.max(1, Math.min(60, steps || 12)); + siMove(sx, sy); + send([mouseEvent(b[0])]); + for (let i = 1; i <= n; i++) { + const t = i / n; + siMove(sx + (tx - sx) * t, sy + (ty - sy) * t); + } + siMove(tx, ty); + send([mouseEvent(b[1])]); + return { ok: true, from: { x: sx, y: sy }, to: { x: tx, y: ty }, steps: n }; +} + +/** + * 滚轮。dy/dx 单位为「格」(1 格 = WHEEL_DELTA=120)。 + * 约定:dy > 0 = 向上滚(与 Windows 惯例一致,也与本仓既有实现一致)。 + */ +function siScroll(dy, dx) { + const events = []; + if (dy) events.push(mouseEvent(ME.WHEEL, 0, 0, (Math.round(dy) * WHEEL_DELTA) >>> 0)); + if (dx) events.push(mouseEvent(ME.HWHEEL, 0, 0, (Math.round(dx) * WHEEL_DELTA) >>> 0)); + if (events.length) send(events); + return { ok: true, dy: dy || 0, dx: dx || 0 }; +} + +/** 组合键。spec 形如 "ctrl+shift+t"。 */ +function siKeyTap(spec) { + const parts = String(spec || "") + .split("+") + .map((x) => x.trim().toLowerCase()) + .filter(Boolean); + if (!parts.length) return { ok: false, error: "empty key" }; + const last = parts[parts.length - 1]; + const mods = parts.slice(0, -1); + const codes = []; + for (const m of mods) { + const c = VK[m]; + if (c === undefined) return { ok: false, error: "unknown modifier: " + m }; + codes.push(c); + } + let keyCode = VK[last]; + if (keyCode === undefined) { + if (last.length === 1) keyCode = last.toUpperCase().charCodeAt(0); + else return { ok: false, error: "unknown key: " + last }; + } + // 按下的按正序、释放按反序 —— 与真实手指动作一致 + const events = [ + ...codes.map((c) => keyEvent(c, false, false, false)), + keyEvent(keyCode, false, isExtVK(keyCode), false), + keyEvent(keyCode, true, isExtVK(keyCode), false), + ...[...codes].reverse().map((c) => keyEvent(c, true, false, false)), + ]; + send(events); + return { ok: true, key: spec }; +} + +/** + * 文本输入:用 KEYEVENTF.UNICODE 逐字符发送。 + * 比 WM_CHAR / SendKeys 可靠:不受键盘布局和输入法状态影响, + * 中文、emoji 也能进(emoji 需按 UTF-16 代理对逐个发)。 + */ +function siType(text) { + const t = String(text || ""); + if (!t) return { ok: false, error: "empty text" }; + const events = []; + for (let i = 0; i < t.length; i++) { + const ch = t[i]; + if (ch === "\n") { + events.push(keyEvent(VK.enter, false, false, false), keyEvent(VK.enter, true, false, false)); + continue; + } + if (ch === "\r") continue; + if (ch === "\t") { + events.push(keyEvent(VK.tab, false, false, false), keyEvent(VK.tab, true, false, false)); + continue; + } + const unit = t.charCodeAt(i); // UTF-16 code unit(代理对会被拆成两个,正好) + events.push(keyEvent(unit, false, false, true), keyEvent(unit, true, false, true)); + } + if (events.length) send(events); + return { ok: true, chars: t.length }; +} + +// ── PostMessage 实现(后台,不干扰用户)──────────────────────────── function windowAtPoint(sx, sy) { const k = lib(); const pt = Buffer.alloc(8); @@ -125,7 +400,6 @@ function windowAtPoint(sx, sy) { pt.writeInt32LE(Math.round(sy), 4); let h = k.WindowFromPoint(pt); if (!h) return null; - // WindowFromPoint 只返回顶层窗口;对 UI 框架要下钻到真实接收消息的子窗口 const flags = CWP_SKIPINVISIBLE | CWP_SKIPTRANSPARENT; let guard = 0; for (;;) { @@ -136,7 +410,6 @@ function windowAtPoint(sx, sy) { return h; } -// 屏幕坐标 → 目标窗口客户区坐标(lParam 用的就是客户区坐标) function toClient(hwnd, sx, sy) { const k = lib(); const pt = Buffer.alloc(8); @@ -146,68 +419,53 @@ function toClient(hwnd, sx, sy) { return { x: pt.readInt32LE(0), y: pt.readInt32LE(4) }; } -// 窗口是否"看起来"能接收合成消息(启发式判断,不保证) function acceptsSynthetic(hwnd) { const k = lib(); if (!hwnd || !k.IsWindow(hwnd)) return { ok: false, why: "invalid hwnd" }; if (!k.IsWindowVisible(hwnd)) return { ok: false, why: "window hidden" }; const ex = k.GetWindowLongPtrW(hwnd, GWL_EXSTYLE); - // WS_EX_TRANSPARENT 的窗口通常不接收命中测试类消息 if (ex & WS_EX_TRANSPARENT) return { ok: false, why: "WS_EX_TRANSPARENT" }; return { ok: true, ex }; } function post(hwnd, msg, w, l) { - const k = lib(); - const r = k.PostMessageW(hwnd, msg, w, l); - return r !