diff --git a/README.md b/README.md
index 0775623..9556512 100644
--- a/README.md
+++ b/README.md
@@ -5,13 +5,12 @@ models written with Node.js.
It is hosted by [OpenShift](https://www.openshift.com/) at
[3dinterface.no-ip.org](http://3dinterface.no-ip.org).
-## To run a local server
-### Database setup
+## Database setup
First you need to configure the database. You can create a postgres database
where you want, and you can initialize it by running the script
`sql/backup.pgsql`.
-### Nodejs configuration
+## Nodejs configuration
Then, you have to set up nodejs to access to your database. Basically, you have
to create a file `private.js` at the root of the repository looking like this :
@@ -20,33 +19,33 @@ module.exports.url = ... // the url to connect to your database
module.exports.secret = ... // A secret string used to hash stuff
```
-### Compiling the static js files
+## Compiling the static js files
There are two ways to compile the static js files :
- either you don't mind not minifying the code, and you can use `compiler.sh` to compile
- - or you absolutely want to minify the code, and you'll need
+ - or you absolutely want to minify the code, and you'll need
[closure-compiler](https://github.com/google/closure-compiler)
-#### Compiling without minifying
+### Compiling without minifying
To compile without minifying, simply run
```
make
```
in `static/js`.
-#### Compiling and minifying
+### Compiling and minifying
To compile and minify the js files, you have to run
```
make TYPE=RELEASE
```
-If it doesn't work, check in the `Makefile` that the path to `closure-compiler.jar`
+If it doesn't work, check in the `Makefile` that the path to `closure-compiler.jar`
is correct.
-#### Check if it worked
+### Check if it worked
If it worked, you should see lots of files in `*.min.js` in your `static/js` directory.
-### Running the server
+## Running the server
As usual with NodeJS, it's quite easy to test. Just ensure you have `node`
installed on your machine, clone this repo somewhere, and then, in the repo do
diff --git a/geo/MeshStreamer.js b/geo/MeshStreamer.js
index 7913dc3..590f00c 100644
--- a/geo/MeshStreamer.js
+++ b/geo/MeshStreamer.js
@@ -1,8 +1,14 @@
var fs = require('fs');
var mesh = require('./Mesh.js');
+/**
+ * @namespace
+ */
var geo = {};
+/**
+ * @private
+ */
function bisect(items, x, lo, hi) {
var mid;
if (typeof(lo) == 'undefined') lo = 0;
@@ -15,10 +21,16 @@ function bisect(items, x, lo, hi) {
return lo;
}
+/**
+ * @private
+ */
function insort(items, x) {
items.splice(bisect(items, x), 0, x);
}
+/**
+ * @private
+ */
function partialSort(items, k, comparator) {
var smallest = items.slice(0, k).sort(),
max = smallest[k-1];
@@ -35,18 +47,54 @@ function partialSort(items, k, comparator) {
return smallest;
}
+/**
+ * A class that streams easily a mesh via socket.io
+ * @memberOf geo
+ * @constructor
+ * @param {string} path to the mesh
+ * @param {function} callback to execute when the mesh streamer is loaded
+ */
geo.MeshStreamer = function(path, callback) {
- // Different parts of a obj (a mesh per material)
+ /**
+ * array of each part of the mesh
+ * @type {mesh.Mesh[]}
+ */
this.meshes = [];
- // In meshes, vertices and texture coords are shared
+ /**
+ * array of the vertices of the meshes (all merged)
+ * @type {mesh.Vertex[]}
+ */
this.vertices = [];
+
+ /**
+ * array of the faces of the meshes (all merged)
+ * @type {mesh.Face[]}
+ */
this.faces = [];
+
+ /**
+ * array of the normals of the meshes (all merged)
+ * @type {mesh.Normal[]}
+ */
this.normals = [];
+
+ /**
+ * array of the texture coordinates (all merged)
+ * @type {mesh.TexCoord[]}
+ */
this.texCoords = [];
+
+ /**
+ * array of the faces in a nice order for sending
+ * @type {mesh.Face[]}
+ */
this.orderedFaces = [];
- // Chunk size
+ /**
+ * Number of element to send by packet
+ * @type {Number}
+ */
this.chunk = 1000;
if (path !== undefined) {
@@ -59,7 +107,11 @@ geo.MeshStreamer = function(path, callback) {
}
}
-// Returns the function that compares two faces
+/**
+ * Compute a function that can compare two faces
+ * @param {Camera} camera a camera seeing or not face
+ * @returns the function that compares two faces : the higher face is the most interesting for the camera
+ */
geo.MeshStreamer.prototype.faceComparator = function(camera) {
var self = this;
@@ -131,6 +183,11 @@ geo.MeshStreamer.prototype.faceComparator = function(camera) {
}
}
+/**
+ * Loads a obj file
+ * @param {string} path the path to the file
+ * @param {function} callback the callback to call when the mesh is loaded
+ */
geo.MeshStreamer.prototype.loadFromFile = function(path, callback) {
var self = this;
fs.readFile(path, function(err, data) {
@@ -228,6 +285,10 @@ geo.MeshStreamer.prototype.loadFromFile = function(path, callback) {
});
}
+/**
+ * Initialize the socket.io callback
+ * @param {socket} socket the socket to initialize
+ */
geo.MeshStreamer.prototype.start = function(socket) {
this.meshIndex = 0;
@@ -278,6 +339,10 @@ geo.MeshStreamer.prototype.start = function(socket) {
});
}
+/**
+ * Prepare the array of materials
+ * @return array the array to send with all materials of the current mesh
+ */
geo.MeshStreamer.prototype.nextMaterials = function() {
var data = [];
@@ -302,6 +367,12 @@ geo.MeshStreamer.prototype.nextMaterials = function() {
}
+/**
+ * Prepare the next elements
+ * @param {camera} _camera a camera that can be usefull to do smart streaming (stream
+ * only interesting parts according to the camera
+ * @returns {array} an array of elements ready to send
+ */
geo.MeshStreamer.prototype.nextElements = function(_camera) {
// Prepare camera (and scale to model)
@@ -388,7 +459,7 @@ geo.MeshStreamer.prototype.nextElements = function(_camera) {
if (
direction.x * v1.x + direction.y * v1.y + direction.z * v1.z < 0 &&
direction.x * v2.x + direction.y * v2.y + direction.z * v2.z < 0 &&
- direction.x * v3.x + direction.y * v3.y + direction.z * v3.z < 0
+ direction.x * v3.x + direction.y * v3.y + direction.z * v3.z < 0
) {
continue;
diff --git a/js/History.js b/js/History.js
new file mode 100644
index 0000000..fc755cc
--- /dev/null
+++ b/js/History.js
@@ -0,0 +1,77 @@
+/**
+ * Represents the history of an object
+ * @constructor
+ */
+var History = function() {
+ /**
+ * Stores the different states of the object
+ * @type {Object[]}
+ */
+ this.states = [];
+
+ /**
+ * Represents the position in the history we're at
+ * @type {Number}
+ */
+ this.index = -1;
+
+ /**
+ * Represents the number of elements in the history
+ * @type {Number}
+ */
+ this.size = 0;
+}
+
+/**
+ * Appends a new state at the end of the history
+ * @param {Object} state the state to append
+ */
+History.prototype.addState = function(state) {
+ ++this.index;
+ this.size = this.index + 1;
+ this.states[this.size-1] = state;
+}
+
+/**
+ * Returns the previous state and change the index to the previous state (so you can redo)
+ */
+History.prototype.undo = function() {
+ if (this.undoable()) {
+ this.index--;
+ return this.currentState();
+ }
+}
+
+/**
+ * Returns the next state and change the index to the next state (so you can re-undo)
+ */
+History.prototype.redo = function() {
+ if (this.redoable()) {
+ this.index++;
+ return this.currentState();
+ }
+}
+
+/**
+ * Checks if there is a undo possibility
+ * @returns {Boolean} true if undo is possible, false otherwise
+ */
+History.prototype.undoable = function() {
+ return this.index > 0;
+}
+
+/**
+ * Checks if there is a redo possibility
+ * @returns {Boolean} true if redo is possible, false otherwise
+ */
+History.prototype.redoable = function() {
+ return this.index < this.size - 1;
+}
+
+/**
+ * Returns the current state in the history
+ * @returns {Object} the current state in the history
+ */
+History.prototype.currentState = function() {
+ return this.states[this.index];
+}
diff --git a/js/Makefile b/js/Makefile
index 5615e1c..9fc5040 100644
--- a/js/Makefile
+++ b/js/Makefile
@@ -70,6 +70,7 @@ StreamingSimulator:
PrototypeTools:
$(CLOSURE) $(OPT) \
+ --js History.js \
--js StaticPath.js \
--js Hermite.js \
--js Camera.js \
diff --git a/js/PointerCamera.js b/js/PointerCamera.js
index 19d1775..b5d2f50 100644
--- a/js/PointerCamera.js
+++ b/js/PointerCamera.js
@@ -1,7 +1,15 @@
-// class camera extends THREE.PerspectiveCamera
+/**
+ * Represents a camera that can be used easily
+ * @constructor
+ * @augments THREE.PerspectiveCamera
+ */
var PointerCamera = function() {
THREE.PerspectiveCamera.apply(this, arguments);
+ /**
+ * A reference to the renderer
+ * @type {THREE.Renderer}
+ */
this.renderer = arguments[4];
if (arguments[5] === undefined)
@@ -9,38 +17,118 @@ var PointerCamera = function() {
else
listenerTarget = arguments[5];
- // Set Position
+ /**
+ * Theta angle of the camera
+ * @type {Number}
+ */
this.theta = Math.PI;
+
+ /**
+ * Phi angle of the camera
+ * @type {Number}
+ */
this.phi = Math.PI;
- // this.keyboard = undefined;
+ /**
+ * Indicates if the camera is following a linear motion
+ * @type {Boolean}
+ */
this.moving = false;
+ /**
+ * Indicates if the user is dragging the camera
+ * @type {Boolean}
+ */
this.dragging = false;
+
+ /**
+ * Current position of the cursor
+ * @type {Object}
+ */
this.mouse = {x: 0, y: 0};
+
+ /**
+ * Current movement of the cursor
+ * @type {Object}
+ */
this.mouseMove = {x: 0, y: 0};
-
- // Stuff for rendering
+ /**
+ * Current position of the camera (optical center)
+ * @type {THREE.Vector}
+ */
this.position = new THREE.Vector3();
+
+ /**
+ * Current direction of the camera
+ * @type {THREE.Vector}
+ */
this.forward = new THREE.Vector3();
+
+ /**
+ * Vector pointing to the left of the camera
+ * @type {THREE.Vector}
+ */
this.left = new THREE.Vector3();
+
+ /**
+ * Point that the camera is targeting
+ * @type {THREE.Vector}
+ */
this.target = new THREE.Vector3(0,1,0);
- // Stuff for events
+ /**
+ * Indicates the different motions that the camera should have according to the keyboard events
+ * @type {Object}
+ * @description Contains the following booleans
+ *
+ * increasePhi
+ * decreasePhi
+ * increaseTheta
+ * decreaseTheta
+ * boost
+ * moveForward
+ * moveBackward
+ * moveLeft
+ * moveRight
+ *
+ */
this.motion = {};
+ /**
+ * Sentitivity of the mouse
+ * @type {Number}
+ */
this.sensitivity = 0.05;
+
+ /**
+ * Speed of the camera
+ * @type {Number}
+ */
this.speed = 1;
- // Raycaster for collisions
+ /**
+ * Raycaster used to compute collisions
+ * @type {THREE.Raycaster}
+ */
this.raycaster = new THREE.Raycaster();
- // Create history object
+ /**
+ * History of the moves of the camera
+ * @type {History}
+ */
this.history = new History();
- // Variable for lock pointer
+ /**
+ * Option to enable or disable the pointer lock
+ * @type {Boolean}
+ */
this.shouldLock = true;
+
+ /**
+ * Current state of the pointer (locked or not)
+ * @type {Boolean}
+ */
this.pointerLocked = false;
// Set events from the document
@@ -66,15 +154,32 @@ var PointerCamera = function() {
// listenerTarget.addEventListener('mouseup', function() { console.log("mouseup");}, false);
listenerTarget.addEventListener('mouseout', onMouseUp, false);
+ /**
+ * Option to enable or disable the collisions
+ * @type {Boolean}
+ */
this.collisions = true;
+ /**
+ * Is true when we should log the camera angles. It will be set to false
+ * once is done, and reset to true after a certain period of time
+ * @param {Boolean}
+ */
this.shouldLogCameraAngles = true;
+ /**
+ * The camera we will move to when we'll reset the camera
+ * @param {Object}
+ */
this.resetElements = resetBobombElements();
}
PointerCamera.prototype = Object.create(THREE.PerspectiveCamera.prototype);
PointerCamera.prototype.constructor = PointerCamera;
+/**
+ * Locks the pointer inside the canvas, and displays a gun sight at the middle of the renderer
+ * This method works only if the browser supports requestPointerLock
+ */
PointerCamera.prototype.lockPointer = function() {
if (this.shouldLock) {
@@ -97,6 +202,9 @@ PointerCamera.prototype.lockPointer = function() {
}
+/**
+ * Update the camera when the pointer lock changes state
+ */
PointerCamera.prototype.onPointerLockChange = function() {
document.pointerLockElement =
@@ -117,7 +225,10 @@ PointerCamera.prototype.onPointerLockChange = function() {
}
-// Update function
+/**
+ * Update the position of the camera
+ * @param {Number} time number of milliseconds between the previous and the next frame
+ */
PointerCamera.prototype.update = function(time) {
if (this.moving) {
this.linearMotion(time);
@@ -128,6 +239,10 @@ PointerCamera.prototype.update = function(time) {
}
}
+/**
+ * Update the camera according to its linear motion
+ * @param {Number} time number of milliseconds between the previous and the next frame
+ */
PointerCamera.prototype.linearMotion = function(time) {
var position_direction = Tools.diff(this.new_position, this.position);
var target_direction = Tools.diff(this.new_target, this.target);
@@ -142,6 +257,10 @@ PointerCamera.prototype.linearMotion = function(time) {
}
}
+/**
+ * Update the camera according to its hermite motion
+ * @param {Number} time number of milliseconds between the previous and the next frame
+ */
PointerCamera.prototype.hermiteMotion = function(time) {
var eval = this.hermitePosition.eval(this.t);
this.position.x = eval.x;
@@ -158,6 +277,10 @@ PointerCamera.prototype.hermiteMotion = function(time) {
}
}
+/**
+ * Update the camera according to the user's input
+ * @param {Number} time number of milliseconds between the previous and the next frame
+ */
PointerCamera.prototype.normalMotion = function(time) {
// Update angles
if (this.motion.increasePhi) {this.phi += this.sensitivity * time / 20; this.changed = true; }
@@ -224,6 +347,9 @@ PointerCamera.prototype.normalMotion = function(time) {
this.target.add(forward);
}
+/**
+ * Reset the camera to its resetElements, and finishes any motion
+ */
PointerCamera.prototype.reset = function() {
this.resetPosition();
this.moving = false;
@@ -231,12 +357,18 @@ PointerCamera.prototype.reset = function() {
(new BD.Event.ResetClicked()).send();
}
+/**
+ * Reset the position of th camera
+ */
PointerCamera.prototype.resetPosition = function() {
this.position.copy(this.resetElements.position);
this.target.copy(this.resetElements.target);
this.anglesFromVectors();
}
+/**
+ * Computes the vectors (forward, left, ...) according to theta and phi
+ */
PointerCamera.prototype.vectorsFromAngles = function() {
// Update direction
this.forward.y = Math.sin(this.phi);
@@ -248,6 +380,9 @@ PointerCamera.prototype.vectorsFromAngles = function() {
}
+/**
+ * Computes theta and phi according to the vectors (forward, left, ...)
+ */
PointerCamera.prototype.anglesFromVectors = function() {
var forward = Tools.diff(this.target, this.position);
forward.normalize();
@@ -259,6 +394,11 @@ PointerCamera.prototype.anglesFromVectors = function() {
this.theta = Math.atan2(forward.x, forward.z);
}
+/**
+ * Creates a linear motion to another camera
+ * @param {Camera} camera Camera to move to
+ * @param {Boolean} [toSave=true] true if you want to save the current state of the camera
+ */
PointerCamera.prototype.move = function(otherCamera, toSave) {
if (toSave === undefined)
toSave = true;
@@ -281,6 +421,11 @@ PointerCamera.prototype.move = function(otherCamera, toSave) {
}
}
+/**
+ * Creates a hermite motion to another camera
+ * @param {Camera} camera Camera to move to
+ * @param {Boolean} [toSave=true] true if you want to save the current state of the camera
+ */
PointerCamera.prototype.moveHermite = function(otherCamera, toSave) {
if (toSave === undefined)
toSave = true;
@@ -309,6 +454,11 @@ PointerCamera.prototype.moveHermite = function(otherCamera, toSave) {
}
}
+/**
+ * Checks the collisions between the collidables objects and the camera
+ * @param {THREE.Vector3} direction the direction of the camera
+ * @returns {Boolean} true if there is a collision, false otherwise
+ */
PointerCamera.prototype.isColliding = function(direction) {
this.raycaster.set(this.position, direction.clone().normalize());
var intersects = this.raycaster.intersectObjects(this.collidableObjects, true);
@@ -323,15 +473,25 @@ PointerCamera.prototype.isColliding = function(direction) {
return false;
}
-// Look function
+/**
+ * Look method. Equivalent to gluLookAt for the current camera
+ */
PointerCamera.prototype.look = function() {
this.lookAt(this.target);
}
+/**
+ * Adds the camera to the scene
+ */
PointerCamera.prototype.addToScene = function(scene) {
scene.add(this);
}
+/**
+ * Manages keyboard events
+ * @param {event} event the event that happened
+ * @param {Booelean} toSet true if the key was pressed, false if released
+ */
PointerCamera.prototype.onKeyEvent = function(event, toSet) {
// Create copy of state
var motionJsonCopy = JSON.stringify(this.motion);
@@ -365,14 +525,26 @@ PointerCamera.prototype.onKeyEvent = function(event, toSet) {
}
}
+/**
+ * Manages the key pressed events
+ * @param {event} event the event to manage
+ */
PointerCamera.prototype.onKeyDown = function(event) {
this.onKeyEvent(event, true);
}
+/**
+ * Manages the key released events
+ * @param {event} event the event to manage
+ */
PointerCamera.prototype.onKeyUp = function(event) {
this.onKeyEvent(event, false);
}
+/**
+ * Manages the mouse down events. Start drag'n'dropping if the options are set to drag'n'drop
+ * @param {event} event the event to manage
+ */
PointerCamera.prototype.onMouseDown = function(event) {
if (!this.shouldLock) {
this.mouse.x = ( ( event.clientX - this.renderer.domElement.offsetLeft ) / this.renderer.domElement.width ) * 2 - 1;
@@ -383,6 +555,10 @@ PointerCamera.prototype.onMouseDown = function(event) {
}
}
+/**
+ * Manages the mouse move events. Modifies the target of the camera according to the drag'n'drop motion
+ * @param {event} event the event to manage
+ */
PointerCamera.prototype.onMouseMove = function(event) {
if (!this.shouldLock && this.dragging) {
var mouse = {x: this.mouse.x, y: this.mouse.y};
@@ -395,6 +571,10 @@ PointerCamera.prototype.onMouseMove = function(event) {
}
}
+/**
+ * Manages the mouse move envent in case of pointer lock
+ * @param {event} event the event to manage
+ */
PointerCamera.prototype.onMouseMovePointer = function(e) {
if (this.pointerLocked) {
@@ -410,6 +590,10 @@ PointerCamera.prototype.onMouseMovePointer = function(e) {
}
+/**
+ * Manages the mouse up event. Stops the dragging
+ * @param {event} event the event to manage
+ */
PointerCamera.prototype.onMouseUp = function(event) {
this.onMouseMove(event);
@@ -423,11 +607,17 @@ PointerCamera.prototype.onMouseUp = function(event) {
this.dragging = false;
}
+/**
+ * Logs the camera to the terminal (pratical to create recommended views)
+ */
PointerCamera.prototype.log = function() {
console.log("createCamera(\nnew THREE.Vector3(" + this.position.x + "," + this.position.y + ',' + this.position.z + '),\n'
+ "new THREE.Vector3(" + this.target.x + "," + this.target.y + ',' + this.target.z + ')\n)');
}
+/**
+ * Save the current state of the camera in the history
+ */
PointerCamera.prototype.save = function() {
var backup = {};
backup.position = this.position.clone();
@@ -435,6 +625,9 @@ PointerCamera.prototype.save = function() {
this.history.addState(backup);
}
+/**
+ * Undo last motion according to the history
+ */
PointerCamera.prototype.undo = function() {
var move = this.history.undo();
if (move !== undefined) {
@@ -447,6 +640,9 @@ PointerCamera.prototype.undo = function() {
}
}
+/**
+ * Redo last motion according to the history
+ */
PointerCamera.prototype.redo = function() {
var move = this.history.redo();
if (move !== undefined) {
@@ -459,48 +655,19 @@ PointerCamera.prototype.redo = function() {
}
}
+/**
+ * Checks if there is a undo possibility in the history
+ * @returns {Boolean} true if undo is possible, false otherwise
+ */
PointerCamera.prototype.undoable = function() {
return this.history.undoable();
}
+/**
+ * Checks if there is a redo possibility in the history
+ * @returns {Boolean} true if redo is possible, false otherwise
+ */
PointerCamera.prototype.redoable = function() {
return this.history.redoable();
}
-var History = function() {
- this.states = new Array();
- this.index = -1;
- this.size = 0;
-}
-
-History.prototype.addState = function(state) {
- ++this.index;
- this.size = this.index + 1;
- this.states[this.size-1] = state;
-}
-
-History.prototype.undo = function() {
- if (this.undoable()) {
- this.index--;
- return this.currentState();
- }
-}
-
-History.prototype.redo = function() {
- if (this.redoable()) {
- this.index++;
- return this.currentState();
- }
-}
-
-History.prototype.undoable = function() {
- return this.index > 0;
-}
-
-History.prototype.redoable = function() {
- return this.index < this.size - 1;
-}
-
-History.prototype.currentState = function() {
- return this.states[this.index];
-}
diff --git a/js/ProgressiveLoaderGeometry.js b/js/ProgressiveLoaderGeometry.js
index 3c82ee8..8cb0ab1 100644
--- a/js/ProgressiveLoaderGeometry.js
+++ b/js/ProgressiveLoaderGeometry.js
@@ -1,3 +1,7 @@
+/**
+ * Parse a list as it is sent by the server and gives a slightly more comprehensible result
+ * @private
+ */
var _parseList2 = function(arr) {
var ret = {};
@@ -64,37 +68,118 @@ var _parseList2 = function(arr) {
return ret;
}
+/**
+ * Loads a mesh from socket.io
+ * @param {string} path path to the .obj file
+ * @param {THREE.Scene} scene to add the object
+ * @param {PointerCamera} camera the camera that will be sent to server for smart
+ * streaming (can be null, then the server will stream the mesh in the .obj
+ * order)
+ * @param {function} callback callback to call on the objects when they're created
+ * @constructor
+ */
var ProgressiveLoaderGeometry = function(path, scene, camera, callback) {
- // Init attributes
+ /**
+ * Path to the .obj file
+ * @type {string}
+ */
this.objPath = path;
+
+ /**
+ * Path to the folder where the textures are
+ * @type {string}
+ */
this.texturesPath = path.substring(0, path.lastIndexOf('/')) + '/';
+
+ /**
+ * Path to the .mtl file
+ * @type {string}
+ */
this.mtlPath = path.replace('.obj', '.mtl');
+
+ /**
+ * Reference to the scene in which the object should be added
+ */
this.scene = scene;
+
+ /**
+ * Callback to call on the object when they're created
+ */
this.callback = callback;
+
+ /**
+ * Counter (not used)
+ * @private
+ */
this.counter = 0;
+ /**
+ * Group where the sub-objects will be added
+ * @type {THREE.Object3D}
+ */
this.obj = new THREE.Object3D();
scene.add(this.obj);
+ /**
+ * Array of the vertices of the mesh
+ * @type {THREE.Vector3[]}
+ */
this.vertices = [];
+
+ /**
+ * Array of the texture coordinates of the mesh
+ * @type {THREE.Vector2[]}
+ */
this.texCoords = [];
+
+ /**
+ * Array of the normal of the mesh
+ * @type {THREE.Vector3[]}
+ */
this.normals = [];
+
+ /**
+ * Array of the UV mapping
+ * @description Each element is an array of 3 elements that are the indices
+ * of the element in this.texCoords
that should be
+ * used as texture coordinates for the current vertex of the face
+ * @type {Number[][]}
+ */
this.uvs = [];
+
+ /**
+ * Array of all the meshes that will be added to the main object
+ * @type {THREE.Mesh[]}
+ */
this.meshes = [];
- // Init MTLLoader
+ /**
+ * Loader for the material file
+ * @type {THREE.MTLLoader}
+ */
this.loader = new THREE.MTLLoader(this.texturesPath);
- // Init io stuff
+ /**
+ * Socket to connect to get the mesh
+ * @type {socket}
+ */
this.socket = io();
+
this.initIOCallbacks();
+ /**
+ * Reference to the camera
+ * @type {PointerCamera}
+ */
this.camera = camera;
}
+/**
+ * Starts the loading of the mesh
+ */
ProgressiveLoaderGeometry.prototype.load = function() {
var self = this;
@@ -110,6 +195,9 @@ ProgressiveLoaderGeometry.prototype.load = function() {
});
}
+/**
+ * Will return a list representation of the camera (to be sent to the server)
+ */
ProgressiveLoaderGeometry.prototype.getCamera = function() {
if (this.camera === null)
return null;
@@ -118,6 +206,9 @@ ProgressiveLoaderGeometry.prototype.getCamera = function() {
this.camera.target.x, this.camera.target.y, this.camera.target.z];
}
+/**
+ * Initializes the socket.io functions so that it can discuss with the server
+ */
ProgressiveLoaderGeometry.prototype.initIOCallbacks = function() {
var self = this;
@@ -268,6 +359,9 @@ ProgressiveLoaderGeometry.prototype.initIOCallbacks = function() {
});
}
+/**
+ * Starts the communication with the server
+ */
ProgressiveLoaderGeometry.prototype.start = function() {
this.socket.emit('request', this.objPath);
}
diff --git a/js/StaticPath.js b/js/StaticPath.js
deleted file mode 100644
index 2f1be91..0000000
--- a/js/StaticPath.js
+++ /dev/null
@@ -1 +0,0 @@
-static_path = "/static/";
diff --git a/js/three.js b/js/three.js
deleted file mode 100644
index ae4b1be..0000000
--- a/js/three.js
+++ /dev/null
@@ -1,35133 +0,0 @@
-// File:src/Three.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-var THREE = { REVISION: '71' };
-
-// browserify support
-
-if ( typeof module === 'object' ) {
-
- module.exports = THREE;
-
-}
-
-// polyfills
-
-if ( Math.sign === undefined ) {
-
- // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
-
- Math.sign = function ( x ) {
-
- return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : +x;
-
- };
-
-}
-
-
-// set the default log handlers
-THREE.log = function() { console.log.apply( console, arguments ); }
-THREE.warn = function() { console.warn.apply( console, arguments ); }
-THREE.error = function() { console.error.apply( console, arguments ); }
-
-
-// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
-
-THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
-
-// GL STATE CONSTANTS
-
-THREE.CullFaceNone = 0;
-THREE.CullFaceBack = 1;
-THREE.CullFaceFront = 2;
-THREE.CullFaceFrontBack = 3;
-
-THREE.FrontFaceDirectionCW = 0;
-THREE.FrontFaceDirectionCCW = 1;
-
-// SHADOWING TYPES
-
-THREE.BasicShadowMap = 0;
-THREE.PCFShadowMap = 1;
-THREE.PCFSoftShadowMap = 2;
-
-// MATERIAL CONSTANTS
-
-// side
-
-THREE.FrontSide = 0;
-THREE.BackSide = 1;
-THREE.DoubleSide = 2;
-
-// shading
-
-THREE.NoShading = 0;
-THREE.FlatShading = 1;
-THREE.SmoothShading = 2;
-
-// colors
-
-THREE.NoColors = 0;
-THREE.FaceColors = 1;
-THREE.VertexColors = 2;
-
-// blending modes
-
-THREE.NoBlending = 0;
-THREE.NormalBlending = 1;
-THREE.AdditiveBlending = 2;
-THREE.SubtractiveBlending = 3;
-THREE.MultiplyBlending = 4;
-THREE.CustomBlending = 5;
-
-// custom blending equations
-// (numbers start from 100 not to clash with other
-// mappings to OpenGL constants defined in Texture.js)
-
-THREE.AddEquation = 100;
-THREE.SubtractEquation = 101;
-THREE.ReverseSubtractEquation = 102;
-THREE.MinEquation = 103;
-THREE.MaxEquation = 104;
-
-// custom blending destination factors
-
-THREE.ZeroFactor = 200;
-THREE.OneFactor = 201;
-THREE.SrcColorFactor = 202;
-THREE.OneMinusSrcColorFactor = 203;
-THREE.SrcAlphaFactor = 204;
-THREE.OneMinusSrcAlphaFactor = 205;
-THREE.DstAlphaFactor = 206;
-THREE.OneMinusDstAlphaFactor = 207;
-
-// custom blending source factors
-
-//THREE.ZeroFactor = 200;
-//THREE.OneFactor = 201;
-//THREE.SrcAlphaFactor = 204;
-//THREE.OneMinusSrcAlphaFactor = 205;
-//THREE.DstAlphaFactor = 206;
-//THREE.OneMinusDstAlphaFactor = 207;
-THREE.DstColorFactor = 208;
-THREE.OneMinusDstColorFactor = 209;
-THREE.SrcAlphaSaturateFactor = 210;
-
-
-// TEXTURE CONSTANTS
-
-THREE.MultiplyOperation = 0;
-THREE.MixOperation = 1;
-THREE.AddOperation = 2;
-
-// Mapping modes
-
-THREE.UVMapping = 300;
-
-THREE.CubeReflectionMapping = 301;
-THREE.CubeRefractionMapping = 302;
-
-THREE.EquirectangularReflectionMapping = 303;
-THREE.EquirectangularRefractionMapping = 304;
-
-THREE.SphericalReflectionMapping = 305;
-
-// Wrapping modes
-
-THREE.RepeatWrapping = 1000;
-THREE.ClampToEdgeWrapping = 1001;
-THREE.MirroredRepeatWrapping = 1002;
-
-// Filters
-
-THREE.NearestFilter = 1003;
-THREE.NearestMipMapNearestFilter = 1004;
-THREE.NearestMipMapLinearFilter = 1005;
-THREE.LinearFilter = 1006;
-THREE.LinearMipMapNearestFilter = 1007;
-THREE.LinearMipMapLinearFilter = 1008;
-
-// Data types
-
-THREE.UnsignedByteType = 1009;
-THREE.ByteType = 1010;
-THREE.ShortType = 1011;
-THREE.UnsignedShortType = 1012;
-THREE.IntType = 1013;
-THREE.UnsignedIntType = 1014;
-THREE.FloatType = 1015;
-THREE.HalfFloatType = 1025;
-
-// Pixel types
-
-//THREE.UnsignedByteType = 1009;
-THREE.UnsignedShort4444Type = 1016;
-THREE.UnsignedShort5551Type = 1017;
-THREE.UnsignedShort565Type = 1018;
-
-// Pixel formats
-
-THREE.AlphaFormat = 1019;
-THREE.RGBFormat = 1020;
-THREE.RGBAFormat = 1021;
-THREE.LuminanceFormat = 1022;
-THREE.LuminanceAlphaFormat = 1023;
-// THREE.RGBEFormat handled as THREE.RGBAFormat in shaders
-THREE.RGBEFormat = THREE.RGBAFormat; //1024;
-
-// DDS / ST3C Compressed texture formats
-
-THREE.RGB_S3TC_DXT1_Format = 2001;
-THREE.RGBA_S3TC_DXT1_Format = 2002;
-THREE.RGBA_S3TC_DXT3_Format = 2003;
-THREE.RGBA_S3TC_DXT5_Format = 2004;
-
-
-// PVRTC compressed texture formats
-
-THREE.RGB_PVRTC_4BPPV1_Format = 2100;
-THREE.RGB_PVRTC_2BPPV1_Format = 2101;
-THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
-THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
-
-
-// DEPRECATED
-
-THREE.Projector = function () {
-
- THREE.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );
-
- this.projectVector = function ( vector, camera ) {
-
- THREE.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
- vector.project( camera );
-
- };
-
- this.unprojectVector = function ( vector, camera ) {
-
- THREE.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
- vector.unproject( camera );
-
- };
-
- this.pickingRay = function ( vector, camera ) {
-
- THREE.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );
-
- };
-
-};
-
-THREE.CanvasRenderer = function () {
-
- THREE.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );
-
- this.domElement = document.createElement( 'canvas' );
- this.clear = function () {};
- this.render = function () {};
- this.setClearColor = function () {};
- this.setSize = function () {};
-
-};
-
-// File:src/math/Color.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Color = function ( color ) {
-
- if ( arguments.length === 3 ) {
-
- return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
-
- }
-
- return this.set( color )
-
-};
-
-THREE.Color.prototype = {
-
- constructor: THREE.Color,
-
- r: 1, g: 1, b: 1,
-
- set: function ( value ) {
-
- if ( value instanceof THREE.Color ) {
-
- this.copy( value );
-
- } else if ( typeof value === 'number' ) {
-
- this.setHex( value );
-
- } else if ( typeof value === 'string' ) {
-
- this.setStyle( value );
-
- }
-
- return this;
-
- },
-
- setHex: function ( hex ) {
-
- hex = Math.floor( hex );
-
- this.r = ( hex >> 16 & 255 ) / 255;
- this.g = ( hex >> 8 & 255 ) / 255;
- this.b = ( hex & 255 ) / 255;
-
- return this;
-
- },
-
- setRGB: function ( r, g, b ) {
-
- this.r = r;
- this.g = g;
- this.b = b;
-
- return this;
-
- },
-
- setHSL: function ( h, s, l ) {
-
- // h,s,l ranges are in 0.0 - 1.0
-
- if ( s === 0 ) {
-
- this.r = this.g = this.b = l;
-
- } else {
-
- var hue2rgb = function ( p, q, t ) {
-
- if ( t < 0 ) t += 1;
- if ( t > 1 ) t -= 1;
- if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
- if ( t < 1 / 2 ) return q;
- if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
- return p;
-
- };
-
- var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
- var q = ( 2 * l ) - p;
-
- this.r = hue2rgb( q, p, h + 1 / 3 );
- this.g = hue2rgb( q, p, h );
- this.b = hue2rgb( q, p, h - 1 / 3 );
-
- }
-
- return this;
-
- },
-
- setStyle: function ( style ) {
-
- // rgb(255,0,0)
-
- if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
-
- var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
-
- this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
- this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
- this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
-
- return this;
-
- }
-
- // rgb(100%,0%,0%)
-
- if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
-
- var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
-
- this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
- this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
- this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
-
- return this;
-
- }
-
- // #ff0000
-
- if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
-
- var color = /^\#([0-9a-f]{6})$/i.exec( style );
-
- this.setHex( parseInt( color[ 1 ], 16 ) );
-
- return this;
-
- }
-
- // #f00
-
- if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
-
- var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
-
- this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
-
- return this;
-
- }
-
- // red
-
- if ( /^(\w+)$/i.test( style ) ) {
-
- this.setHex( THREE.ColorKeywords[ style ] );
-
- return this;
-
- }
-
-
- },
-
- copy: function ( color ) {
-
- this.r = color.r;
- this.g = color.g;
- this.b = color.b;
-
- return this;
-
- },
-
- copyGammaToLinear: function ( color, gammaFactor ) {
-
- if ( gammaFactor === undefined ) gammaFactor = 2.0;
-
- this.r = Math.pow( color.r, gammaFactor );
- this.g = Math.pow( color.g, gammaFactor );
- this.b = Math.pow( color.b, gammaFactor );
-
- return this;
-
- },
-
- copyLinearToGamma: function ( color, gammaFactor ) {
-
- if ( gammaFactor === undefined ) gammaFactor = 2.0;
-
- var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;
-
- this.r = Math.pow( color.r, safeInverse );
- this.g = Math.pow( color.g, safeInverse );
- this.b = Math.pow( color.b, safeInverse );
-
- return this;
-
- },
-
- convertGammaToLinear: function () {
-
- var r = this.r, g = this.g, b = this.b;
-
- this.r = r * r;
- this.g = g * g;
- this.b = b * b;
-
- return this;
-
- },
-
- convertLinearToGamma: function () {
-
- this.r = Math.sqrt( this.r );
- this.g = Math.sqrt( this.g );
- this.b = Math.sqrt( this.b );
-
- return this;
-
- },
-
- getHex: function () {
-
- return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
-
- },
-
- getHexString: function () {
-
- return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
-
- },
-
- getHSL: function ( optionalTarget ) {
-
- // h,s,l ranges are in 0.0 - 1.0
-
- var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
-
- var r = this.r, g = this.g, b = this.b;
-
- var max = Math.max( r, g, b );
- var min = Math.min( r, g, b );
-
- var hue, saturation;
- var lightness = ( min + max ) / 2.0;
-
- if ( min === max ) {
-
- hue = 0;
- saturation = 0;
-
- } else {
-
- var delta = max - min;
-
- saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
-
- switch ( max ) {
-
- case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
- case g: hue = ( b - r ) / delta + 2; break;
- case b: hue = ( r - g ) / delta + 4; break;
-
- }
-
- hue /= 6;
-
- }
-
- hsl.h = hue;
- hsl.s = saturation;
- hsl.l = lightness;
-
- return hsl;
-
- },
-
- getStyle: function () {
-
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
-
- },
-
- offsetHSL: function ( h, s, l ) {
-
- var hsl = this.getHSL();
-
- hsl.h += h; hsl.s += s; hsl.l += l;
-
- this.setHSL( hsl.h, hsl.s, hsl.l );
-
- return this;
-
- },
-
- add: function ( color ) {
-
- this.r += color.r;
- this.g += color.g;
- this.b += color.b;
-
- return this;
-
- },
-
- addColors: function ( color1, color2 ) {
-
- this.r = color1.r + color2.r;
- this.g = color1.g + color2.g;
- this.b = color1.b + color2.b;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.r += s;
- this.g += s;
- this.b += s;
-
- return this;
-
- },
-
- multiply: function ( color ) {
-
- this.r *= color.r;
- this.g *= color.g;
- this.b *= color.b;
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- this.r *= s;
- this.g *= s;
- this.b *= s;
-
- return this;
-
- },
-
- lerp: function ( color, alpha ) {
-
- this.r += ( color.r - this.r ) * alpha;
- this.g += ( color.g - this.g ) * alpha;
- this.b += ( color.b - this.b ) * alpha;
-
- return this;
-
- },
-
- equals: function ( c ) {
-
- return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
-
- },
-
- fromArray: function ( array ) {
-
- this.r = array[ 0 ];
- this.g = array[ 1 ];
- this.b = array[ 2 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.r;
- array[ offset + 1 ] = this.g;
- array[ offset + 2 ] = this.b;
-
- return array;
- },
-
- clone: function () {
-
- return new THREE.Color().setRGB( this.r, this.g, this.b );
-
- }
-
-};
-
-THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
-'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
-'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
-'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
-'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
-'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
-'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
-'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
-'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
-'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
-'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
-'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
-'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
-'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
-'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
-'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
-'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
-'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
-'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
-'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
-'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
-'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
-'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
-'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
-
-// File:src/math/Quaternion.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Quaternion = function ( x, y, z, w ) {
-
- this._x = x || 0;
- this._y = y || 0;
- this._z = z || 0;
- this._w = ( w !== undefined ) ? w : 1;
-
-};
-
-THREE.Quaternion.prototype = {
-
- constructor: THREE.Quaternion,
-
- _x: 0,_y: 0, _z: 0, _w: 0,
-
- get x () {
-
- return this._x;
-
- },
-
- set x ( value ) {
-
- this._x = value;
- this.onChangeCallback();
-
- },
-
- get y () {
-
- return this._y;
-
- },
-
- set y ( value ) {
-
- this._y = value;
- this.onChangeCallback();
-
- },
-
- get z () {
-
- return this._z;
-
- },
-
- set z ( value ) {
-
- this._z = value;
- this.onChangeCallback();
-
- },
-
- get w () {
-
- return this._w;
-
- },
-
- set w ( value ) {
-
- this._w = value;
- this.onChangeCallback();
-
- },
-
- set: function ( x, y, z, w ) {
-
- this._x = x;
- this._y = y;
- this._z = z;
- this._w = w;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- copy: function ( quaternion ) {
-
- this._x = quaternion.x;
- this._y = quaternion.y;
- this._z = quaternion.z;
- this._w = quaternion.w;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromEuler: function ( euler, update ) {
-
- if ( euler instanceof THREE.Euler === false ) {
-
- throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
- }
-
- // http://www.mathworks.com/matlabcentral/fileexchange/
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
- // content/SpinCalc.m
-
- var c1 = Math.cos( euler._x / 2 );
- var c2 = Math.cos( euler._y / 2 );
- var c3 = Math.cos( euler._z / 2 );
- var s1 = Math.sin( euler._x / 2 );
- var s2 = Math.sin( euler._y / 2 );
- var s3 = Math.sin( euler._z / 2 );
-
- if ( euler.order === 'XYZ' ) {
-
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
-
- } else if ( euler.order === 'YXZ' ) {
-
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
-
- } else if ( euler.order === 'ZXY' ) {
-
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
-
- } else if ( euler.order === 'ZYX' ) {
-
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
-
- } else if ( euler.order === 'YZX' ) {
-
- this._x = s1 * c2 * c3 + c1 * s2 * s3;
- this._y = c1 * s2 * c3 + s1 * c2 * s3;
- this._z = c1 * c2 * s3 - s1 * s2 * c3;
- this._w = c1 * c2 * c3 - s1 * s2 * s3;
-