== 0; + return lib().PostMessageW(hwnd, msg, w, l) !== 0; } +const pack = (x, y) => ((y & 0xffff) << 16) | (x & 0xffff); -function pack(x, y) { - // lParam: 低 16 位 x,高 16 位 y(signed 16-bit) - return ((y & 0xffff) << 16) | (x & 0xffff); -} - -// ── 鼠标操作 ─────────────────────────────────────────────────────── -const BTN_MSG = { +const PM_BTN = { left: { down: WM_LBUTTONDOWN, up: WM_LBUTTONUP, dbl: WM_LBUTTONDBLCLK, mk: MK_LBUTTON }, right: { down: WM_RBUTTONDOWN, up: WM_RBUTTONUP, mk: MK_RBUTTON }, middle: { down: WM_MBUTTONDOWN, up: WM_MBUTTONUP, mk: MK_MBUTTON }, }; -function mouseOp(sx, sy, action, opts) { +function pmMouse(sx, sy, action, opts) { const hwnd = windowAtPoint(sx, sy); if (!hwnd) return { ok: false, error: "WindowFromPoint 返回空(该坐标无窗口)" }; const c = toClient(hwnd, sx, sy); const lp = pack(c.x, c.y); - const btn = BTN_MSG[(opts && opts.button) || "left"] || BTN_MSG.left; - const post_ = (m, w) => post(hwnd, m, w, lp); - + const btn = PM_BTN[(opts && opts.button) || "left"] || PM_BTN.left; + const P = (m, w) => post(hwnd, m, w, lp); switch (action) { case "move": - return { ok: post_(WM_MOUSEMOVE, 0), hwnd, client: c }; - case "click": { - post_(btn.down, btn.mk); - const up = post_(btn.up, 0); - return { ok: up, hwnd, client: c }; - } - case "doubleclick": { - post_(btn.down, btn.mk); - post_(btn.up, 0); - post_(btn.dbl, MK_LBUTTON); - const up = post_(btn.up, 0); - return { ok: up, hwnd, client: c }; - } + return { ok: P(WM_MOUSEMOVE, 0), hwnd, client: c }; + case "click": + P(btn.down, btn.mk); + return { ok: P(btn.up, 0), hwnd, client: c }; + case "doubleclick": + P(btn.down, btn.mk); P(btn.up, 0); + P(btn.dbl, MK_LBUTTON); + return { ok: P(btn.up, 0), hwnd, client: c }; case "mousedown": - return { ok: post_(btn.down, btn.mk), hwnd, client: c }; + return { ok: P(btn.down, btn.mk), hwnd, client: c }; case "mouseup": - return { ok: post_(btn.up, 0), hwnd, client: c }; + return { ok: P(btn.up, 0), hwnd, client: c }; default: return { ok: false, error: "unsupported mouse action " + action }; } } -function tripleClick(sx, sy) { +function pmTripleClick(sx, sy) { const hwnd = windowAtPoint(sx, sy); if (!hwnd) return { ok: false, error: "WindowFromPoint 返回空" }; const c = toClient(hwnd, sx, sy); @@ -216,59 +474,46 @@ function tripleClick(sx, sy) { post(hwnd, WM_LBUTTONUP, 0, lp); post(hwnd, WM_LBUTTONDBLCLK, MK_LBUTTON, lp); post(hwnd, WM_LBUTTONUP, 0, lp); - return { ok: true, hwnd, client: c }; + return { ok: true, hwnd }; } -function drag(sx, sy, tx, ty, opts) { +function pmDrag(sx, sy, tx, ty, opts) { const hwnd = windowAtPoint(sx, sy); if (!hwnd) return { ok: false, error: "WindowFromPoint 返回空" }; - const btn = BTN_MSG[(opts && opts.button) || "left"] || BTN_MSG.left; + const btn = PM_BTN[(opts && opts.button) || "left"] || PM_BTN.left; const steps = Math.max(1, Math.min(60, (opts && opts.steps) || 12)); const c0 = toClient(hwnd, sx, sy); post(hwnd, btn.down, btn.mk, pack(c0.x, c0.y)); - // 分步移动:部分应用(canvas 拖拽、排序、滑块)依赖中间 move 事件 for (let i = 1; i <= steps; i++) { const t = i / steps; const c = toClient(hwnd, sx + (tx - sx) * t, sy + (ty - sy) * t); post(hwnd, WM_MOUSEMOVE, btn.mk, pack(c.x, c.y)); } - const cEnd = toClient(hwnd, tx, ty); - const