- } else if ( euler.order === 'XZY' ) {
-
- this._x = s1 * c2 * c3 - c1 * s2 * s3;
- this._y = c1 * s2 * c3 - s1 * c2 * s3;
- this._z = c1 * c2 * s3 + s1 * s2 * c3;
- this._w = c1 * c2 * c3 + s1 * s2 * s3;
-
- }
-
- if ( update !== false ) this.onChangeCallback();
-
- return this;
-
- },
-
- setFromAxisAngle: function ( axis, angle ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
-
- // assumes axis is normalized
-
- var halfAngle = angle / 2, s = Math.sin( halfAngle );
-
- this._x = axis.x * s;
- this._y = axis.y * s;
- this._z = axis.z * s;
- this._w = Math.cos( halfAngle );
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromRotationMatrix: function ( m ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- var te = m.elements,
-
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
-
- trace = m11 + m22 + m33,
- s;
-
- if ( trace > 0 ) {
-
- s = 0.5 / Math.sqrt( trace + 1.0 );
-
- this._w = 0.25 / s;
- this._x = ( m32 - m23 ) * s;
- this._y = ( m13 - m31 ) * s;
- this._z = ( m21 - m12 ) * s;
-
- } else if ( m11 > m22 && m11 > m33 ) {
-
- s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
-
- this._w = ( m32 - m23 ) / s;
- this._x = 0.25 * s;
- this._y = ( m12 + m21 ) / s;
- this._z = ( m13 + m31 ) / s;
-
- } else if ( m22 > m33 ) {
-
- s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
-
- this._w = ( m13 - m31 ) / s;
- this._x = ( m12 + m21 ) / s;
- this._y = 0.25 * s;
- this._z = ( m23 + m32 ) / s;
-
- } else {
-
- s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
-
- this._w = ( m21 - m12 ) / s;
- this._x = ( m13 + m31 ) / s;
- this._y = ( m23 + m32 ) / s;
- this._z = 0.25 * s;
-
- }
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromUnitVectors: function () {
-
- // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
-
- // assumes direction vectors vFrom and vTo are normalized
-
- var v1, r;
-
- var EPS = 0.000001;
-
- return function ( vFrom, vTo ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- r = vFrom.dot( vTo ) + 1;
-
- if ( r < EPS ) {
-
- r = 0;
-
- if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
-
- v1.set( - vFrom.y, vFrom.x, 0 );
-
- } else {
-
- v1.set( 0, - vFrom.z, vFrom.y );
-
- }
-
- } else {
-
- v1.crossVectors( vFrom, vTo );
-
- }
-
- this._x = v1.x;
- this._y = v1.y;
- this._z = v1.z;
- this._w = r;
-
- this.normalize();
-
- return this;
-
- }
-
- }(),
-
- inverse: function () {
-
- this.conjugate().normalize();
-
- return this;
-
- },
-
- conjugate: function () {
-
- this._x *= - 1;
- this._y *= - 1;
- this._z *= - 1;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
-
- },
-
- lengthSq: function () {
-
- return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
-
- },
-
- length: function () {
-
- return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
-
- },
-
- normalize: function () {
-
- var l = this.length();
-
- if ( l === 0 ) {
-
- this._x = 0;
- this._y = 0;
- this._z = 0;
- this._w = 1;
-
- } else {
-
- l = 1 / l;
-
- this._x = this._x * l;
- this._y = this._y * l;
- this._z = this._z * l;
- this._w = this._w * l;
-
- }
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- multiply: function ( q, p ) {
-
- if ( p !== undefined ) {
-
- THREE.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
- return this.multiplyQuaternions( q, p );
-
- }
-
- return this.multiplyQuaternions( this, q );
-
- },
-
- multiplyQuaternions: function ( a, b ) {
-
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
-
- var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
- var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
-
- this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
- this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
- this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
- this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- multiplyVector3: function ( vector ) {
-
- THREE.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
- return vector.applyQuaternion( this );
-
- },
-
- slerp: function ( qb, t ) {
-
- if ( t === 0 ) return this;
- if ( t === 1 ) return this.copy( qb );
-
- var x = this._x, y = this._y, z = this._z, w = this._w;
-
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
-
- var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
-
- if ( cosHalfTheta < 0 ) {
-
- this._w = - qb._w;
- this._x = - qb._x;
- this._y = - qb._y;
- this._z = - qb._z;
-
- cosHalfTheta = - cosHalfTheta;
-
- } else {
-
- this.copy( qb );
-
- }
-
- if ( cosHalfTheta >= 1.0 ) {
-
- this._w = w;
- this._x = x;
- this._y = y;
- this._z = z;
-
- return this;
-
- }
-
- var halfTheta = Math.acos( cosHalfTheta );
- var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
-
- if ( Math.abs( sinHalfTheta ) < 0.001 ) {
-
- this._w = 0.5 * ( w + this._w );
- this._x = 0.5 * ( x + this._x );
- this._y = 0.5 * ( y + this._y );
- this._z = 0.5 * ( z + this._z );
-
- return this;
-
- }
-
- var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
- ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
-
- this._w = ( w * ratioA + this._w * ratioB );
- this._x = ( x * ratioA + this._x * ratioB );
- this._y = ( y * ratioA + this._y * ratioB );
- this._z = ( z * ratioA + this._z * ratioB );
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- equals: function ( quaternion ) {
-
- return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this._x = array[ offset ];
- this._y = array[ offset + 1 ];
- this._z = array[ offset + 2 ];
- this._w = array[ offset + 3 ];
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._w;
-
- return array;
-
- },
-
- onChange: function ( callback ) {
-
- this.onChangeCallback = callback;
-
- return this;
-
- },
-
- onChangeCallback: function () {},
-
- clone: function () {
-
- return new THREE.Quaternion( this._x, this._y, this._z, this._w );
-
- }
-
-};
-
-THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
-
- return qm.copy( qa ).slerp( qb, t );
-
-}
-
-// File:src/math/Vector2.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.Vector2 = function ( x, y ) {
-
- this.x = x || 0;
- this.y = y || 0;
-
-};
-
-THREE.Vector2.prototype = {
-
- constructor: THREE.Vector2,
-
- set: function ( x, y ) {
-
- this.x = x;
- this.y = y;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setComponent: function ( index, value ) {
-
- switch ( index ) {
-
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- getComponent: function ( index ) {
-
- switch ( index ) {
-
- case 0: return this.x;
- case 1: return this.y;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
-
- return this;
-
- },
-
- add: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- THREE.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
-
- }
-
- this.x += v.x;
- this.y += v.y;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
-
- return this;
-
- },
-
- addVectors: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
-
- return this;
-
- },
-
- sub: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- THREE.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
-
- }
-
- this.x -= v.x;
- this.y -= v.y;
-
- return this;
-
- },
-
- subScalar: function ( s ) {
-
- this.x -= s;
- this.y -= s;
-
- return this;
-
- },
-
- subVectors: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
-
- return this;
-
- },
-
- multiply: function ( v ) {
-
- this.x *= v.x;
- this.y *= v.y;
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- this.x *= s;
- this.y *= s;
-
- return this;
-
- },
-
- divide: function ( v ) {
-
- this.x /= v.x;
- this.y /= v.y;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- if ( scalar !== 0 ) {
-
- var invScalar = 1 / scalar;
-
- this.x *= invScalar;
- this.y *= invScalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
-
- }
-
- return this;
-
- },
-
- min: function ( v ) {
-
- if ( this.x > v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y > v.y ) {
-
- this.y = v.y;
-
- }
-
- return this;
-
- },
-
- max: function ( v ) {
-
- if ( this.x < v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y < v.y ) {
-
- this.y = v.y;
-
- }
-
- return this;
-
- },
-
- clamp: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- if ( this.x < min.x ) {
-
- this.x = min.x;
-
- } else if ( this.x > max.x ) {
-
- this.x = max.x;
-
- }
-
- if ( this.y < min.y ) {
-
- this.y = min.y;
-
- } else if ( this.y > max.y ) {
-
- this.y = max.y;
-
- }
-
- return this;
- },
-
- clampScalar: ( function () {
-
- var min, max;
-
- return function ( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new THREE.Vector2();
- max = new THREE.Vector2();
-
- }
-
- min.set( minVal, minVal );
- max.set( maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- } )(),
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- 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 );
-
- return this;
-
- },
-
- negate: function () {
-
- this.x = - this.x;
- this.y = - this.y;
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- distanceTo: function ( v ) {
-
- return Math.sqrt( this.distanceToSquared( v ) );
-
- },
-
- distanceToSquared: function ( v ) {
-
- var dx = this.x - v.x, dy = this.y - v.y;
- return dx * dx + dy * dy;
-
- },
-
- setLength: function ( l ) {
-
- var oldLength = this.length();
-
- if ( oldLength !== 0 && l !== oldLength ) {
-
- this.multiplyScalar( l / oldLength );
- }
-
- return this;
-
- },
-
- lerp: function ( v, alpha ) {
-
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
-
- return this;
-
- },
-
- lerpVectors: function ( v1, v2, alpha ) {
-
- this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
-
- return this;
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
-
- return array;
-
- },
-
- fromAttribute: function ( attribute, index, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- index = index * attribute.itemSize + offset;
-
- this.x = attribute.array[ index ];
- this.y = attribute.array[ index + 1 ];
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.Vector2( this.x, this.y );
-
- }
-
-};
-
-// File:src/math/Vector3.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author *kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Vector3 = function ( x, y, z ) {
-
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
-
-};
-
-THREE.Vector3.prototype = {
-
- constructor: THREE.Vector3,
-
- set: function ( x, y, z ) {
-
- this.x = x;
- this.y = y;
- this.z = z;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setZ: function ( z ) {
-
- this.z = z;
-
- return this;
-
- },
-
- setComponent: function ( index, value ) {
-
- switch ( index ) {
-
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- getComponent: function ( index ) {
-
- switch ( index ) {
-
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
-
- return this;
-
- },
-
- add: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- THREE.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
-
- }
-
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
- this.z += s;
-
- return this;
-
- },
-
- addVectors: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
-
- return this;
-
- },
-
- sub: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- THREE.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
-
- }
-
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
-
- return this;
-
- },
-
- subScalar: function ( s ) {
-
- this.x -= s;
- this.y -= s;
- this.z -= s;
-
- return this;
-
- },
-
- subVectors: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
-
- return this;
-
- },
-
- multiply: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- THREE.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
- return this.multiplyVectors( v, w );
-
- }
-
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
-
- return this;
-
- },
-
- multiplyScalar: function ( scalar ) {
-
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
-
- return this;
-
- },
-
- multiplyVectors: function ( a, b ) {
-
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
-
- return this;
-
- },
-
- applyEuler: function () {
-
- var quaternion;
-
- return function ( euler ) {
-
- if ( euler instanceof THREE.Euler === false ) {
-
- THREE.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
-
- }
-
- if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
-
- this.applyQuaternion( quaternion.setFromEuler( euler ) );
-
- return this;
-
- };
-
- }(),
-
- applyAxisAngle: function () {
-
- var quaternion;
-
- return function ( axis, angle ) {
-
- if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
-
- this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
-
- return this;
-
- };
-
- }(),
-
- applyMatrix3: function ( m ) {
-
- var x = this.x;
- var y = this.y;
- var z = this.z;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
- this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
- this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
-
- return this;
-
- },
-
- applyMatrix4: function ( m ) {
-
- // input: THREE.Matrix4 affine matrix
-
- var x = this.x, y = this.y, z = this.z;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
-
- return this;
-
- },
-
- applyProjection: function ( m ) {
-
- // input: THREE.Matrix4 projection matrix
-
- var x = this.x, y = this.y, z = this.z;
-
- var e = m.elements;
- var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
-
- this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
- this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
- this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
-
- return this;
-
- },
-
- applyQuaternion: function ( q ) {
-
- var x = this.x;
- var y = this.y;
- var z = this.z;
-
- var qx = q.x;
- var qy = q.y;
- var qz = q.z;
- var qw = q.w;
-
- // calculate quat * vector
-
- var ix = qw * x + qy * z - qz * y;
- var iy = qw * y + qz * x - qx * z;
- var iz = qw * z + qx * y - qy * x;
- var iw = - qx * x - qy * y - qz * z;
-
- // calculate result * inverse quat
-
- this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
- this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
- this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
-
- return this;
-
- },
-
- project: function () {
-
- var matrix;
-
- return function ( camera ) {
-
- if ( matrix === undefined ) matrix = new THREE.Matrix4();
-
- matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
- return this.applyProjection( matrix );
-
- };
-
- }(),
-
- unproject: function () {
-
- var matrix;
-
- return function ( camera ) {
-
- if ( matrix === undefined ) matrix = new THREE.Matrix4();
-
- matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
- return this.applyProjection( matrix );
-
- };
-
- }(),
-
- transformDirection: function ( m ) {
-
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
-
- var x = this.x, y = this.y, z = this.z;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
-
- this.normalize();
-
- return this;
-
- },
-
- divide: function ( v ) {
-
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- if ( scalar !== 0 ) {
-
- var invScalar = 1 / scalar;
-
- this.x *= invScalar;
- this.y *= invScalar;
- this.z *= invScalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
-
- }
-
- return this;
-
- },
-
- min: function ( v ) {
-
- if ( this.x > v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y > v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z > v.z ) {
-
- this.z = v.z;
-
- }
-
- return this;
-
- },
-
- max: function ( v ) {
-
- if ( this.x < v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y < v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z < v.z ) {
-
- this.z = v.z;
-
- }
-
- return this;
-
- },
-
- clamp: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- if ( this.x < min.x ) {
-
- this.x = min.x;
-
- } else if ( this.x > max.x ) {
-
- this.x = max.x;
-
- }
-
- if ( this.y < min.y ) {
-
- this.y = min.y;
-
- } else if ( this.y > max.y ) {
-
- this.y = max.y;
-
- }
-
- if ( this.z < min.z ) {
-
- this.z = min.z;
-
- } else if ( this.z > max.z ) {
-
- this.z = max.z;
-
- }
-
- return this;
-
- },
-
- clampScalar: ( function () {
-
- var min, max;
-
- return function ( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new THREE.Vector3();
- max = new THREE.Vector3();
-
- }
-
- min.set( minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- } )(),
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- 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 );
-
- return this;
-
- },
-
- negate: function () {
-
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y + this.z * v.z;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y + this.z * this.z;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
-
- },
-
- lengthManhattan: function () {
-
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- setLength: function ( l ) {
-
- var oldLength = this.length();
-
- if ( oldLength !== 0 && l !== oldLength ) {
-
- this.multiplyScalar( l / oldLength );
- }
-
- return this;
-
- },
-
- lerp: function ( v, alpha ) {
-
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
-
- return this;
-
- },
-
- lerpVectors: function ( v1, v2, alpha ) {
-
- this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
-
- return this;
-
- },
-
- cross: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- THREE.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
- return this.crossVectors( v, w );
-
- }
-
- var x = this.x, y = this.y, z = this.z;
-
- this.x = y * v.z - z * v.y;
- this.y = z * v.x - x * v.z;
- this.z = x * v.y - y * v.x;
-
- return this;
-
- },
-
- crossVectors: function ( a, b ) {
-
- var ax = a.x, ay = a.y, az = a.z;
- var bx = b.x, by = b.y, bz = b.z;
-
- this.x = ay * bz - az * by;
- this.y = az * bx - ax * bz;
- this.z = ax * by - ay * bx;
-
- return this;
-
- },
-
- projectOnVector: function () {
-
- var v1, dot;
-
- return function ( vector ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- v1.copy( vector ).normalize();
-
- dot = this.dot( v1 );
-
- return this.copy( v1 ).multiplyScalar( dot );
-
- };
-
- }(),
-
- projectOnPlane: function () {
-
- var v1;
-
- return function ( planeNormal ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- v1.copy( this ).projectOnVector( planeNormal );
-
- return this.sub( v1 );
-
- }
-
- }(),
-
- reflect: function () {
-
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
-
- var v1;
-
- return function ( normal ) {
-
- if ( v1 === undefined ) v1 = new THREE.Vector3();
-
- return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
-
- }
-
- }(),
-
- angleTo: function ( v ) {
-
- var theta = this.dot( v ) / ( this.length() * v.length() );
-
- // clamp, to handle numerical problems
-
- return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
-
- },
-
- distanceTo: function ( v ) {
-
- return Math.sqrt( this.distanceToSquared( v ) );
-
- },
-
- distanceToSquared: function ( v ) {
-
- var dx = this.x - v.x;
- var dy = this.y - v.y;
- var dz = this.z - v.z;
-
- return dx * dx + dy * dy + dz * dz;
-
- },
-
- setEulerFromRotationMatrix: function ( m, order ) {
-
- THREE.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
-
- },
-
- setEulerFromQuaternion: function ( q, order ) {
-
- THREE.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
-
- },
-
- getPositionFromMatrix: function ( m ) {
-
- THREE.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
-
- return this.setFromMatrixPosition( m );
-
- },
-
- getScaleFromMatrix: function ( m ) {
-
- THREE.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
-
- return this.setFromMatrixScale( m );
- },
-
- getColumnFromMatrix: function ( index, matrix ) {
-
- THREE.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
-
- return this.setFromMatrixColumn( index, matrix );
-
- },
-
- setFromMatrixPosition: function ( m ) {
-
- this.x = m.elements[ 12 ];
- this.y = m.elements[ 13 ];
- this.z = m.elements[ 14 ];
-
- return this;
-
- },
-
- setFromMatrixScale: function ( m ) {
-
- var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
- var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
- var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
-
- this.x = sx;
- this.y = sy;
- this.z = sz;
-
- return this;
- },
-
- setFromMatrixColumn: function ( index, matrix ) {
-
- var offset = index * 4;
-
- var me = matrix.elements;
-
- this.x = me[ offset ];
- this.y = me[ offset + 1 ];
- this.z = me[ offset + 2 ];
-
- return this;
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
-
- return array;
-
- },
-
- fromAttribute: function ( attribute, index, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- index = index * attribute.itemSize + offset;
-
- this.x = attribute.array[ index ];
- this.y = attribute.array[ index + 1 ];
- this.z = attribute.array[ index + 2 ];
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.Vector3( this.x, this.y, this.z );
-
- }
-
-};
-
-// File:src/math/Vector4.js
-
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Vector4 = function ( x, y, z, w ) {
-
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
-
-};
-
-THREE.Vector4.prototype = {
-
- constructor: THREE.Vector4,
-
- set: function ( x, y, z, w ) {
-
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
-
- return this;
-
- },
-
- setX: function ( x ) {
-
- this.x = x;
-
- return this;
-
- },
-
- setY: function ( y ) {
-
- this.y = y;
-
- return this;
-
- },
-
- setZ: function ( z ) {
-
- this.z = z;
-
- return this;
-
- },
-
- setW: function ( w ) {
-
- this.w = w;
-
- return this;
-
- },
-
- setComponent: function ( index, value ) {
-
- switch ( index ) {
-
- case 0: this.x = value; break;
- case 1: this.y = value; break;
- case 2: this.z = value; break;
- case 3: this.w = value; break;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- getComponent: function ( index ) {
-
- switch ( index ) {
-
- case 0: return this.x;
- case 1: return this.y;
- case 2: return this.z;
- case 3: return this.w;
- default: throw new Error( 'index is out of range: ' + index );
-
- }
-
- },
-
- copy: function ( v ) {
-
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
-
- return this;
-
- },
-
- add: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- THREE.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
- return this.addVectors( v, w );
-
- }
-
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
-
- return this;
-
- },
-
- addScalar: function ( s ) {
-
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
-
- return this;
-
- },
-
- addVectors: function ( a, b ) {
-
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- this.w = a.w + b.w;
-
- return this;
-
- },
-
- sub: function ( v, w ) {
-
- if ( w !== undefined ) {
-
- THREE.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
- return this.subVectors( v, w );
-
- }
-
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
-
- return this;
-
- },
-
- subScalar: function ( s ) {
-
- this.x -= s;
- this.y -= s;
- this.z -= s;
- this.w -= s;
-
- return this;
-
- },
-
- subVectors: function ( a, b ) {
-
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- this.w = a.w - b.w;
-
- return this;
-
- },
-
- multiplyScalar: function ( scalar ) {
-
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- this.w *= scalar;
-
- return this;
-
- },
-
- applyMatrix4: function ( m ) {
-
- var x = this.x;
- var y = this.y;
- var z = this.z;
- var w = this.w;
-
- var e = m.elements;
-
- this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
- this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
-
- return this;
-
- },
-
- divideScalar: function ( scalar ) {
-
- if ( scalar !== 0 ) {
-
- var invScalar = 1 / scalar;
-
- this.x *= invScalar;
- this.y *= invScalar;
- this.z *= invScalar;
- this.w *= invScalar;
-
- } else {
-
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 1;
-
- }
-
- return this;
-
- },
-
- setAxisAngleFromQuaternion: function ( q ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
-
- // q is assumed to be normalized
-
- this.w = 2 * Math.acos( q.w );
-
- var s = Math.sqrt( 1 - q.w * q.w );
-
- if ( s < 0.0001 ) {
-
- this.x = 1;
- this.y = 0;
- this.z = 0;
-
- } else {
-
- this.x = q.x / s;
- this.y = q.y / s;
- this.z = q.z / s;
-
- }
-
- return this;
-
- },
-
- setAxisAngleFromRotationMatrix: function ( m ) {
-
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- var angle, x, y, z, // variables for result
- epsilon = 0.01, // margin to allow for rounding errors
- epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
-
- te = m.elements,
-
- m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
- m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
- m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
-
- if ( ( Math.abs( m12 - m21 ) < epsilon )
- && ( Math.abs( m13 - m31 ) < epsilon )
- && ( Math.abs( m23 - m32 ) < epsilon ) ) {
-
- // singularity found
- // first check for identity matrix which must have +1 for all terms
- // in leading diagonal and zero in other terms
-
- if ( ( Math.abs( m12 + m21 ) < epsilon2 )
- && ( Math.abs( m13 + m31 ) < epsilon2 )
- && ( Math.abs( m23 + m32 ) < epsilon2 )
- && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
-
- // this singularity is identity matrix so angle = 0
-
- this.set( 1, 0, 0, 0 );
-
- return this; // zero angle, arbitrary axis
-
- }
-
- // otherwise this singularity is angle = 180
-
- angle = Math.PI;
-
- var xx = ( m11 + 1 ) / 2;
- var yy = ( m22 + 1 ) / 2;
- var zz = ( m33 + 1 ) / 2;
- var xy = ( m12 + m21 ) / 4;
- var xz = ( m13 + m31 ) / 4;
- var yz = ( m23 + m32 ) / 4;
-
- if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
-
- if ( xx < epsilon ) {
-
- x = 0;
- y = 0.707106781;
- z = 0.707106781;
-
- } else {
-
- x = Math.sqrt( xx );
- y = xy / x;
- z = xz / x;
-
- }
-
- } else if ( yy > zz ) { // m22 is the largest diagonal term
-
- if ( yy < epsilon ) {
-
- x = 0.707106781;
- y = 0;
- z = 0.707106781;
-
- } else {
-
- y = Math.sqrt( yy );
- x = xy / y;
- z = yz / y;
-
- }
-
- } else { // m33 is the largest diagonal term so base result on this
-
- if ( zz < epsilon ) {
-
- x = 0.707106781;
- y = 0.707106781;
- z = 0;
-
- } else {
-
- z = Math.sqrt( zz );
- x = xz / z;
- y = yz / z;
-
- }
-
- }
-
- this.set( x, y, z, angle );
-
- return this; // return 180 deg rotation
-
- }
-
- // as we have reached here there are no singularities so we can handle normally
-
- var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
- + ( m13 - m31 ) * ( m13 - m31 )
- + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
-
- if ( Math.abs( s ) < 0.001 ) s = 1;
-
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
-
- this.x = ( m32 - m23 ) / s;
- this.y = ( m13 - m31 ) / s;
- this.z = ( m21 - m12 ) / s;
- this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
-
- return this;
-
- },
-
- min: function ( v ) {
-
- if ( this.x > v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y > v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z > v.z ) {
-
- this.z = v.z;
-
- }
-
- if ( this.w > v.w ) {
-
- this.w = v.w;
-
- }
-
- return this;
-
- },
-
- max: function ( v ) {
-
- if ( this.x < v.x ) {
-
- this.x = v.x;
-
- }
-
- if ( this.y < v.y ) {
-
- this.y = v.y;
-
- }
-
- if ( this.z < v.z ) {
-
- this.z = v.z;
-
- }
-
- if ( this.w < v.w ) {
-
- this.w = v.w;
-
- }
-
- return this;
-
- },
-
- clamp: function ( min, max ) {
-
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
-
- if ( this.x < min.x ) {
-
- this.x = min.x;
-
- } else if ( this.x > max.x ) {
-
- this.x = max.x;
-
- }
-
- if ( this.y < min.y ) {
-
- this.y = min.y;
-
- } else if ( this.y > max.y ) {
-
- this.y = max.y;
-
- }
-
- if ( this.z < min.z ) {
-
- this.z = min.z;
-
- } else if ( this.z > max.z ) {
-
- this.z = max.z;
-
- }
-
- if ( this.w < min.w ) {
-
- this.w = min.w;
-
- } else if ( this.w > max.w ) {
-
- this.w = max.w;
-
- }
-
- return this;
-
- },
-
- clampScalar: ( function () {
-
- var min, max;
-
- return function ( minVal, maxVal ) {
-
- if ( min === undefined ) {
-
- min = new THREE.Vector4();
- max = new THREE.Vector4();
-
- }
-
- min.set( minVal, minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal, maxVal );
-
- return this.clamp( min, max );
-
- };
-
- } )(),
-
- floor: function () {
-
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- this.w = Math.floor( this.w );
-
- return this;
-
- },
-
- ceil: function () {
-
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- this.w = Math.ceil( this.w );
-
- return this;
-
- },
-
- round: function () {
-
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- this.w = Math.round( this.w );
-
- return this;
-
- },
-
- roundToZero: function () {
-
- 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.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
-
- return this;
-
- },
-
- negate: function () {
-
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- this.w = - this.w;
-
- return this;
-
- },
-
- dot: function ( v ) {
-
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
-
- },
-
- lengthSq: function () {
-
- return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
-
- },
-
- length: function () {
-
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
-
- },
-
- lengthManhattan: function () {
-
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
-
- },
-
- normalize: function () {
-
- return this.divideScalar( this.length() );
-
- },
-
- setLength: function ( l ) {
-
- var oldLength = this.length();
-
- if ( oldLength !== 0 && l !== oldLength ) {
-
- this.multiplyScalar( l / oldLength );
-
- }
-
- return this;
-
- },
-
- lerp: function ( v, alpha ) {
-
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- this.w += ( v.w - this.w ) * alpha;
-
- return this;
-
- },
-
- lerpVectors: function ( v1, v2, alpha ) {
-
- this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
-
- return this;
-
- },
-
- equals: function ( v ) {
-
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
-
- },
-
- fromArray: function ( array, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- this.w = array[ offset + 3 ];
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- array[ offset + 3 ] = this.w;
-
- return array;
-
- },
-
- fromAttribute: function ( attribute, index, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- index = index * attribute.itemSize + offset;
-
- this.x = attribute.array[ index ];
- this.y = attribute.array[ index + 1 ];
- this.z = attribute.array[ index + 2 ];
- this.w = attribute.array[ index + 3 ];
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.Vector4( this.x, this.y, this.z, this.w );
-
- }
-
-};
-
-// File:src/math/Euler.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Euler = function ( x, y, z, order ) {
-
- this._x = x || 0;
- this._y = y || 0;
- this._z = z || 0;
- this._order = order || THREE.Euler.DefaultOrder;
-
-};
-
-THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
-
-THREE.Euler.DefaultOrder = 'XYZ';
-
-THREE.Euler.prototype = {
-
- constructor: THREE.Euler,
-
- _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
-
- get x () {
-
- return this._x;
-
- },
-
- set x ( value ) {
-
- this._x = value;
- this.onChangeCallback();
-
- },
-
- get y () {
-
- return this._y;
-
- },
-
- set y ( value ) {
-
- this._y = value;
- this.onChangeCallback();
-
- },
-
- get z () {
-
- return this._z;
-
- },
-
- set z ( value ) {
-
- this._z = value;
- this.onChangeCallback();
-
- },
-
- get order () {
-
- return this._order;
-
- },
-
- set order ( value ) {
-
- this._order = value;
- this.onChangeCallback();
-
- },
-
- set: function ( x, y, z, order ) {
-
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order || this._order;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- copy: function ( euler ) {
-
- this._x = euler._x;
- this._y = euler._y;
- this._z = euler._z;
- this._order = euler._order;
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- setFromRotationMatrix: function ( m, order, update ) {
-
- var clamp = THREE.Math.clamp;
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- var te = m.elements;
- var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
- var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
- var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
-
- order = order || this._order;
-
- if ( order === 'XYZ' ) {
-
- this._y = Math.asin( clamp( m13, - 1, 1 ) );
-
- if ( Math.abs( m13 ) < 0.99999 ) {
-
- this._x = Math.atan2( - m23, m33 );
- this._z = Math.atan2( - m12, m11 );
-
- } else {
-
- this._x = Math.atan2( m32, m22 );
- this._z = 0;
-
- }
-
- } else if ( order === 'YXZ' ) {
-
- this._x = Math.asin( - clamp( m23, - 1, 1 ) );
-
- if ( Math.abs( m23 ) < 0.99999 ) {
-
- this._y = Math.atan2( m13, m33 );
- this._z = Math.atan2( m21, m22 );
-
- } else {
-
- this._y = Math.atan2( - m31, m11 );
- this._z = 0;
-
- }
-
- } else if ( order === 'ZXY' ) {
-
- this._x = Math.asin( clamp( m32, - 1, 1 ) );
-
- if ( Math.abs( m32 ) < 0.99999 ) {
-
- this._y = Math.atan2( - m31, m33 );
- this._z = Math.atan2( - m12, m22 );
-
- } else {
-
- this._y = 0;
- this._z = Math.atan2( m21, m11 );
-
- }
-
- } else if ( order === 'ZYX' ) {
-
- this._y = Math.asin( - clamp( m31, - 1, 1 ) );
-
- if ( Math.abs( m31 ) < 0.99999 ) {
-
- this._x = Math.atan2( m32, m33 );
- this._z = Math.atan2( m21, m11 );
-
- } else {
-
- this._x = 0;
- this._z = Math.atan2( - m12, m22 );
-
- }
-
- } else if ( order === 'YZX' ) {
-
- this._z = Math.asin( clamp( m21, - 1, 1 ) );
-
- if ( Math.abs( m21 ) < 0.99999 ) {
-
- this._x = Math.atan2( - m23, m22 );
- this._y = Math.atan2( - m31, m11 );
-
- } else {
-
- this._x = 0;
- this._y = Math.atan2( m13, m33 );
-
- }
-
- } else if ( order === 'XZY' ) {
-
- this._z = Math.asin( - clamp( m12, - 1, 1 ) );
-
- if ( Math.abs( m12 ) < 0.99999 ) {
-
- this._x = Math.atan2( m32, m22 );
- this._y = Math.atan2( m13, m11 );
-
- } else {
-
- this._x = Math.atan2( - m23, m33 );
- this._y = 0;
-
- }
-
- } else {
-
- THREE.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
-
- }
-
- this._order = order;
-
- if ( update !== false ) this.onChangeCallback();
-
- return this;
-
- },
-
- setFromQuaternion: function () {
-
- var matrix;
-
- return function ( q, order, update ) {
-
- if ( matrix === undefined ) matrix = new THREE.Matrix4();
- matrix.makeRotationFromQuaternion( q );
- this.setFromRotationMatrix( matrix, order, update );
-
- return this;
-
- };
-
- }(),
-
- setFromVector3: function ( v, order ) {
-
- return this.set( v.x, v.y, v.z, order || this._order );
-
- },
-
- reorder: function () {
-
- // WARNING: this discards revolution information -bhouston
-
- var q = new THREE.Quaternion();
-
- return function ( newOrder ) {
-
- q.setFromEuler( this );
- this.setFromQuaternion( q, newOrder );
-
- };
-
- }(),
-
- equals: function ( euler ) {
-
- return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
-
- },
-
- fromArray: function ( array ) {
-
- this._x = array[ 0 ];
- this._y = array[ 1 ];
- this._z = array[ 2 ];
- if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
-
- this.onChangeCallback();
-
- return this;
-
- },
-
- toArray: function ( array, offset ) {
-
- if ( array === undefined ) array = [];
- if ( offset === undefined ) offset = 0;
-
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._order;
-
- return array;
- },
-
- toVector3: function ( optionalResult ) {
-
- if ( optionalResult ) {
-
- return optionalResult.set( this._x, this._y, this._z );
-
- } else {
-
- return new THREE.Vector3( this._x, this._y, this._z );
-
- }
-
- },
-
- onChange: function ( callback ) {
-
- this.onChangeCallback = callback;
-
- return this;
-
- },
-
- onChangeCallback: function () {},
-
- clone: function () {
-
- return new THREE.Euler( this._x, this._y, this._z, this._order );
-
- }
-
-};
-
-// File:src/math/Line3.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Line3 = function ( start, end ) {
-
- this.start = ( start !== undefined ) ? start : new THREE.Vector3();
- this.end = ( end !== undefined ) ? end : new THREE.Vector3();
-
-};
-
-THREE.Line3.prototype = {
-
- constructor: THREE.Line3,
-
- set: function ( start, end ) {
-
- this.start.copy( start );
- this.end.copy( end );
-
- return this;
-
- },
-
- copy: function ( line ) {
-
- this.start.copy( line.start );
- this.end.copy( line.end );
-
- return this;
-
- },
-
- center: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
-
- },
-
- delta: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.subVectors( this.end, this.start );
-
- },
-
- distanceSq: function () {
-
- return this.start.distanceToSquared( this.end );
-
- },
-
- distance: function () {
-
- return this.start.distanceTo( this.end );
-
- },
-
- at: function ( t, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- return this.delta( result ).multiplyScalar( t ).add( this.start );
-
- },
-
- closestPointToPointParameter: function () {
-
- var startP = new THREE.Vector3();
- var startEnd = new THREE.Vector3();
-
- return function ( point, clampToLine ) {
-
- startP.subVectors( point, this.start );
- startEnd.subVectors( this.end, this.start );
-
- var startEnd2 = startEnd.dot( startEnd );
- var startEnd_startP = startEnd.dot( startP );
-
- var t = startEnd_startP / startEnd2;
-
- if ( clampToLine ) {
-
- t = THREE.Math.clamp( t, 0, 1 );
-
- }
-
- return t;
-
- };
-
- }(),
-
- closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
-
- var t = this.closestPointToPointParameter( point, clampToLine );
-
- var result = optionalTarget || new THREE.Vector3();
-
- return this.delta( result ).multiplyScalar( t ).add( this.start );
-
- },
-
- applyMatrix4: function ( matrix ) {
-
- this.start.applyMatrix4( matrix );
- this.end.applyMatrix4( matrix );
-
- return this;
-
- },
-
- equals: function ( line ) {
-
- return line.start.equals( this.start ) && line.end.equals( this.end );
-
- },
-
- clone: function () {
-
- return new THREE.Line3().copy( this );
-
- }
-
-};
-
-// File:src/math/Box2.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Box2 = function ( min, max ) {
-
- this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
- this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
-
-};
-
-THREE.Box2.prototype = {
-
- constructor: THREE.Box2,
-
- set: function ( min, max ) {
-
- this.min.copy( min );
- this.max.copy( max );
-
- return this;
-
- },
-
- setFromPoints: function ( points ) {
-
- this.makeEmpty();
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- this.expandByPoint( points[ i ] )
-
- }
-
- return this;
-
- },
-
- setFromCenterAndSize: function () {
-
- var v1 = new THREE.Vector2();
-
- return function ( center, size ) {
-
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
-
- return this;
-
- };
-
- }(),
-
- copy: function ( box ) {
-
- this.min.copy( box.min );
- this.max.copy( box.max );
-
- return this;
-
- },
-
- makeEmpty: function () {
-
- this.min.x = this.min.y = Infinity;
- this.max.x = this.max.y = - Infinity;
-
- return this;
-
- },
-
- empty: function () {
-
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
-
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
-
- },
-
- center: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector2();
- return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
-
- },
-
- size: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector2();
- return result.subVectors( this.max, this.min );
-
- },
-
- expandByPoint: function ( point ) {
-
- this.min.min( point );
- this.max.max( point );
-
- return this;
- },
-
- expandByVector: function ( vector ) {
-
- this.min.sub( vector );
- this.max.add( vector );
-
- return this;
- },
-
- expandByScalar: function ( scalar ) {
-
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
-
- return this;
- },
-
- containsPoint: function ( point ) {
-
- if ( point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- containsBox: function ( box ) {
-
- if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
- ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- getParameter: function ( point, optionalTarget ) {
-
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
-
- var result = optionalTarget || new THREE.Vector2();
-
- return result.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y )
- );
-
- },
-
- isIntersectionBox: function ( box ) {
-
- // using 6 splitting planes to rule out intersections.
-
- if ( box.max.x < this.min.x || box.min.x > this.max.x ||
- box.max.y < this.min.y || box.min.y > this.max.y ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- clampPoint: function ( point, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector2();
- return result.copy( point ).clamp( this.min, this.max );
-
- },
-
- distanceToPoint: function () {
-
- var v1 = new THREE.Vector2();
-
- return function ( point ) {
-
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
-
- };
-
- }(),
-
- intersect: function ( box ) {
-
- this.min.max( box.min );
- this.max.min( box.max );
-
- return this;
-
- },
-
- union: function ( box ) {
-
- this.min.min( box.min );
- this.max.max( box.max );
-
- return this;
-
- },
-
- translate: function ( offset ) {
-
- this.min.add( offset );
- this.max.add( offset );
-
- return this;
-
- },
-
- equals: function ( box ) {
-
- return box.min.equals( this.min ) && box.max.equals( this.max );
-
- },
-
- clone: function () {
-
- return new THREE.Box2().copy( this );
-
- }
-
-};
-
-// File:src/math/Box3.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Box3 = function ( min, max ) {
-
- this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
- this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
-
-};
-
-THREE.Box3.prototype = {
-
- constructor: THREE.Box3,
-
- set: function ( min, max ) {
-
- this.min.copy( min );
- this.max.copy( max );
-
- return this;
-
- },
-
- setFromPoints: function ( points ) {
-
- this.makeEmpty();
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- this.expandByPoint( points[ i ] )
-
- }
-
- return this;
-
- },
-
- setFromCenterAndSize: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( center, size ) {
-
- var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
-
- this.min.copy( center ).sub( halfSize );
- this.max.copy( center ).add( halfSize );
-
- return this;
-
- };
-
- }(),
-
- setFromObject: function () {
-
- // Computes the world-axis-aligned bounding box of an object (including its children),
- // accounting for both the object's, and childrens', world transforms
-
- var v1 = new THREE.Vector3();
-
- return function ( object ) {
-
- var scope = this;
-
- object.updateMatrixWorld( true );
-
- this.makeEmpty();
-
- object.traverse( function ( node ) {
-
- var geometry = node.geometry;
-
- if ( geometry !== undefined ) {
-
- if ( geometry instanceof THREE.Geometry ) {
-
- var vertices = geometry.vertices;
-
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
- v1.copy( vertices[ i ] );
-
- v1.applyMatrix4( node.matrixWorld );
-
- scope.expandByPoint( v1 );
-
- }
-
- } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
-
- var positions = geometry.attributes[ 'position' ].array;
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
-
- v1.applyMatrix4( node.matrixWorld );
-
- scope.expandByPoint( v1 );
-
- }
-
- }
-
- }
-
- } );
-
- return this;
-
- };
-
- }(),
-
- copy: function ( box ) {
-
- this.min.copy( box.min );
- this.max.copy( box.max );
-
- return this;
-
- },
-
- makeEmpty: function () {
-
- this.min.x = this.min.y = this.min.z = Infinity;
- this.max.x = this.max.y = this.max.z = - Infinity;
-
- return this;
-
- },
-
- empty: function () {
-
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
-
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
-
- },
-
- center: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
-
- },
-
- size: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.subVectors( this.max, this.min );
-
- },
-
- expandByPoint: function ( point ) {
-
- this.min.min( point );
- this.max.max( point );
-
- return this;
-
- },
-
- expandByVector: function ( vector ) {
-
- this.min.sub( vector );
- this.max.add( vector );
-
- return this;
-
- },
-
- expandByScalar: function ( scalar ) {
-
- this.min.addScalar( - scalar );
- this.max.addScalar( scalar );
-
- return this;
-
- },
-
- containsPoint: function ( point ) {
-
- if ( point.x < this.min.x || point.x > this.max.x ||
- point.y < this.min.y || point.y > this.max.y ||
- point.z < this.min.z || point.z > this.max.z ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- containsBox: function ( box ) {
-
- if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
- ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
- ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- getParameter: function ( point, optionalTarget ) {
-
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
-
- var result = optionalTarget || new THREE.Vector3();
-
- return result.set(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
- ( point.z - this.min.z ) / ( this.max.z - this.min.z )
- );
-
- },
-
- isIntersectionBox: function ( box ) {
-
- // using 6 splitting planes to rule out intersections.
-
- if ( box.max.x < this.min.x || box.min.x > this.max.x ||
- box.max.y < this.min.y || box.min.y > this.max.y ||
- box.max.z < this.min.z || box.min.z > this.max.z ) {
-
- return false;
-
- }
-
- return true;
-
- },
-
- clampPoint: function ( point, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( point ).clamp( this.min, this.max );
-
- },
-
- distanceToPoint: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( point ) {
-
- var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
- return clampedPoint.sub( point ).length();
-
- };
-
- }(),
-
- getBoundingSphere: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Sphere();
-
- result.center = this.center();
- result.radius = this.size( v1 ).length() * 0.5;
-
- return result;
-
- };
-
- }(),
-
- intersect: function ( box ) {
-
- this.min.max( box.min );
- this.max.min( box.max );
-
- return this;
-
- },
-
- union: function ( box ) {
-
- this.min.min( box.min );
- this.max.max( box.max );
-
- return this;
-
- },
-
- applyMatrix4: function () {
-
- var points = [
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3(),
- new THREE.Vector3()
- ];
-
- return function ( matrix ) {
-
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
- points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
- points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
- points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
- points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
- points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
- points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
- points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
- points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
-
- this.makeEmpty();
- this.setFromPoints( points );
-
- return this;
-
- };
-
- }(),
-
- translate: function ( offset ) {
-
- this.min.add( offset );
- this.max.add( offset );
-
- return this;
-
- },
-
- equals: function ( box ) {
-
- return box.min.equals( this.min ) && box.max.equals( this.max );
-
- },
-
- clone: function () {
-
- return new THREE.Box3().copy( this );
-
- }
-
-};
-
-// File:src/math/Matrix3.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Matrix3 = function () {
-
- this.elements = new Float32Array( [
-
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
-
- ] );
-
- if ( arguments.length > 0 ) {
-
- THREE.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
-
- }
-
-};
-
-THREE.Matrix3.prototype = {
-
- constructor: THREE.Matrix3,
-
- set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
-
- var te = this.elements;
-
- te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
- te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
- te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
-
- return this;
-
- },
-
- identity: function () {
-
- this.set(
-
- 1, 0, 0,
- 0, 1, 0,
- 0, 0, 1
-
- );
-
- return this;
-
- },
-
- copy: function ( m ) {
-
- var me = m.elements;
-
- this.set(
-
- me[ 0 ], me[ 3 ], me[ 6 ],
- me[ 1 ], me[ 4 ], me[ 7 ],
- me[ 2 ], me[ 5 ], me[ 8 ]
-
- );
-
- return this;
-
- },
-
- multiplyVector3: function ( vector ) {
-
- THREE.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
- return vector.applyMatrix3( this );
-
- },
-
- multiplyVector3Array: function ( a ) {
-
- THREE.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
- return this.applyToVector3Array( a );
-
- },
-
- applyToVector3Array: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( array, offset, length ) {
-
- if ( offset === undefined ) offset = 0;
- if ( length === undefined ) length = array.length;
-
- for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
-
- v1.x = array[ j ];
- v1.y = array[ j + 1 ];
- v1.z = array[ j + 2 ];
-
- v1.applyMatrix3( this );
-
- array[ j ] = v1.x;
- array[ j + 1 ] = v1.y;
- array[ j + 2 ] = v1.z;
-
- }
-
- return array;
-
- };
-
- }(),
-
- multiplyScalar: function ( s ) {
-
- var te = this.elements;
-
- te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
- te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
- te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
-
- return this;
-
- },
-
- determinant: function () {
-
- var te = this.elements;
-
- var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
- d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
- g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
-
- return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
-
- },
-
- getInverse: function ( matrix, throwOnInvertible ) {
-
- // input: THREE.Matrix4
- // ( based on http://code.google.com/p/webgl-mjs/ )
-
- var me = matrix.elements;
- var te = this.elements;
-
- te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
- te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
- te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
- te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
- te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
- te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
- te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
- te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
- te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
-
- var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
-
- // no inverse
-
- if ( det === 0 ) {
-
- var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
-
- if ( throwOnInvertible || false ) {
-
- throw new Error( msg );
-
- } else {
-
- THREE.warn( msg );
-
- }
-
- this.identity();
-
- return this;
-
- }
-
- this.multiplyScalar( 1.0 / det );
-
- return this;
-
- },
-
- transpose: function () {
-
- var tmp, m = this.elements;
-
- tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
- tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
- tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
-
- return this;
-
- },
-
- flattenToArrayOffset: function ( array, offset ) {
-
- var te = this.elements;
-
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
-
- array[ offset + 3 ] = te[ 3 ];
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
-
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
- array[ offset + 8 ] = te[ 8 ];
-
- return array;
-
- },
-
- getNormalMatrix: function ( m ) {
-
- // input: THREE.Matrix4
-
- this.getInverse( m ).transpose();
-
- return this;
-
- },
-
- transposeIntoArray: function ( r ) {
-
- var m = this.elements;
-
- r[ 0 ] = m[ 0 ];
- r[ 1 ] = m[ 3 ];
- r[ 2 ] = m[ 6 ];
- r[ 3 ] = m[ 1 ];
- r[ 4 ] = m[ 4 ];
- r[ 5 ] = m[ 7 ];
- r[ 6 ] = m[ 2 ];
- r[ 7 ] = m[ 5 ];
- r[ 8 ] = m[ 8 ];
-
- return this;
-
- },
-
- fromArray: function ( array ) {
-
- this.elements.set( array );
-
- return this;
-
- },
-
- toArray: function () {
-
- var te = this.elements;
-
- return [
- te[ 0 ], te[ 1 ], te[ 2 ],
- te[ 3 ], te[ 4 ], te[ 5 ],
- te[ 6 ], te[ 7 ], te[ 8 ]
- ];
-
- },
-
- clone: function () {
-
- return new THREE.Matrix3().fromArray( this.elements );
-
- }
-
-};
-
-// File:src/math/Matrix4.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- * @author bhouston / http://exocortex.com
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Matrix4 = function () {
-
- this.elements = new Float32Array( [
-
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
-
- ] );
-
- if ( arguments.length > 0 ) {
-
- THREE.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
-
- }
-
-};
-
-THREE.Matrix4.prototype = {
-
- constructor: THREE.Matrix4,
-
- set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
-
- var te = this.elements;
-
- te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
- te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
- te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
- te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
-
- return this;
-
- },
-
- identity: function () {
-
- this.set(
-
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- copy: function ( m ) {
-
- this.elements.set( m.elements );
-
- return this;
-
- },
-
- extractPosition: function ( m ) {
-
- THREE.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
- return this.copyPosition( m );
-
- },
-
- copyPosition: function ( m ) {
-
- var te = this.elements;
- var me = m.elements;
-
- te[ 12 ] = me[ 12 ];
- te[ 13 ] = me[ 13 ];
- te[ 14 ] = me[ 14 ];
-
- return this;
-
- },
-
- extractBasis: function ( xAxis, yAxis, zAxis ) {
-
- var te = this.elements;
-
- xAxis.set( te[ 0 ], te[ 1 ], te[ 2 ] );
- yAxis.set( te[ 4 ], te[ 5 ], te[ 6 ] );
- zAxis.set( te[ 8 ], te[ 9 ], te[ 10 ] );
-
- return this;
-
- },
-
- makeBasis: function ( xAxis, yAxis, zAxis ) {
-
- this.set(
- xAxis.x, yAxis.x, zAxis.x, 0,
- xAxis.y, yAxis.y, zAxis.y, 0,
- xAxis.z, yAxis.z, zAxis.z, 0,
- 0, 0, 0, 1
- );
-
- return this;
-
- },
-
- extractRotation: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( m ) {
-
- var te = this.elements;
- var me = m.elements;
-
- var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
- var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
- var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
-
- te[ 0 ] = me[ 0 ] * scaleX;
- te[ 1 ] = me[ 1 ] * scaleX;
- te[ 2 ] = me[ 2 ] * scaleX;
-
- te[ 4 ] = me[ 4 ] * scaleY;
- te[ 5 ] = me[ 5 ] * scaleY;
- te[ 6 ] = me[ 6 ] * scaleY;
-
- te[ 8 ] = me[ 8 ] * scaleZ;
- te[ 9 ] = me[ 9 ] * scaleZ;
- te[ 10 ] = me[ 10 ] * scaleZ;
-
- return this;
-
- };
-
- }(),
-
- makeRotationFromEuler: function ( euler ) {
-
- if ( euler instanceof THREE.Euler === false ) {
-
- THREE.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
-
- }
-
- var te = this.elements;
-
- var x = euler.x, y = euler.y, z = euler.z;
- var a = Math.cos( x ), b = Math.sin( x );
- var c = Math.cos( y ), d = Math.sin( y );
- var e = Math.cos( z ), f = Math.sin( z );
-
- if ( euler.order === 'XYZ' ) {
-
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
- te[ 0 ] = c * e;
- te[ 4 ] = - c * f;
- te[ 8 ] = d;
-
- te[ 1 ] = af + be * d;
- te[ 5 ] = ae - bf * d;
- te[ 9 ] = - b * c;
-
- te[ 2 ] = bf - ae * d;
- te[ 6 ] = be + af * d;
- te[ 10 ] = a * c;
-
- } else if ( euler.order === 'YXZ' ) {
-
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
- te[ 0 ] = ce + df * b;
- te[ 4 ] = de * b - cf;
- te[ 8 ] = a * d;
-
- te[ 1 ] = a * f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b;
-
- te[ 2 ] = cf * b - de;
- te[ 6 ] = df + ce * b;
- te[ 10 ] = a * c;
-
- } else if ( euler.order === 'ZXY' ) {
-
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
-
- te[ 0 ] = ce - df * b;
- te[ 4 ] = - a * f;
- te[ 8 ] = de + cf * b;
-
- te[ 1 ] = cf + de * b;
- te[ 5 ] = a * e;
- te[ 9 ] = df - ce * b;
-
- te[ 2 ] = - a * d;
- te[ 6 ] = b;
- te[ 10 ] = a * c;
-
- } else if ( euler.order === 'ZYX' ) {
-
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
-
- te[ 0 ] = c * e;
- te[ 4 ] = be * d - af;
- te[ 8 ] = ae * d + bf;
-
- te[ 1 ] = c * f;
- te[ 5 ] = bf * d + ae;
- te[ 9 ] = af * d - be;
-
- te[ 2 ] = - d;
- te[ 6 ] = b * c;
- te[ 10 ] = a * c;
-
- } else if ( euler.order === 'YZX' ) {
-
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
- te[ 0 ] = c * e;
- te[ 4 ] = bd - ac * f;
- te[ 8 ] = bc * f + ad;
-
- te[ 1 ] = f;
- te[ 5 ] = a * e;
- te[ 9 ] = - b * e;
-
- te[ 2 ] = - d * e;
- te[ 6 ] = ad * f + bc;
- te[ 10 ] = ac - bd * f;
-
- } else if ( euler.order === 'XZY' ) {
-
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
-
- te[ 0 ] = c * e;
- te[ 4 ] = - f;
- te[ 8 ] = d * e;
-
- te[ 1 ] = ac * f + bd;
- te[ 5 ] = a * e;
- te[ 9 ] = ad * f - bc;
-
- te[ 2 ] = bc * f - ad;
- te[ 6 ] = b * e;
- te[ 10 ] = bd * f + ac;
-
- }
-
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
-
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- setRotationFromQuaternion: function ( q ) {
-
- THREE.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
-
- return this.makeRotationFromQuaternion( q );
-
- },
-
- makeRotationFromQuaternion: function ( q ) {
-
- var te = this.elements;
-
- var x = q.x, y = q.y, z = q.z, w = q.w;
- var x2 = x + x, y2 = y + y, z2 = z + z;
- var xx = x * x2, xy = x * y2, xz = x * z2;
- var yy = y * y2, yz = y * z2, zz = z * z2;
- var wx = w * x2, wy = w * y2, wz = w * z2;
-
- te[ 0 ] = 1 - ( yy + zz );
- te[ 4 ] = xy - wz;
- te[ 8 ] = xz + wy;
-
- te[ 1 ] = xy + wz;
- te[ 5 ] = 1 - ( xx + zz );
- te[ 9 ] = yz - wx;
-
- te[ 2 ] = xz - wy;
- te[ 6 ] = yz + wx;
- te[ 10 ] = 1 - ( xx + yy );
-
- // last column
- te[ 3 ] = 0;
- te[ 7 ] = 0;
- te[ 11 ] = 0;
-
- // bottom row
- te[ 12 ] = 0;
- te[ 13 ] = 0;
- te[ 14 ] = 0;
- te[ 15 ] = 1;
-
- return this;
-
- },
-
- lookAt: function () {
-
- var x = new THREE.Vector3();
- var y = new THREE.Vector3();
- var z = new THREE.Vector3();
-
- return function ( eye, target, up ) {
-
- var te = this.elements;
-
- z.subVectors( eye, target ).normalize();
-
- if ( z.length() === 0 ) {
-
- z.z = 1;
-
- }
-
- x.crossVectors( up, z ).normalize();
-
- if ( x.length() === 0 ) {
-
- z.x += 0.0001;
- x.crossVectors( up, z ).normalize();
-
- }
-
- y.crossVectors( z, x );
-
-
- te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
- te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
- te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
-
- return this;
-
- };
-
- }(),
-
- multiply: function ( m, n ) {
-
- if ( n !== undefined ) {
-
- THREE.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
- return this.multiplyMatrices( m, n );
-
- }
-
- return this.multiplyMatrices( this, m );
-
- },
-
- multiplyMatrices: function ( a, b ) {
-
- var ae = a.elements;
- var be = b.elements;
- var te = this.elements;
-
- var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
- var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
- var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
- var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
-
- var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
- var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
- var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
- var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
-
- te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
- te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
- te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
- te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
-
- te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
- te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
- te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
- te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
-
- te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
- te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
- te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
- te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
-
- te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
- te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
- te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
- te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
-
- return this;
-
- },
-
- multiplyToArray: function ( a, b, r ) {
-
- var te = this.elements;
-
- this.multiplyMatrices( a, b );
-
- r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
- r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
- r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
- r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
-
- return this;
-
- },
-
- multiplyScalar: function ( s ) {
-
- var te = this.elements;
-
- te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
- te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
- te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
- te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
-
- return this;
-
- },
-
- multiplyVector3: function ( vector ) {
-
- THREE.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
- return vector.applyProjection( this );
-
- },
-
- multiplyVector4: function ( vector ) {
-
- THREE.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
-
- },
-
- multiplyVector3Array: function ( a ) {
-
- THREE.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
- return this.applyToVector3Array( a );
-
- },
-
- applyToVector3Array: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( array, offset, length ) {
-
- if ( offset === undefined ) offset = 0;
- if ( length === undefined ) length = array.length;
-
- for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {
-
- v1.x = array[ j ];
- v1.y = array[ j + 1 ];
- v1.z = array[ j + 2 ];
-
- v1.applyMatrix4( this );
-
- array[ j ] = v1.x;
- array[ j + 1 ] = v1.y;
- array[ j + 2 ] = v1.z;
-
- }
-
- return array;
-
- };
-
- }(),
-
- rotateAxis: function ( v ) {
-
- THREE.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
-
- v.transformDirection( this );
-
- },
-
- crossVector: function ( vector ) {
-
- THREE.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
- return vector.applyMatrix4( this );
-
- },
-
- determinant: function () {
-
- var te = this.elements;
-
- var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
- var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
- var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
- var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
-
- //TODO: make this more efficient
- //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
-
- return (
- n41 * (
- + n14 * n23 * n32
- - n13 * n24 * n32
- - n14 * n22 * n33
- + n12 * n24 * n33
- + n13 * n22 * n34
- - n12 * n23 * n34
- ) +
- n42 * (
- + n11 * n23 * n34
- - n11 * n24 * n33
- + n14 * n21 * n33
- - n13 * n21 * n34
- + n13 * n24 * n31
- - n14 * n23 * n31
- ) +
- n43 * (
- + n11 * n24 * n32
- - n11 * n22 * n34
- - n14 * n21 * n32
- + n12 * n21 * n34
- + n14 * n22 * n31
- - n12 * n24 * n31
- ) +
- n44 * (
- - n13 * n22 * n31
- - n11 * n23 * n32
- + n11 * n22 * n33
- + n13 * n21 * n32
- - n12 * n21 * n33
- + n12 * n23 * n31
- )
-
- );
-
- },
-
- transpose: function () {
-
- var te = this.elements;
- var tmp;
-
- tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
- tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
- tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
-
- tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
- tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
- tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
-
- return this;
-
- },
-
- flattenToArrayOffset: function ( array, offset ) {
-
- var te = this.elements;
-
- array[ offset ] = te[ 0 ];
- array[ offset + 1 ] = te[ 1 ];
- array[ offset + 2 ] = te[ 2 ];
- array[ offset + 3 ] = te[ 3 ];
-
- array[ offset + 4 ] = te[ 4 ];
- array[ offset + 5 ] = te[ 5 ];
- array[ offset + 6 ] = te[ 6 ];
- array[ offset + 7 ] = te[ 7 ];
-
- array[ offset + 8 ] = te[ 8 ];
- array[ offset + 9 ] = te[ 9 ];
- array[ offset + 10 ] = te[ 10 ];
- array[ offset + 11 ] = te[ 11 ];
-
- array[ offset + 12 ] = te[ 12 ];
- array[ offset + 13 ] = te[ 13 ];
- array[ offset + 14 ] = te[ 14 ];
- array[ offset + 15 ] = te[ 15 ];
-
- return array;
-
- },
-
- getPosition: function () {
-
- var v1 = new THREE.Vector3();
-
- return function () {
-
- THREE.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
-
- var te = this.elements;
- return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
-
- };
-
- }(),
-
- setPosition: function ( v ) {
-
- var te = this.elements;
-
- te[ 12 ] = v.x;
- te[ 13 ] = v.y;
- te[ 14 ] = v.z;
-
- return this;
-
- },
-
- getInverse: function ( m, throwOnInvertible ) {
-
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- var te = this.elements;
- var me = m.elements;
-
- var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
- var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
- var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
- var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
-
- te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
- te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
- te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
- te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
- te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
- te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
- te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
- te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
- te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
- te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
- te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
- te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
- te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
- te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
- te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
- te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
-
- var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
-
- if ( det == 0 ) {
-
- var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";
-
- if ( throwOnInvertible || false ) {
-
- throw new Error( msg );
-
- } else {
-
- THREE.warn( msg );
-
- }
-
- this.identity();
-
- return this;
- }
-
- this.multiplyScalar( 1 / det );
-
- return this;
-
- },
-
- translate: function ( v ) {
-
- THREE.error( 'THREE.Matrix4: .translate() has been removed.' );
-
- },
-
- rotateX: function ( angle ) {
-
- THREE.error( 'THREE.Matrix4: .rotateX() has been removed.' );
-
- },
-
- rotateY: function ( angle ) {
-
- THREE.error( 'THREE.Matrix4: .rotateY() has been removed.' );
-
- },
-
- rotateZ: function ( angle ) {
-
- THREE.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
-
- },
-
- rotateByAxis: function ( axis, angle ) {
-
- THREE.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
-
- },
-
- scale: function ( v ) {
-
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
-
- te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
- te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
- te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
- te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
-
- return this;
-
- },
-
- getMaxScaleOnAxis: function () {
-
- var te = this.elements;
-
- var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
- var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
- var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
-
- return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
-
- },
-
- makeTranslation: function ( x, y, z ) {
-
- this.set(
-
- 1, 0, 0, x,
- 0, 1, 0, y,
- 0, 0, 1, z,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationX: function ( theta ) {
-
- var c = Math.cos( theta ), s = Math.sin( theta );
-
- this.set(
-
- 1, 0, 0, 0,
- 0, c, - s, 0,
- 0, s, c, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationY: function ( theta ) {
-
- var c = Math.cos( theta ), s = Math.sin( theta );
-
- this.set(
-
- c, 0, s, 0,
- 0, 1, 0, 0,
- - s, 0, c, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationZ: function ( theta ) {
-
- var c = Math.cos( theta ), s = Math.sin( theta );
-
- this.set(
-
- c, - s, 0, 0,
- s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeRotationAxis: function ( axis, angle ) {
-
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
-
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var t = 1 - c;
- var x = axis.x, y = axis.y, z = axis.z;
- var tx = t * x, ty = t * y;
-
- this.set(
-
- tx * x + c, tx * y - s * z, tx * z + s * y, 0,
- tx * y + s * z, ty * y + c, ty * z - s * x, 0,
- tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- makeScale: function ( x, y, z ) {
-
- this.set(
-
- x, 0, 0, 0,
- 0, y, 0, 0,
- 0, 0, z, 0,
- 0, 0, 0, 1
-
- );
-
- return this;
-
- },
-
- compose: function ( position, quaternion, scale ) {
-
- this.makeRotationFromQuaternion( quaternion );
- this.scale( scale );
- this.setPosition( position );
-
- return this;
-
- },
-
- decompose: function () {
-
- var vector = new THREE.Vector3();
- var matrix = new THREE.Matrix4();
-
- return function ( position, quaternion, scale ) {
-
- var te = this.elements;
-
- var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
- var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
- var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
-
- // if determine is negative, we need to invert one scale
- var det = this.determinant();
- if ( det < 0 ) {
- sx = - sx;
- }
-
- position.x = te[ 12 ];
- position.y = te[ 13 ];
- position.z = te[ 14 ];
-
- // scale the rotation part
-
- matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
-
- var invSX = 1 / sx;
- var invSY = 1 / sy;
- var invSZ = 1 / sz;
-
- matrix.elements[ 0 ] *= invSX;
- matrix.elements[ 1 ] *= invSX;
- matrix.elements[ 2 ] *= invSX;
-
- matrix.elements[ 4 ] *= invSY;
- matrix.elements[ 5 ] *= invSY;
- matrix.elements[ 6 ] *= invSY;
-
- matrix.elements[ 8 ] *= invSZ;
- matrix.elements[ 9 ] *= invSZ;
- matrix.elements[ 10 ] *= invSZ;
-
- quaternion.setFromRotationMatrix( matrix );
-
- scale.x = sx;
- scale.y = sy;
- scale.z = sz;
-
- return this;
-
- };
-
- }(),
-
- makeFrustum: function ( left, right, bottom, top, near, far ) {
-
- var te = this.elements;
- var x = 2 * near / ( right - left );
- var y = 2 * near / ( top - bottom );
-
- var a = ( right + left ) / ( right - left );
- var b = ( top + bottom ) / ( top - bottom );
- var c = - ( far + near ) / ( far - near );
- var d = - 2 * far * near / ( far - near );
-
- te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
- te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
-
- return this;
-
- },
-
- makePerspective: function ( fov, aspect, near, far ) {
-
- var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
- var ymin = - ymax;
- var xmin = ymin * aspect;
- var xmax = ymax * aspect;
-
- return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
-
- },
-
- makeOrthographic: function ( left, right, top, bottom, near, far ) {
-
- var te = this.elements;
- var w = right - left;
- var h = top - bottom;
- var p = far - near;
-
- var x = ( right + left ) / w;
- var y = ( top + bottom ) / h;
- var z = ( far + near ) / p;
-
- te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
- te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
- te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
- te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
-
- return this;
-
- },
-
- fromArray: function ( array ) {
-
- this.elements.set( array );
-
- return this;
-
- },
-
- toArray: function () {
-
- var te = this.elements;
-
- return [
- te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
- te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
- te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
- te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
- ];
-
- },
-
- clone: function () {
-
- return new THREE.Matrix4().fromArray( this.elements );
-
- }
-
-};
-
-// File:src/math/Ray.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Ray = function ( origin, direction ) {
-
- this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
- this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
-
-};
-
-THREE.Ray.prototype = {
-
- constructor: THREE.Ray,
-
- set: function ( origin, direction ) {
-
- this.origin.copy( origin );
- this.direction.copy( direction );
-
- return this;
-
- },
-
- copy: function ( ray ) {
-
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
-
- return this;
-
- },
-
- at: function ( t, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
-
- },
-
- recast: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( t ) {
-
- this.origin.copy( this.at( t, v1 ) );
-
- return this;
-
- };
-
- }(),
-
- closestPointToPoint: function ( point, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- result.subVectors( point, this.origin );
- var directionDistance = result.dot( this.direction );
-
- if ( directionDistance < 0 ) {
-
- return result.copy( this.origin );
-
- }
-
- return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
-
- },
-
- distanceToPoint: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( point ) {
-
- var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
-
- // point behind the ray
-
- if ( directionDistance < 0 ) {
-
- return this.origin.distanceTo( point );
-
- }
-
- v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
-
- return v1.distanceTo( point );
-
- };
-
- }(),
-
- distanceSqToSegment: function () {
-
- var segCenter = new THREE.Vector3();
- var segDir = new THREE.Vector3();
- var diff = new THREE.Vector3();
-
- return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
-
- // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
- // It returns the min distance between the ray and the segment
- // defined by v0 and v1
- // It can also set two optional targets :
- // - The closest point on the ray
- // - The closest point on the segment
-
- segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
- segDir.copy( v1 ).sub( v0 ).normalize();
- diff.copy( this.origin ).sub( segCenter );
-
- var segExtent = v0.distanceTo( v1 ) * 0.5;
- var a01 = - this.direction.dot( segDir );
- var b0 = diff.dot( this.direction );
- var b1 = - diff.dot( segDir );
- var c = diff.lengthSq();
- var det = Math.abs( 1 - a01 * a01 );
- var s0, s1, sqrDist, extDet;
-
- if ( det > 0 ) {
-
- // The ray and segment are not parallel.
-
- s0 = a01 * b1 - b0;
- s1 = a01 * b0 - b1;
- extDet = segExtent * det;
-
- if ( s0 >= 0 ) {
-
- if ( s1 >= - extDet ) {
-
- if ( s1 <= extDet ) {
-
- // region 0
- // Minimum at interior points of ray and segment.
-
- var invDet = 1 / det;
- s0 *= invDet;
- s1 *= invDet;
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
-
- } else {
-
- // region 1
-
- s1 = segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- } else {
-
- // region 5
-
- s1 = - segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- } else {
-
- if ( s1 <= - extDet ) {
-
- // region 4
-
- s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- } else if ( s1 <= extDet ) {
-
- // region 3
-
- s0 = 0;
- s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
-
- } else {
-
- // region 2
-
- s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- }
-
- } else {
-
- // Ray and segment are parallel.
-
- s1 = ( a01 > 0 ) ? - segExtent : segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
-
- }
-
- if ( optionalPointOnRay ) {
-
- optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
-
- }
-
- if ( optionalPointOnSegment ) {
-
- optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
-
- }
-
- return sqrDist;
-
- };
-
- }(),
-
-
- isIntersectionSphere: function ( sphere ) {
-
- return this.distanceToPoint( sphere.center ) <= sphere.radius;
-
- },
-
- intersectSphere: function () {
-
- // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
-
- var v1 = new THREE.Vector3();
-
- return function ( sphere, optionalTarget ) {
-
- v1.subVectors( sphere.center, this.origin );
-
- var tca = v1.dot( this.direction );
-
- var d2 = v1.dot( v1 ) - tca * tca;
-
- var radius2 = sphere.radius * sphere.radius;
-
- if ( d2 > radius2 ) return null;
-
- var thc = Math.sqrt( radius2 - d2 );
-
- // t0 = first intersect point - entrance on front of sphere
- var t0 = tca - thc;
-
- // t1 = second intersect point - exit point on back of sphere
- var t1 = tca + thc;
-
- // test to see if both t0 and t1 are behind the ray - if so, return null
- if ( t0 < 0 && t1 < 0 ) return null;
-
- // test to see if t0 is behind the ray:
- // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
- // in order to always return an intersect point that is in front of the ray.
- if ( t0 < 0 ) return this.at( t1, optionalTarget );
-
- // else t0 is in front of the ray, so return the first collision point scaled by t0
- return this.at( t0, optionalTarget );
-
- }
-
- }(),
-
- isIntersectionPlane: function ( plane ) {
-
- // check if the ray lies on the plane first
-
- var distToPoint = plane.distanceToPoint( this.origin );
-
- if ( distToPoint === 0 ) {
-
- return true;
-
- }
-
- var denominator = plane.normal.dot( this.direction );
-
- if ( denominator * distToPoint < 0 ) {
-
- return true;
-
- }
-
- // ray origin is behind the plane (and is pointing behind it)
-
- return false;
-
- },
-
- distanceToPlane: function ( plane ) {
-
- var denominator = plane.normal.dot( this.direction );
- if ( denominator == 0 ) {
-
- // line is coplanar, return origin
- if ( plane.distanceToPoint( this.origin ) == 0 ) {
-
- return 0;
-
- }
-
- // Null is preferable to undefined since undefined means.... it is undefined
-
- return null;
-
- }
-
- var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
-
- // Return if the ray never intersects the plane
-
- return t >= 0 ? t : null;
-
- },
-
- intersectPlane: function ( plane, optionalTarget ) {
-
- var t = this.distanceToPlane( plane );
-
- if ( t === null ) {
-
- return null;
- }
-
- return this.at( t, optionalTarget );
-
- },
-
- isIntersectionBox: function () {
-
- var v = new THREE.Vector3();
-
- return function ( box ) {
-
- return this.intersectBox( box, v ) !== null;
-
- };
-
- }(),
-
- intersectBox: function ( box, optionalTarget ) {
-
- // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
-
- var tmin,tmax,tymin,tymax,tzmin,tzmax;
-
- var invdirx = 1 / this.direction.x,
- invdiry = 1 / this.direction.y,
- invdirz = 1 / this.direction.z;
-
- var origin = this.origin;
-
- if ( invdirx >= 0 ) {
-
- tmin = ( box.min.x - origin.x ) * invdirx;
- tmax = ( box.max.x - origin.x ) * invdirx;
-
- } else {
-
- tmin = ( box.max.x - origin.x ) * invdirx;
- tmax = ( box.min.x - origin.x ) * invdirx;
- }
-
- if ( invdiry >= 0 ) {
-
- tymin = ( box.min.y - origin.y ) * invdiry;
- tymax = ( box.max.y - origin.y ) * invdiry;
-
- } else {
-
- tymin = ( box.max.y - origin.y ) * invdiry;
- tymax = ( box.min.y - origin.y ) * invdiry;
- }
-
- if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
-
- // These lines also handle the case where tmin or tmax is NaN
- // (result of 0 * Infinity). x !== x returns true if x is NaN
-
- if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
-
- if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
-
- if ( invdirz >= 0 ) {
-
- tzmin = ( box.min.z - origin.z ) * invdirz;
- tzmax = ( box.max.z - origin.z ) * invdirz;
-
- } else {
-
- tzmin = ( box.max.z - origin.z ) * invdirz;
- tzmax = ( box.min.z - origin.z ) * invdirz;
- }
-
- if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
-
- if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
-
- if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
-
- //return point closest to the ray (positive side)
-
- if ( tmax < 0 ) return null;
-
- return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
-
- },
-
- intersectTriangle: function () {
-
- // Compute the offset origin, edges, and normal.