up = post(hwnd, btn.up, 0, pack(cEnd.x, cEnd.y)); - return { ok: up, hwnd, steps }; + const ce = toClient(hwnd, tx, ty); + const ok = post(hwnd, btn.up, 0, pack(ce.x, ce.y)); + return { ok, hwnd, steps }; } -// 滚轮:lParam 用**屏幕**坐标,不是客户区坐标 -function scroll(sx, sy, dy, dx) { +function pmScroll(sx, sy, dy, dx) { const hwnd = windowAtPoint(sx, sy); if (!hwnd) return { ok: false, error: "WindowFromPoint 返回空" }; - const lp = pack(Math.round(sx), Math.round(sy)); + const lp = pack(Math.round(sx), Math.round(sy)); // 滚轮用屏幕坐标 let ok = true; - if (dy) ok = post(hwnd, WM_MOUSEWHEEL, deltaWord(Math.round(dy)), lp) && ok; - if (dx) ok = post(hwnd, WM_MOUSEHWHEEL, deltaWord(Math.round(dx)), lp) && ok; + if (dy) ok = post(hwnd, WM_MOUSEWHEEL, (Math.round(dy) * WHEEL_DELTA) >>> 0, lp) && ok; + if (dx) ok = post(hwnd, WM_MOUSEHWHEEL, (Math.round(dx) * WHEEL_DELTA) >>> 0, lp) && ok; return { ok, hwnd }; } -// 把像素量换算成滚轮"格"(WHEEL_DELTA=120) -function deltaWord(v) { - const clicks = Math.round(v / 120) || (v > 0 ? 1 : -1); - // high word 存 delta,low word 存按键状态 - return (clicks << 16) >>> 0; -} - -// ── 键盘操作 ─────────────────────────────────────────────────────── -function keyTap(hwnd, spec) { - const parts = String(spec || "") - .split("+") - .map((x) => x.trim().toLowerCase()) - .filter(Boolean); +function pmKeyTap(hwnd, spec) { + const parts = String(spec || "").split("+").map((x) => x.trim().toLowerCase()).filter(Boolean); if (!parts.length) return { ok: false, error: "empty key" }; const last = parts[parts.length - 1]; const mods = parts.slice(0, -1); - const modCodes = []; + const codes = []; for (const m of mods) { const c = VK[m]; if (c === undefined) return { ok: false, error: "unknown modifier: " + m }; - modCodes.push(c); + codes.push(c); } let keyCode = VK[last]; if (keyCode === undefined) { @@ -276,20 +521,14 @@ function keyTap(hwnd, spec) { else return { ok: false, error: "unknown key: " + last }; } let ok = true; - for (const c of modCodes) { - ok = post(hwnd, WM_KEYDOWN, c, 0) && ok; - } + for (const c of codes) ok = post(hwnd, WM_KEYDOWN, c, 0) && ok; ok = post(hwnd, WM_KEYDOWN, keyCode, isExtVK(keyCode) ? 1 : 0) && ok; ok = post(hwnd, WM_KEYUP, keyCode, isExtVK(keyCode) ? 1 : 0) && ok; - for (const c of modCodes.slice().reverse()) { - ok = post(hwnd, WM_KEYUP, c, 0) && ok; - } - return { ok, mods: modCodes, key: keyCode }; + for (const c of codes.slice().reverse()) ok = post(hwnd, WM_KEYUP, c, 0) && ok; + return { ok, key: spec }; } -// 文本注入:走 WM_CHAR,不做输入法合成,因此对原生控件最可靠。 -// 换行/回车单独发 VK_RETURN,否则 WM_CHAR 的 \n 多数控件不认。 -function typeText(hwnd, text) { +function pmTypeText(hwnd, text) { const t = String(text || ""); if (!t) return { ok: false, error: "empty text" }; let ok = true; @@ -318,18 +557,43 @@ module.exports = { return false; } }, + // 坐标/桌面 + virtualScreen, + toAbsolute, + hwndStr, + // 用户活动感知 + idleMs, + userIsActive, + waitForUserIdle, + markOwnInput, + cursorNow, + // SendInput(默认路径) + si: { + move: siMove, + button: siButton, + drag: siDrag, + scroll: siScroll, + key: siKeyTap, + type: siType, + }, + // PostMessage(后台路径) + pm: { + mouse: pmMouse, + tripleClick: pmTripleClick, + drag: pmDrag, + scroll: pmScroll, + key: pmKeyTap, + type: pmTypeText, + }, + // 兼容旧名(PostMessage) windowAtPoint, toClient, acceptsSynthetic, - getSystemMetrics, - hwndStr, - // 鼠标 - mouse: mouseOp, - tripleClick, - drag, - scroll, - // 键盘 - keyTap, - typeText, + mouse: pmMouse, + tripleClick: pmTripleClick, + drag: pmDrag, + scroll: pmScroll, + keyTap: pmKeyTap, + typeText: pmTypeText, VK, }; diff --git a/cmd/gui/computeruse.test.mjs b/cmd/gui/computeruse.test.mjs index 6a4e6ca1..2e355d74 100644 --- a/cmd/gui/computeruse.test.mjs +++ b/cmd/gui/computeruse.test.mjs @@ -194,9 +194,41 @@ check( "指针参数未用 Buffer ⇒ WindowFromPoint 拿不到真实 hwnd,点击会落错窗口", ); check( - "★ overlay 默认开启且可切回 real", - /cursorMode = "overlay"/.test(main) && /cursorMode = "real"/.test(main), - "未提供 overlay/real 切换", + "★ 注入模式默认 sendinput,且可切 overlay/real", + // overlay/real 只出现在条件判断里(不是赋值),不能要求 "cursorMode = \"overlay\"" + /let cursorMode = "sendinput"/.test(main) && + /_ac\.mode === "overlay" \|\| _ac\.mode === "real"\) cursorMode = _ac\.mode/.test(main), + "未提供 sendinput/overlay/real 三档切换", +); +check( + "★ 用户活动感知排除自身注入(ownTick/ownCursor)", + // GetLastInputInfo 是全局的,agent 自己的 SendInput 也会被算作「用户输入」。 + // 不排除则永远判定「用户正在操作」,所有命令被暂缓(实测踩到)。 + /ownTick/.test(injectSrc) && /ownCursor/.test(injectSrc), + "未排除自身注入 ⇒ 永远处于「用户正在操作」状态", +); +check( + "★ send() 成功后必须记录自身注入(否则 idleMs 归零)", + // 这个断言必须盯**调用点**而不是函数名:只检查 /markOwnInput/ 时, + // 把 send() 里的调用删掉仍会误报绿(已用品变异验证)。 + // function send(...) { ...; markOwnInput(); return true; } + /function send\(events\)[\s\S]{0,600}?markOwnInput\(\);[\s\S]{0,60}?return true;/.test( + injectSrc, + ), + "send() 内未调用 markOwnInput ⇒ 自己的注入会被误判为用户操作", +); +check( + "★ SendInput 绝对坐标按虚拟桌面归一化到 0–65535", + // 像素直接传给 SendInput 会落在错误位置(它要的是归一化值)。 + /65535/.test(injectSrc) && /VIRTUALDESK/.test(injectSrc), + "绝对坐标未归一化,或未带 VIRTUALDESK(多屏会错位)", +); +check( + "★ sendinput 分支结束后必须 return(防双执行)", + // runAction 里的 return 只退出它自己;少了外层 return 会 fall through + // 到旧 real 路径 —— 实测 8 条命令回了 16 个结果。 + /startDefer\(\(proceed\)[\s\S]{0,400}?\n\s+return;\n\s*\} catch \(e\) \{/.test(main), + "缺少外层 return,同一条命令会被执行两遍", ); check( "自绘光标层不吃点击(setIgnoreMouseEvents)", diff --git a/cmd/gui/main.js b/cmd/gui/main.js index 0aaa3573..7c98dee2 100644 --- a/cmd/gui/main.js +++ b/cmd/gui/main.js @@ -1423,6 +1423,15 @@ function sendCmdResult(a, b) { } } +// 安全设置自绘光标的「忙碌」呼吸态(agentCursor 可能未就绪) +function agentCursorBusySafe(dispIdx, busy) { + try { + if (agentCursor && typeof agentCursor.agentCursorBusy === "function") { + agentCursor.agentCursorBusy(busy, dispIdx); + } + } catch (e) {} +} + function baseResult(reqId, status, output, error) { return { op: "cmd_result", @@ -1948,17 +1957,33 @@ function executeHomeagentCmd(capability, reqId) { } const action = params.action || "click"; - // ★ 模式 A:agent 独立光标 + 后台注入。 + // ★ 注入模式:sendinput(默认)/ overlay / real // - // 取值 "overlay"(不动用户鼠标)/ "real"(旧行为,操作真实鼠标)。 - // 未配置时默认 "overlay" —— 用户明确要求不要抢鼠标。 - let cursorMode = "overlay"; + // sendinput SendInput 注入到系统输入队列。等价真实硬件事件, + // Chromium/Electron/游戏等自绘界面都能接收 —— 可靠。 + // 代价:会移动用户的真实光标,故操作前先等用户停手。 + // 参考 Pal-AI-Lab/Coopanion 的 cortico-world-cua。 + // overlay PostMessage 直投窗口句柄。用户鼠标纹丝不动,但自绘 + // 界面常忽略合成消息 ⇒ 只能操作原生 Win32 程序。 + // real 同上但用旧代码路径(保留以兼容)。 + // + // 默认 sendinput:用户要求「可靠 + 用户正在操作则暂缓」。 + let cursorMode = "sendinput"; try { const _p = loadGuiPrefs(); const _ac = (_p && _p.deviceBridge && _p.deviceBridge.agentCursor) || {}; - if (_ac.mode === "real") cursorMode = "real"; + if (_ac.mode === "overlay" || _ac.mode === "real") cursorMode = _ac.mode; + } catch (e) {} + const injOk = agentInject.available(); + const useOverlay = cursorMode === "overlay" && injOk; + const useSendInput = cursorMode === "sendinput" && injOk; + // 用户活动暂缓:等用户停手再注入(毫秒)。0 = 不等待。 + let deferMs = 3000; + try { + const _p2 = loadGuiPrefs(); + const _ac2 = (_p2 && _p2.deviceBridge && _p2.deviceBridge.agentCursor) || {}; + if (typeof _ac2.deferMs === "number") deferMs = Math.max(0, Math.min(10000, _ac2.deferMs)); } catch (e) {} - const useOverlay = cursorMode === "overlay" && agentInject.available(); // 把内部参数提到 action 分支之前共用 const cuNumber = (v, dflt) => { @@ -2019,6 +2044,147 @@ function executeHomeagentCmd(capability, reqId) { const absX = Math.round(ox + (physical ? rawX : rawX * scale)); const absY = Math.round(oy + (physical ? rawY : rawY * scale)); + // === 模式 sendinput:SendInput 注入 + 用户在操作则暂缓 === + // + // SendInput 会动真实光标,因此注入前先等用户停手(deferMs 上限)。 + // 等不到就跳过本次操作并明确报错 —— 宁可失败,也不打断用户。 + if (os_ === "win32" && useSendInput) { + try { + const busy = () => agentCursorBusySafe(dispIdx, true); + const idle = () => agentCursorBusySafe(dispIdx, false); + const fin = (ok, msg) => { + idle(); + sendCmdResult(reqId, baseResult(reqId, ok ? "ok" : "error", msg, ok ? "" : msg)); + }; + const fail = (m) => fin(false, m); + + // 等待用户停手 + // + // 注意:executeHomeagentCmd 是**同步函数**,不能 await。 + // 故改为「同步查询 + 轮询回调」:先看用户是否在操作;若是, + // 定时轮询到空闲或超时再继续;全程不阻塞主进程。 + const startDefer = (cb) => { + if (deferMs <= 0 || !agentInject.userIsActive(1200)) return cb(true); + const before = agentInject.idleMs(); + const t0 = Date.now(); + const tick = () => { + if (!agentInject.userIsActive(800)) return cb(true); + if (Date.now() - t0 >= deferMs) { + idle(); + sendCmdResult( + reqId, + baseResult( + reqId, + "error", + "", + "用户正在操作(已等待 " + deferMs + "ms,开始时空闲仅 " + before + + "ms)。为避免抢走光标已跳过本次操作。可在设置里调整 agentCursor.deferMs。", + ), + ); + return cb(false); + } + setTimeout(tick, 120); + }; + tick(); + }; + + const runAction = () => { + const btnName = params.button === "right" ? "right" : params.button === "middle" ? "middle" : "left"; + const toX = () => Math.round(ox + (physical ? (parseFloat(params.tox || params.tx) || 0) : (parseFloat(params.tox || params.tx) || 0) * scale)); + const toY = () => Math.round(oy + (physical ? (parseFloat(params.toy || params.ty) || 0) : (parseFloat(params.toy || params.ty) || 0) * scale)); + + // 自绘光标同步到目标位置(视觉指示 agent 在做什么) + const needsXY = ["click", "doubleclick", "rightclick", "middleclick", "tripleclick", + "mousedown", "mouseup", "move", "hover", "drag", "scroll"].includes(action); + if (needsXY) agentCursor.agentCursorMove(absX, absY, dispIdx); + busy(); + + switch (action) { + case "move": + case "hover": { + const r = agentInject.si.move(absX, absY); + return fin(r.ok, "sendinput " + action + " @ (" + absX + "," + absY + ")"); + } + case "click": + case "rightclick": + case "middleclick": + case "doubleclick": + case "tripleclick": + case "mousedown": + case "mouseup": { + const btn = action === "rightclick" ? "right" : action === "middleclick" ? "middle" : btnName; + const act = action === "rightclick" || action === "middleclick" ? "click" : action; + const r = agentInject.si.button(absX, absY, act, btn); + if (act === "click" || act === "doubleclick" || act === "tripleclick") { + agentCursor.agentCursorClick(dispIdx); + } + return fin(r.ok, "sendinput " + action + " @ (" + absX + "," + absY + ")"); + } + case "drag": { + const steps = Math.max(1, Math.min(60, parseInt(params.steps || 12, 10) || 12)); + const r = agentInject.si.drag(absX, absY, toX(), toY(), btnName, steps); + agentCursor.agentCursorMove(toX(), toY(), dispIdx); + agentCursor.agentCursorClick(dispIdx); + return fin(r.ok, "sendinput drag (" + absX + "," + absY + ") -> (" + toX() + "," + toY() + ")"); + } + case "scroll": { + const dy = cuNumber(params.dy !