- var diff = new THREE.Vector3();
- var edge1 = new THREE.Vector3();
- var edge2 = new THREE.Vector3();
- var normal = new THREE.Vector3();
-
- return function ( a, b, c, backfaceCulling, optionalTarget ) {
-
- // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
-
- edge1.subVectors( b, a );
- edge2.subVectors( c, a );
- normal.crossVectors( edge1, edge2 );
-
- // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
- // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
- var DdN = this.direction.dot( normal );
- var sign;
-
- if ( DdN > 0 ) {
-
- if ( backfaceCulling ) return null;
- sign = 1;
-
- } else if ( DdN < 0 ) {
-
- sign = - 1;
- DdN = - DdN;
-
- } else {
-
- return null;
-
- }
-
- diff.subVectors( this.origin, a );
- var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
-
- // b1 < 0, no intersection
- if ( DdQxE2 < 0 ) {
-
- return null;
-
- }
-
- var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
-
- // b2 < 0, no intersection
- if ( DdE1xQ < 0 ) {
-
- return null;
-
- }
-
- // b1+b2 > 1, no intersection
- if ( DdQxE2 + DdE1xQ > DdN ) {
-
- return null;
-
- }
-
- // Line intersects triangle, check if ray does.
- var QdN = - sign * diff.dot( normal );
-
- // t < 0, no intersection
- if ( QdN < 0 ) {
-
- return null;
-
- }
-
- // Ray intersects triangle.
- return this.at( QdN / DdN, optionalTarget );
-
- };
-
- }(),
-
- applyMatrix4: function ( matrix4 ) {
-
- this.direction.add( this.origin ).applyMatrix4( matrix4 );
- this.origin.applyMatrix4( matrix4 );
- this.direction.sub( this.origin );
- this.direction.normalize();
-
- return this;
- },
-
- equals: function ( ray ) {
-
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
-
- },
-
- clone: function () {
-
- return new THREE.Ray().copy( this );
-
- }
-
-};
-
-// File:src/math/Sphere.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Sphere = function ( center, radius ) {
-
- this.center = ( center !== undefined ) ? center : new THREE.Vector3();
- this.radius = ( radius !== undefined ) ? radius : 0;
-
-};
-
-THREE.Sphere.prototype = {
-
- constructor: THREE.Sphere,
-
- set: function ( center, radius ) {
-
- this.center.copy( center );
- this.radius = radius;
-
- return this;
- },
-
- setFromPoints: function () {
-
- var box = new THREE.Box3();
-
- return function ( points, optionalCenter ) {
-
- var center = this.center;
-
- if ( optionalCenter !== undefined ) {
-
- center.copy( optionalCenter );
-
- } else {
-
- box.setFromPoints( points ).center( center );
-
- }
-
- var maxRadiusSq = 0;
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
-
- }
-
- this.radius = Math.sqrt( maxRadiusSq );
-
- return this;
-
- };
-
- }(),
-
- copy: function ( sphere ) {
-
- this.center.copy( sphere.center );
- this.radius = sphere.radius;
-
- return this;
-
- },
-
- empty: function () {
-
- return ( this.radius <= 0 );
-
- },
-
- containsPoint: function ( point ) {
-
- return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
-
- },
-
- distanceToPoint: function ( point ) {
-
- return ( point.distanceTo( this.center ) - this.radius );
-
- },
-
- intersectsSphere: function ( sphere ) {
-
- var radiusSum = this.radius + sphere.radius;
-
- return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
-
- },
-
- clampPoint: function ( point, optionalTarget ) {
-
- var deltaLengthSq = this.center.distanceToSquared( point );
-
- var result = optionalTarget || new THREE.Vector3();
- result.copy( point );
-
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
-
- result.sub( this.center ).normalize();
- result.multiplyScalar( this.radius ).add( this.center );
-
- }
-
- return result;
-
- },
-
- getBoundingBox: function ( optionalTarget ) {
-
- var box = optionalTarget || new THREE.Box3();
-
- box.set( this.center, this.center );
- box.expandByScalar( this.radius );
-
- return box;
-
- },
-
- applyMatrix4: function ( matrix ) {
-
- this.center.applyMatrix4( matrix );
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
-
- return this;
-
- },
-
- translate: function ( offset ) {
-
- this.center.add( offset );
-
- return this;
-
- },
-
- equals: function ( sphere ) {
-
- return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
-
- },
-
- clone: function () {
-
- return new THREE.Sphere().copy( this );
-
- }
-
-};
-
-// File:src/math/Frustum.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
-
- this.planes = [
-
- ( p0 !== undefined ) ? p0 : new THREE.Plane(),
- ( p1 !== undefined ) ? p1 : new THREE.Plane(),
- ( p2 !== undefined ) ? p2 : new THREE.Plane(),
- ( p3 !== undefined ) ? p3 : new THREE.Plane(),
- ( p4 !== undefined ) ? p4 : new THREE.Plane(),
- ( p5 !== undefined ) ? p5 : new THREE.Plane()
-
- ];
-
-};
-
-THREE.Frustum.prototype = {
-
- constructor: THREE.Frustum,
-
- set: function ( p0, p1, p2, p3, p4, p5 ) {
-
- var planes = this.planes;
-
- planes[ 0 ].copy( p0 );
- planes[ 1 ].copy( p1 );
- planes[ 2 ].copy( p2 );
- planes[ 3 ].copy( p3 );
- planes[ 4 ].copy( p4 );
- planes[ 5 ].copy( p5 );
-
- return this;
-
- },
-
- copy: function ( frustum ) {
-
- var planes = this.planes;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- planes[ i ].copy( frustum.planes[ i ] );
-
- }
-
- return this;
-
- },
-
- setFromMatrix: function ( m ) {
-
- var planes = this.planes;
- var me = m.elements;
- var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
- var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
- var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
- var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
-
- planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
-
- return this;
-
- },
-
- intersectsObject: function () {
-
- var sphere = new THREE.Sphere();
-
- return function ( object ) {
-
- var geometry = object.geometry;
-
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( object.matrixWorld );
-
- return this.intersectsSphere( sphere );
-
- };
-
- }(),
-
- intersectsSphere: function ( sphere ) {
-
- var planes = this.planes;
- var center = sphere.center;
- var negRadius = - sphere.radius;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- var distance = planes[ i ].distanceToPoint( center );
-
- if ( distance < negRadius ) {
-
- return false;
-
- }
-
- }
-
- return true;
-
- },
-
- intersectsBox: function () {
-
- var p1 = new THREE.Vector3(),
- p2 = new THREE.Vector3();
-
- return function ( box ) {
-
- var planes = this.planes;
-
- for ( var i = 0; i < 6 ; i ++ ) {
-
- var plane = planes[ i ];
-
- p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
- p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
- p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
- p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
- p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
- p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
-
- var d1 = plane.distanceToPoint( p1 );
- var d2 = plane.distanceToPoint( p2 );
-
- // if both outside plane, no intersection
-
- if ( d1 < 0 && d2 < 0 ) {
-
- return false;
-
- }
- }
-
- return true;
- };
-
- }(),
-
-
- containsPoint: function ( point ) {
-
- var planes = this.planes;
-
- for ( var i = 0; i < 6; i ++ ) {
-
- if ( planes[ i ].distanceToPoint( point ) < 0 ) {
-
- return false;
-
- }
-
- }
-
- return true;
-
- },
-
- clone: function () {
-
- return new THREE.Frustum().copy( this );
-
- }
-
-};
-
-// File:src/math/Plane.js
-
-/**
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Plane = function ( normal, constant ) {
-
- this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
- this.constant = ( constant !== undefined ) ? constant : 0;
-
-};
-
-THREE.Plane.prototype = {
-
- constructor: THREE.Plane,
-
- set: function ( normal, constant ) {
-
- this.normal.copy( normal );
- this.constant = constant;
-
- return this;
-
- },
-
- setComponents: function ( x, y, z, w ) {
-
- this.normal.set( x, y, z );
- this.constant = w;
-
- return this;
-
- },
-
- setFromNormalAndCoplanarPoint: function ( normal, point ) {
-
- this.normal.copy( normal );
- this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
-
- return this;
-
- },
-
- setFromCoplanarPoints: function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
-
- return function ( a, b, c ) {
-
- var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
-
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
-
- this.setFromNormalAndCoplanarPoint( normal, a );
-
- return this;
-
- };
-
- }(),
-
-
- copy: function ( plane ) {
-
- this.normal.copy( plane.normal );
- this.constant = plane.constant;
-
- return this;
-
- },
-
- normalize: function () {
-
- // Note: will lead to a divide by zero if the plane is invalid.
-
- var inverseNormalLength = 1.0 / this.normal.length();
- this.normal.multiplyScalar( inverseNormalLength );
- this.constant *= inverseNormalLength;
-
- return this;
-
- },
-
- negate: function () {
-
- this.constant *= - 1;
- this.normal.negate();
-
- return this;
-
- },
-
- distanceToPoint: function ( point ) {
-
- return this.normal.dot( point ) + this.constant;
-
- },
-
- distanceToSphere: function ( sphere ) {
-
- return this.distanceToPoint( sphere.center ) - sphere.radius;
-
- },
-
- projectPoint: function ( point, optionalTarget ) {
-
- return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
-
- },
-
- orthoPoint: function ( point, optionalTarget ) {
-
- var perpendicularMagnitude = this.distanceToPoint( point );
-
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
-
- },
-
- isIntersectionLine: function ( line ) {
-
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
-
- var startSign = this.distanceToPoint( line.start );
- var endSign = this.distanceToPoint( line.end );
-
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
-
- },
-
- intersectLine: function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( line, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- var direction = line.delta( v1 );
-
- var denominator = this.normal.dot( direction );
-
- if ( denominator == 0 ) {
-
- // line is coplanar, return origin
- if ( this.distanceToPoint( line.start ) == 0 ) {
-
- return result.copy( line.start );
-
- }
-
- // Unsure if this is the correct method to handle this case.
- return undefined;
-
- }
-
- var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
-
- if ( t < 0 || t > 1 ) {
-
- return undefined;
-
- }
-
- return result.copy( direction ).multiplyScalar( t ).add( line.start );
-
- };
-
- }(),
-
-
- coplanarPoint: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.normal ).multiplyScalar( - this.constant );
-
- },
-
- applyMatrix4: function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
- var m1 = new THREE.Matrix3();
-
- return function ( matrix, optionalNormalMatrix ) {
-
- // compute new normal based on theory here:
- // http://www.songho.ca/opengl/gl_normaltransform.html
- var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
- var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
-
- var newCoplanarPoint = this.coplanarPoint( v2 );
- newCoplanarPoint.applyMatrix4( matrix );
-
- this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
-
- return this;
-
- };
-
- }(),
-
- translate: function ( offset ) {
-
- this.constant = this.constant - offset.dot( this.normal );
-
- return this;
-
- },
-
- equals: function ( plane ) {
-
- return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
-
- },
-
- clone: function () {
-
- return new THREE.Plane().copy( this );
-
- }
-
-};
-
-// File:src/math/Math.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Math = {
-
- generateUUID: function () {
-
- // http://www.broofa.com/Tools/Math.uuid.htm
-
- var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
- var uuid = new Array( 36 );
- var rnd = 0, r;
-
- return function () {
-
- for ( var i = 0; i < 36; i ++ ) {
-
- if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
-
- uuid[ i ] = '-';
-
- } else if ( i == 14 ) {
-
- uuid[ i ] = '4';
-
- } else {
-
- if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
- r = rnd & 0xf;
- rnd = rnd >> 4;
- uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
-
- }
- }
-
- return uuid.join( '' );
-
- };
-
- }(),
-
- // Clamp value to range
-
- clamp: function ( x, a, b ) {
-
- return ( x < a ) ? a : ( ( x > b ) ? b : x );
-
- },
-
- // Clamp value to range to range
-
- mapLinear: function ( x, a1, a2, b1, b2 ) {
-
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
-
- },
-
- // http://en.wikipedia.org/wiki/Smoothstep
-
- smoothstep: function ( x, min, max ) {
-
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
-
- x = ( x - min ) / ( max - min );
-
- return x * x * ( 3 - 2 * x );
-
- },
-
- smootherstep: function ( x, min, max ) {
-
- if ( x <= min ) return 0;
- if ( x >= max ) return 1;
-
- x = ( x - min ) / ( max - min );
-
- return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
-
- },
-
- // Random float from <0, 1> with 16 bits of randomness
- // (standard Math.random() creates repetitive patterns when applied over larger space)
-
- random16: function () {
-
- return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
-
- },
-
- // Random integer from interval
-
- randInt: function ( low, high ) {
-
- return Math.floor( this.randFloat( low, high ) );
-
- },
-
- // Random float from interval
-
- randFloat: function ( low, high ) {
-
- return low + Math.random() * ( high - low );
-
- },
-
- // Random float from <-range/2, range/2> interval
-
- randFloatSpread: function ( range ) {
-
- return range * ( 0.5 - Math.random() );
-
- },
-
- degToRad: function () {
-
- var degreeToRadiansFactor = Math.PI / 180;
-
- return function ( degrees ) {
-
- return degrees * degreeToRadiansFactor;
-
- };
-
- }(),
-
- radToDeg: function () {
-
- var radianToDegreesFactor = 180 / Math.PI;
-
- return function ( radians ) {
-
- return radians * radianToDegreesFactor;
-
- };
-
- }(),
-
- isPowerOfTwo: function ( value ) {
-
- return ( value & ( value - 1 ) ) === 0 && value !== 0;
-
- },
-
- nextPowerOfTwo: function ( value ) {
-
- value --;
- value |= value >> 1;
- value |= value >> 2;
- value |= value >> 4;
- value |= value >> 8;
- value |= value >> 16;
- value ++;
-
- return value;
-
- }
-
-};
-
-// File:src/math/Spline.js
-
-/**
- * Spline from Tween.js, slightly optimized (and trashed)
- * http://sole.github.com/tween.js/examples/05_spline.html
- *
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Spline = function ( points ) {
-
- this.points = points;
-
- var c = [], v3 = { x: 0, y: 0, z: 0 },
- point, intPoint, weight, w2, w3,
- pa, pb, pc, pd;
-
- this.initFromArray = function ( a ) {
-
- this.points = [];
-
- for ( var i = 0; i < a.length; i ++ ) {
-
- this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
-
- }
-
- };
-
- this.getPoint = function ( k ) {
-
- point = ( this.points.length - 1 ) * k;
- intPoint = Math.floor( point );
- weight = point - intPoint;
-
- c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
- c[ 1 ] = intPoint;
- c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
- c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
-
- pa = this.points[ c[ 0 ] ];
- pb = this.points[ c[ 1 ] ];
- pc = this.points[ c[ 2 ] ];
- pd = this.points[ c[ 3 ] ];
-
- w2 = weight * weight;
- w3 = weight * w2;
-
- v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
- v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
- v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
-
- return v3;
-
- };
-
- this.getControlPointsArray = function () {
-
- var i, p, l = this.points.length,
- coords = [];
-
- for ( i = 0; i < l; i ++ ) {
-
- p = this.points[ i ];
- coords[ i ] = [ p.x, p.y, p.z ];
-
- }
-
- return coords;
-
- };
-
- // approximate length by summing linear segments
-
- this.getLength = function ( nSubDivisions ) {
-
- var i, index, nSamples, position,
- point = 0, intPoint = 0, oldIntPoint = 0,
- oldPosition = new THREE.Vector3(),
- tmpVec = new THREE.Vector3(),
- chunkLengths = [],
- totalLength = 0;
-
- // first point has 0 length
-
- chunkLengths[ 0 ] = 0;
-
- if ( ! nSubDivisions ) nSubDivisions = 100;
-
- nSamples = this.points.length * nSubDivisions;
-
- oldPosition.copy( this.points[ 0 ] );
-
- for ( i = 1; i < nSamples; i ++ ) {
-
- index = i / nSamples;
-
- position = this.getPoint( index );
- tmpVec.copy( position );
-
- totalLength += tmpVec.distanceTo( oldPosition );
-
- oldPosition.copy( position );
-
- point = ( this.points.length - 1 ) * index;
- intPoint = Math.floor( point );
-
- if ( intPoint != oldIntPoint ) {
-
- chunkLengths[ intPoint ] = totalLength;
- oldIntPoint = intPoint;
-
- }
-
- }
-
- // last point ends with total length
-
- chunkLengths[ chunkLengths.length ] = totalLength;
-
- return { chunks: chunkLengths, total: totalLength };
-
- };
-
- this.reparametrizeByArcLength = function ( samplingCoef ) {
-
- var i, j,
- index, indexCurrent, indexNext,
- realDistance,
- sampling, position,
- newpoints = [],
- tmpVec = new THREE.Vector3(),
- sl = this.getLength();
-
- newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
-
- for ( i = 1; i < this.points.length; i ++ ) {
-
- //tmpVec.copy( this.points[ i - 1 ] );
- //linearDistance = tmpVec.distanceTo( this.points[ i ] );
-
- realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
-
- sampling = Math.ceil( samplingCoef * realDistance / sl.total );
-
- indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
- indexNext = i / ( this.points.length - 1 );
-
- for ( j = 1; j < sampling - 1; j ++ ) {
-
- index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
-
- position = this.getPoint( index );
- newpoints.push( tmpVec.copy( position ).clone() );
-
- }
-
- newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
-
- }
-
- this.points = newpoints;
-
- };
-
- // Catmull-Rom
-
- function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
-
- var v0 = ( p2 - p0 ) * 0.5,
- v1 = ( p3 - p1 ) * 0.5;
-
- return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
- };
-
-};
-
-// File:src/math/Triangle.js
-
-/**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Triangle = function ( a, b, c ) {
-
- this.a = ( a !== undefined ) ? a : new THREE.Vector3();
- this.b = ( b !== undefined ) ? b : new THREE.Vector3();
- this.c = ( c !== undefined ) ? c : new THREE.Vector3();
-
-};
-
-THREE.Triangle.normal = function () {
-
- var v0 = new THREE.Vector3();
-
- return function ( a, b, c, optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- result.subVectors( c, b );
- v0.subVectors( a, b );
- result.cross( v0 );
-
- var resultLengthSq = result.lengthSq();
- if ( resultLengthSq > 0 ) {
-
- return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
-
- }
-
- return result.set( 0, 0, 0 );
-
- };
-
-}();
-
-// static/instance method to calculate barycoordinates
-// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
-THREE.Triangle.barycoordFromPoint = function () {
-
- var v0 = new THREE.Vector3();
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
-
- return function ( point, a, b, c, optionalTarget ) {
-
- v0.subVectors( c, a );
- v1.subVectors( b, a );
- v2.subVectors( point, a );
-
- var dot00 = v0.dot( v0 );
- var dot01 = v0.dot( v1 );
- var dot02 = v0.dot( v2 );
- var dot11 = v1.dot( v1 );
- var dot12 = v1.dot( v2 );
-
- var denom = ( dot00 * dot11 - dot01 * dot01 );
-
- var result = optionalTarget || new THREE.Vector3();
-
- // colinear or singular triangle
- if ( denom == 0 ) {
- // arbitrary location outside of triangle?
- // not sure if this is the best idea, maybe should be returning undefined
- return result.set( - 2, - 1, - 1 );
- }
-
- var invDenom = 1 / denom;
- var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
-
- // barycoordinates must always sum to 1
- return result.set( 1 - u - v, v, u );
-
- };
-
-}();
-
-THREE.Triangle.containsPoint = function () {
-
- var v1 = new THREE.Vector3();
-
- return function ( point, a, b, c ) {
-
- var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
-
- return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
-
- };
-
-}();
-
-THREE.Triangle.prototype = {
-
- constructor: THREE.Triangle,
-
- set: function ( a, b, c ) {
-
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
-
- return this;
-
- },
-
- setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
-
- this.a.copy( points[ i0 ] );
- this.b.copy( points[ i1 ] );
- this.c.copy( points[ i2 ] );
-
- return this;
-
- },
-
- copy: function ( triangle ) {
-
- this.a.copy( triangle.a );
- this.b.copy( triangle.b );
- this.c.copy( triangle.c );
-
- return this;
-
- },
-
- area: function () {
-
- var v0 = new THREE.Vector3();
- var v1 = new THREE.Vector3();
-
- return function () {
-
- v0.subVectors( this.c, this.b );
- v1.subVectors( this.a, this.b );
-
- return v0.cross( v1 ).length() * 0.5;
-
- };
-
- }(),
-
- midpoint: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
- return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
-
- },
-
- normal: function ( optionalTarget ) {
-
- return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
-
- },
-
- plane: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Plane();
-
- return result.setFromCoplanarPoints( this.a, this.b, this.c );
-
- },
-
- barycoordFromPoint: function ( point, optionalTarget ) {
-
- return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
-
- },
-
- containsPoint: function ( point ) {
-
- return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
-
- },
-
- equals: function ( triangle ) {
-
- return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
-
- },
-
- clone: function () {
-
- return new THREE.Triangle().copy( this );
-
- }
-
-};
-
-// File:src/core/Clock.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Clock = function ( autoStart ) {
-
- this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
-
- this.startTime = 0;
- this.oldTime = 0;
- this.elapsedTime = 0;
-
- this.running = false;
-
-};
-
-THREE.Clock.prototype = {
-
- constructor: THREE.Clock,
-
- start: function () {
-
- this.startTime = self.performance !== undefined && self.performance.now !== undefined
- ? self.performance.now()
- : Date.now();
-
- this.oldTime = this.startTime;
- this.running = true;
- },
-
- stop: function () {
-
- this.getElapsedTime();
- this.running = false;
-
- },
-
- getElapsedTime: function () {
-
- this.getDelta();
- return this.elapsedTime;
-
- },
-
- getDelta: function () {
-
- var diff = 0;
-
- if ( this.autoStart && ! this.running ) {
-
- this.start();
-
- }
-
- if ( this.running ) {
-
- var newTime = self.performance !== undefined && self.performance.now !== undefined
- ? self.performance.now()
- : Date.now();
-
- diff = 0.001 * ( newTime - this.oldTime );
- this.oldTime = newTime;
-
- this.elapsedTime += diff;
-
- }
-
- return diff;
-
- }
-
-};
-
-// File:src/core/EventDispatcher.js
-
-/**
- * https://github.com/mrdoob/eventdispatcher.js/
- */
-
-THREE.EventDispatcher = function () {}
-
-THREE.EventDispatcher.prototype = {
-
- constructor: THREE.EventDispatcher,
-
- apply: function ( object ) {
-
- object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
- object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
- object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
- object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
-
- },
-
- addEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) this._listeners = {};
-
- var listeners = this._listeners;
-
- if ( listeners[ type ] === undefined ) {
-
- listeners[ type ] = [];
-
- }
-
- if ( listeners[ type ].indexOf( listener ) === - 1 ) {
-
- listeners[ type ].push( listener );
-
- }
-
- },
-
- hasEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) return false;
-
- var listeners = this._listeners;
-
- if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
-
- return true;
-
- }
-
- return false;
-
- },
-
- removeEventListener: function ( type, listener ) {
-
- if ( this._listeners === undefined ) return;
-
- var listeners = this._listeners;
- var listenerArray = listeners[ type ];
-
- if ( listenerArray !== undefined ) {
-
- var index = listenerArray.indexOf( listener );
-
- if ( index !== - 1 ) {
-
- listenerArray.splice( index, 1 );
-
- }
-
- }
-
- },
-
- dispatchEvent: function ( event ) {
-
- if ( this._listeners === undefined ) return;
-
- var listeners = this._listeners;
- var listenerArray = listeners[ event.type ];
-
- if ( listenerArray !== undefined ) {
-
- event.target = this;
-
- var array = [];
- var length = listenerArray.length;
-
- for ( var i = 0; i < length; i ++ ) {
-
- array[ i ] = listenerArray[ i ];
-
- }
-
- for ( var i = 0; i < length; i ++ ) {
-
- array[ i ].call( this, event );
-
- }
-
- }
-
- }
-
-};
-
-// File:src/core/Raycaster.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author bhouston / http://exocortex.com/
- * @author stephomi / http://stephaneginier.com/
- */
-
-( function ( THREE ) {
-
- THREE.Raycaster = function ( origin, direction, near, far ) {
-
- this.ray = new THREE.Ray( origin, direction );
- // direction is assumed to be normalized (for accurate distance calculations)
-
- this.near = near || 0;
- this.far = far || Infinity;
-
- this.params = {
- Sprite: {},
- Mesh: {},
- PointCloud: { threshold: 1 },
- LOD: {},
- Line: {}
- };
-
- };
-
- var descSort = function ( a, b ) {
-
- return a.distance - b.distance;
-
- };
-
- var intersectObject = function ( object, raycaster, intersects, recursive ) {
-
- object.raycast( raycaster, intersects );
-
- if ( recursive === true ) {
-
- var children = object.children;
-
- for ( var i = 0, l = children.length; i < l; i ++ ) {
-
- intersectObject( children[ i ], raycaster, intersects, true );
-
- }
-
- }
-
- };
-
- //
-
- THREE.Raycaster.prototype = {
-
- constructor: THREE.Raycaster,
-
- precision: 0.0001,
- linePrecision: 1,
-
- set: function ( origin, direction ) {
-
- // direction is assumed to be normalized (for accurate distance calculations)
-
- this.ray.set( origin, direction );
-
- },
-
- setFromCamera: function ( coords, camera ) {
-
- // camera is assumed _not_ to be a child of a transformed object
-
- if ( camera instanceof THREE.PerspectiveCamera ) {
-
- this.ray.origin.copy( camera.position );
- this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( camera.position ).normalize();
-
- } else if ( camera instanceof THREE.OrthographicCamera ) {
-
- this.ray.origin.set( coords.x, coords.y, - 1 ).unproject( camera );
- this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
-
- } else {
-
- THREE.error( 'THREE.Raycaster: Unsupported camera type.' );
-
- }
-
- },
-
- intersectObject: function ( object, recursive ) {
-
- var intersects = [];
-
- intersectObject( object, this, intersects, recursive );
-
- intersects.sort( descSort );
-
- return intersects;
-
- },
-
- intersectObjects: function ( objects, recursive ) {
-
- var intersects = [];
-
- if ( objects instanceof Array === false ) {
-
- THREE.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
- return intersects;
-
- }
-
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
-
- intersectObject( objects[ i ], this, intersects, recursive );
-
- }
-
- intersects.sort( descSort );
-
- return intersects;
-
- }
-
- };
-
-}( THREE ) );
-
-// File:src/core/Object3D.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.Object3D = function () {
-
- Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.type = 'Object3D';
-
- this.parent = undefined;
- this.children = [];
-
- this.up = THREE.Object3D.DefaultUp.clone();
-
- var position = new THREE.Vector3();
- var rotation = new THREE.Euler();
- var quaternion = new THREE.Quaternion();
- var scale = new THREE.Vector3( 1, 1, 1 );
-
- var onRotationChange = function () {
- quaternion.setFromEuler( rotation, false );
- };
-
- var onQuaternionChange = function () {
- rotation.setFromQuaternion( quaternion, undefined, false );
- };
-
- rotation.onChange( onRotationChange );
- quaternion.onChange( onQuaternionChange );
-
- Object.defineProperties( this, {
- position: {
- enumerable: true,
- value: position
- },
- rotation: {
- enumerable: true,
- value: rotation
- },
- quaternion: {
- enumerable: true,
- value: quaternion
- },
- scale: {
- enumerable: true,
- value: scale
- }
- } );
-
- this.rotationAutoUpdate = true;
-
- this.matrix = new THREE.Matrix4();
- this.matrixWorld = new THREE.Matrix4();
-
- this.matrixAutoUpdate = true;
- this.matrixWorldNeedsUpdate = false;
-
- this.visible = true;
-
- this.castShadow = false;
- this.receiveShadow = false;
-
- this.frustumCulled = true;
- this.renderOrder = 0;
-
- this.userData = {};
-
-};
-
-THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
-
-THREE.Object3D.prototype = {
-
- constructor: THREE.Object3D,
-
- get eulerOrder () {
-
- THREE.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
-
- return this.rotation.order;
-
- },
-
- set eulerOrder ( value ) {
-
- THREE.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
-
- this.rotation.order = value;
-
- },
-
- get useQuaternion () {
-
- THREE.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
-
- },
-
- set useQuaternion ( value ) {
-
- THREE.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
-
- },
-
- applyMatrix: function ( matrix ) {
-
- this.matrix.multiplyMatrices( matrix, this.matrix );
-
- this.matrix.decompose( this.position, this.quaternion, this.scale );
-
- },
-
- setRotationFromAxisAngle: function ( axis, angle ) {
-
- // assumes axis is normalized
-
- this.quaternion.setFromAxisAngle( axis, angle );
-
- },
-
- setRotationFromEuler: function ( euler ) {
-
- this.quaternion.setFromEuler( euler, true );
-
- },
-
- setRotationFromMatrix: function ( m ) {
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- this.quaternion.setFromRotationMatrix( m );
-
- },
-
- setRotationFromQuaternion: function ( q ) {
-
- // assumes q is normalized
-
- this.quaternion.copy( q );
-
- },
-
- rotateOnAxis: function () {
-
- // rotate object on axis in object space
- // axis is assumed to be normalized
-
- var q1 = new THREE.Quaternion();
-
- return function ( axis, angle ) {
-
- q1.setFromAxisAngle( axis, angle );
-
- this.quaternion.multiply( q1 );
-
- return this;
-
- }
-
- }(),
-
- rotateX: function () {
-
- var v1 = new THREE.Vector3( 1, 0, 0 );
-
- return function ( angle ) {
-
- return this.rotateOnAxis( v1, angle );
-
- };
-
- }(),
-
- rotateY: function () {
-
- var v1 = new THREE.Vector3( 0, 1, 0 );
-
- return function ( angle ) {
-
- return this.rotateOnAxis( v1, angle );
-
- };
-
- }(),
-
- rotateZ: function () {
-
- var v1 = new THREE.Vector3( 0, 0, 1 );
-
- return function ( angle ) {
-
- return this.rotateOnAxis( v1, angle );
-
- };
-
- }(),
-
- translateOnAxis: function () {
-
- // translate object by distance along axis in object space
- // axis is assumed to be normalized
-
- var v1 = new THREE.Vector3();
-
- return function ( axis, distance ) {
-
- v1.copy( axis ).applyQuaternion( this.quaternion );
-
- this.position.add( v1.multiplyScalar( distance ) );
-
- return this;
-
- }
-
- }(),
-
- translate: function ( distance, axis ) {
-
- THREE.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
- return this.translateOnAxis( axis, distance );
-
- },
-
- translateX: function () {
-
- var v1 = new THREE.Vector3( 1, 0, 0 );
-
- return function ( distance ) {
-
- return this.translateOnAxis( v1, distance );
-
- };
-
- }(),
-
- translateY: function () {
-
- var v1 = new THREE.Vector3( 0, 1, 0 );
-
- return function ( distance ) {
-
- return this.translateOnAxis( v1, distance );
-
- };
-
- }(),
-
- translateZ: function () {
-
- var v1 = new THREE.Vector3( 0, 0, 1 );
-
- return function ( distance ) {
-
- return this.translateOnAxis( v1, distance );
-
- };
-
- }(),
-
- localToWorld: function ( vector ) {
-
- return vector.applyMatrix4( this.matrixWorld );
-
- },
-
- worldToLocal: function () {
-
- var m1 = new THREE.Matrix4();
-
- return function ( vector ) {
-
- return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
-
- };
-
- }(),
-
- lookAt: function () {
-
- // This routine does not support objects with rotated and/or translated parent(s)
-
- var m1 = new THREE.Matrix4();
-
- return function ( vector ) {
-
- m1.lookAt( vector, this.position, this.up );
-
- this.quaternion.setFromRotationMatrix( m1 );
-
- };
-
- }(),
-
- add: function ( object ) {
-
- if ( arguments.length > 1 ) {
-
- for ( var i = 0; i < arguments.length; i ++ ) {
-
- this.add( arguments[ i ] );
-
- }
-
- return this;
-
- };
-
- if ( object === this ) {
-
- THREE.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
- return this;
-
- }
-
- if ( object instanceof THREE.Object3D ) {
-
- if ( object.parent !== undefined ) {
-
- object.parent.remove( object );
-
- }
-
- object.parent = this;
- object.dispatchEvent( { type: 'added' } );
-
- this.children.push( object );
-
- } else {
-
- THREE.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );
-
- }
-
- return this;
-
- },
-
- remove: function ( object ) {
-
- if ( arguments.length > 1 ) {
-
- for ( var i = 0; i < arguments.length; i ++ ) {
-
- this.remove( arguments[ i ] );
-
- }
-
- };
-
- var index = this.children.indexOf( object );
-
- if ( index !== - 1 ) {
-
- object.parent = undefined;
-
- object.dispatchEvent( { type: 'removed' } );
-
- this.children.splice( index, 1 );
-
- }
-
- },
-
- getChildByName: function ( name ) {
-
- THREE.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
- return this.getObjectByName( name );
-
- },
-
- getObjectById: function ( id ) {
-
- return this.getObjectByProperty( 'id', id );
-
- },
-
- getObjectByName: function ( name ) {
-
- return this.getObjectByProperty( 'name', name );
-
- },
-
- getObjectByProperty: function ( name, value ) {
-
- if ( this[ name ] === value ) return this;
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- var child = this.children[ i ];
- var object = child.getObjectByProperty( name, value );
-
- if ( object !== undefined ) {
-
- return object;
-
- }
-
- }
-
- return undefined;
-
- },
-
- getWorldPosition: function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- this.updateMatrixWorld( true );
-
- return result.setFromMatrixPosition( this.matrixWorld );
-
- },
-
- getWorldQuaternion: function () {
-
- var position = new THREE.Vector3();
- var scale = new THREE.Vector3();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Quaternion();
-
- this.updateMatrixWorld( true );
-
- this.matrixWorld.decompose( position, result, scale );
-
- return result;
-
- }
-
- }(),
-
- getWorldRotation: function () {
-
- var quaternion = new THREE.Quaternion();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Euler();
-
- this.getWorldQuaternion( quaternion );
-
- return result.setFromQuaternion( quaternion, this.rotation.order, false );
-
- }
-
- }(),
-
- getWorldScale: function () {
-
- var position = new THREE.Vector3();
- var quaternion = new THREE.Quaternion();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- this.updateMatrixWorld( true );
-
- this.matrixWorld.decompose( position, quaternion, result );
-
- return result;
-
- }
-
- }(),
-
- getWorldDirection: function () {
-
- var quaternion = new THREE.Quaternion();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- this.getWorldQuaternion( quaternion );
-
- return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
-
- }
-
- }(),
-
- raycast: function () {},
-
- traverse: function ( callback ) {
-
- callback( this );
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- this.children[ i ].traverse( callback );
-
- }
-
- },
-
- traverseVisible: function ( callback ) {
-
- if ( this.visible === false ) return;
-
- callback( this );
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- this.children[ i ].traverseVisible( callback );
-
- }
-
- },
-
- traverseAncestors: function ( callback ) {
-
- if ( this.parent ) {
-
- callback( this.parent );
-
- this.parent.traverseAncestors( callback );
-
- }
-
- },
-
- updateMatrix: function () {
-
- this.matrix.compose( this.position, this.quaternion, this.scale );
-
- this.matrixWorldNeedsUpdate = true;
-
- },
-
- updateMatrixWorld: function ( force ) {
-
- if ( this.matrixAutoUpdate === true ) this.updateMatrix();
-
- if ( this.matrixWorldNeedsUpdate === true || force === true ) {
-
- if ( this.parent === undefined ) {
-
- this.matrixWorld.copy( this.matrix );
-
- } else {
-
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
-
- }
-
- this.matrixWorldNeedsUpdate = false;
-
- force = true;
-
- }
-
- // update children
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- this.children[ i ].updateMatrixWorld( force );
-
- }
-
- },
-
- toJSON: function () {
-
- var output = {
- metadata: {
- version: 4.3,
- type: 'Object',
- generator: 'ObjectExporter'
- }
- };
-
- //
-
- var geometries = {};
-
- var parseGeometry = function ( geometry ) {
-
- if ( output.geometries === undefined ) {
-
- output.geometries = [];
-
- }
-
- if ( geometries[ geometry.uuid ] === undefined ) {
-
- var json = geometry.toJSON();
-
- delete json.metadata;
-
- geometries[ geometry.uuid ] = json;
-
- output.geometries.push( json );
-
- }
-
- return geometry.uuid;
-
- };
-
- //
-
- var materials = {};
-
- var parseMaterial = function ( material ) {
-
- if ( output.materials === undefined ) {
-
- output.materials = [];
-
- }
-
- if ( materials[ material.uuid ] === undefined ) {
-
- var json = material.toJSON();
-
- delete json.metadata;
-
- materials[ material.uuid ] = json;
-
- output.materials.push( json );
-
- }
-
- return material.uuid;
-
- };
-
- //
-
- var parseObject = function ( object ) {
-
- var data = {};
-
- data.uuid = object.uuid;
- data.type = object.type;
-
- if ( object.name !== '' ) data.name = object.name;
- if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData;
- if ( object.visible !== true ) data.visible = object.visible;
-
- if ( object instanceof THREE.PerspectiveCamera ) {
-
- data.fov = object.fov;
- data.aspect = object.aspect;
- data.near = object.near;
- data.far = object.far;
-
- } else if ( object instanceof THREE.OrthographicCamera ) {
-
- data.left = object.left;
- data.right = object.right;
- data.top = object.top;
- data.bottom = object.bottom;
- data.near = object.near;
- data.far = object.far;
-
- } else if ( object instanceof THREE.AmbientLight ) {
-
- data.color = object.color.getHex();
-
- } else if ( object instanceof THREE.DirectionalLight ) {
-
- data.color = object.color.getHex();
- data.intensity = object.intensity;
-
- } else if ( object instanceof THREE.PointLight ) {
-
- data.color = object.color.getHex();
- data.intensity = object.intensity;
- data.distance = object.distance;
- data.decay = object.decay;
-
- } else if ( object instanceof THREE.SpotLight ) {
-
- data.color = object.color.getHex();
- data.intensity = object.intensity;
- data.distance = object.distance;
- data.angle = object.angle;
- data.exponent = object.exponent;
- data.decay = object.decay;
-
- } else if ( object instanceof THREE.HemisphereLight ) {
-
- data.color = object.color.getHex();
- data.groundColor = object.groundColor.getHex();
-
- } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
-
- data.geometry = parseGeometry( object.geometry );
- data.material = parseMaterial( object.material );
-
- if ( object instanceof THREE.Line ) data.mode = object.mode;
-
- } else if ( object instanceof THREE.Sprite ) {
-
- data.material = parseMaterial( object.material );
-
- }
-
- data.matrix = object.matrix.toArray();
-
- if ( object.children.length > 0 ) {
-
- data.children = [];
-
- for ( var i = 0; i < object.children.length; i ++ ) {
-
- data.children.push( parseObject( object.children[ i ] ) );
-
- }
-
- }
-
- return data;
-
- }
-
- output.object = parseObject( this );
-
- return output;
-
- },
-
- clone: function ( object, recursive ) {
-
- if ( object === undefined ) object = new THREE.Object3D();
- if ( recursive === undefined ) recursive = true;
-
- object.name = this.name;
-
- object.up.copy( this.up );
-
- object.position.copy( this.position );
- object.quaternion.copy( this.quaternion );
- object.scale.copy( this.scale );
-
- object.rotationAutoUpdate = this.rotationAutoUpdate;
-
- object.matrix.copy( this.matrix );
- object.matrixWorld.copy( this.matrixWorld );
-
- object.matrixAutoUpdate = this.matrixAutoUpdate;
- object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
-
- object.visible = this.visible;
-
- object.castShadow = this.castShadow;
- object.receiveShadow = this.receiveShadow;
-
- object.frustumCulled = this.frustumCulled;
-
- object.userData = JSON.parse( JSON.stringify( this.userData ) );
-
- if ( recursive === true ) {
-
- for ( var i = 0; i < this.children.length; i ++ ) {
-
- var child = this.children[ i ];
- object.add( child.clone() );
-
- }
-
- }
-
- return object;
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
-
-THREE.Object3DIdCount = 0;
-
-// File:src/core/Face3.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
-
- this.a = a;
- this.b = b;
- this.c = c;
-
- this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
- this.vertexNormals = normal instanceof Array ? normal : [];
-
- this.color = color instanceof THREE.Color ? color : new THREE.Color();
- this.vertexColors = color instanceof Array ? color : [];
-
- this.vertexTangents = [];
-
- this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
-
-};
-
-THREE.Face3.prototype = {
-
- constructor: THREE.Face3,
-
- clone: function () {
-
- var face = new THREE.Face3( this.a, this.b, this.c );
-
- face.normal.copy( this.normal );
- face.color.copy( this.color );
-
- face.materialIndex = this.materialIndex;
-
- for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
-
- face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
-
- }
-
- for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
-
- face.vertexColors[ i ] = this.vertexColors[ i ].clone();
-
- }
-
- for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
-
- face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
-
- }
-
- return face;
-
- }
-
-};
-
-// File:src/core/Face4.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
-
- THREE.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
- return new THREE.Face3( a, b, c, normal, color, materialIndex );
-
-};
-
-// File:src/core/BufferAttribute.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferAttribute = function ( array, itemSize ) {
-
- this.array = array;
- this.itemSize = itemSize;
-
- this.needsUpdate = false;
-
-};
-
-THREE.BufferAttribute.prototype = {
-
- constructor: THREE.BufferAttribute,
-
- get length () {
-
- return this.array.length;
-
- },
-
- copyAt: function ( index1, attribute, index2 ) {
-
- index1 *= this.itemSize;
- index2 *= attribute.itemSize;
-
- for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
-
- this.array[ index1 + i ] = attribute.array[ index2 + i ];
-
- }
-
- return this;
-
- },
-
- set: function ( value, offset ) {
-
- if ( offset === undefined ) offset = 0;
-
- this.array.set( value, offset );
-
- return this;
-
- },
-
- setX: function ( index, x ) {
-
- this.array[ index * this.itemSize ] = x;
-
- return this;
-
- },
-
- setY: function ( index, y ) {
-
- this.array[ index * this.itemSize + 1 ] = y;
-
- return this;
-
- },
-
- setZ: function ( index, z ) {
-
- this.array[ index * this.itemSize + 2 ] = z;
-
- return this;
-
- },
-
- setXY: function ( index, x, y ) {
-
- index *= this.itemSize;
-
- this.array[ index ] = x;
- this.array[ index + 1 ] = y;
-
- return this;
-
- },
-
- setXYZ: function ( index, x, y, z ) {
-
- index *= this.itemSize;
-
- this.array[ index ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
-
- return this;
-
- },
-
- setXYZW: function ( index, x, y, z, w ) {
-
- index *= this.itemSize;
-
- this.array[ index ] = x;
- this.array[ index + 1 ] = y;
- this.array[ index + 2 ] = z;
- this.array[ index + 3 ] = w;
-
- return this;
-
- },
-
- clone: function () {
-
- return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize );
-
- }
-
-};
-
-//
-
-THREE.Int8Attribute = function ( data, itemSize ) {
-
- THREE.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint8Attribute = function ( data, itemSize ) {
-
- THREE.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
-
- THREE.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-
-};
-
-THREE.Int16Attribute = function ( data, itemSize ) {
-
- THREE.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint16Attribute = function ( data, itemSize ) {
-
- THREE.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Int32Attribute = function ( data, itemSize ) {
-
- THREE.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Uint32Attribute = function ( data, itemSize ) {
-
- THREE.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Float32Attribute = function ( data, itemSize ) {
-
- THREE.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-THREE.Float64Attribute = function ( data, itemSize ) {
-
- THREE.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
- return new THREE.BufferAttribute( data, itemSize );
-
-};
-
-// File:src/core/DynamicBufferAttribute.js
-
-/**
- * @author benaadams / https://twitter.com/ben_a_adams
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.DynamicBufferAttribute = function ( array, itemSize ) {
-
- THREE.BufferAttribute.call( this, array, itemSize );
-
- this.updateRange = { offset: 0, count: -1 };
-
-};
-
-THREE.DynamicBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype );
-THREE.DynamicBufferAttribute.prototype.constructor = THREE.DynamicBufferAttribute;
-
-THREE.DynamicBufferAttribute.prototype.clone = function () {
-
- return new THREE.DynamicBufferAttribute( new this.array.constructor( this.array ), this.itemSize );
-
-};
-
-// File:src/core/BufferGeometry.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferGeometry = function () {
-
- Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.type = 'BufferGeometry';
-
- this.attributes = {};
- this.attributesKeys = [];
-
- this.drawcalls = [];
- this.offsets = this.drawcalls; // backwards compatibility
-
- this.boundingBox = null;
- this.boundingSphere = null;
-
-};
-
-THREE.BufferGeometry.prototype = {
-
- constructor: THREE.BufferGeometry,
-
- addAttribute: function ( name, attribute ) {
-
- if ( attribute instanceof THREE.BufferAttribute === false ) {
-
- THREE.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
-
- this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
-
- return;
-
- }
-
- this.attributes[ name ] = attribute;
- this.attributesKeys = Object.keys( this.attributes );
-
- },
-
- getAttribute: function ( name ) {
-
- return this.attributes[ name ];
-
- },
-
- addDrawCall: function ( start, count, indexOffset ) {
-
- this.drawcalls.push( {
-
- start: start,
- count: count,
- index: indexOffset !== undefined ? indexOffset : 0
-
- } );
-
- },
-
- applyMatrix: function ( matrix ) {
-
- var position = this.attributes.position;
-
- if ( position !== undefined ) {
-
- matrix.applyToVector3Array( position.array );
- position.needsUpdate = true;
-
- }
-
- var normal = this.attributes.normal;
-
- if ( normal !== undefined ) {
-
- var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
- normalMatrix.applyToVector3Array( normal.array );
- normal.needsUpdate = true;
-
- }
-
- if ( this.boundingBox !== null ) {
-
- this.computeBoundingBox();
-
- }
-
- if ( this.boundingSphere !== null ) {
-
- this.computeBoundingSphere();
-
- }
-
- },
-
- center: function () {
-
- this.computeBoundingBox();
-
- var offset = this.boundingBox.center().negate();
-
- this.applyMatrix( new THREE.Matrix4().setPosition( offset ) );
-
- return offset;
-
- },
-
- fromGeometry: function ( geometry, settings ) {
-
- settings = settings || { 'vertexColors': THREE.NoColors };
-
- var vertices = geometry.vertices;
- var faces = geometry.faces;
- var faceVertexUvs = geometry.faceVertexUvs;
- var vertexColors = settings.vertexColors;
- var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
- var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
-
- var positions = new Float32Array( faces.length * 3 * 3 );
- this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
-
- var normals = new Float32Array( faces.length * 3 * 3 );
- this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
-
- if ( vertexColors !== THREE.NoColors ) {
-
- var colors = new Float32Array( faces.length * 3 * 3 );
- this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
-
- }
-
- if ( hasFaceVertexUv === true ) {
-
- var uvs = new Float32Array( faces.length * 3 * 2 );
- this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
-
- }
-
- for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
-
- var face = faces[ i ];
-
- var a = vertices[ face.a ];
- var b = vertices[ face.b ];
- var c = vertices[ face.c ];
-
- positions[ i3 ] = a.x;
- positions[ i3 + 1 ] = a.y;
- positions[ i3 + 2 ] = a.z;
-
- positions[ i3 + 3 ] = b.x;
- positions[ i3 + 4 ] = b.y;
- positions[ i3 + 5 ] = b.z;
-
- positions[ i3 + 6 ] = c.x;
- positions[ i3 + 7 ] = c.y;
- positions[ i3 + 8 ] = c.z;
-
- if ( hasFaceVertexNormals === true ) {
-
- var na = face.vertexNormals[ 0 ];
- var nb = face.vertexNormals[ 1 ];
- var nc = face.vertexNormals[ 2 ];
-
- normals[ i3 ] = na.x;
- normals[ i3 + 1 ] = na.y;
- normals[ i3 + 2 ] = na.z;
-
- normals[ i3 + 3 ] = nb.x;
- normals[ i3 + 4 ] = nb.y;
- normals[ i3 + 5 ] = nb.z;
-
- normals[ i3 + 6 ] = nc.x;
- normals[ i3 + 7 ] = nc.y;
- normals[ i3 + 8 ] = nc.z;
-
- } else {
-
- var n = face.normal;
-
- normals[ i3 ] = n.x;
- normals[ i3 + 1 ] = n.y;
- normals[ i3 + 2 ] = n.z;
-
- normals[ i3 + 3 ] = n.x;
- normals[ i3 + 4 ] = n.y;
- normals[ i3 + 5 ] = n.z;
-
- normals[ i3 + 6 ] = n.x;
- normals[ i3 + 7 ] = n.y;
- normals[ i3 + 8 ] = n.z;
-
- }
-
- if ( vertexColors === THREE.FaceColors ) {
-
- var fc = face.color;
-
- colors[ i3 ] = fc.r;
- colors[ i3 + 1 ] = fc.g;
- colors[ i3 + 2 ] = fc.b;
-
- colors[ i3 + 3 ] = fc.r;
- colors[ i3 + 4 ] = fc.g;
- colors[ i3 + 5 ] = fc.b;
-
- colors[ i3 + 6 ] = fc.r;
- colors[ i3 + 7 ] = fc.g;
- colors[ i3 + 8 ] = fc.b;
-
- } else if ( vertexColors === THREE.VertexColors ) {
-
- var vca = face.vertexColors[ 0 ];
- var vcb = face.vertexColors[ 1 ];
- var vcc = face.vertexColors[ 2 ];
-
- colors[ i3 ] = vca.r;
- colors[ i3 + 1 ] = vca.g;
- colors[ i3 + 2 ] = vca.b;
-
- colors[ i3 + 3 ] = vcb.r;
- colors[ i3 + 4 ] = vcb.g;
- colors[ i3 + 5 ] = vcb.b;
-
- colors[ i3 + 6 ] = vcc.r;
- colors[ i3 + 7 ] = vcc.g;
- colors[ i3 + 8 ] = vcc.b;
-
- }
-
- if ( hasFaceVertexUv === true ) {
-
- var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
- var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
- var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
-
- uvs[ i2 ] = uva.x;
- uvs[ i2 + 1 ] = uva.y;
-
- uvs[ i2 + 2 ] = uvb.x;
- uvs[ i2 + 3 ] = uvb.y;
-
- uvs[ i2 + 4 ] = uvc.x;
- uvs[ i2 + 5 ] = uvc.y;
-
- }
-
- }
-
- this.computeBoundingSphere()
-
- return this;
-
- },
-
- computeBoundingBox: function () {
-
- var vector = new THREE.Vector3();
-
- return function () {
-
- if ( this.boundingBox === null ) {
-
- this.boundingBox = new THREE.Box3();
-
- }
-
- var positions = this.attributes.position.array;
-
- if ( positions ) {
-
- var bb = this.boundingBox;
- bb.makeEmpty();
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
- bb.expandByPoint( vector );
-
- }
-
- }
-
- if ( positions === undefined || positions.length === 0 ) {
-
- this.boundingBox.min.set( 0, 0, 0 );
- this.boundingBox.max.set( 0, 0, 0 );
-
- }
-
- if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
-
- THREE.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
-
- }
-
- }
-
- }(),
-
- computeBoundingSphere: function () {
-
- var box = new THREE.Box3();
- var vector = new THREE.Vector3();
-
- return function () {
-
- if ( this.boundingSphere === null ) {
-
- this.boundingSphere = new THREE.Sphere();
-
- }
-
- var positions = this.attributes.position.array;
-
- if ( positions ) {
-
- box.makeEmpty();
-
- var center = this.boundingSphere.center;
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
- box.expandByPoint( vector );
-
- }
-
- box.center( center );
-
- // hoping to find a boundingSphere with a radius smaller than the
- // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
-
- var maxRadiusSq = 0;
-
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
-
- vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
- maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
-
- }
-
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
-
- if ( isNaN( this.boundingSphere.radius ) ) {
-
- THREE.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
-
- }
-
- }
-
- }
-
- }(),
-
- computeFaceNormals: function () {
-
- // backwards compatibility
-
- },
-
- computeVertexNormals: function () {
-
- var attributes = this.attributes;
-
- if ( attributes.position ) {
-
- var positions = attributes.position.array;
-
- if ( attributes.normal === undefined ) {
-
- this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
-
- } else {
-
- // reset existing normals to zero
-
- var normals = attributes.normal.array;
-
- for ( var i = 0, il = normals.length; i < il; i ++ ) {
-
- normals[ i ] = 0;
-
- }
-
- }
-
- var normals = attributes.normal.array;
-
- var vA, vB, vC,
-
- pA = new THREE.Vector3(),
- pB = new THREE.Vector3(),
- pC = new THREE.Vector3(),
-
- cb = new THREE.Vector3(),
- ab = new THREE.Vector3();
-
- // indexed elements
-
- if ( attributes.index ) {
-
- var indices = attributes.index.array;
-
- var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
-
- for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
-
- var start = offsets[ j ].start;
- var count = offsets[ j ].count;
- var index = offsets[ j ].index;
-
- for ( var i = start, il = start + count; i < il; i += 3 ) {
-
- vA = ( index + indices[ i ] ) * 3;
- vB = ( index + indices[ i + 1 ] ) * 3;
- vC = ( index + indices[ i + 2 ] ) * 3;
-
- pA.fromArray( positions, vA );
- pB.fromArray( positions, vB );
- pC.fromArray( positions, vC );
-
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
-
- normals[ vA ] += cb.x;
- normals[ vA + 1 ] += cb.y;
- normals[ vA + 2 ] += cb.z;
-
- normals[ vB ] += cb.x;
- normals[ vB + 1 ] += cb.y;
- normals[ vB + 2 ] += cb.z;
-
- normals[ vC ] += cb.x;
- normals[ vC + 1 ] += cb.y;
- normals[ vC + 2 ] += cb.z;
-
- }
-
- }
-
- } else {
-
- // non-indexed elements (unconnected triangle soup)
-
- for ( var i = 0, il = positions.length; i < il; i += 9 ) {
-
- pA.fromArray( positions, i );
- pB.fromArray( positions, i + 3 );
- pC.fromArray( positions, i + 6 );
-
- cb.subVectors( pC, pB );
- ab.subVectors( pA, pB );
- cb.cross( ab );
-
- normals[ i ] = cb.x;
- normals[ i + 1 ] = cb.y;
- normals[ i + 2 ] = cb.z;
-
- normals[ i + 3 ] = cb.x;
- normals[ i + 4 ] = cb.y;
- normals[ i + 5 ] = cb.z;
-
- normals[ i + 6 ] = cb.x;
- normals[ i + 7 ] = cb.y;
- normals[ i + 8 ] = cb.z;
-
- }
-
- }
-
- this.normalizeNormals();
-
- attributes.normal.needsUpdate = true;
-
- }
-
- },
-
- computeTangents: function () {
-
- // based on http://www.terathon.com/code/tangent.html
- // (per vertex tangents)
-
- if ( this.attributes.index === undefined ||
- this.attributes.position === undefined ||
- this.attributes.normal === undefined ||
- this.attributes.uv === undefined ) {
-
- THREE.warn( 'THREE.BufferGeometry: Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
- return;
-
- }
-
- var indices = this.attributes.index.array;
- var positions = this.attributes.position.array;
- var normals = this.attributes.normal.array;
- var uvs = this.attributes.uv.array;
-
- var nVertices = positions.length / 3;
-
- if ( this.attributes.tangent === undefined ) {
-
- this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
-
- }
-
- var tangents = this.attributes.tangent.array;
-
- var tan1 = [], tan2 = [];
-
- for ( var k = 0; k < nVertices; k ++ ) {
-
- tan1[ k ] = new THREE.Vector3();
- tan2[ k ] = new THREE.Vector3();
-
- }
-
- var vA = new THREE.Vector3(),
- vB = new THREE.Vector3(),
- vC = new THREE.Vector3(),
-
- uvA = new THREE.Vector2(),
- uvB = new THREE.Vector2(),
- uvC = new THREE.Vector2(),
-
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r;
-
- var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
-
- function handleTriangle( a, b, c ) {
-
- vA.fromArray( positions, a * 3 );
- vB.fromArray( positions, b * 3 );
- vC.fromArray( positions, c * 3 );
-
- uvA.fromArray( uvs, a * 2 );
- uvB.fromArray( uvs, b * 2 );
- uvC.fromArray( uvs, c * 2 );
-
- x1 = vB.x - vA.x;
- x2 = vC.x - vA.x;
-
- y1 = vB.y - vA.y;
- y2 = vC.y - vA.y;
-
- z1 = vB.z - vA.z;
- z2 = vC.z - vA.z;
-
- s1 = uvB.x - uvA.x;
- s2 = uvC.x - uvA.x;
-
- t1 = uvB.y - uvA.y;
- t2 = uvC.y - uvA.y;
-
- r = 1.0 / ( s1 * t2 - s2 * t1 );
-
- sdir.set(
- ( t2 * x1 - t1 * x2 ) * r,
- ( t2 * y1 - t1 * y2 ) * r,
- ( t2 * z1 - t1 * z2 ) * r
- );
-
- tdir.set(
- ( s1 * x2 - s2 * x1 ) * r,
- ( s1 * y2 - s2 * y1 ) * r,
- ( s1 * z2 - s2 * z1 ) * r
- );
-
- tan1[ a ].add( sdir );
- tan1[ b ].add( sdir );
- tan1[ c ].add( sdir );
-
- tan2[ a ].add( tdir );
- tan2[ b ].add( tdir );
- tan2[ c ].add( tdir );
-
- }
-
- var i, il;
- var j, jl;
- var iA, iB, iC;
-
- if ( this.drawcalls.length === 0 ) {
-
- this.addDrawCall( 0, indices.length, 0 );
-
- }
-
- var drawcalls = this.drawcalls;
-
- for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
-
- var start = drawcalls[ j ].start;
- var count = drawcalls[ j ].count;
- var index = drawcalls[ j ].index;
-
- for ( i = start, il = start + count; i < il; i += 3 ) {
-
- iA = index + indices[ i ];
- iB = index + indices[ i + 1 ];
- iC = index + indices[ i + 2 ];
-
- handleTriangle( iA, iB, iC );
-
- }
-
- }
-
- var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
- var n = new THREE.Vector3(), n2 = new THREE.Vector3();
- var w, t, test;
-
- function handleVertex( v ) {
-
- n.fromArray( normals, v * 3 );
- n2.copy( n );
-
- t = tan1[ v ];
-
- // Gram-Schmidt orthogonalize
-
- tmp.copy( t );
- tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
- // Calculate handedness
-
- tmp2.crossVectors( n2, t );
- test = tmp2.dot( tan2[ v ] );
- w = ( test < 0.0 ) ? - 1.0 : 1.0;
-
- tangents[ v * 4 ] = tmp.x;
- tangents[ v * 4 + 1 ] = tmp.y;
- tangents[ v * 4 + 2 ] = tmp.z;
- tangents[ v * 4 + 3 ] = w;
-
- }
-
- for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
-
- var start = drawcalls[ j ].start;
- var count = drawcalls[ j ].count;
- var index = drawcalls[ j ].index;
-
- for ( i = start, il = start + count; i < il; i += 3 ) {
-
- iA = index + indices[ i ];
- iB = index + indices[ i + 1 ];
- iC = index + indices[ i + 2 ];
-
- handleVertex( iA );
- handleVertex( iB );
- handleVertex( iC );
-
- }
-
- }
-
- },
-
- /*
- Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
- This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
- WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
- size - Defaults to 65535, but allows for larger or smaller chunks.
- */
- computeOffsets: function ( size ) {
-
- if ( size === undefined ) size = 65535; // WebGL limits type of index buffer values to 16-bit.
-
- var indices = this.attributes.index.array;
- var vertices = this.attributes.position.array;
-
- var facesCount = ( indices.length / 3 );
-
- /*
- console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
- console.log("Faces to process: "+(indices.length/3));
- console.log("Reordering "+verticesCount+" vertices.");
- */
-
- var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
- var indexPtr = 0;
- var vertexPtr = 0;
-
- var offsets = [ { start:0, count:0, index:0 } ];
- var offset = offsets[ 0 ];
-
- var duplicatedVertices = 0;
- var newVerticeMaps = 0;
- var faceVertices = new Int32Array( 6 );
- var vertexMap = new Int32Array( vertices.length );
- var revVertexMap = new Int32Array( vertices.length );
- for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
-
- /*
- Traverse every face and reorder vertices in the proper offsets of 65k.
- We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
- */
- for ( var findex = 0; findex < facesCount; findex ++ ) {
- newVerticeMaps = 0;
-
- for ( var vo = 0; vo < 3; vo ++ ) {
- var vid = indices[ findex * 3 + vo ];
- if ( vertexMap[ vid ] == - 1 ) {
- //Unmapped vertice
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = - 1;
- newVerticeMaps ++;
- } else if ( vertexMap[ vid ] < offset.index ) {
- //Reused vertices from previous block (duplicate)
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = - 1;
- duplicatedVertices ++;
- } else {
- //Reused vertice in the current block
- faceVertices[ vo * 2 ] = vid;
- faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
- }
- }
-
- var faceMax = vertexPtr + newVerticeMaps;
- if ( faceMax > ( offset.index + size ) ) {
- var new_offset = { start:indexPtr, count:0, index:vertexPtr };
- offsets.push( new_offset );
- offset = new_offset;
-
- //Re-evaluate reused vertices in light of new offset.
- for ( var v = 0; v < 6; v += 2 ) {
- var new_vid = faceVertices[ v + 1 ];
- if ( new_vid > - 1 && new_vid < offset.index )
- faceVertices[ v + 1 ] = - 1;
- }
- }
-
- //Reindex the face.
- for ( var v = 0; v < 6; v += 2 ) {
- var vid = faceVertices[ v ];
- var new_vid = faceVertices[ v + 1 ];
-
- if ( new_vid === - 1 )
- new_vid = vertexPtr ++;
-
- vertexMap[ vid ] = new_vid;
- revVertexMap[ new_vid ] = vid;
- sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
- offset.count ++;
- }
- }
-
- /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
- this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
- this.offsets = offsets; // TODO: Deprecate
- this.drawcalls = offsets;
-
- /*
- var orderTime = Date.now();
- console.log("Reorder time: "+(orderTime-s)+"ms");
- console.log("Duplicated "+duplicatedVertices+" vertices.");
- console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
- console.log("Draw offsets: "+offsets.length);
- */
-
- return offsets;
-
- },
-
- merge: function ( geometry, offset ) {
-
- if ( geometry instanceof THREE.BufferGeometry === false ) {
-
- THREE.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
- return;
-
- }
-
- if ( offset === undefined ) offset = 0;
-
- var attributes = this.attributes;
-
- for ( var key in attributes ) {
-
- if ( geometry.attributes[ key ] === undefined ) continue;
-
- var attribute1 = attributes[ key ];
- var attributeArray1 = attribute1.array;
-
- var attribute2 = geometry.attributes[ key ];
- var attributeArray2 = attribute2.array;
-
- var attributeSize = attribute2.itemSize;
-
- for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
-
- attributeArray1[ j ] = attributeArray2[ i ];
-
- }
-
- }
-
- return this;
-
- },
-
- normalizeNormals: function () {
-
- var normals = this.attributes.normal.array;
-
- var x, y, z, n;
-
- for ( var i = 0, il = normals.length; i < il; i += 3 ) {
-
- x = normals[ i ];
- y = normals[ i + 1 ];
- z = normals[ i + 2 ];
-
- n = 1.0 / Math.sqrt( x * x + y * y + z * z );
-
- normals[ i ] *= n;
- normals[ i + 1 ] *= n;
- normals[ i + 2 ] *= n;
-
- }
-
- },
-
- /*
- reoderBuffers:
- Reorder attributes based on a new indexBuffer and indexMap.
- indexBuffer - Uint16Array of the new ordered indices.
- indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
- vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
- */
- reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
-
- /* Create a copy of all attributes for reordering. */
- var sortedAttributes = {};
- for ( var attr in this.attributes ) {
- if ( attr == 'index' )
- continue;
- var sourceArray = this.attributes[ attr ].array;
- sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
- }
-
- /* Move attribute positions based on the new index map */
- for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
- var vid = indexMap[ new_vid ];
- for ( var attr in this.attributes ) {
- if ( attr == 'index' )
- continue;
- var attrArray = this.attributes[ attr ].array;
- var attrSize = this.attributes[ attr ].itemSize;
- var sortedAttr = sortedAttributes[ attr ];
- for ( var k = 0; k < attrSize; k ++ )
- sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
- }
- }
-
- /* Carry the new sorted buffers locally */
- this.attributes[ 'index' ].array = indexBuffer;
- for ( var attr in this.attributes ) {
- if ( attr == 'index' )
- continue;
- this.attributes[ attr ].array = sortedAttributes[ attr ];
- this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
- }
- },
-
- toJSON: function () {
-
- var output = {
- metadata: {
- version: 4.0,
- type: 'BufferGeometry',
- generator: 'BufferGeometryExporter'
- },
- uuid: this.uuid,
- type: this.type,
- data: {
- attributes: {}
- }
- };
-
- var attributes = this.attributes;
- var offsets = this.offsets;
- var boundingSphere = this.boundingSphere;
-
- for ( var key in attributes ) {
-
- var attribute = attributes[ key ];
-
- var array = Array.prototype.slice.call( attribute.array );
-
- output.data.attributes[ key ] = {
- itemSize: attribute.itemSize,
- type: attribute.array.constructor.name,
- array: array
- }
-
- }
-
- if ( offsets.length > 0 ) {
-
- output.data.offsets = JSON.parse( JSON.stringify( offsets ) );
-
- }
-
- if ( boundingSphere !== null ) {
-
- output.data.boundingSphere = {
- center: boundingSphere.center.toArray(),
- radius: boundingSphere.radius
- }
-
- }
-
- return output;
-
- },
-
- clone: function () {
-
- var geometry = new THREE.BufferGeometry();
-
- for ( var attr in this.attributes ) {
-
- var sourceAttr = this.attributes[ attr ];
- geometry.addAttribute( attr, sourceAttr.clone() );
-
- }
-
- for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
-
- var offset = this.offsets[ i ];
-
- geometry.offsets.push( {
-
- start: offset.start,
- index: offset.index,
- count: offset.count
-
- } );
-
- }
-
- return geometry;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
-
-// File:src/core/Geometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author bhouston / http://exocortex.com
- */
-
-THREE.Geometry = function () {
-
- Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.type = 'Geometry';
-
- this.vertices = [];
- this.colors = []; // one-to-one vertex colors, used in Points and Line
-
- this.faces = [];
-
- this.faceVertexUvs = [ [] ];
-
- this.morphTargets = [];
- this.morphColors = [];
- this.morphNormals = [];
-
- this.skinWeights = [];
- this.skinIndices = [];
-
- this.lineDistances = [];
-
- this.boundingBox = null;
- this.boundingSphere = null;
-
- this.hasTangents = false;
-
- this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
-
- // update flags
-
- this.verticesNeedUpdate = false;
- this.elementsNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.tangentsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.lineDistancesNeedUpdate = false;
-
- this.groupsNeedUpdate = false;
-
-};
-
-THREE.Geometry.prototype = {
-
- constructor: THREE.Geometry,
-
- applyMatrix: function ( matrix ) {
-
- var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
- for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
-
- var vertex = this.vertices[ i ];
- vertex.applyMatrix4( matrix );
-
- }
-
- for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
-
- var face = this.faces[ i ];
- face.normal.applyMatrix3( normalMatrix ).normalize();
-
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
- face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
-
- }
-
- }
-
- if ( this.boundingBox !== null ) {
-
- this.computeBoundingBox();
-
- }
-
- if ( this.boundingSphere !== null ) {
-
- this.computeBoundingSphere();
-
- }
-
- this.verticesNeedUpdate = true;
- this.normalsNeedUpdate = true;
-
- },
-
- fromBufferGeometry: function ( geometry ) {
-
- var scope = this;
-
- var attributes = geometry.attributes;
-
- var vertices = attributes.position.array;
- var indices = attributes.index !== undefined ? attributes.index.array : undefined;
- var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
- var colors = attributes.color !== undefined ? attributes.color.array : undefined;
- var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
-
- var tempNormals = [];
- var tempUVs = [];
-
- for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {
-
- scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
-
- if ( normals !== undefined ) {
-
- tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
-
- }
-
- if ( colors !== undefined ) {
-
- scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
-
- }
-
- if ( uvs !== undefined ) {
-
- tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
-
- }
-
- }
-
- var addFace = function ( a, b, c ) {
-
- var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
- var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
-
- scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) );
-
- if ( uvs !== undefined ) {
-
- scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );
-
- }
-
- };
-
- if ( indices !== undefined ) {
-
- var drawcalls = geometry.drawcalls;
-
- if ( drawcalls.length > 0 ) {
-
- for ( var i = 0; i < drawcalls.length; i ++ ) {
-
- var drawcall = drawcalls[ i ];
-
- var start = drawcall.start;
- var count = drawcall.count;
- var index = drawcall.index;
-
- for ( var j = start, jl = start + count; j < jl; j += 3 ) {
-
- addFace( index + indices[ j ], index + indices[ j + 1 ], index + indices[ j + 2 ] );
-
- }
-
- }
-
- } else {
-
- for ( var i = 0; i < indices.length; i += 3 ) {
-
- addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
-
- }
-
- }
-
- } else {
-
- for ( var i = 0; i < vertices.length / 3; i += 3 ) {
-
- addFace( i, i + 1, i + 2 );
-
- }
-
- }
-
- this.computeFaceNormals();
-
- if ( geometry.boundingBox !== null ) {
-
- this.boundingBox = geometry.boundingBox.clone();
-
- }
-
- if ( geometry.boundingSphere !== null ) {
-
- this.boundingSphere = geometry.boundingSphere.clone();
-
- }
-
- return this;
-
- },
-
- center: function () {
-
- this.computeBoundingBox();
-
- var offset = this.boundingBox.center().negate();
-
- this.applyMatrix( new THREE.Matrix4().setPosition( offset ) );
-
- return offset;
-
- },
-
- computeFaceNormals: function () {
-
- var cb = new THREE.Vector3(), ab = new THREE.Vector3();
-
- for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- var face = this.faces[ f ];
-
- var vA = this.vertices[ face.a ];
- var vB = this.vertices[ face.b ];
- var vC = this.vertices[ face.c ];
-
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
-
- cb.normalize();
-
- face.normal.copy( cb );
-
- }
-
- },
-
- computeVertexNormals: function ( areaWeighted ) {
-
- var v, vl, f, fl, face, vertices;
-
- vertices = new Array( this.vertices.length );
-
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
- vertices[ v ] = new THREE.Vector3();
-
- }
-
- if ( areaWeighted ) {
-
- // vertex normals weighted by triangle areas
- // http://www.iquilezles.org/www/articles/normals/normals.htm
-
- var vA, vB, vC;
- var cb = new THREE.Vector3(), ab = new THREE.Vector3();
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
-
- cb.subVectors( vC, vB );
- ab.subVectors( vA, vB );
- cb.cross( ab );
-
- vertices[ face.a ].add( cb );
- vertices[ face.b ].add( cb );
- vertices[ face.c ].add( cb );
-
- }
-
- } else {
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- vertices[ face.a ].add( face.normal );
- vertices[ face.b ].add( face.normal );
- vertices[ face.c ].add( face.normal );
-
- }
-
- }
-
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
- vertices[ v ].normalize();
-
- }
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
- face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
- face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
-
- }
-
- },
-
- computeMorphNormals: function () {
-
- var i, il, f, fl, face;
-
- // save original normals
- // - create temp variables on first access
- // otherwise just copy (for faster repeated calls)
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- if ( ! face.__originalFaceNormal ) {
-
- face.__originalFaceNormal = face.normal.clone();
-
- } else {
-
- face.__originalFaceNormal.copy( face.normal );
-
- }
-
- if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
-
- for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
-
- if ( ! face.__originalVertexNormals[ i ] ) {
-
- face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
-
- } else {
-
- face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
-
- }
-
- }
-
- }
-
- // use temp geometry to compute face and vertex normals for each morph
-
- var tmpGeo = new THREE.Geometry();
- tmpGeo.faces = this.faces;
-
- for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
-
- // create on first access
-
- if ( ! this.morphNormals[ i ] ) {
-
- this.morphNormals[ i ] = {};
- this.morphNormals[ i ].faceNormals = [];
- this.morphNormals[ i ].vertexNormals = [];
-
- var dstNormalsFace = this.morphNormals[ i ].faceNormals;
- var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
-
- var faceNormal, vertexNormals;
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- faceNormal = new THREE.Vector3();
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
-
- dstNormalsFace.push( faceNormal );
- dstNormalsVertex.push( vertexNormals );
-
- }
-
- }
-
- var morphNormals = this.morphNormals[ i ];
-
- // set vertices to morph target
-
- tmpGeo.vertices = this.morphTargets[ i ].vertices;
-
- // compute morph normals
-
- tmpGeo.computeFaceNormals();
- tmpGeo.computeVertexNormals();
-
- // store morph normals
-
- var faceNormal, vertexNormals;
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- faceNormal = morphNormals.faceNormals[ f ];
- vertexNormals = morphNormals.vertexNormals[ f ];
-
- faceNormal.copy( face.normal );
-
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
-
- }
-
- }
-
- // restore original normals
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- face.normal = face.__originalFaceNormal;
- face.vertexNormals = face.__originalVertexNormals;
-
- }
-
- },
-
- computeTangents: function () {
-
- // based on http://www.terathon.com/code/tangent.html
- // tangents go to vertices
-
- var f, fl, v, vl, i, vertexIndex,
- face, uv, vA, vB, vC, uvA, uvB, uvC,
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r, t, test,
- tan1 = [], tan2 = [],
- sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
- tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
- n = new THREE.Vector3(), w;
-
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
-
- tan1[ v ] = new THREE.Vector3();
- tan2[ v ] = new THREE.Vector3();
-
- }
-
- function handleTriangle( context, a, b, c, ua, ub, uc ) {
-
- vA = context.vertices[ a ];
- vB = context.vertices[ b ];
- vC = context.vertices[ c ];
-
- uvA = uv[ ua ];
- uvB = uv[ ub ];
- uvC = uv[ uc ];
-
- x1 = vB.x - vA.x;
- x2 = vC.x - vA.x;
- y1 = vB.y - vA.y;
- y2 = vC.y - vA.y;
- z1 = vB.z - vA.z;
- z2 = vC.z - vA.z;
-
- s1 = uvB.x - uvA.x;
- s2 = uvC.x - uvA.x;
- t1 = uvB.y - uvA.y;
- t2 = uvC.y - uvA.y;
-
- r = 1.0 / ( s1 * t2 - s2 * t1 );
- sdir.set( ( t2 * x1 - t1 * x2 ) * r,
- ( t2 * y1 - t1 * y2 ) * r,
- ( t2 * z1 - t1 * z2 ) * r );
- tdir.set( ( s1 * x2 - s2 * x1 ) * r,
- ( s1 * y2 - s2 * y1 ) * r,
- ( s1 * z2 - s2 * z1 ) * r );
-
- tan1[ a ].add( sdir );
- tan1[ b ].add( sdir );
- tan1[ c ].add( sdir );
-
- tan2[ a ].add( tdir );
- tan2[ b ].add( tdir );
- tan2[ c ].add( tdir );
-
- }
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
- uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
-
- handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
-
- }
-
- var faceIndex = [ 'a', 'b', 'c', 'd' ];
-
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-
- face = this.faces[ f ];
-
- for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
-
- n.copy( face.vertexNormals[ i ] );
-
- vertexIndex = face[ faceIndex[ i ] ];
-
- t = tan1[ vertexIndex ];
-
- // Gram-Schmidt orthogonalize
-
- tmp.copy( t );
- tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
-
- // Calculate handedness
-
- tmp2.crossVectors( face.vertexNormals[ i ], t );
- test = tmp2.dot( tan2[ vertexIndex ] );
- w = ( test < 0.0 ) ? - 1.0 : 1.0;
-
- face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
-
- }
-
- }
-
- this.hasTangents = true;
-
- },
-
- computeLineDistances: function () {
-
- var d = 0;
- var vertices = this.vertices;
-
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
- if ( i > 0 ) {
-
- d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
-
- }
-
- this.lineDistances[ i ] = d;
-
- }
-
- },
-
- computeBoundingBox: function () {
-
- if ( this.boundingBox === null ) {
-
- this.boundingBox = new THREE.Box3();
-
- }
-
- this.boundingBox.setFromPoints( this.vertices );
-
- },
-
- computeBoundingSphere: function () {
-
- if ( this.boundingSphere === null ) {
-
- this.boundingSphere = new THREE.Sphere();
-
- }
-
- this.boundingSphere.setFromPoints( this.vertices );
-
- },
-
- merge: function ( geometry, matrix, materialIndexOffset ) {
-
- if ( geometry instanceof THREE.Geometry === false ) {
-
- THREE.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
- return;
-
- }
-
- var normalMatrix,
- vertexOffset = this.vertices.length,
- vertices1 = this.vertices,
- vertices2 = geometry.vertices,
- faces1 = this.faces,
- faces2 = geometry.faces,
- uvs1 = this.faceVertexUvs[ 0 ],
- uvs2 = geometry.faceVertexUvs[ 0 ];
-
- if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
-
- if ( matrix !== undefined ) {
-
- normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
-
- }
-
- // vertices
-
- for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
-
- var vertex = vertices2[ i ];
-
- var vertexCopy = vertex.clone();
-
- if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
-
- vertices1.push( vertexCopy );
-
- }
-
- // faces
-
- for ( i = 0, il = faces2.length; i < il; i ++ ) {
-
- var face = faces2[ i ], faceCopy, normal, color,
- faceVertexNormals = face.vertexNormals,
- faceVertexColors = face.vertexColors;
-
- faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
- faceCopy.normal.copy( face.normal );
-
- if ( normalMatrix !== undefined ) {
-
- faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
-
- }
-
- for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
-
- normal = faceVertexNormals[ j ].clone();
-
- if ( normalMatrix !== undefined ) {
-
- normal.applyMatrix3( normalMatrix ).normalize();
-
- }
-
- faceCopy.vertexNormals.push( normal );
-
- }
-
- faceCopy.color.copy( face.color );
-
- for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
-
- color = faceVertexColors[ j ];
- faceCopy.vertexColors.push( color.clone() );
-
- }
-
- faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
-
- faces1.push( faceCopy );
-
- }
-
- // uvs
-
- for ( i = 0, il = uvs2.length; i < il; i ++ ) {
-
- var uv = uvs2[ i ], uvCopy = [];
-
- if ( uv === undefined ) {
-
- continue;
-
- }
-
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
-
- uvCopy.push( uv[ j ].clone() );
-
- }
-
- uvs1.push( uvCopy );
-
- }
-
- },
-
- mergeMesh: function ( mesh ) {
-
- if ( mesh instanceof THREE.Mesh === false ) {
-
- THREE.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
- return;
-
- }
-
- mesh.matrixAutoUpdate && mesh.updateMatrix();
-
- this.merge( mesh.geometry, mesh.matrix );
-
- },
-
- /*
- * Checks for duplicate vertices with hashmap.