== undefined ? params.dy : params.y, 0); + const dx = cuNumber(params.dx !== undefined ? params.dx : params.x, 0); + // GUI 侧约定:dy 正=向上。SendInput 的 WHEEL 正值即向上,直接传。 + const r = agentInject.si.scroll(dy, dx); + return fin(r.ok, "sendinput scroll dx=" + dx + " dy=" + dy); + } + case "keypress": + case "hotkey": + case "combo": { + const keys = String(params.keys || params.key || params.text || ""); + const r = agentInject.si.key(keys); + return fin(r.ok, "sendinput keypress " + keys); + } + case "type": { + const r = agentInject.si.type(String(params.text || "")); + return fin(r.ok, "sendinput typed " + r.chars + " chars"); + } + case "wait": + case "sleep": { + const ms = Math.max(0, Math.min(10000, parseInt(params.ms || params.duration || 500, 10) || 500)); + idle(); + setTimeout(() => sendCmdResult(reqId, baseResult(reqId, "ok", "sendinput waited " + ms + "ms", "")), ms); + return; + } + case "display": { + const info = displays.map((d, i) => ({ + index: i, bounds: d.bounds, scaleFactor: d.scaleFactor, + primary: d.id === screen.getPrimaryDisplay().id, + })); + const v = agentInject.virtualScreen(); + idle(); + sendCmdResult(reqId, baseResult(reqId, "ok", + "displays: " + JSON.stringify(info) + + " | virtualScreen: " + JSON.stringify(v) + + " | inputMode: sendinput | coordinateSpace: physical-pixel", "")); + return; + } + default: + return fail("unknown action " + action); + } + }; + startDefer((proceed) => { if (proceed) runAction(); }); + // ★ 必须在这里 return。 + // + // runAction 里的 `return fin(...)` 只退出 runAction,不会退出 + // executeHomeagentCmd。少了这句,执行完 sendinput 后会继续往下 + // fall through 到旧的 real 鼠标路径 —— 同一条命令被彻底执行两遍 + // (实测:8 条命令回了 16 个 cmd_result,且真光标被额外抢一次)。 + return; + } catch (e) { + try { agentCursorBusySafe(dispIdx, false); } catch (e2) {} + console.error("[sendinput] failed: " + e.message); + sendCmdResult(reqId, baseResult(reqId, "error", "", "sendinput: " + e.message)); + return; + } + } + // === 模式 A:后台注入(PostMessage 到目标窗口),不动用户真实鼠标 === if (os_ === "win32" && useOverlay) { const btnName = params.button === "right" ? "right" : params.button === "middle" ? "middle" : "left"; From 8fc9d499d8e72171816635e78e07d1e4c049dd75 Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Fri, 2 Oct 2026 15:35:27 +0800 Subject: [PATCH 14/15] =?UTF-8?q?docs(gui):=20=E4=BF=AE=E6=AD=A3=20GUI-PLA?= =?UTF-8?q?N=20=E9=99=88=E6=97=A7=E6=AE=B5=E8=90=BD=E5=B9=B6=E8=A1=A5?= =?UTF-8?q?=E9=BD=90=E5=BE=85=E5=8A=9E?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 修正三处因改用 SendInput 而陈旧/错误的表述 1. **「平台硬限制」说法是错的**(重要) 原文写「Chromium/Electron 自绘界面、游戏会忽略合成消息,这是 Windows 消息模型的硬限制」。实际那只是 `PostMessage` 这条 API 的限制 —— `SendInput` 注入系统输入队列,自绘界面照常接收(Coopanion 即如此)。 已改为分别说明两种注入的适用范围。 2. **3.4/3.5 已验证节只覆盖 overlay 路径** 补上 sendinput 路径的回执形态,并把「未验证」的范围写清楚: 验证的是「错误处理正确」,不是「点击落到目标窗口」。 3. **3.7 跨平台状态仍写「未做模式 A」** Windows 已实现两档注入;Linux 仍为 xdotool(会动真鼠标)。 ## 修文档自身的缺陷 发现两个重复的 `### 4.3`(编辑时留下的同一设置页条目),已合并去重, 现在编号连续(4.1–4.6)。 ## 补齐待办(4.6 其它已定位但未修) 以下均已核对代码确认属实,不是猜测: · overlay 模式键盘动作「必须先点过」可改为取前台窗口兜底 (main.js:2283 / 2291 确为直接报错) · real 模式与 sendinput 行为重复,可考虑合并 (main.js:2051 sendinput / 2189 overlay / 2324 起为旧 koffi 路径, real 与未命中两档时都会落到这里走 SetCursorPos) · p3.js / p4.js 是本轮遗留的临时补丁脚本(git status 确认为未跟踪), 确认无价值后删除 判据未改动,npm test 131 条全绿。 --- GUI-PLAN.md | 69 ++++++++++++++++++++++++++++++++--------------------- 1 file changed, 42 insertions(+), 27 deletions(-) diff --git a/GUI-PLAN.md b/GUI-PLAN.md index f84daf14..1604ddc8 100644 --- a/GUI-PLAN.md +++ b/GUI-PLAN.md @@ -138,49 +138,59 @@ agent 一干活用户就没法用电脑。 > 也会被算作「用户输入」,若不排除则**永远处于「用户正在操作」状态**。 > 已按 Coopanion 的三重判定修正(ownTick / ownCursor / 无符号差值)。 -### 3.4 已验证(端到端,8/8 有正确响应) +### 3.4 已验证(端到端) -用假网关(自实现 WS 服务端)下发 computeruse 命令,GUI 执行并回执: +用假网关(自实现 WS 服务端)下发 computeruse 命令,GUI 执行并回执。 +两轮合计: -``` -[error] agent-overlay: 该坐标下没有窗口(WindowFromPoint 返回空)... -[error] agent-overlay: type 需要先有点击类操作确定目标窗口 -[ok] displays: [{...}] | coordinateSpace: physical-pixel (Win32 与截图像素一致, 无需换算) -[error] agent-overlay: unknown action __nope__ -``` +**overlay(PostMessage)路径**:8/8 有响应,错误处理正确 —— +无窗口时报「WindowFromPoint 返回空」,而不是静默回退到真实鼠标。 -**结论:代码路径已接通,错误处理正确 —— 失败时明确报错,不静默回退到真实鼠标。** +**sendinput 路径**(当前默认):8/8 有响应,回执形如 +`sendinput click @ (300,300)` / `sendinput typed 2 chars` / +`sendinput drag (100,100) -> (400,300)`。 ### 3.5 ⚠️ 未完成:真实点击效果未验证 -上面 7 个动作都报「该坐标下没有窗口」。原因是**当时的执行环境没有可供 -注入的可见目标窗口**(`WindowFromPoint` 对所有坐标返回 null)。 +当前执行环境**没有可供注入的可见目标窗口** +(`WindowFromPoint` 对所有坐标返回 null,`GetCursorPos` 读回 0,0)。 **因此:「点击真的落到目标窗口上」这一步尚未被证明。** 需要在有交互桌面的 会话里跑一个端到端测试: > 打开记事本 → agent 点它 → 输入文字 → 截图回读验证 -同时验证「用户鼠标位置在全过程未变」。 +同时验证「`overlay` 模式下用户鼠标位置在全过程未变」。 ### 3.6 设计取舍(明确的边界) -- **只对「接受窗口消息的程序」可靠。** 原生 Win32 程序(记事本、Excel、Office) - 可靠;Chromium/Electron 自绘界面、多数游戏、DirectX 程序会忽略合成消息。 - 这是 Windows 消息模型的硬限制,**不是实现缺陷**。 -- **不做真实鼠标降级。** 用户既然选择「不抢鼠标」,就不该偷偷改成操作真实鼠标。 - 失败即 `status=error` 并说明原因。 -- **键盘类动作依赖先前的鼠标操作。** `keypress`/`hotkey`/`type` 不带坐标, - 且后台注入不移动真实光标,所以 `GetCursorPos` 拿到的是**用户自己**的 - 光标位置。因此设备端记录「上次鼠标操作命中的 hwnd」,键盘动作投递到那里。 - 从未点过则报错。 +- **两种注入的适用范围不同**: + - `sendinput`(默认):注入系统输入队列,等价真实硬件事件。 + Chromium/Electron 自绘界面、多数游戏都能接收 —— **可靠**。 + 代价:会移动用户真实光标,故先等用户停手(`deferMs`)。 + - `overlay`:`PostMessage` 直投窗口句柄,用户鼠标纹丝不动。 + 但自绘界面常忽略合成消息 ⇒ 只能操作原生 Win32 程序。 + + > 本仓曾把「自绘界面点不动」写成「Windows 消息模型的硬限制」—— + > **那个说法是错的**,它只是 `PostMessage` 这条 API 的限制。 + > 用 `SendInput` 就不受此限(参考 Coopanion)。 + +- **不做静默降级**。无论哪种模式,失败即 `status=error` 并说明原因, + 不会自作主张换成另一种注入方式。 +- **`sendinput` 模式下用户正在操作会暂缓**(而不是硬抢): + 轮询等到用户空闲,超时则跳过本次操作并报错。 + 已在 `agent-inject.js` 中排除「自身注入被误判为用户操作」的陷阱。 +- **`overlay` 模式下键盘类动作依赖先前的鼠标操作**。 + `keypress`/`hotkey`/`type` 不带坐标,而该模式不移动真实光标, + 所以 `GetCursorPos` 拿到的是**用户自己**的光标位置; + 故记录「上次鼠标操作命中的 hwnd」,键盘动作投递到那里。从未点过则报错。 ### 3.7 跨平台状态 | 平台 | 状态 | |---|---| -| Windows | 模式 A 已实现(效果待验证) | -| Linux | waiter 侧仍是 `xdotool`,**会动真鼠标**。未做模式 A | +| Windows | 已实现(sendinput 默认 / overlay 可选;真实效果待验证) | +| Linux | waiter 侧仍是 `xdotool`,**会动真鼠标**。未做独立光标 | | macOS | 同上 | --- @@ -214,10 +224,6 @@ agent 一干活用户就没法用电脑。 > ⚠ 不改白名单,则新增的 11 个动作**根本下发不到设备**。 -### 4.3 设置页 - -- [ ] `agentCursor.mode` 的 UI(目前只能手改 `gui-prefs.json`) - ### 4.4 设置页 - [ ] `agentCursor.mode` / `deferMs` 的 UI(目前只能手改 `gui-prefs.json`) @@ -231,6 +237,15 @@ agent 一干活用户就没法用电脑。 - [ ] Linux 侧若也要「不抢鼠标」,需 Wayland + uinput 虚拟设备 (X11 下做不到 —— XTEST 合成的是真实设备事件) +### 4.6 其它已定位但未修 + +- [ ] `overlay` 模式下键盘类动作「必须先点过」的限制可放宽: + 可改为「取当前前台窗口」作为兵底,而不是直接报错。 +- [ ] `real` 模式与 `sendinput` 模式代码重叠较多,可考虑合并; + 目前保留 `real` 仅为兼容旧路径,实际上与 `sendinput` 行为重复。 +- [ ] `p3.js` / `p4.js` 是本轮遗留的临时补丁脚本(未被跟踪), + 确认无价值后删除,避免占坑。 + --- ## 五、坐标空间:实测结论与踩坑记录 ⚠️ From 906821920b02c39aa2618306f062f67a644de487 Mon Sep 17 00:00:00 2001 From: JianFeeeee <109188060+JianFeeeee@users.noreply.github.com> Date: Sun, 4 Oct 2026 15:25:11 +0800 Subject: [PATCH 15/15] =?UTF-8?q?fix(gui):=20=E6=B8=85=E7=90=86=E7=94=B1?= =?UTF-8?q?=E6=94=B9=E5=90=8D=E9=81=97=E7=95=99=E7=9A=84=E9=87=8D=E5=A4=8D?= =?UTF-8?q?=E5=BC=80=E6=9C=BA=E8=87=AA=E5=90=AF=E9=A1=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit ## 现象 本机 HKCU\...\Run 里同时存在两条指向**同一个 exe** 的自启动项: electron.app.HomeAgent = "E:\program\homeagent\...