- * Duplicated vertices are removed
- * and faces' vertices are updated.
- */
-
- mergeVertices: function () {
-
- var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
- var unique = [], changes = [];
-
- var v, key;
- var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
- var precision = Math.pow( 10, precisionPoints );
- var i, il, face;
- var indices, j, jl;
-
- for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
-
- v = this.vertices[ i ];
- key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
-
- if ( verticesMap[ key ] === undefined ) {
-
- verticesMap[ key ] = i;
- unique.push( this.vertices[ i ] );
- changes[ i ] = unique.length - 1;
-
- } else {
-
- //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
- changes[ i ] = changes[ verticesMap[ key ] ];
-
- }
-
- };
-
-
- // if faces are completely degenerate after merging vertices, we
- // have to remove them from the geometry.
- var faceIndicesToRemove = [];
-
- for ( i = 0, il = this.faces.length; i < il; i ++ ) {
-
- face = this.faces[ i ];
-
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
-
- indices = [ face.a, face.b, face.c ];
-
- var dupIndex = - 1;
-
- // if any duplicate vertices are found in a Face3
- // we have to remove the face as nothing can be saved
- for ( var n = 0; n < 3; n ++ ) {
- if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
-
- dupIndex = n;
- faceIndicesToRemove.push( i );
- break;
-
- }
- }
-
- }
-
- for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
- var idx = faceIndicesToRemove[ i ];
-
- this.faces.splice( idx, 1 );
-
- for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
-
- this.faceVertexUvs[ j ].splice( idx, 1 );
-
- }
-
- }
-
- // Use unique set of vertices
-
- var diff = this.vertices.length - unique.length;
- this.vertices = unique;
- return diff;
-
- },
-
- toJSON: function () {
-
- var output = {
- metadata: {
- version: 4.0,
- type: 'BufferGeometry',
- generator: 'BufferGeometryExporter'
- },
- uuid: this.uuid,
- type: this.type
- };
-
- if ( this.name !== "" ) output.name = this.name;
-
- if ( this.parameters !== undefined ) {
-
- var parameters = this.parameters;
-
- for ( var key in parameters ) {
-
- if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ];
-
- }
-
- return output;
-
- }
-
- var vertices = [];
-
- for ( var i = 0; i < this.vertices.length; i ++ ) {
-
- var vertex = this.vertices[ i ];
- vertices.push( vertex.x, vertex.y, vertex.z );
-
- }
-
- var faces = [];
- var normals = [];
- var normalsHash = {};
- var colors = [];
- var colorsHash = {};
- var uvs = [];
- var uvsHash = {};
-
- for ( var i = 0; i < this.faces.length; i ++ ) {
-
- var face = this.faces[ i ];
-
- var hasMaterial = false; // face.materialIndex !== undefined;
- var hasFaceUv = false; // deprecated
- var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
- var hasFaceNormal = face.normal.length() > 0;
- var hasFaceVertexNormal = face.vertexNormals.length > 0;
- var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
- var hasFaceVertexColor = face.vertexColors.length > 0;
-
- var faceType = 0;
-
- faceType = setBit( faceType, 0, 0 );
- faceType = setBit( faceType, 1, hasMaterial );
- faceType = setBit( faceType, 2, hasFaceUv );
- faceType = setBit( faceType, 3, hasFaceVertexUv );
- faceType = setBit( faceType, 4, hasFaceNormal );
- faceType = setBit( faceType, 5, hasFaceVertexNormal );
- faceType = setBit( faceType, 6, hasFaceColor );
- faceType = setBit( faceType, 7, hasFaceVertexColor );
-
- faces.push( faceType );
- faces.push( face.a, face.b, face.c );
-
-
- /*
- if ( hasMaterial ) {
-
- faces.push( face.materialIndex );
-
- }
- */
-
- if ( hasFaceVertexUv ) {
-
- var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
-
- faces.push(
- getUvIndex( faceVertexUvs[ 0 ] ),
- getUvIndex( faceVertexUvs[ 1 ] ),
- getUvIndex( faceVertexUvs[ 2 ] )
- );
-
- }
-
- if ( hasFaceNormal ) {
-
- faces.push( getNormalIndex( face.normal ) );
-
- }
-
- if ( hasFaceVertexNormal ) {
-
- var vertexNormals = face.vertexNormals;
-
- faces.push(
- getNormalIndex( vertexNormals[ 0 ] ),
- getNormalIndex( vertexNormals[ 1 ] ),
- getNormalIndex( vertexNormals[ 2 ] )
- );
-
- }
-
- if ( hasFaceColor ) {
-
- faces.push( getColorIndex( face.color ) );
-
- }
-
- if ( hasFaceVertexColor ) {
-
- var vertexColors = face.vertexColors;
-
- faces.push(
- getColorIndex( vertexColors[ 0 ] ),
- getColorIndex( vertexColors[ 1 ] ),
- getColorIndex( vertexColors[ 2 ] )
- );
-
- }
-
- }
-
- function setBit( value, position, enabled ) {
-
- return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position) );
-
- }
-
- function getNormalIndex( normal ) {
-
- var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
-
- if ( normalsHash[ hash ] !== undefined ) {
-
- return normalsHash[ hash ];
-
- }
-
- normalsHash[ hash ] = normals.length / 3;
- normals.push( normal.x, normal.y, normal.z );
-
- return normalsHash[ hash ];
-
- }
-
- function getColorIndex( color ) {
-
- var hash = color.r.toString() + color.g.toString() + color.b.toString();
-
- if ( colorsHash[ hash ] !== undefined ) {
-
- return colorsHash[ hash ];
-
- }
-
- colorsHash[ hash ] = colors.length;
- colors.push( color.getHex() );
-
- return colorsHash[ hash ];
-
- }
-
- function getUvIndex( uv ) {
-
- var hash = uv.x.toString() + uv.y.toString();
-
- if ( uvsHash[ hash ] !== undefined ) {
-
- return uvsHash[ hash ];
-
- }
-
- uvsHash[ hash ] = uvs.length / 2;
- uvs.push( uv.x, uv.y );
-
- return uvsHash[ hash ];
-
- }
-
- output.data = {};
-
- output.data.vertices = vertices;
- output.data.normals = normals;
- if ( colors.length > 0 ) output.data.colors = colors;
- if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility
- output.data.faces = faces;
-
- //
-
- return output;
-
- },
-
- clone: function () {
-
- var geometry = new THREE.Geometry();
-
- var vertices = this.vertices;
-
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
-
- geometry.vertices.push( vertices[ i ].clone() );
-
- }
-
- var faces = this.faces;
-
- for ( var i = 0, il = faces.length; i < il; i ++ ) {
-
- geometry.faces.push( faces[ i ].clone() );
-
- }
-
- for ( var i = 0, il = this.faceVertexUvs.length; i < il; i ++ ) {
-
- var faceVertexUvs = this.faceVertexUvs[ i ];
-
- if ( geometry.faceVertexUvs[ i ] === undefined ) {
-
- geometry.faceVertexUvs[ i ] = [];
-
- }
-
- for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
-
- var uvs = faceVertexUvs[ j ], uvsCopy = [];
-
- for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {
-
- var uv = uvs[ k ];
-
- uvsCopy.push( uv.clone() );
-
- }
-
- geometry.faceVertexUvs[ i ].push( uvsCopy );
-
- }
-
- }
-
- return geometry;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
-
-THREE.GeometryIdCount = 0;
-
-// File:src/cameras/Camera.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.Camera = function () {
-
- THREE.Object3D.call( this );
-
- this.type = 'Camera';
-
- this.matrixWorldInverse = new THREE.Matrix4();
- this.projectionMatrix = new THREE.Matrix4();
-
-};
-
-THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Camera.prototype.constructor = THREE.Camera;
-
-THREE.Camera.prototype.getWorldDirection = function () {
-
- var quaternion = new THREE.Quaternion();
-
- return function ( optionalTarget ) {
-
- var result = optionalTarget || new THREE.Vector3();
-
- this.getWorldQuaternion( quaternion );
-
- return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
-
- }
-
-}();
-
-THREE.Camera.prototype.lookAt = function () {
-
- // This routine does not support cameras with rotated and/or translated parent(s)
-
- var m1 = new THREE.Matrix4();
-
- return function ( vector ) {
-
- m1.lookAt( this.position, vector, this.up );
-
- this.quaternion.setFromRotationMatrix( m1 );
-
- };
-
-}();
-
-THREE.Camera.prototype.clone = function ( camera ) {
-
- if ( camera === undefined ) camera = new THREE.Camera();
-
- THREE.Object3D.prototype.clone.call( this, camera );
-
- camera.matrixWorldInverse.copy( this.matrixWorldInverse );
- camera.projectionMatrix.copy( this.projectionMatrix );
-
- return camera;
-};
-
-// File:src/cameras/CubeCamera.js
-
-/**
- * Camera for rendering cube maps
- * - renders scene into axis-aligned cube
- *
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.CubeCamera = function ( near, far, cubeResolution ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'CubeCamera';
-
- var fov = 90, aspect = 1;
-
- var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraPX.up.set( 0, - 1, 0 );
- cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
- this.add( cameraPX );
-
- var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraNX.up.set( 0, - 1, 0 );
- cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
- this.add( cameraNX );
-
- var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraPY.up.set( 0, 0, 1 );
- cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
- this.add( cameraPY );
-
- var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraNY.up.set( 0, 0, - 1 );
- cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
- this.add( cameraNY );
-
- var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraPZ.up.set( 0, - 1, 0 );
- cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
- this.add( cameraPZ );
-
- var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraNZ.up.set( 0, - 1, 0 );
- cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
- this.add( cameraNZ );
-
- this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
-
- this.updateCubeMap = function ( renderer, scene ) {
-
- var renderTarget = this.renderTarget;
- var generateMipmaps = renderTarget.generateMipmaps;
-
- renderTarget.generateMipmaps = false;
-
- renderTarget.activeCubeFace = 0;
- renderer.render( scene, cameraPX, renderTarget );
-
- renderTarget.activeCubeFace = 1;
- renderer.render( scene, cameraNX, renderTarget );
-
- renderTarget.activeCubeFace = 2;
- renderer.render( scene, cameraPY, renderTarget );
-
- renderTarget.activeCubeFace = 3;
- renderer.render( scene, cameraNY, renderTarget );
-
- renderTarget.activeCubeFace = 4;
- renderer.render( scene, cameraPZ, renderTarget );
-
- renderTarget.generateMipmaps = generateMipmaps;
-
- renderTarget.activeCubeFace = 5;
- renderer.render( scene, cameraNZ, renderTarget );
-
- };
-
-};
-
-THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
-THREE.CubeCamera.prototype.constructor = THREE.CubeCamera;
-
-// File:src/cameras/OrthographicCamera.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
-
- THREE.Camera.call( this );
-
- this.type = 'OrthographicCamera';
-
- this.zoom = 1;
-
- this.left = left;
- this.right = right;
- this.top = top;
- this.bottom = bottom;
-
- this.near = ( near !== undefined ) ? near : 0.1;
- this.far = ( far !== undefined ) ? far : 2000;
-
- this.updateProjectionMatrix();
-
-};
-
-THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
-THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera;
-
-THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
-
- var dx = ( this.right - this.left ) / ( 2 * this.zoom );
- var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
- var cx = ( this.right + this.left ) / 2;
- var cy = ( this.top + this.bottom ) / 2;
-
- this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
-
-};
-
-THREE.OrthographicCamera.prototype.clone = function () {
-
- var camera = new THREE.OrthographicCamera();
-
- THREE.Camera.prototype.clone.call( this, camera );
-
- camera.zoom = this.zoom;
-
- camera.left = this.left;
- camera.right = this.right;
- camera.top = this.top;
- camera.bottom = this.bottom;
-
- camera.near = this.near;
- camera.far = this.far;
-
- camera.projectionMatrix.copy( this.projectionMatrix );
-
- return camera;
-};
-
-// File:src/cameras/PerspectiveCamera.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
-
-THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
-
- THREE.Camera.call( this );
-
- this.type = 'PerspectiveCamera';
-
- this.zoom = 1;
-
- this.fov = fov !== undefined ? fov : 50;
- this.aspect = aspect !== undefined ? aspect : 1;
- this.near = near !== undefined ? near : 0.1;
- this.far = far !== undefined ? far : 2000;
-
- this.updateProjectionMatrix();
-
-};
-
-THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
-THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera;
-
-
-/**
- * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (fullframe) camera is used if frame size is not specified;
- * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
- */
-
-THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
-
- if ( frameHeight === undefined ) frameHeight = 24;
-
- this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
- this.updateProjectionMatrix();
-
-}
-
-
-/**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- * +---+---+---+
- * | A | B | C |
- * +---+---+---+
- * | D | E | F |
- * +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- * var w = 1920;
- * var h = 1080;
- * var fullWidth = w * 3;
- * var fullHeight = h * 2;
- *
- * --A--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * --B--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * --C--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * --D--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * --E--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * --F--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- */
-
-THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
-
- this.fullWidth = fullWidth;
- this.fullHeight = fullHeight;
- this.x = x;
- this.y = y;
- this.width = width;
- this.height = height;
-
- this.updateProjectionMatrix();
-
-};
-
-
-THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
-
- var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
-
- if ( this.fullWidth ) {
-
- var aspect = this.fullWidth / this.fullHeight;
- var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * this.near;
- var bottom = - top;
- var left = aspect * bottom;
- var right = aspect * top;
- var width = Math.abs( right - left );
- var height = Math.abs( top - bottom );
-
- this.projectionMatrix.makeFrustum(
- left + this.x * width / this.fullWidth,
- left + ( this.x + this.width ) * width / this.fullWidth,
- top - ( this.y + this.height ) * height / this.fullHeight,
- top - this.y * height / this.fullHeight,
- this.near,
- this.far
- );
-
- } else {
-
- this.projectionMatrix.makePerspective( fov, this.aspect, this.near, this.far );
-
- }
-
-};
-
-THREE.PerspectiveCamera.prototype.clone = function () {
-
- var camera = new THREE.PerspectiveCamera();
-
- THREE.Camera.prototype.clone.call( this, camera );
-
- camera.zoom = this.zoom;
-
- camera.fov = this.fov;
- camera.aspect = this.aspect;
- camera.near = this.near;
- camera.far = this.far;
-
- camera.projectionMatrix.copy( this.projectionMatrix );
-
- return camera;
-
-};
-
-// File:src/lights/Light.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Light = function ( color ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Light';
-
- this.color = new THREE.Color( color );
-
-};
-
-THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Light.prototype.constructor = THREE.Light;
-
-THREE.Light.prototype.clone = function ( light ) {
-
- if ( light === undefined ) light = new THREE.Light();
-
- THREE.Object3D.prototype.clone.call( this, light );
-
- light.color.copy( this.color );
-
- return light;
-
-};
-
-// File:src/lights/AmbientLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AmbientLight = function ( color ) {
-
- THREE.Light.call( this, color );
-
- this.type = 'AmbientLight';
-
-};
-
-THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
-THREE.AmbientLight.prototype.constructor = THREE.AmbientLight;
-
-THREE.AmbientLight.prototype.clone = function () {
-
- var light = new THREE.AmbientLight();
-
- THREE.Light.prototype.clone.call( this, light );
-
- return light;
-
-};
-
-// File:src/lights/AreaLight.js
-
-/**
- * @author MPanknin / http://www.redplant.de/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.AreaLight = function ( color, intensity ) {
-
- THREE.Light.call( this, color );
-
- this.type = 'AreaLight';
-
- this.normal = new THREE.Vector3( 0, - 1, 0 );
- this.right = new THREE.Vector3( 1, 0, 0 );
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
- this.width = 1.0;
- this.height = 1.0;
-
- this.constantAttenuation = 1.5;
- this.linearAttenuation = 0.5;
- this.quadraticAttenuation = 0.1;
-
-};
-
-THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
-THREE.AreaLight.prototype.constructor = THREE.AreaLight;
-
-
-// File:src/lights/DirectionalLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DirectionalLight = function ( color, intensity ) {
-
- THREE.Light.call( this, color );
-
- this.type = 'DirectionalLight';
-
- this.position.set( 0, 1, 0 );
- this.target = new THREE.Object3D();
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
- this.castShadow = false;
- this.onlyShadow = false;
-
- //
-
- this.shadowCameraNear = 50;
- this.shadowCameraFar = 5000;
-
- this.shadowCameraLeft = - 500;
- this.shadowCameraRight = 500;
- this.shadowCameraTop = 500;
- this.shadowCameraBottom = - 500;
-
- this.shadowCameraVisible = false;
-
- this.shadowBias = 0;
- this.shadowDarkness = 0.5;
-
- this.shadowMapWidth = 512;
- this.shadowMapHeight = 512;
-
- //
-
- this.shadowCascade = false;
-
- this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 );
- this.shadowCascadeCount = 2;
-
- this.shadowCascadeBias = [ 0, 0, 0 ];
- this.shadowCascadeWidth = [ 512, 512, 512 ];
- this.shadowCascadeHeight = [ 512, 512, 512 ];
-
- this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ];
- this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
-
- this.shadowCascadeArray = [];
-
- //
-
- this.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
-
-};
-
-THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
-THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight;
-
-THREE.DirectionalLight.prototype.clone = function () {
-
- var light = new THREE.DirectionalLight();
-
- THREE.Light.prototype.clone.call( this, light );
-
- light.target = this.target.clone();
-
- light.intensity = this.intensity;
-
- light.castShadow = this.castShadow;
- light.onlyShadow = this.onlyShadow;
-
- //
-
- light.shadowCameraNear = this.shadowCameraNear;
- light.shadowCameraFar = this.shadowCameraFar;
-
- light.shadowCameraLeft = this.shadowCameraLeft;
- light.shadowCameraRight = this.shadowCameraRight;
- light.shadowCameraTop = this.shadowCameraTop;
- light.shadowCameraBottom = this.shadowCameraBottom;
-
- light.shadowCameraVisible = this.shadowCameraVisible;
-
- light.shadowBias = this.shadowBias;
- light.shadowDarkness = this.shadowDarkness;
-
- light.shadowMapWidth = this.shadowMapWidth;
- light.shadowMapHeight = this.shadowMapHeight;
-
- //
-
- light.shadowCascade = this.shadowCascade;
-
- light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
- light.shadowCascadeCount = this.shadowCascadeCount;
-
- light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
- light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
- light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
-
- light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
- light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
-
- return light;
-
-};
-
-// File:src/lights/HemisphereLight.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
-
- THREE.Light.call( this, skyColor );
-
- this.type = 'HemisphereLight';
-
- this.position.set( 0, 100, 0 );
-
- this.groundColor = new THREE.Color( groundColor );
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
-
-};
-
-THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
-THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight;
-
-THREE.HemisphereLight.prototype.clone = function () {
-
- var light = new THREE.HemisphereLight();
-
- THREE.Light.prototype.clone.call( this, light );
-
- light.groundColor.copy( this.groundColor );
- light.intensity = this.intensity;
-
- return light;
-
-};
-
-// File:src/lights/PointLight.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.PointLight = function ( color, intensity, distance, decay ) {
-
- THREE.Light.call( this, color );
-
- this.type = 'PointLight';
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
-
-};
-
-THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
-THREE.PointLight.prototype.constructor = THREE.PointLight;
-
-THREE.PointLight.prototype.clone = function () {
-
- var light = new THREE.PointLight();
-
- THREE.Light.prototype.clone.call( this, light );
-
- light.intensity = this.intensity;
- light.distance = this.distance;
- light.decay = this.decay;
-
- return light;
-
-};
-
-// File:src/lights/SpotLight.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpotLight = function ( color, intensity, distance, angle, exponent, decay ) {
-
- THREE.Light.call( this, color );
-
- this.type = 'SpotLight';
-
- this.position.set( 0, 1, 0 );
- this.target = new THREE.Object3D();
-
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
- this.exponent = ( exponent !== undefined ) ? exponent : 10;
- this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2.
-
- this.castShadow = false;
- this.onlyShadow = false;
-
- //
-
- this.shadowCameraNear = 50;
- this.shadowCameraFar = 5000;
- this.shadowCameraFov = 50;
-
- this.shadowCameraVisible = false;
-
- this.shadowBias = 0;
- this.shadowDarkness = 0.5;
-
- this.shadowMapWidth = 512;
- this.shadowMapHeight = 512;
-
- //
-
- this.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
-
-};
-
-THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
-THREE.SpotLight.prototype.constructor = THREE.SpotLight;
-
-THREE.SpotLight.prototype.clone = function () {
-
- var light = new THREE.SpotLight();
-
- THREE.Light.prototype.clone.call( this, light );
-
- light.target = this.target.clone();
-
- light.intensity = this.intensity;
- light.distance = this.distance;
- light.angle = this.angle;
- light.exponent = this.exponent;
- light.decay = this.decay;
-
- light.castShadow = this.castShadow;
- light.onlyShadow = this.onlyShadow;
-
- //
-
- light.shadowCameraNear = this.shadowCameraNear;
- light.shadowCameraFar = this.shadowCameraFar;
- light.shadowCameraFov = this.shadowCameraFov;
-
- light.shadowCameraVisible = this.shadowCameraVisible;
-
- light.shadowBias = this.shadowBias;
- light.shadowDarkness = this.shadowDarkness;
-
- light.shadowMapWidth = this.shadowMapWidth;
- light.shadowMapHeight = this.shadowMapHeight;
-
- return light;
-
-};
-
-// File:src/loaders/Cache.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Cache = {
-
- files: {},
-
- add: function ( key, file ) {
-
- // console.log( 'THREE.Cache', 'Adding key:', key );
-
- this.files[ key ] = file;
-
- },
-
- get: function ( key ) {
-
- // console.log( 'THREE.Cache', 'Checking key:', key );
-
- return this.files[ key ];
-
- },
-
- remove: function ( key ) {
-
- delete this.files[ key ];
-
- },
-
- clear: function () {
-
- this.files = {}
-
- }
-
-};
-
-// File:src/loaders/Loader.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Loader = function ( showStatus ) {
-
- this.showStatus = showStatus;
- this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
-
- this.imageLoader = new THREE.ImageLoader();
-
- this.onLoadStart = function () {};
- this.onLoadProgress = function () {};
- this.onLoadComplete = function () {};
-
-};
-
-THREE.Loader.prototype = {
-
- constructor: THREE.Loader,
-
- crossOrigin: undefined,
-
- addStatusElement: function () {
-
- var e = document.createElement( 'div' );
-
- e.style.position = 'absolute';
- e.style.right = '0px';
- e.style.top = '0px';
- e.style.fontSize = '0.8em';
- e.style.textAlign = 'left';
- e.style.background = 'rgba(0,0,0,0.25)';
- e.style.color = '#fff';
- e.style.width = '120px';
- e.style.padding = '0.5em 0.5em 0.5em 0.5em';
- e.style.zIndex = 1000;
-
- e.innerHTML = 'Loading ...';
-
- return e;
-
- },
-
- updateProgress: function ( progress ) {
-
- var message = 'Loaded ';
-
- if ( progress.total ) {
-
- message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%';
-
-
- } else {
-
- message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB';
-
- }
-
- this.statusDomElement.innerHTML = message;
-
- },
-
- extractUrlBase: function ( url ) {
-
- var parts = url.split( '/' );
-
- if ( parts.length === 1 ) return './';
-
- parts.pop();
-
- return parts.join( '/' ) + '/';
-
- },
-
- initMaterials: function ( materials, texturePath ) {
-
- var array = [];
-
- for ( var i = 0; i < materials.length; ++ i ) {
-
- array[ i ] = this.createMaterial( materials[ i ], texturePath );
-
- }
-
- return array;
-
- },
-
- needsTangents: function ( materials ) {
-
- for ( var i = 0, il = materials.length; i < il; i ++ ) {
-
- var m = materials[ i ];
-
- if ( m instanceof THREE.ShaderMaterial ) return true;
-
- }
-
- return false;
-
- },
-
- createMaterial: function ( m, texturePath ) {
-
- var scope = this;
-
- function nearest_pow2( n ) {
-
- var l = Math.log( n ) / Math.LN2;
- return Math.pow( 2, Math.round( l ) );
-
- }
-
- function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
-
- var fullPath = texturePath + sourceFile;
-
- var texture;
-
- var loader = THREE.Loader.Handlers.get( fullPath );
-
- if ( loader !== null ) {
-
- texture = loader.load( fullPath );
-
- } else {
-
- texture = new THREE.Texture();
-
- loader = scope.imageLoader;
- loader.crossOrigin = scope.crossOrigin;
- loader.load( fullPath, function ( image ) {
-
- if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
- THREE.Math.isPowerOfTwo( image.height ) === false ) {
-
- var width = nearest_pow2( image.width );
- var height = nearest_pow2( image.height );
-
- var canvas = document.createElement( 'canvas' );
- canvas.width = width;
- canvas.height = height;
-
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, width, height );
-
- texture.image = canvas;
-
- } else {
-
- texture.image = image;
-
- }
-
- texture.needsUpdate = true;
-
- } );
-
- }
-
- texture.sourceFile = sourceFile;
-
- if ( repeat ) {
-
- texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
-
- if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
- if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
-
- }
-
- if ( offset ) {
-
- texture.offset.set( offset[ 0 ], offset[ 1 ] );
-
- }
-
- if ( wrap ) {
-
- var wrapMap = {
- 'repeat': THREE.RepeatWrapping,
- 'mirror': THREE.MirroredRepeatWrapping
- }
-
- if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
- if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
-
- }
-
- if ( anisotropy ) {
-
- texture.anisotropy = anisotropy;
-
- }
-
- where[ name ] = texture;
-
- }
-
- function rgb2hex( rgb ) {
-
- return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
-
- }
-
- // defaults
-
- var mtype = 'MeshLambertMaterial';
- var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
-
- // parameters from model file
-
- if ( m.shading ) {
-
- var shading = m.shading.toLowerCase();
-
- if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
- else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
-
- }
-
- if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
-
- mpars.blending = THREE[ m.blending ];
-
- }
-
- if ( m.transparent !== undefined ) {
-
- mpars.transparent = m.transparent;
-
- }
-
- if ( m.opacity !== undefined && m.opacity < 1.0 ) {
-
- mpars.transparent = true;
-
- }
-
- if ( m.depthTest !== undefined ) {
-
- mpars.depthTest = m.depthTest;
-
- }
-
- if ( m.depthWrite !== undefined ) {
-
- mpars.depthWrite = m.depthWrite;
-
- }
-
- if ( m.visible !== undefined ) {
-
- mpars.visible = m.visible;
-
- }
-
- if ( m.flipSided !== undefined ) {
-
- mpars.side = THREE.BackSide;
-
- }
-
- if ( m.doubleSided !== undefined ) {
-
- mpars.side = THREE.DoubleSide;
-
- }
-
- if ( m.wireframe !== undefined ) {
-
- mpars.wireframe = m.wireframe;
-
- }
-
- if ( m.vertexColors !== undefined ) {
-
- if ( m.vertexColors === 'face' ) {
-
- mpars.vertexColors = THREE.FaceColors;
-
- } else if ( m.vertexColors ) {
-
- mpars.vertexColors = THREE.VertexColors;
-
- }
-
- }
-
- // colors
-
- if ( m.colorDiffuse ) {
-
- mpars.color = rgb2hex( m.colorDiffuse );
-
- } else if ( m.DbgColor ) {
-
- mpars.color = m.DbgColor;
-
- }
-
- if ( m.colorSpecular ) {
-
- mpars.specular = rgb2hex( m.colorSpecular );
-
- }
-
- if ( m.colorEmissive ) {
-
- mpars.emissive = rgb2hex( m.colorEmissive );
-
- }
-
- // modifiers
-
- if ( m.transparency !== undefined ) {
-
- console.warn( 'THREE.Loader: transparency has been renamed to opacity' );
- m.opacity = m.transparency;
-
- }
-
- if ( m.opacity !== undefined ) {
-
- mpars.opacity = m.opacity;
-
- }
-
- if ( m.specularCoef ) {
-
- mpars.shininess = m.specularCoef;
-
- }
-
- // textures
-
- if ( m.mapDiffuse && texturePath ) {
-
- create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
-
- }
-
- if ( m.mapLight && texturePath ) {
-
- create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
-
- }
-
- if ( m.mapBump && texturePath ) {
-
- create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
-
- }
-
- if ( m.mapNormal && texturePath ) {
-
- create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
-
- }
-
- if ( m.mapSpecular && texturePath ) {
-
- create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
-
- }
-
- if ( m.mapAlpha && texturePath ) {
-
- create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
-
- }
-
- //
-
- if ( m.mapBumpScale ) {
-
- mpars.bumpScale = m.mapBumpScale;
-
- }
-
- if ( m.mapNormalFactor ) {
-
- mpars.normalScale = new THREE.Vector2( m.mapNormalFactor, m.mapNormalFactor );
-
- }
-
- var material = new THREE[ mtype ]( mpars );
-
- if ( m.DbgName !== undefined ) material.name = m.DbgName;
-
- return material;
-
- }
-
-};
-
-THREE.Loader.Handlers = {
-
- handlers: [],
-
- add: function ( regex, loader ) {
-
- this.handlers.push( regex, loader );
-
- },
-
- get: function ( file ) {
-
- for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
-
- var regex = this.handlers[ i ];
- var loader = this.handlers[ i + 1 ];
-
- if ( regex.test( file ) ) {
-
- return loader;
-
- }
-
- }
-
- return null;
-
- }
-
-};
-
-// File:src/loaders/XHRLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.XHRLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.XHRLoader.prototype = {
-
- constructor: THREE.XHRLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var cached = THREE.Cache.get( url );
-
- if ( cached !== undefined ) {
-
- if ( onLoad ) onLoad( cached );
- return;
-
- }
-
- var request = new XMLHttpRequest();
- request.open( 'GET', url, true );
-
- request.addEventListener( 'load', function ( event ) {
-
- THREE.Cache.add( url, this.response );
-
- if ( onLoad ) onLoad( this.response );
-
- scope.manager.itemEnd( url );
-
- }, false );
-
- if ( onProgress !== undefined ) {
-
- request.addEventListener( 'progress', function ( event ) {
-
- onProgress( event );
-
- }, false );
-
- }
-
- if ( onError !== undefined ) {
-
- request.addEventListener( 'error', function ( event ) {
-
- onError( event );
-
- }, false );
-
- }
-
- if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
- if ( this.responseType !== undefined ) request.responseType = this.responseType;
-
- request.send( null );
-
- scope.manager.itemStart( url );
-
- },
-
- setResponseType: function ( value ) {
-
- this.responseType = value;
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- }
-
-};
-
-// File:src/loaders/ImageLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ImageLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.ImageLoader.prototype = {
-
- constructor: THREE.ImageLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var cached = THREE.Cache.get( url );
-
- if ( cached !== undefined ) {
-
- onLoad( cached );
- return;
-
- }
-
- var image = document.createElement( 'img' );
-
- image.addEventListener( 'load', function ( event ) {
-
- THREE.Cache.add( url, this );
-
- if ( onLoad ) onLoad( this );
-
- scope.manager.itemEnd( url );
-
- }, false );
-
- if ( onProgress !== undefined ) {
-
- image.addEventListener( 'progress', function ( event ) {
-
- onProgress( event );
-
- }, false );
-
- }
-
- if ( onError !== undefined ) {
-
- image.addEventListener( 'error', function ( event ) {
-
- onError( event );
-
- }, false );
-
- }
-
- if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
-
- image.src = url;
-
- scope.manager.itemStart( url );
-
- return image;
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- }
-
-}
-
-// File:src/loaders/JSONLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.JSONLoader = function ( showStatus ) {
-
- THREE.Loader.call( this, showStatus );
-
- this.withCredentials = false;
-
-};
-
-THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
-THREE.JSONLoader.prototype.constructor = THREE.JSONLoader;
-
-THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
-
- // todo: unify load API to for easier SceneLoader use
-
- texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
-
- this.onLoadStart();
- this.loadAjaxJSON( this, url, callback, texturePath );
-
-};
-
-THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
-
- var xhr = new XMLHttpRequest();
-
- var length = 0;
-
- xhr.onreadystatechange = function () {
-
- if ( xhr.readyState === xhr.DONE ) {
-
- if ( xhr.status === 200 || xhr.status === 0 ) {
-
- if ( xhr.responseText ) {
-
- var json = JSON.parse( xhr.responseText );
- var metadata = json.metadata;
-
- if ( metadata !== undefined ) {
-
- if ( metadata.type === 'object' ) {
-
- THREE.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
- return;
-
- }
-
- if ( metadata.type === 'scene' ) {
-
- THREE.error( 'THREE.JSONLoader: ' + url + ' seems to be a Scene. Use THREE.SceneLoader instead.' );
- return;
-
- }
-
- }
-
- var result = context.parse( json, texturePath );
- callback( result.geometry, result.materials );
-
- } else {
-
- THREE.error( 'THREE.JSONLoader: ' + url + ' seems to be unreachable or the file is empty.' );
-
- }
-
- // in context of more complex asset initialization
- // do not block on single failed file
- // maybe should go even one more level up
-
- context.onLoadComplete();
-
- } else {
-
- THREE.error( 'THREE.JSONLoader: Couldn\'t load ' + url + ' (' + xhr.status + ')' );
-
- }
-
- } else if ( xhr.readyState === xhr.LOADING ) {
-
- if ( callbackProgress ) {
-
- if ( length === 0 ) {
-
- length = xhr.getResponseHeader( 'Content-Length' );
-
- }
-
- callbackProgress( { total: length, loaded: xhr.responseText.length } );
-
- }
-
- } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
-
- if ( callbackProgress !== undefined ) {
-
- length = xhr.getResponseHeader( 'Content-Length' );
-
- }
-
- }
-
- };
-
- xhr.open( 'GET', url, true );
- xhr.withCredentials = this.withCredentials;
- xhr.send( null );
-
-};
-
-THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
-
- var geometry = new THREE.Geometry(),
- scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
-
- parseModel( scale );
-
- parseSkin();
- parseMorphing( scale );
-
- geometry.computeFaceNormals();
- geometry.computeBoundingSphere();
-
- function parseModel( scale ) {
-
- function isBitSet( value, position ) {
-
- return value & ( 1 << position );
-
- }
-
- var i, j, fi,
-
- offset, zLength,
-
- colorIndex, normalIndex, uvIndex, materialIndex,
-
- type,
- isQuad,
- hasMaterial,
- hasFaceVertexUv,
- hasFaceNormal, hasFaceVertexNormal,
- hasFaceColor, hasFaceVertexColor,
-
- vertex, face, faceA, faceB, hex, normal,
-
- uvLayer, uv, u, v,
-
- faces = json.faces,
- vertices = json.vertices,
- normals = json.normals,
- colors = json.colors,
-
- nUvLayers = 0;
-
- if ( json.uvs !== undefined ) {
-
- // disregard empty arrays
-
- for ( i = 0; i < json.uvs.length; i ++ ) {
-
- if ( json.uvs[ i ].length ) nUvLayers ++;
-
- }
-
- for ( i = 0; i < nUvLayers; i ++ ) {
-
- geometry.faceVertexUvs[ i ] = [];
-
- }
-
- }
-
- offset = 0;
- zLength = vertices.length;
-
- while ( offset < zLength ) {
-
- vertex = new THREE.Vector3();
-
- vertex.x = vertices[ offset ++ ] * scale;
- vertex.y = vertices[ offset ++ ] * scale;
- vertex.z = vertices[ offset ++ ] * scale;
-
- geometry.vertices.push( vertex );
-
- }
-
- offset = 0;
- zLength = faces.length;
-
- while ( offset < zLength ) {
-
- type = faces[ offset ++ ];
-
-
- isQuad = isBitSet( type, 0 );
- hasMaterial = isBitSet( type, 1 );
- hasFaceVertexUv = isBitSet( type, 3 );
- hasFaceNormal = isBitSet( type, 4 );
- hasFaceVertexNormal = isBitSet( type, 5 );
- hasFaceColor = isBitSet( type, 6 );
- hasFaceVertexColor = isBitSet( type, 7 );
-
- // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
-
- if ( isQuad ) {
-
- faceA = new THREE.Face3();
- faceA.a = faces[ offset ];
- faceA.b = faces[ offset + 1 ];
- faceA.c = faces[ offset + 3 ];
-
- faceB = new THREE.Face3();
- faceB.a = faces[ offset + 1 ];
- faceB.b = faces[ offset + 2 ];
- faceB.c = faces[ offset + 3 ];
-
- offset += 4;
-
- if ( hasMaterial ) {
-
- materialIndex = faces[ offset ++ ];
- faceA.materialIndex = materialIndex;
- faceB.materialIndex = materialIndex;
-
- }
-
- // to get face <=> uv index correspondence
-
- fi = geometry.faces.length;
-
- if ( hasFaceVertexUv ) {
-
- for ( i = 0; i < nUvLayers; i ++ ) {
-
- uvLayer = json.uvs[ i ];
-
- geometry.faceVertexUvs[ i ][ fi ] = [];
- geometry.faceVertexUvs[ i ][ fi + 1 ] = []
-
- for ( j = 0; j < 4; j ++ ) {
-
- uvIndex = faces[ offset ++ ];
-
- u = uvLayer[ uvIndex * 2 ];
- v = uvLayer[ uvIndex * 2 + 1 ];
-
- uv = new THREE.Vector2( u, v );
-
- if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
- if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
-
- }
-
- }
-
- }
-
- if ( hasFaceNormal ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- faceA.normal.set(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
- faceB.normal.copy( faceA.normal );
-
- }
-
- if ( hasFaceVertexNormal ) {
-
- for ( i = 0; i < 4; i ++ ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- normal = new THREE.Vector3(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
-
- if ( i !== 2 ) faceA.vertexNormals.push( normal );
- if ( i !== 0 ) faceB.vertexNormals.push( normal );
-
- }
-
- }
-
-
- if ( hasFaceColor ) {
-
- colorIndex = faces[ offset ++ ];
- hex = colors[ colorIndex ];
-
- faceA.color.setHex( hex );
- faceB.color.setHex( hex );
-
- }
-
-
- if ( hasFaceVertexColor ) {
-
- for ( i = 0; i < 4; i ++ ) {
-
- colorIndex = faces[ offset ++ ];
- hex = colors[ colorIndex ];
-
- if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
- if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
-
- }
-
- }
-
- geometry.faces.push( faceA );
- geometry.faces.push( faceB );
-
- } else {
-
- face = new THREE.Face3();
- face.a = faces[ offset ++ ];
- face.b = faces[ offset ++ ];
- face.c = faces[ offset ++ ];
-
- if ( hasMaterial ) {
-
- materialIndex = faces[ offset ++ ];
- face.materialIndex = materialIndex;
-
- }
-
- // to get face <=> uv index correspondence
-
- fi = geometry.faces.length;
-
- if ( hasFaceVertexUv ) {
-
- for ( i = 0; i < nUvLayers; i ++ ) {
-
- uvLayer = json.uvs[ i ];
-
- geometry.faceVertexUvs[ i ][ fi ] = [];
-
- for ( j = 0; j < 3; j ++ ) {
-
- uvIndex = faces[ offset ++ ];
-
- u = uvLayer[ uvIndex * 2 ];
- v = uvLayer[ uvIndex * 2 + 1 ];
-
- uv = new THREE.Vector2( u, v );
-
- geometry.faceVertexUvs[ i ][ fi ].push( uv );
-
- }
-
- }
-
- }
-
- if ( hasFaceNormal ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- face.normal.set(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
- }
-
- if ( hasFaceVertexNormal ) {
-
- for ( i = 0; i < 3; i ++ ) {
-
- normalIndex = faces[ offset ++ ] * 3;
-
- normal = new THREE.Vector3(
- normals[ normalIndex ++ ],
- normals[ normalIndex ++ ],
- normals[ normalIndex ]
- );
-
- face.vertexNormals.push( normal );
-
- }
-
- }
-
-
- if ( hasFaceColor ) {
-
- colorIndex = faces[ offset ++ ];
- face.color.setHex( colors[ colorIndex ] );
-
- }
-
-
- if ( hasFaceVertexColor ) {
-
- for ( i = 0; i < 3; i ++ ) {
-
- colorIndex = faces[ offset ++ ];
- face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
-
- }
-
- }
-
- geometry.faces.push( face );
-
- }
-
- }
-
- };
-
- function parseSkin() {
- var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
-
- if ( json.skinWeights ) {
-
- for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
-
- var x = json.skinWeights[ i ];
- var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
- var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
- var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
-
- geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
-
- }
-
- }
-
- if ( json.skinIndices ) {
-
- for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
-
- var a = json.skinIndices[ i ];
- var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
- var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
- var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
-
- geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
-
- }
-
- }
-
- geometry.bones = json.bones;
-
- if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
-
- THREE.warn( 'THREE.JSONLoader: When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
- geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
-
- }
-
-
- // could change this to json.animations[0] or remove completely
-
- geometry.animation = json.animation;
- geometry.animations = json.animations;
-
- };
-
- function parseMorphing( scale ) {
-
- if ( json.morphTargets !== undefined ) {
-
- var i, l, v, vl, dstVertices, srcVertices;
-
- for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
-
- geometry.morphTargets[ i ] = {};
- geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
- geometry.morphTargets[ i ].vertices = [];
-
- dstVertices = geometry.morphTargets[ i ].vertices;
- srcVertices = json.morphTargets [ i ].vertices;
-
- for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
-
- var vertex = new THREE.Vector3();
- vertex.x = srcVertices[ v ] * scale;
- vertex.y = srcVertices[ v + 1 ] * scale;
- vertex.z = srcVertices[ v + 2 ] * scale;
-
- dstVertices.push( vertex );
-
- }
-
- }
-
- }
-
- if ( json.morphColors !== undefined ) {
-
- var i, l, c, cl, dstColors, srcColors, color;
-
- for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
-
- geometry.morphColors[ i ] = {};
- geometry.morphColors[ i ].name = json.morphColors[ i ].name;
- geometry.morphColors[ i ].colors = [];
-
- dstColors = geometry.morphColors[ i ].colors;
- srcColors = json.morphColors [ i ].colors;
-
- for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
-
- color = new THREE.Color( 0xffaa00 );
- color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
- dstColors.push( color );
-
- }
-
- }
-
- }
-
- };
-
- if ( json.materials === undefined || json.materials.length === 0 ) {
-
- return { geometry: geometry };
-
- } else {
-
- var materials = this.initMaterials( json.materials, texturePath );
-
- if ( this.needsTangents( materials ) ) {
-
- geometry.computeTangents();
-
- }
-
- return { geometry: geometry, materials: materials };
-
- }
-
-};
-
-// File:src/loaders/LoadingManager.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loaded = 0, total = 0;
-
- this.onLoad = onLoad;
- this.onProgress = onProgress;
- this.onError = onError;
-
- this.itemStart = function ( url ) {
-
- total ++;
-
- };
-
- this.itemEnd = function ( url ) {
-
- loaded ++;
-
- if ( scope.onProgress !== undefined ) {
-
- scope.onProgress( url, loaded, total );
-
- }
-
- if ( loaded === total && scope.onLoad !== undefined ) {
-
- scope.onLoad();
-
- }
-
- };
-
-};
-
-THREE.DefaultLoadingManager = new THREE.LoadingManager();
-
-// File:src/loaders/BufferGeometryLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BufferGeometryLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.BufferGeometryLoader.prototype = {
-
- constructor: THREE.BufferGeometryLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loader = new THREE.XHRLoader( scope.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
-
- onLoad( scope.parse( JSON.parse( text ) ) );
-
- }, onProgress, onError );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- parse: function ( json ) {
-
- var geometry = new THREE.BufferGeometry();
-
- var attributes = json.data.attributes;
-
- for ( var key in attributes ) {
-
- var attribute = attributes[ key ];
- var typedArray = new self[ attribute.type ]( attribute.array );
-
- geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
-
- }
-
- var offsets = json.data.offsets;
-
- if ( offsets !== undefined ) {
-
- geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
-
- }
-
- var boundingSphere = json.data.boundingSphere;
-
- if ( boundingSphere !== undefined ) {
-
- var center = new THREE.Vector3();
-
- if ( boundingSphere.center !== undefined ) {
-
- center.fromArray( boundingSphere.center );
-
- }
-
- geometry.boundingSphere = new THREE.Sphere( center, boundingSphere.radius );
-
- }
-
- return geometry;
-
- }
-
-};
-
-// File:src/loaders/MaterialLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.MaterialLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.MaterialLoader.prototype = {
-
- constructor: THREE.MaterialLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loader = new THREE.XHRLoader( scope.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
-
- onLoad( scope.parse( JSON.parse( text ) ) );
-
- }, onProgress, onError );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- parse: function ( json ) {
-
- var material = new THREE[ json.type ];
-
- if ( json.color !== undefined ) material.color.setHex( json.color );
- if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
- if ( json.specular !== undefined ) material.specular.setHex( json.specular );
- if ( json.shininess !== undefined ) material.shininess = json.shininess;
- if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
- if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
- if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
- if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
- if ( json.shading !== undefined ) material.shading = json.shading;
- if ( json.blending !== undefined ) material.blending = json.blending;
- if ( json.side !== undefined ) material.side = json.side;
- if ( json.opacity !== undefined ) material.opacity = json.opacity;
- if ( json.transparent !== undefined ) material.transparent = json.transparent;
- if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
-
- // for PointCloudMaterial
- if ( json.size !== undefined ) material.size = json.size;
- if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
-
- if ( json.materials !== undefined ) {
-
- for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
-
- material.materials.push( this.parse( json.materials[ i ] ) );
-
- }
-
- }
-
- return material;
-
- }
-
-};
-
-// File:src/loaders/ObjectLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.ObjectLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- this.texturePath = '';
-
-};
-
-THREE.ObjectLoader.prototype = {
-
- constructor: THREE.ObjectLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- if ( this.texturePath === '' ) {
-
- this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );
-
- }
-
- var scope = this;
-
- var loader = new THREE.XHRLoader( scope.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( text ) {
-
- scope.parse( JSON.parse( text ), onLoad );
-
- }, onProgress, onError );
-
- },
-
- setTexturePath: function ( value ) {
-
- this.texturePath = value;
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- },
-
- parse: function ( json, onLoad ) {
-
- var geometries = this.parseGeometries( json.geometries );
-
- var images = this.parseImages( json.images, function () {
-
- if ( onLoad !== undefined ) onLoad( object );
-
- } );
- var textures = this.parseTextures( json.textures, images );
- var materials = this.parseMaterials( json.materials, textures );
- var object = this.parseObject( json.object, geometries, materials );
-
- if ( json.images === undefined || json.images.length === 0 ) {
-
- if ( onLoad !== undefined ) onLoad( object );
-
- }
-
- return object;
-
- },
-
- parseGeometries: function ( json ) {
-
- var geometries = {};
-
- if ( json !== undefined ) {
-
- var geometryLoader = new THREE.JSONLoader();
- var bufferGeometryLoader = new THREE.BufferGeometryLoader();
-
- for ( var i = 0, l = json.length; i < l; i ++ ) {
-
- var geometry;
- var data = json[ i ];
-
- switch ( data.type ) {
-
- case 'PlaneGeometry':
- case 'PlaneBufferGeometry':
-
- geometry = new THREE[ data.type ](
- data.width,
- data.height,
- data.widthSegments,
- data.heightSegments
- );
-
- break;
-
- case 'BoxGeometry':
- case 'CubeGeometry': // backwards compatible
-
- geometry = new THREE.BoxGeometry(
- data.width,
- data.height,
- data.depth,
- data.widthSegments,
- data.heightSegments,
- data.depthSegments
- );
-
- break;
-
- case 'CircleGeometry':
-
- geometry = new THREE.CircleGeometry(
- data.radius,
- data.segments
- );
-
- break;
-
- case 'CylinderGeometry':
-
- geometry = new THREE.CylinderGeometry(
- data.radiusTop,
- data.radiusBottom,
- data.height,
- data.radialSegments,
- data.heightSegments,
- data.openEnded
- );
-
- break;
-
- case 'SphereGeometry':
-
- geometry = new THREE.SphereGeometry(
- data.radius,
- data.widthSegments,
- data.heightSegments,
- data.phiStart,
- data.phiLength,
- data.thetaStart,
- data.thetaLength
- );
-
- break;
-
- case 'IcosahedronGeometry':
-
- geometry = new THREE.IcosahedronGeometry(
- data.radius,
- data.detail
- );
-
- break;
-
- case 'TorusGeometry':
-
- geometry = new THREE.TorusGeometry(
- data.radius,
- data.tube,
- data.radialSegments,
- data.tubularSegments,
- data.arc
- );
-
- break;
-
- case 'TorusKnotGeometry':
-
- geometry = new THREE.TorusKnotGeometry(
- data.radius,
- data.tube,
- data.radialSegments,
- data.tubularSegments,
- data.p,
- data.q,
- data.heightScale
- );
-
- break;
-
- case 'BufferGeometry':
-
- geometry = bufferGeometryLoader.parse( data );
-
- break;
-
- case 'Geometry':
-
- geometry = geometryLoader.parse( data.data ).geometry;
-
- break;
-
- }
-
- geometry.uuid = data.uuid;
-
- if ( data.name !== undefined ) geometry.name = data.name;
-
- geometries[ data.uuid ] = geometry;
-
- }
-
- }
-
- return geometries;
-
- },
-
- parseMaterials: function ( json, textures ) {
-
- var materials = {};
-
- if ( json !== undefined ) {
-
- var getTexture = function ( name ) {
-
- if ( textures[ name ] === undefined ) {
-
- THREE.warn( 'THREE.ObjectLoader: Undefined texture', name );
-
- }
-
- return textures[ name ];
-
- };
-
- var loader = new THREE.MaterialLoader();
-
- for ( var i = 0, l = json.length; i < l; i ++ ) {
-
- var data = json[ i ];
- var material = loader.parse( data );
-
- material.uuid = data.uuid;
-
- if ( data.name !== undefined ) material.name = data.name;
-
- if ( data.map !== undefined ) {
-
- material.map = getTexture( data.map );
-
- }
-
- if ( data.bumpMap !== undefined ) {
-
- material.bumpMap = getTexture( data.bumpMap );
- if ( data.bumpScale ) {
- material.bumpScale = new THREE.Vector2( data.bumpScale, data.bumpScale );
- }
-
- }
-
- if ( data.alphaMap !== undefined ) {
-
- material.alphaMap = getTexture( data.alphaMap );
-
- }
-
- if ( data.envMap !== undefined ) {
-
- material.envMap = getTexture( data.envMap );
-
- }
-
- if ( data.normalMap !== undefined ) {
-
- material.normalMap = getTexture( data.normalMap );
- if ( data.normalScale ) {
- material.normalScale = new THREE.Vector2( data.normalScale, data.normalScale );
- }
-
- }
-
- if ( data.lightMap !== undefined ) {
-
- material.lightMap = getTexture( data.lightMap );
-
- }
-
- if ( data.specularMap !== undefined ) {
-
- material.specularMap = getTexture( data.specularMap );
-
- }
-
- materials[ data.uuid ] = material;
-
- }
-
- }
-
- return materials;
-
- },
-
- parseImages: function ( json, onLoad ) {
-
- var scope = this;
- var images = {};
-
- if ( json !== undefined && json.length > 0 ) {
-
- var manager = new THREE.LoadingManager( onLoad );
-
- var loader = new THREE.ImageLoader( manager );
- loader.setCrossOrigin( this.crossOrigin );
-
- var loadImage = function ( url ) {
-
- scope.manager.itemStart( url );
-
- return loader.load( url, function () {
-
- scope.manager.itemEnd( url );
-
- } );
-
- };
-
- for ( var i = 0, l = json.length; i < l; i ++ ) {
-
- var image = json[ i ];
- var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;
-
- images[ image.uuid ] = loadImage( path );
-
- }
-
- }
-
- return images;
-
- },
-
- parseTextures: function ( json, images ) {
-
- var textures = {};
-
- if ( json !== undefined ) {
-
- for ( var i = 0, l = json.length; i < l; i ++ ) {
-
- var data = json[ i ];
-
- if ( data.image === undefined ) {
-
- THREE.warn( 'THREE.ObjectLoader: No "image" speficied for', data.uuid );
-
- }
-
- if ( images[ data.image ] === undefined ) {
-
- THREE.warn( 'THREE.ObjectLoader: Undefined image', data.image );
-
- }
-
- var texture = new THREE.Texture( images[ data.image ] );
- texture.needsUpdate = true;
-
- texture.uuid = data.uuid;
-
- if ( data.name !== undefined ) texture.name = data.name;
- if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] );
- if ( data.minFilter !== undefined ) texture.minFilter = THREE[ data.minFilter ];
- if ( data.magFilter !== undefined ) texture.magFilter = THREE[ data.magFilter ];
- if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
- if ( data.wrap instanceof Array ) {
-
- texture.wrapS = THREE[ data.wrap[ 0 ] ];
- texture.wrapT = THREE[ data.wrap[ 1 ] ];
-
- }
-
- textures[ data.uuid ] = texture;
-
- }
-
- }
-
- return textures;
-
- },
-
- parseObject: function () {
-
- var matrix = new THREE.Matrix4();
-
- return function ( data, geometries, materials ) {
-
- var object;
-
- var getGeometry = function ( name ) {
-
- if ( geometries[ name ] === undefined ) {
-
- THREE.warn( 'THREE.ObjectLoader: Undefined geometry', name );
-
- }
-
- return geometries[ name ];
-
- };
-
- var getMaterial = function ( name ) {
-
- if ( materials[ name ] === undefined ) {
-
- THREE.warn( 'THREE.ObjectLoader: Undefined material', name );
-
- }
-
- return materials[ name ];
-
- };
-
- switch ( data.type ) {
-
- case 'Scene':
-
- object = new THREE.Scene();
-
- break;
-
- case 'PerspectiveCamera':
-
- object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
-
- break;
-
- case 'OrthographicCamera':
-
- object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
-
- break;
-
- case 'AmbientLight':
-
- object = new THREE.AmbientLight( data.color );
-
- break;
-
- case 'DirectionalLight':
-
- object = new THREE.DirectionalLight( data.color, data.intensity );
-
- break;
-
- case 'PointLight':
-
- object = new THREE.PointLight( data.color, data.intensity, data.distance, data.decay );
-
- break;
-
- case 'SpotLight':
-
- object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent, data.decay );
-
- break;
-
- case 'HemisphereLight':
-
- object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
-
- break;
-
- case 'Mesh':
-
- object = new THREE.Mesh( getGeometry( data.geometry ), getMaterial( data.material ) );
-
- break;
-
- case 'Line':
-
- object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
-
- break;
-
- case 'PointCloud':
-
- object = new THREE.PointCloud( getGeometry( data.geometry ), getMaterial( data.material ) );
-
- break;
-
- case 'Sprite':
-
- object = new THREE.Sprite( getMaterial( data.material ) );
-
- break;
-
- case 'Group':
-
- object = new THREE.Group();
-
- break;
-
- default:
-
- object = new THREE.Object3D();
-
- }
-
- object.uuid = data.uuid;
-
- if ( data.name !== undefined ) object.name = data.name;
- if ( data.matrix !== undefined ) {
-
- matrix.fromArray( data.matrix );
- matrix.decompose( object.position, object.quaternion, object.scale );
-
- } else {
-
- if ( data.position !== undefined ) object.position.fromArray( data.position );
- if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
- if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
-
- }
-
- if ( data.visible !== undefined ) object.visible = data.visible;
- if ( data.userData !== undefined ) object.userData = data.userData;
-
- if ( data.children !== undefined ) {
-
- for ( var child in data.children ) {
-
- object.add( this.parseObject( data.children[ child ], geometries, materials ) );
-
- }
-
- }
-
- return object;
-
- }
-
- }()
-
-};
-
-// File:src/loaders/TextureLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.TextureLoader = function ( manager ) {
-
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
-
-};
-
-THREE.TextureLoader.prototype = {
-
- constructor: THREE.TextureLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var loader = new THREE.ImageLoader( scope.manager );
- loader.setCrossOrigin( this.crossOrigin );
- loader.load( url, function ( image ) {
-
- var texture = new THREE.Texture( image );
- texture.needsUpdate = true;
-
- if ( onLoad !== undefined ) {
-
- onLoad( texture );
-
- }
-
- }, onProgress, onError );
-
- },
-
- setCrossOrigin: function ( value ) {
-
- this.crossOrigin = value;
-
- }
-
-};
-
-// File:src/loaders/BinaryTextureLoader.js
-
-/**
- * @author Nikos M. / https://github.com/foo123/
- *
- * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
- */
-
-THREE.DataTextureLoader = THREE.BinaryTextureLoader = function () {
-
- // override in sub classes
- this._parser = null;
-
-};
-
-THREE.BinaryTextureLoader.prototype = {
-
- constructor: THREE.BinaryTextureLoader,
-
- load: function ( url, onLoad, onProgress, onError ) {
-
- var scope = this;
-
- var texture = new THREE.DataTexture( );
-
- var loader = new THREE.XHRLoader();
- loader.setResponseType( 'arraybuffer' );
-
- loader.load( url, function ( buffer ) {
-
- var texData = scope._parser( buffer );
-
- if ( !texData ) return;
-
- if ( undefined !== texData.image ) {
-
- texture.image = texData.image;
-
- } else if ( undefined !== texData.data ) {
-
- texture.image.width = texData.width;
- texture.image.height = texData.height;
- texture.image.data = texData.data;
-
- }
-
- texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : THREE.ClampToEdgeWrapping;
- texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : THREE.ClampToEdgeWrapping;
-
- texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : THREE.LinearFilter;
- texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : THREE.LinearMipMapLinearFilter;
-
- texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;
-
- if ( undefined !== texData.format ) {
-
- texture.format = texData.format;
-
- }
- if ( undefined !== texData.type ) {
-
- texture.type = texData.type;
-
- }
-
- if ( undefined !== texData.mipmaps ) {
-
- texture.mipmaps = texData.mipmaps;
-
- }
-
- if ( 1 === texData.mipmapCount ) {
-
- texture.minFilter = THREE.LinearFilter;
-
- }
-
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture, texData );
-
- }, onProgress, onError );
-
-
- return texture;
-
- }
-
-};
-
-// File:src/loaders/CompressedTextureLoader.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * Abstract Base class to block based textures loader (dds, pvr, ...)
- */
-
-THREE.CompressedTextureLoader = function () {
-
- // override in sub classes
- this._parser = null;
-
-};
-
-
-THREE.CompressedTextureLoader.prototype = {
-
- constructor: THREE.CompressedTextureLoader,
-
- load: function ( url, onLoad, onError ) {
-
- var scope = this;
-
- var images = [];
-
- var texture = new THREE.CompressedTexture();
- texture.image = images;
-
- var loader = new THREE.XHRLoader();
- loader.setResponseType( 'arraybuffer' );
-
- if ( url instanceof Array ) {
-
- var loaded = 0;
-
- var loadTexture = function ( i ) {
-
- loader.load( url[ i ], function ( buffer ) {
-
- var texDatas = scope._parser( buffer, true );
-
- images[ i ] = {
- width: texDatas.width,
- height: texDatas.height,
- format: texDatas.format,
- mipmaps: texDatas.mipmaps
- };
-
- loaded += 1;
-
- if ( loaded === 6 ) {
-
- if (texDatas.mipmapCount == 1)
- texture.minFilter = THREE.LinearFilter;
-
- texture.format = texDatas.format;
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture );
-
- }
-
- } );
-
- };
-
- for ( var i = 0, il = url.length; i < il; ++ i ) {
-
- loadTexture( i );
-
- }
-
- } else {
-
- // compressed cubemap texture stored in a single DDS file
-
- loader.load( url, function ( buffer ) {
-
- var texDatas = scope._parser( buffer, true );
-
- if ( texDatas.isCubemap ) {
-
- var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
-
- for ( var f = 0; f < faces; f ++ ) {
-
- images[ f ] = { mipmaps : [] };
-
- for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
-
- images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
- images[ f ].format = texDatas.format;
- images[ f ].width = texDatas.width;
- images[ f ].height = texDatas.height;
-
- }
-
- }
-
- } else {
-
- texture.image.width = texDatas.width;
- texture.image.height = texDatas.height;
- texture.mipmaps = texDatas.mipmaps;
-
- }
-
- if ( texDatas.mipmapCount === 1 ) {
-
- texture.minFilter = THREE.LinearFilter;
-
- }
-
- texture.format = texDatas.format;
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture );
-
- } );
-
- }
-
- return texture;
-
- }
-
-};
-
-// File:src/materials/Material.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Material = function () {
-
- Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.type = 'Material';
-
- this.side = THREE.FrontSide;
-
- this.opacity = 1;
- this.transparent = false;
-
- this.blending = THREE.NormalBlending;
-
- this.blendSrc = THREE.SrcAlphaFactor;
- this.blendDst = THREE.OneMinusSrcAlphaFactor;
- this.blendEquation = THREE.AddEquation;
- this.blendSrcAlpha = null;
- this.blendDstAlpha = null;
- this.blendEquationAlpha = null;
-
- this.depthTest = true;
- this.depthWrite = true;
-
- this.colorWrite = true;
-
- this.polygonOffset = false;
- this.polygonOffsetFactor = 0;
- this.polygonOffsetUnits = 0;
-
- this.alphaTest = 0;
-
- this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
-
- this.visible = true;
-
- this._needsUpdate = true;
-
-};
-
-THREE.Material.prototype = {
-
- constructor: THREE.Material,
-
- get needsUpdate () {
-
- return this._needsUpdate;
-
- },
-
- set needsUpdate ( value ) {
-
- if ( value === true ) this.update();
-
- this._needsUpdate = value;
-
- },
-
- setValues: function ( values ) {
-
- if ( values === undefined ) return;
-
- for ( var key in values ) {
-
- var newValue = values[ key ];
-
- if ( newValue === undefined ) {
-
- THREE.warn( "THREE.Material: '" + key + "' parameter is undefined." );
- continue;
-
- }
-
- if ( key in this ) {
-
- var currentValue = this[ key ];
-
- if ( currentValue instanceof THREE.Color ) {
-
- currentValue.set( newValue );
-
- } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
-
- currentValue.copy( newValue );
-
- } else if ( key == 'overdraw' ) {
-
- // ensure overdraw is backwards-compatable with legacy boolean type
- this[ key ] = Number( newValue );
-
- } else {
-
- this[ key ] = newValue;
-
- }
-
- }
-
- }
-
- },
-
- toJSON: function () {
-
- var output = {
- metadata: {
- version: 4.2,
- type: 'material',
- generator: 'MaterialExporter'
- },
- uuid: this.uuid,
- type: this.type
- };
-
- if ( this.name !== "" ) output.name = this.name;
-
- if ( this instanceof THREE.MeshBasicMaterial ) {
-
- output.color = this.color.getHex();
- if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
- if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
- if ( this.side !== THREE.FrontSide ) output.side = this.side;
-
- } else if ( this instanceof THREE.MeshLambertMaterial ) {
-
- output.color = this.color.getHex();
- output.emissive = this.emissive.getHex();
- if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
- if ( this.shading !== THREE.SmoothShading ) output.shading = this.shading;
- if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
- if ( this.side !== THREE.FrontSide ) output.side = this.side;
-
- } else if ( this instanceof THREE.MeshPhongMaterial ) {
-
- output.color = this.color.getHex();
- output.emissive = this.emissive.getHex();
- output.specular = this.specular.getHex();
- output.shininess = this.shininess;
- if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
- if ( this.shading !== THREE.SmoothShading ) output.shading = this.shading;
- if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
- if ( this.side !== THREE.FrontSide ) output.side = this.side;
-
- } else if ( this instanceof THREE.MeshNormalMaterial ) {
-
- if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
- if ( this.side !== THREE.FrontSide ) output.side = this.side;
-
- } else if ( this instanceof THREE.MeshDepthMaterial ) {
-
- if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
- if ( this.side !== THREE.FrontSide ) output.side = this.side;
-
- } else if ( this instanceof THREE.PointCloudMaterial ) {
-
- output.size = this.size;
- output.sizeAttenuation = this.sizeAttenuation;
- output.color = this.color.getHex();
-
- if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
- if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
-
- } else if ( this instanceof THREE.ShaderMaterial ) {
-
- output.uniforms = this.uniforms;
- output.vertexShader = this.vertexShader;
- output.fragmentShader = this.fragmentShader;
-
- } else if ( this instanceof THREE.SpriteMaterial ) {
-
- output.color = this.color.getHex();
-
- }
-
- if ( this.opacity < 1 ) output.opacity = this.opacity;
- if ( this.transparent !== false ) output.transparent = this.transparent;
- if ( this.wireframe !== false ) output.wireframe = this.wireframe;
-
- return output;
-
- },
-
- clone: function ( material ) {
-
- if ( material === undefined ) material = new THREE.Material();
-
- material.name = this.name;
-
- material.side = this.side;
-
- material.opacity = this.opacity;
- material.transparent = this.transparent;
-
- material.blending = this.blending;
-
- material.blendSrc = this.blendSrc;
- material.blendDst = this.blendDst;
- material.blendEquation = this.blendEquation;
- material.blendSrcAlpha = this.blendSrcAlpha;
- material.blendDstAlpha = this.blendDstAlpha;
- material.blendEquationAlpha = this.blendEquationAlpha;
-
- material.depthTest = this.depthTest;
- material.depthWrite = this.depthWrite;
-
- material.polygonOffset = this.polygonOffset;
- material.polygonOffsetFactor = this.polygonOffsetFactor;
- material.polygonOffsetUnits = this.polygonOffsetUnits;
-
- material.alphaTest = this.alphaTest;
-
- material.overdraw = this.overdraw;
-
- material.visible = this.visible;
-
- return material;
-
- },
-
- update: function () {
-
- this.dispatchEvent( { type: 'update' } );
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
-
-THREE.MaterialIdCount = 0;
-
-// File:src/materials/LineBasicMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * linewidth: ,
- * linecap: "round",
- * linejoin: "round",
- *
- * vertexColors:
- *
- * fog:
- * }
- */
-
-THREE.LineBasicMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'LineBasicMaterial';
-
- this.color = new THREE.Color( 0xffffff );
-
- this.linewidth = 1;
- this.linecap = 'round';
- this.linejoin = 'round';
-
- this.vertexColors = THREE.NoColors;
-
- this.fog = true;
-
- this.setValues( parameters );
-
-};
-
-THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial;
-
-THREE.LineBasicMaterial.prototype.clone = function () {
-
- var material = new THREE.LineBasicMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.color.copy( this.color );
-
- material.linewidth = this.linewidth;
- material.linecap = this.linecap;
- material.linejoin = this.linejoin;
-
- material.vertexColors = this.vertexColors;
-
- material.fog = this.fog;
-
- return material;
-
-};
-
-// File:src/materials/LineDashedMaterial.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * linewidth: ,
- *
- * scale: ,
- * dashSize: ,
- * gapSize: ,
- *
- * vertexColors:
- *
- * fog:
- * }
- */
-
-THREE.LineDashedMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'LineDashedMaterial';
-
- this.color = new THREE.Color( 0xffffff );
-
- this.linewidth = 1;
-
- this.scale = 1;
- this.dashSize = 3;
- this.gapSize = 1;
-
- this.vertexColors = false;
-
- this.fog = true;
-
- this.setValues( parameters );
-
-};
-
-THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial;
-
-THREE.LineDashedMaterial.prototype.clone = function () {
-
- var material = new THREE.LineDashedMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.color.copy( this.color );
-
- material.linewidth = this.linewidth;
-
- material.scale = this.scale;
- material.dashSize = this.dashSize;
- material.gapSize = this.gapSize;
-
- material.vertexColors = this.vertexColors;
-
- material.fog = this.fog;
-
- return material;
-
-};
-
-// File:src/materials/MeshBasicMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- * map: new THREE.Texture( ),
- *
- * lightMap: new THREE.Texture( ),
- *
- * specularMap: new THREE.Texture( ),
- *
- * alphaMap: new THREE.Texture( ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: ,
- * refractionRatio: ,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth: ,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: ,
- * morphTargets: ,
- *
- * fog:
- * }
- */
-
-THREE.MeshBasicMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'MeshBasicMaterial';
-
- this.color = new THREE.Color( 0xffffff ); // emissive
-
- this.map = null;
-
- this.lightMap = null;
-
- this.specularMap = null;
-
- this.alphaMap = null;
-
- this.envMap = null;
- this.combine = THREE.MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
-
- this.fog = true;
-
- this.shading = THREE.SmoothShading;
-
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
-
- this.vertexColors = THREE.NoColors;
-
- this.skinning = false;
- this.morphTargets = false;
-
- this.setValues( parameters );
-
-};
-
-THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial;
-
-THREE.MeshBasicMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshBasicMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.color.copy( this.color );
-
- material.map = this.map;
-
- material.lightMap = this.lightMap;
-
- material.specularMap = this.specularMap;
-
- material.alphaMap = this.alphaMap;
-
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
-
- material.fog = this.fog;
-
- material.shading = this.shading;
-
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
-
- material.vertexColors = this.vertexColors;
-
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
-
- return material;
-
-};
-
-// File:src/materials/MeshLambertMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * emissive: ,
- * opacity: ,
- *
- * map: new THREE.Texture( ),
- *
- * lightMap: new THREE.Texture( ),
- *
- * specularMap: new THREE.Texture( ),
- *
- * alphaMap: new THREE.Texture( ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: ,
- * refractionRatio: ,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth: ,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: ,
- * morphTargets: ,
- * morphNormals: ,
- *
- * fog:
- * }
- */
-
-THREE.MeshLambertMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'MeshLambertMaterial';
-
- this.color = new THREE.Color( 0xffffff ); // diffuse
- this.emissive = new THREE.Color( 0x000000 );
-
- this.wrapAround = false;
- this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
-
- this.map = null;
-
- this.lightMap = null;
-
- this.specularMap = null;
-
- this.alphaMap = null;
-
- this.envMap = null;
- this.combine = THREE.MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
-
- this.fog = true;
-
- this.shading = THREE.SmoothShading;
-
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
-
- this.vertexColors = THREE.NoColors;
-
- this.skinning = false;
- this.morphTargets = false;
- this.morphNormals = false;
-
- this.setValues( parameters );
-
-};
-
-THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial;
-
-THREE.MeshLambertMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshLambertMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.color.copy( this.color );
- material.emissive.copy( this.emissive );
-
- material.wrapAround = this.wrapAround;
- material.wrapRGB.copy( this.wrapRGB );
-
- material.map = this.map;
-
- material.lightMap = this.lightMap;
-
- material.specularMap = this.specularMap;
-
- material.alphaMap = this.alphaMap;
-
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
-
- material.fog = this.fog;
-
- material.shading = this.shading;
-
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
-
- material.vertexColors = this.vertexColors;
-
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
-
- return material;
-
-};
-
-// File:src/materials/MeshPhongMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * emissive: ,
- * specular: ,
- * shininess: ,
- * opacity: ,
- *
- * map: new THREE.Texture( ),
- *
- * lightMap: new THREE.Texture( ),
- *
- * bumpMap: new THREE.Texture( ),
- * bumpScale: ,
- *
- * normalMap: new THREE.Texture( ),
- * normalScale: ,
- *
- * specularMap: new THREE.Texture( ),
- *
- * alphaMap: new THREE.Texture( ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: ,
- * refractionRatio: ,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth: ,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: ,
- * morphTargets: ,
- * morphNormals: ,
- *
- * fog:
- * }
- */
-
-THREE.MeshPhongMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'MeshPhongMaterial';
-
- this.color = new THREE.Color( 0xffffff ); // diffuse
- this.emissive = new THREE.Color( 0x000000 );
- this.specular = new THREE.Color( 0x111111 );
- this.shininess = 30;
-
- this.metal = false;
-
- this.wrapAround = false;
- this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
-
- this.map = null;
-
- this.lightMap = null;
-
- this.bumpMap = null;
- this.bumpScale = 1;
-
- this.normalMap = null;
- this.normalScale = new THREE.Vector2( 1, 1 );
-
- this.specularMap = null;
-
- this.alphaMap = null;
-
- this.envMap = null;
- this.combine = THREE.MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
-
- this.fog = true;
-
- this.shading = THREE.SmoothShading;
-
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
-
- this.vertexColors = THREE.NoColors;
-
- this.skinning = false;
- this.morphTargets = false;
- this.morphNormals = false;
-
- this.setValues( parameters );
-
-};
-
-THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial;
-
-THREE.MeshPhongMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshPhongMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.color.copy( this.color );
- material.emissive.copy( this.emissive );
- material.specular.copy( this.specular );
- material.shininess = this.shininess;
-
- material.metal = this.metal;
-
- material.wrapAround = this.wrapAround;
- material.wrapRGB.copy( this.wrapRGB );
-
- material.map = this.map;
-
- material.lightMap = this.lightMap;
-
- material.bumpMap = this.bumpMap;
- material.bumpScale = this.bumpScale;
-
- material.normalMap = this.normalMap;
- material.normalScale.copy( this.normalScale );
-
- material.specularMap = this.specularMap;
-
- material.alphaMap = this.alphaMap;
-
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
-
- material.fog = this.fog;
-
- material.shading = this.shading;
-
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
-
- material.vertexColors = this.vertexColors;
-
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
-
- return material;
-
-};
-
-// File:src/materials/MeshDepthMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * opacity: ,
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth:
- * }
- */
-
-THREE.MeshDepthMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'MeshDepthMaterial';
-
- this.morphTargets = false;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
-
- this.setValues( parameters );
-
-};
-
-THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial;
-
-THREE.MeshDepthMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshDepthMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
-
- return material;
-
-};
-
-// File:src/materials/MeshNormalMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- *
- * parameters = {
- * opacity: ,
- *
- * shading: THREE.FlatShading,
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth:
- * }
- */
-
-THREE.MeshNormalMaterial = function ( parameters ) {
-
- THREE.Material.call( this, parameters );
-
- this.type = 'MeshNormalMaterial';
-
- this.wireframe = false;
- this.wireframeLinewidth = 1;
-
- this.morphTargets = false;
-
- this.setValues( parameters );
-
-};
-
-THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial;
-
-THREE.MeshNormalMaterial.prototype.clone = function () {
-
- var material = new THREE.MeshNormalMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
-
- return material;
-
-};
-
-// File:src/materials/MeshFaceMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.MeshFaceMaterial = function ( materials ) {
-
- this.uuid = THREE.Math.generateUUID();
-
- this.type = 'MeshFaceMaterial';
-
- this.materials = materials instanceof Array ? materials : [];
-
-};
-
-THREE.MeshFaceMaterial.prototype = {
-
- constructor: THREE.MeshFaceMaterial,
-
- toJSON: function () {
-
- var output = {
- metadata: {
- version: 4.2,
- type: 'material',
- generator: 'MaterialExporter'
- },
- uuid: this.uuid,
- type: this.type,
- materials: []
- };
-
- for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
-
- output.materials.push( this.materials[ i ].toJSON() );
-
- }
-
- return output;
-
- },
-
- clone: function () {
-
- var material = new THREE.MeshFaceMaterial();
-
- for ( var i = 0; i < this.materials.length; i ++ ) {
-
- material.materials.push( this.materials[ i ].clone() );
-
- }
-
- return material;
-
- }
-
-};
-
-// File:src/materials/PointCloudMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- * map: new THREE.Texture( ),
- *
- * size: ,
- * sizeAttenuation: ,
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * vertexColors: ,
- *
- * fog:
- * }
- */
-
-THREE.PointCloudMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'PointCloudMaterial';
-
- this.color = new THREE.Color( 0xffffff );
-
- this.map = null;
-
- this.size = 1;
- this.sizeAttenuation = true;
-
- this.vertexColors = THREE.NoColors;
-
- this.fog = true;
-
- this.setValues( parameters );
-
-};
-
-THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.PointCloudMaterial.prototype.constructor = THREE.PointCloudMaterial;
-
-THREE.PointCloudMaterial.prototype.clone = function () {
-
- var material = new THREE.PointCloudMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.color.copy( this.color );
-
- material.map = this.map;
-
- material.size = this.size;
- material.sizeAttenuation = this.sizeAttenuation;
-
- material.vertexColors = this.vertexColors;
-
- material.fog = this.fog;
-
- return material;
-
-};
-
-// backwards compatibility
-
-THREE.ParticleBasicMaterial = function ( parameters ) {
-
- THREE.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
- return new THREE.PointCloudMaterial( parameters );
-
-};
-
-THREE.ParticleSystemMaterial = function ( parameters ) {
-
- THREE.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
- return new THREE.PointCloudMaterial( parameters );
-
-};
-
-// File:src/materials/ShaderMaterial.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * defines: { "label" : "value" },
- * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
- *
- * fragmentShader: ,
- * vertexShader: ,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * wireframe: ,
- * wireframeLinewidth: ,
- *
- * lights: ,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: ,
- * morphTargets: ,
- * morphNormals: ,
- *
- * fog:
- * }
- */
-
-THREE.ShaderMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'ShaderMaterial';
-
- this.defines = {};
- this.uniforms = {};
- this.attributes = null;
-
- this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
- this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
-
- this.shading = THREE.SmoothShading;
-
- this.linewidth = 1;
-
- this.wireframe = false;
- this.wireframeLinewidth = 1;
-
- this.fog = false; // set to use scene fog
-
- this.lights = false; // set to use scene lights
-
- this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
-
- this.skinning = false; // set to use skinning attribute streams
-
- this.morphTargets = false; // set to use morph targets
- this.morphNormals = false; // set to use morph normals
-
- // When rendered geometry doesn't include these attributes but the material does,
- // use these default values in WebGL. This avoids errors when buffer data is missing.