\homeagent-gui.exe" electron.app.homeagent-gui = E:\program\homeagent\...\homeagent-gui.exe 表面看是两个自启动,实际是同一份程序的重复 ⇒ 开机启动两次。 ## 根因 Electron 的 app.setLoginItemSettings() 用「electron.app.」作为 注册表项名。本产物改过名(HomeAgent.exe → homeagent-gui.exe),于是写入 新项,而旧项 Electron 不会清理 ⇒ 每改一次名就多留一条。 原 applyAutoLaunch 既不去重、也不清理历史项。 ## 修法 新增 cleanupStaleLoginItems(): · 只删「指向当前 process.execPath」的 electron.app.* 项 —— 不误伤别的 Electron 应用(本机还有 electron.app.TencentDocs 同为该前缀) · 保留当前 exe 名对应的那条(Electron 期望的名字) · 在 app.whenReady() 里也跑一次:否则旧项要等用户手动开关自启才被清 ## 实测(非静态检查) 人为再造一条 electron.app.HomeAgent 指向同一 exe,启动 GUI 后: 启动前 2 条 → 启动后 1 条 日志: [autolaunch] removed stale login item: electron.app.HomeAgent 判据未改动,npm test 131 条全绿。 --- cmd/gui/main.js | 70 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 70 insertions(+) diff --git a/cmd/gui/main.js b/cmd/gui/main.js index 7c98dee2..87a4c71e 100644 --- a/cmd/gui/main.js +++ b/cmd/gui/main.js @@ -3178,6 +3178,11 @@ function destroyTray() { app.whenReady().then(async () => { installAuthRule(); + // 清理历史遗留的重复开机自启项(产物改名会累积指向同一 exe 的旧项)。 + // 不依赖用户去设置里手动开关:否则旧项会一直留着、开机启动两次。 + try { + cleanupStaleLoginItems(); + } catch (e) {} const running = await isServerRunning(); if (running) { // 已探测到可用端点:服务端在别处正常运行(远程/WSL/另一台机器)。 @@ -3406,9 +3411,74 @@ function saveGuiPrefs(p) { return p; } +// Electron LoginItem 写入的注册表项名是「electron.app.」。 +// 产物改名过(HomeAgent.exe → homeagent-gui.exe)就会多出一条旧项, +// 且 setLoginItemSettings 不会清理它们 ⇒ 开机启动两次同一个 exe。 +// 实测本机 Run 键里确实同时存在: +// electron.app.HomeAgent = "E:\program\homeagent\...\homeagent-gui.exe" +// electron.app.homeagent-gui = E:\program\homeagent\...\homeagent-gui.exe +// 两条指向同一 exe,所以表面看是两个自启动,实际是同一份的重复。 +// +// 修法:每次写入前,删掉所有指向当前 exe 的 electron.app.* 旧项, +// 只保留当前名字对应的那一条。 +function cleanupStaleLoginItems() { + if (process.platform !== "win32") return 0; + let removed = 0; + try { + const { execFileSync } = require("child_process"); + const runKey = "HKCU\\Software\\Microsoft\\Windows\\CurrentVersion\\Run"; + const execPath = String(process.execPath || "").toLowerCase(); + // 列出 Run 键下的所有值名 + const out = execFileSync( + "reg", + ["query", runKey], + { encoding: "utf8", timeout: 5000, windowsHide: true }, + ); + const names = []; + for (const line of String(out).split(/\r?\n/)) { + const m = line.match(/^\s{4}([A-Za-z0-9_.\-\\]+)\s+REG_/); + if (m) names.push(m[1]); + } + for (const name of names) { + if (!/^electron\.app\./i.test(name)) continue; + // 只删指向**当前 exe** 的;别的 Electron 应用不能误伤 + let val = ""; + try { + const q = execFileSync("reg", ["query", runKey, "/v", name], { + encoding: "utf8", + timeout: 5000, + windowsHide: true, + }); + val = String(q); + } catch (e) { + continue; + } + const sameExe = val.toLowerCase().includes(execPath); + if (!sameExe) continue; + // 保留当前 exe 名对应的那一条(Electron 期望的名字) + const currentName = "electron.app." + path.basename(process.execPath, ".exe"); + if (name === currentName) continue; + try { + execFileSync("reg", ["delete", runKey, "/v", name, "/f"], { + timeout: 5000, + windowsHide: true, + }); + removed++; + console.log("[autolaunch] removed stale login item: " + name); + } catch (e) { + console.error("[autolaunch] failed to remove " + name + ": " + e.message); + } + } + } catch (e) { + console.error("cleanupStaleLoginItems failed: " + e.message); + } + return removed; +} + // 应用开机自启设置(Electron LoginItem) function applyAutoLaunch(enabled) { try { + if (enabled) cleanupStaleLoginItems(); app.setLoginItemSettings({ openAtLogin: enabled, openAsHidden: true, // 开机自启时静默(Windows/macOS 支持)