- this.defaultAttributeValues = {
- 'color': [ 1, 1, 1 ],
- 'uv': [ 0, 0 ],
- 'uv2': [ 0, 0 ]
- };
-
- this.index0AttributeName = undefined;
-
- this.setValues( parameters );
-
-};
-
-THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial;
-
-THREE.ShaderMaterial.prototype.clone = function () {
-
- var material = new THREE.ShaderMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.fragmentShader = this.fragmentShader;
- material.vertexShader = this.vertexShader;
-
- material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
-
- material.attributes = this.attributes;
- material.defines = this.defines;
-
- material.shading = this.shading;
-
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
-
- material.fog = this.fog;
-
- material.lights = this.lights;
-
- material.vertexColors = this.vertexColors;
-
- material.skinning = this.skinning;
-
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
-
- return material;
-
-};
-
-// File:src/materials/RawShaderMaterial.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.RawShaderMaterial = function ( parameters ) {
-
- THREE.ShaderMaterial.call( this, parameters );
-
- this.type = 'RawShaderMaterial';
-
-};
-
-THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
-THREE.RawShaderMaterial.prototype.constructor = THREE.RawShaderMaterial;
-
-THREE.RawShaderMaterial.prototype.clone = function () {
-
- var material = new THREE.RawShaderMaterial();
-
- THREE.ShaderMaterial.prototype.clone.call( this, material );
-
- return material;
-
-};
-
-// File:src/materials/SpriteMaterial.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: ,
- * opacity: ,
- * map: new THREE.Texture( ),
- *
- * blending: THREE.NormalBlending,
- * depthTest: ,
- * depthWrite: ,
- *
- * uvOffset: new THREE.Vector2(),
- * uvScale: new THREE.Vector2(),
- *
- * fog:
- * }
- */
-
-THREE.SpriteMaterial = function ( parameters ) {
-
- THREE.Material.call( this );
-
- this.type = 'SpriteMaterial';
-
- this.color = new THREE.Color( 0xffffff );
- this.map = null;
-
- this.rotation = 0;
-
- this.fog = false;
-
- // set parameters
-
- this.setValues( parameters );
-
-};
-
-THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.SpriteMaterial.prototype.constructor = THREE.SpriteMaterial;
-
-THREE.SpriteMaterial.prototype.clone = function () {
-
- var material = new THREE.SpriteMaterial();
-
- THREE.Material.prototype.clone.call( this, material );
-
- material.color.copy( this.color );
- material.map = this.map;
-
- material.rotation = this.rotation;
-
- material.fog = this.fog;
-
- return material;
-
-};
-
-// File:src/textures/Texture.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
-
-THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
- Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
-
- this.uuid = THREE.Math.generateUUID();
-
- this.name = '';
- this.sourceFile = '';
-
- this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
- this.mipmaps = [];
-
- this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
-
- this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
- this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
-
- this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
- this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
-
- this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
-
- this.format = format !== undefined ? format : THREE.RGBAFormat;
- this.type = type !== undefined ? type : THREE.UnsignedByteType;
-
- this.offset = new THREE.Vector2( 0, 0 );
- this.repeat = new THREE.Vector2( 1, 1 );
-
- this.generateMipmaps = true;
- this.premultiplyAlpha = false;
- this.flipY = true;
- this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
-
- this._needsUpdate = false;
- this.onUpdate = null;
-
-};
-
-THREE.Texture.DEFAULT_IMAGE = undefined;
-THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping;
-
-THREE.Texture.prototype = {
-
- constructor: THREE.Texture,
-
- get needsUpdate () {
-
- return this._needsUpdate;
-
- },
-
- set needsUpdate ( value ) {
-
- if ( value === true ) this.update();
-
- this._needsUpdate = value;
-
- },
-
- clone: function ( texture ) {
-
- if ( texture === undefined ) texture = new THREE.Texture();
-
- texture.image = this.image;
- texture.mipmaps = this.mipmaps.slice( 0 );
-
- texture.mapping = this.mapping;
-
- texture.wrapS = this.wrapS;
- texture.wrapT = this.wrapT;
-
- texture.magFilter = this.magFilter;
- texture.minFilter = this.minFilter;
-
- texture.anisotropy = this.anisotropy;
-
- texture.format = this.format;
- texture.type = this.type;
-
- texture.offset.copy( this.offset );
- texture.repeat.copy( this.repeat );
-
- texture.generateMipmaps = this.generateMipmaps;
- texture.premultiplyAlpha = this.premultiplyAlpha;
- texture.flipY = this.flipY;
- texture.unpackAlignment = this.unpackAlignment;
-
- return texture;
-
- },
-
- update: function () {
-
- this.dispatchEvent( { type: 'update' } );
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
-
-THREE.TextureIdCount = 0;
-
-// File:src/textures/CubeTexture.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
- mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping;
-
- THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
- this.images = images;
-
-};
-
-THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
-THREE.CubeTexture.prototype.constructor = THREE.CubeTexture;
-
-THREE.CubeTexture.clone = function ( texture ) {
-
- if ( texture === undefined ) texture = new THREE.CubeTexture();
-
- THREE.Texture.prototype.clone.call( this, texture );
-
- texture.images = this.images;
-
- return texture;
-
-};
-
-// File:src/textures/CompressedTexture.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
-
- THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
- this.image = { width: width, height: height };
- this.mipmaps = mipmaps;
-
- // no flipping for cube textures
- // (also flipping doesn't work for compressed textures )
-
- this.flipY = false;
-
- // can't generate mipmaps for compressed textures
- // mips must be embedded in DDS files
-
- this.generateMipmaps = false;
-
-};
-
-THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
-THREE.CompressedTexture.prototype.constructor = THREE.CompressedTexture;
-
-THREE.CompressedTexture.prototype.clone = function () {
-
- var texture = new THREE.CompressedTexture();
-
- THREE.Texture.prototype.clone.call( this, texture );
-
- return texture;
-
-};
-
-// File:src/textures/DataTexture.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
-
- THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
- this.image = { data: data, width: width, height: height };
-
-};
-
-THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
-THREE.DataTexture.prototype.constructor = THREE.DataTexture;
-
-THREE.DataTexture.prototype.clone = function () {
-
- var texture = new THREE.DataTexture();
-
- THREE.Texture.prototype.clone.call( this, texture );
-
- return texture;
-
-};
-
-// File:src/textures/VideoTexture.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
-
- THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
-
- this.generateMipmaps = false;
-
- var scope = this;
-
- var update = function () {
-
- requestAnimationFrame( update );
-
- if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
-
- scope.needsUpdate = true;
-
- }
-
- };
-
- update();
-
-};
-
-THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
-THREE.VideoTexture.prototype.constructor = THREE.VideoTexture;
-
-// File:src/objects/Group.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Group = function () {
-
- THREE.Object3D.call( this );
-
- this.type = 'Group';
-
-};
-
-THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Group.prototype.constructor = THREE.Group;
-
-// File:src/objects/PointCloud.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.PointCloud = function ( geometry, material ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'PointCloud';
-
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
-
-};
-
-THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
-THREE.PointCloud.prototype.constructor = THREE.PointCloud;
-
-THREE.PointCloud.prototype.raycast = ( function () {
-
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
-
- return function ( raycaster, intersects ) {
-
- var object = this;
- var geometry = object.geometry;
- var threshold = raycaster.params.PointCloud.threshold;
-
- inverseMatrix.getInverse( this.matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
- if ( geometry.boundingBox !== null ) {
-
- if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
-
- return;
-
- }
-
- }
-
- var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
- var position = new THREE.Vector3();
-
- var testPoint = function ( point, index ) {
-
- var rayPointDistance = ray.distanceToPoint( point );
-
- if ( rayPointDistance < localThreshold ) {
-
- var intersectPoint = ray.closestPointToPoint( point );
- intersectPoint.applyMatrix4( object.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectPoint );
-
- intersects.push( {
-
- distance: distance,
- distanceToRay: rayPointDistance,
- point: intersectPoint.clone(),
- index: index,
- face: null,
- object: object
-
- } );
-
- }
-
- };
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var attributes = geometry.attributes;
- var positions = attributes.position.array;
-
- if ( attributes.index !== undefined ) {
-
- var indices = attributes.index.array;
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- var offset = {
- start: 0,
- count: indices.length,
- index: 0
- };
-
- offsets = [ offset ];
-
- }
-
- for ( var oi = 0, ol = offsets.length; oi < ol; ++ oi ) {
-
- var start = offsets[ oi ].start;
- var count = offsets[ oi ].count;
- var index = offsets[ oi ].index;
-
- for ( var i = start, il = start + count; i < il; i ++ ) {
-
- var a = index + indices[ i ];
-
- position.fromArray( positions, a * 3 );
-
- testPoint( position, a );
-
- }
-
- }
-
- } else {
-
- var pointCount = positions.length / 3;
-
- for ( var i = 0; i < pointCount; i ++ ) {
-
- position.set(
- positions[ 3 * i ],
- positions[ 3 * i + 1 ],
- positions[ 3 * i + 2 ]
- );
-
- testPoint( position, i );
-
- }
-
- }
-
- } else {
-
- var vertices = this.geometry.vertices;
-
- for ( var i = 0; i < vertices.length; i ++ ) {
-
- testPoint( vertices[ i ], i );
-
- }
-
- }
-
- };
-
-}() );
-
-THREE.PointCloud.prototype.clone = function ( object ) {
-
- if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
-
- THREE.Object3D.prototype.clone.call( this, object );
-
- return object;
-
-};
-
-// Backwards compatibility
-
-THREE.ParticleSystem = function ( geometry, material ) {
-
- THREE.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
- return new THREE.PointCloud( geometry, material );
-
-};
-
-// File:src/objects/Line.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Line = function ( geometry, material, mode ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Line';
-
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
-
- this.mode = mode !== undefined ? mode : THREE.LineStrip;
-
-};
-
-THREE.LineStrip = 0;
-THREE.LinePieces = 1;
-
-THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Line.prototype.constructor = THREE.Line;
-
-THREE.Line.prototype.raycast = ( function () {
-
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
- var sphere = new THREE.Sphere();
-
- return function ( raycaster, intersects ) {
-
- var precision = raycaster.linePrecision;
- var precisionSq = precision * precision;
-
- var geometry = this.geometry;
-
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
- // Checking boundingSphere distance to ray
-
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( this.matrixWorld );
-
- if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
-
- return;
-
- }
-
- inverseMatrix.getInverse( this.matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
- var vStart = new THREE.Vector3();
- var vEnd = new THREE.Vector3();
- var interSegment = new THREE.Vector3();
- var interRay = new THREE.Vector3();
- var step = this.mode === THREE.LineStrip ? 1 : 2;
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var attributes = geometry.attributes;
-
- if ( attributes.index !== undefined ) {
-
- var indices = attributes.index.array;
- var positions = attributes.position.array;
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- offsets = [ { start: 0, count: indices.length, index: 0 } ];
-
- }
-
- for ( var oi = 0; oi < offsets.length; oi ++) {
-
- var start = offsets[ oi ].start;
- var count = offsets[ oi ].count;
- var index = offsets[ oi ].index;
-
- for ( var i = start; i < start + count - 1; i += step ) {
-
- var a = index + indices[ i ];
- var b = index + indices[ i + 1 ];
-
- vStart.fromArray( positions, a * 3 );
- vEnd.fromArray( positions, b * 3 );
-
- var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
-
- if ( distSq > precisionSq ) continue;
-
- var distance = ray.origin.distanceTo( interRay );
-
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- offsetIndex: oi,
- face: null,
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- } else {
-
- var positions = attributes.position.array;
-
- for ( var i = 0; i < positions.length / 3 - 1; i += step ) {
-
- vStart.fromArray( positions, 3 * i );
- vEnd.fromArray( positions, 3 * i + 3 );
-
- var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
-
- if ( distSq > precisionSq ) continue;
-
- var distance = ray.origin.distanceTo( interRay );
-
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- } else if ( geometry instanceof THREE.Geometry ) {
-
- var vertices = geometry.vertices;
- var nbVertices = vertices.length;
-
- for ( var i = 0; i < nbVertices - 1; i += step ) {
-
- var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
-
- if ( distSq > precisionSq ) continue;
-
- var distance = ray.origin.distanceTo( interRay );
-
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- };
-
-}() );
-
-THREE.Line.prototype.clone = function ( object ) {
-
- if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.mode );
-
- THREE.Object3D.prototype.clone.call( this, object );
-
- return object;
-
-};
-
-// File:src/objects/Mesh.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author jonobr1 / http://jonobr1.com/
- */
-
-THREE.Mesh = function ( geometry, material ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Mesh';
-
- this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
- this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
-
- this.updateMorphTargets();
-
-};
-
-THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Mesh.prototype.constructor = THREE.Mesh;
-
-THREE.Mesh.prototype.updateMorphTargets = function () {
-
- if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
-
- this.morphTargetBase = - 1;
- this.morphTargetForcedOrder = [];
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
-
- for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
-
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
-
- }
-
- }
-
-};
-
-THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
-
- if ( this.morphTargetDictionary[ name ] !== undefined ) {
-
- return this.morphTargetDictionary[ name ];
-
- }
-
- THREE.warn( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
-
- return 0;
-
-};
-
-
-THREE.Mesh.prototype.raycast = ( function () {
-
- var inverseMatrix = new THREE.Matrix4();
- var ray = new THREE.Ray();
- var sphere = new THREE.Sphere();
-
- var vA = new THREE.Vector3();
- var vB = new THREE.Vector3();
- var vC = new THREE.Vector3();
-
- return function ( raycaster, intersects ) {
-
- var geometry = this.geometry;
-
- // Checking boundingSphere distance to ray
-
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
-
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( this.matrixWorld );
-
- if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
-
- return;
-
- }
-
- // Check boundingBox before continuing
-
- inverseMatrix.getInverse( this.matrixWorld );
- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
-
- if ( geometry.boundingBox !== null ) {
-
- if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
-
- return;
-
- }
-
- }
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var material = this.material;
-
- if ( material === undefined ) return;
-
- var attributes = geometry.attributes;
-
- var a, b, c;
- var precision = raycaster.precision;
-
- if ( attributes.index !== undefined ) {
-
- var indices = attributes.index.array;
- var positions = attributes.position.array;
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- offsets = [ { start: 0, count: indices.length, index: 0 } ];
-
- }
-
- for ( var oi = 0, ol = offsets.length; oi < ol; ++ oi ) {
-
- var start = offsets[ oi ].start;
- var count = offsets[ oi ].count;
- var index = offsets[ oi ].index;
-
- for ( var i = start, il = start + count; i < il; i += 3 ) {
-
- a = index + indices[ i ];
- b = index + indices[ i + 1 ];
- c = index + indices[ i + 2 ];
-
- vA.fromArray( positions, a * 3 );
- vB.fromArray( positions, b * 3 );
- vC.fromArray( positions, c * 3 );
-
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
-
- } else {
-
- var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
-
- }
-
- if ( intersectionPoint === null ) continue;
-
- intersectionPoint.applyMatrix4( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
- if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- point: intersectionPoint,
- face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- } else {
-
- var positions = attributes.position.array;
-
- for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
-
- a = i;
- b = i + 1;
- c = i + 2;
-
- vA.fromArray( positions, j );
- vB.fromArray( positions, j + 3 );
- vC.fromArray( positions, j + 6 );
-
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
-
- } else {
-
- var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
-
- }
-
- if ( intersectionPoint === null ) continue;
-
- intersectionPoint.applyMatrix4( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
- if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- point: intersectionPoint,
- face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
- faceIndex: null,
- object: this
-
- } );
-
- }
-
- }
-
- } else if ( geometry instanceof THREE.Geometry ) {
-
- var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
- var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
-
- var a, b, c;
- var precision = raycaster.precision;
-
- var vertices = geometry.vertices;
-
- for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
-
- var face = geometry.faces[ f ];
-
- var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
-
- if ( material === undefined ) continue;
-
- a = vertices[ face.a ];
- b = vertices[ face.b ];
- c = vertices[ face.c ];
-
- if ( material.morphTargets === true ) {
-
- var morphTargets = geometry.morphTargets;
- var morphInfluences = this.morphTargetInfluences;
-
- vA.set( 0, 0, 0 );
- vB.set( 0, 0, 0 );
- vC.set( 0, 0, 0 );
-
- for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
-
- var influence = morphInfluences[ t ];
-
- if ( influence === 0 ) continue;
-
- var targets = morphTargets[ t ].vertices;
-
- vA.x += ( targets[ face.a ].x - a.x ) * influence;
- vA.y += ( targets[ face.a ].y - a.y ) * influence;
- vA.z += ( targets[ face.a ].z - a.z ) * influence;
-
- vB.x += ( targets[ face.b ].x - b.x ) * influence;
- vB.y += ( targets[ face.b ].y - b.y ) * influence;
- vB.z += ( targets[ face.b ].z - b.z ) * influence;
-
- vC.x += ( targets[ face.c ].x - c.x ) * influence;
- vC.y += ( targets[ face.c ].y - c.y ) * influence;
- vC.z += ( targets[ face.c ].z - c.z ) * influence;
-
- }
-
- vA.add( a );
- vB.add( b );
- vC.add( c );
-
- a = vA;
- b = vB;
- c = vC;
-
- }
-
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = ray.intersectTriangle( c, b, a, true );
-
- } else {
-
- var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
-
- }
-
- if ( intersectionPoint === null ) continue;
-
- intersectionPoint.applyMatrix4( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
-
- if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
-
- intersects.push( {
-
- distance: distance,
- point: intersectionPoint,
- face: face,
- faceIndex: f,
- object: this
-
- } );
-
- }
-
- }
-
- };
-
-}() );
-
-THREE.Mesh.prototype.clone = function ( object, recursive ) {
-
- if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
-
- THREE.Object3D.prototype.clone.call( this, object, recursive );
-
- return object;
-
-};
-
-// File:src/objects/Bone.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.Bone = function ( skin ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Bone';
-
- this.skin = skin;
-
-};
-
-THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Bone.prototype.constructor = THREE.Bone;
-
-// File:src/objects/Skeleton.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author michael guerrero / http://realitymeltdown.com
- * @author ikerr / http://verold.com
- */
-
-THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
-
- this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
-
- this.identityMatrix = new THREE.Matrix4();
-
- // copy the bone array
-
- bones = bones || [];
-
- this.bones = bones.slice( 0 );
-
- // create a bone texture or an array of floats
-
- if ( this.useVertexTexture ) {
-
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
- // 16x16 pixel texture max 64 bones (16 * 16 / 4)
- // 32x32 pixel texture max 256 bones (32 * 32 / 4)
- // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
-
- var size;
-
- if ( this.bones.length > 256 )
- size = 64;
- else if ( this.bones.length > 64 )
- size = 32;
- else if ( this.bones.length > 16 )
- size = 16;
- else
- size = 8;
-
- this.boneTextureWidth = size;
- this.boneTextureHeight = size;
-
- this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
- this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
- this.boneTexture.minFilter = THREE.NearestFilter;
- this.boneTexture.magFilter = THREE.NearestFilter;
- this.boneTexture.generateMipmaps = false;
- this.boneTexture.flipY = false;
-
- } else {
-
- this.boneMatrices = new Float32Array( 16 * this.bones.length );
-
- }
-
- // use the supplied bone inverses or calculate the inverses
-
- if ( boneInverses === undefined ) {
-
- this.calculateInverses();
-
- } else {
-
- if ( this.bones.length === boneInverses.length ) {
-
- this.boneInverses = boneInverses.slice( 0 );
-
- } else {
-
- THREE.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
-
- this.boneInverses = [];
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- this.boneInverses.push( new THREE.Matrix4() );
-
- }
-
- }
-
- }
-
-};
-
-THREE.Skeleton.prototype.calculateInverses = function () {
-
- this.boneInverses = [];
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- var inverse = new THREE.Matrix4();
-
- if ( this.bones[ b ] ) {
-
- inverse.getInverse( this.bones[ b ].matrixWorld );
-
- }
-
- this.boneInverses.push( inverse );
-
- }
-
-};
-
-THREE.Skeleton.prototype.pose = function () {
-
- var bone;
-
- // recover the bind-time world matrices
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- bone = this.bones[ b ];
-
- if ( bone ) {
-
- bone.matrixWorld.getInverse( this.boneInverses[ b ] );
-
- }
-
- }
-
- // compute the local matrices, positions, rotations and scales
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- bone = this.bones[ b ];
-
- if ( bone ) {
-
- if ( bone.parent ) {
-
- bone.matrix.getInverse( bone.parent.matrixWorld );
- bone.matrix.multiply( bone.matrixWorld );
-
- } else {
-
- bone.matrix.copy( bone.matrixWorld );
-
- }
-
- bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
-
- }
-
- }
-
-};
-
-THREE.Skeleton.prototype.update = ( function () {
-
- var offsetMatrix = new THREE.Matrix4();
-
- return function () {
-
- // flatten bone matrices to array
-
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
-
- // compute the offset between the current and the original transform
-
- var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
-
- offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
- offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
-
- }
-
- if ( this.useVertexTexture ) {
-
- this.boneTexture.needsUpdate = true;
-
- }
-
- };
-
-} )();
-
-
-// File:src/objects/SkinnedMesh.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
-
- THREE.Mesh.call( this, geometry, material );
-
- this.type = 'SkinnedMesh';
-
- this.bindMode = "attached";
- this.bindMatrix = new THREE.Matrix4();
- this.bindMatrixInverse = new THREE.Matrix4();
-
- // init bones
-
- // TODO: remove bone creation as there is no reason (other than
- // convenience) for THREE.SkinnedMesh to do this.
-
- var bones = [];
-
- if ( this.geometry && this.geometry.bones !== undefined ) {
-
- var bone, gbone, p, q, s;
-
- for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
-
- gbone = this.geometry.bones[ b ];
-
- p = gbone.pos;
- q = gbone.rotq;
- s = gbone.scl;
-
- bone = new THREE.Bone( this );
- bones.push( bone );
-
- bone.name = gbone.name;
- bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
- bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
-
- if ( s !== undefined ) {
-
- bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
-
- } else {
-
- bone.scale.set( 1, 1, 1 );
-
- }
-
- }
-
- for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {
-
- gbone = this.geometry.bones[ b ];
-
- if ( gbone.parent !== - 1 ) {
-
- bones[ gbone.parent ].add( bones[ b ] );
-
- } else {
-
- this.add( bones[ b ] );
-
- }
-
- }
-
- }
-
- this.normalizeSkinWeights();
-
- this.updateMatrixWorld( true );
- this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) );
-
-};
-
-
-THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
-THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh;
-
-THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
-
- this.skeleton = skeleton;
-
- if ( bindMatrix === undefined ) {
-
- this.updateMatrixWorld( true );
-
- bindMatrix = this.matrixWorld;
-
- }
-
- this.bindMatrix.copy( bindMatrix );
- this.bindMatrixInverse.getInverse( bindMatrix );
-
-};
-
-THREE.SkinnedMesh.prototype.pose = function () {
-
- this.skeleton.pose();
-
-};
-
-THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
-
- if ( this.geometry instanceof THREE.Geometry ) {
-
- for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
-
- var sw = this.geometry.skinWeights[ i ];
-
- var scale = 1.0 / sw.lengthManhattan();
-
- if ( scale !== Infinity ) {
-
- sw.multiplyScalar( scale );
-
- } else {
-
- sw.set( 1 ); // this will be normalized by the shader anyway
-
- }
-
- }
-
- } else {
-
- // skinning weights assumed to be normalized for THREE.BufferGeometry
-
- }
-
-};
-
-THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
-
- THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
-
- if ( this.bindMode === "attached" ) {
-
- this.bindMatrixInverse.getInverse( this.matrixWorld );
-
- } else if ( this.bindMode === "detached" ) {
-
- this.bindMatrixInverse.getInverse( this.bindMatrix );
-
- } else {
-
- THREE.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
-
- }
-
-};
-
-THREE.SkinnedMesh.prototype.clone = function( object ) {
-
- if ( object === undefined ) {
-
- object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
-
- }
-
- THREE.Mesh.prototype.clone.call( this, object );
-
- return object;
-
-};
-
-
-// File:src/objects/MorphAnimMesh.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphAnimMesh = function ( geometry, material ) {
-
- THREE.Mesh.call( this, geometry, material );
-
- this.type = 'MorphAnimMesh';
-
- // API
-
- this.duration = 1000; // milliseconds
- this.mirroredLoop = false;
- this.time = 0;
-
- // internals
-
- this.lastKeyframe = 0;
- this.currentKeyframe = 0;
-
- this.direction = 1;
- this.directionBackwards = false;
-
- this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
-
-};
-
-THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
-THREE.MorphAnimMesh.prototype.constructor = THREE.MorphAnimMesh;
-
-THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
-
- this.startKeyframe = start;
- this.endKeyframe = end;
-
- this.length = this.endKeyframe - this.startKeyframe + 1;
-
-};
-
-THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
-
- this.direction = 1;
- this.directionBackwards = false;
-
-};
-
-THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
-
- this.direction = - 1;
- this.directionBackwards = true;
-
-};
-
-THREE.MorphAnimMesh.prototype.parseAnimations = function () {
-
- var geometry = this.geometry;
-
- if ( ! geometry.animations ) geometry.animations = {};
-
- var firstAnimation, animations = geometry.animations;
-
- var pattern = /([a-z]+)_?(\d+)/;
-
- for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
-
- var morph = geometry.morphTargets[ i ];
- var parts = morph.name.match( pattern );
-
- if ( parts && parts.length > 1 ) {
-
- var label = parts[ 1 ];
-
- if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity };
-
- var animation = animations[ label ];
-
- if ( i < animation.start ) animation.start = i;
- if ( i > animation.end ) animation.end = i;
-
- if ( ! firstAnimation ) firstAnimation = label;
-
- }
-
- }
-
- geometry.firstAnimation = firstAnimation;
-
-};
-
-THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
-
- if ( ! this.geometry.animations ) this.geometry.animations = {};
-
- this.geometry.animations[ label ] = { start: start, end: end };
-
-};
-
-THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
-
- var animation = this.geometry.animations[ label ];
-
- if ( animation ) {
-
- this.setFrameRange( animation.start, animation.end );
- this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
- this.time = 0;
-
- } else {
-
- THREE.warn( 'THREE.MorphAnimMesh: animation[' + label + '] undefined in .playAnimation()' );
-
- }
-
-};
-
-THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
-
- var frameTime = this.duration / this.length;
-
- this.time += this.direction * delta;
-
- if ( this.mirroredLoop ) {
-
- if ( this.time > this.duration || this.time < 0 ) {
-
- this.direction *= - 1;
-
- if ( this.time > this.duration ) {
-
- this.time = this.duration;
- this.directionBackwards = true;
-
- }
-
- if ( this.time < 0 ) {
-
- this.time = 0;
- this.directionBackwards = false;
-
- }
-
- }
-
- } else {
-
- this.time = this.time % this.duration;
-
- if ( this.time < 0 ) this.time += this.duration;
-
- }
-
- var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
-
- if ( keyframe !== this.currentKeyframe ) {
-
- this.morphTargetInfluences[ this.lastKeyframe ] = 0;
- this.morphTargetInfluences[ this.currentKeyframe ] = 1;
-
- this.morphTargetInfluences[ keyframe ] = 0;
-
- this.lastKeyframe = this.currentKeyframe;
- this.currentKeyframe = keyframe;
-
- }
-
- var mix = ( this.time % frameTime ) / frameTime;
-
- if ( this.directionBackwards ) {
-
- mix = 1 - mix;
-
- }
-
- this.morphTargetInfluences[ this.currentKeyframe ] = mix;
- this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
-
-};
-
-THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {
-
- var influences = this.morphTargetInfluences;
-
- for ( var i = 0, l = influences.length; i < l; i ++ ) {
-
- influences[ i ] = 0;
-
- }
-
- if ( a > -1 ) influences[ a ] = 1 - t;
- if ( b > -1 ) influences[ b ] = t;
-
-};
-
-THREE.MorphAnimMesh.prototype.clone = function ( object ) {
-
- if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
-
- object.duration = this.duration;
- object.mirroredLoop = this.mirroredLoop;
- object.time = this.time;
-
- object.lastKeyframe = this.lastKeyframe;
- object.currentKeyframe = this.currentKeyframe;
-
- object.direction = this.direction;
- object.directionBackwards = this.directionBackwards;
-
- THREE.Mesh.prototype.clone.call( this, object );
-
- return object;
-
-};
-
-// File:src/objects/LOD.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.LOD = function () {
-
- THREE.Object3D.call( this );
-
- this.objects = [];
-
-};
-
-
-THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
-THREE.LOD.prototype.constructor = THREE.LOD;
-
-THREE.LOD.prototype.addLevel = function ( object, distance ) {
-
- if ( distance === undefined ) distance = 0;
-
- distance = Math.abs( distance );
-
- for ( var l = 0; l < this.objects.length; l ++ ) {
-
- if ( distance < this.objects[ l ].distance ) {
-
- break;
-
- }
-
- }
-
- this.objects.splice( l, 0, { distance: distance, object: object } );
- this.add( object );
-
-};
-
-THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
-
- for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
-
- if ( distance < this.objects[ i ].distance ) {
-
- break;
-
- }
-
- }
-
- return this.objects[ i - 1 ].object;
-
-};
-
-THREE.LOD.prototype.raycast = ( function () {
-
- var matrixPosition = new THREE.Vector3();
-
- return function ( raycaster, intersects ) {
-
- matrixPosition.setFromMatrixPosition( this.matrixWorld );
-
- var distance = raycaster.ray.origin.distanceTo( matrixPosition );
-
- this.getObjectForDistance( distance ).raycast( raycaster, intersects );
-
- };
-
-}() );
-
-THREE.LOD.prototype.update = function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
-
- return function ( camera ) {
-
- if ( this.objects.length > 1 ) {
-
- v1.setFromMatrixPosition( camera.matrixWorld );
- v2.setFromMatrixPosition( this.matrixWorld );
-
- var distance = v1.distanceTo( v2 );
-
- this.objects[ 0 ].object.visible = true;
-
- for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
-
- if ( distance >= this.objects[ i ].distance ) {
-
- this.objects[ i - 1 ].object.visible = false;
- this.objects[ i ].object.visible = true;
-
- } else {
-
- break;
-
- }
-
- }
-
- for ( ; i < l; i ++ ) {
-
- this.objects[ i ].object.visible = false;
-
- }
-
- }
-
- };
-
-}();
-
-THREE.LOD.prototype.clone = function ( object ) {
-
- if ( object === undefined ) object = new THREE.LOD();
-
- THREE.Object3D.prototype.clone.call( this, object );
-
- for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
- var x = this.objects[ i ].object.clone();
- x.visible = i === 0;
- object.addLevel( x, this.objects[ i ].distance );
- }
-
- return object;
-
-};
-
-// File:src/objects/Sprite.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Sprite = ( function () {
-
- var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] );
- var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] );
- var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] );
-
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
- geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
- geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
-
- return function ( material ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Sprite';
-
- this.geometry = geometry;
- this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
-
- };
-
-} )();
-
-THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Sprite.prototype.constructor = THREE.Sprite;
-
-THREE.Sprite.prototype.raycast = ( function () {
-
- var matrixPosition = new THREE.Vector3();
-
- return function ( raycaster, intersects ) {
-
- matrixPosition.setFromMatrixPosition( this.matrixWorld );
-
- var distance = raycaster.ray.distanceToPoint( matrixPosition );
-
- if ( distance > this.scale.x ) {
-
- return;
-
- }
-
- intersects.push( {
-
- distance: distance,
- point: this.position,
- face: null,
- object: this
-
- } );
-
- };
-
-}() );
-
-THREE.Sprite.prototype.clone = function ( object ) {
-
- if ( object === undefined ) object = new THREE.Sprite( this.material );
-
- THREE.Object3D.prototype.clone.call( this, object );
-
- return object;
-
-};
-
-// Backwards compatibility
-
-THREE.Particle = THREE.Sprite;
-
-// File:src/objects/LensFlare.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlare = function ( texture, size, distance, blending, color ) {
-
- THREE.Object3D.call( this );
-
- this.lensFlares = [];
-
- this.positionScreen = new THREE.Vector3();
- this.customUpdateCallback = undefined;
-
- if ( texture !== undefined ) {
-
- this.add( texture, size, distance, blending, color );
-
- }
-
-};
-
-THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
-THREE.LensFlare.prototype.constructor = THREE.LensFlare;
-
-
-/*
- * Add: adds another flare
- */
-
-THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
-
- if ( size === undefined ) size = - 1;
- if ( distance === undefined ) distance = 0;
- if ( opacity === undefined ) opacity = 1;
- if ( color === undefined ) color = new THREE.Color( 0xffffff );
- if ( blending === undefined ) blending = THREE.NormalBlending;
-
- distance = Math.min( distance, Math.max( 0, distance ) );
-
- this.lensFlares.push( {
- texture: texture, // THREE.Texture
- size: size, // size in pixels (-1 = use texture.width)
- distance: distance, // distance (0-1) from light source (0=at light source)
- x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
- scale: 1, // scale
- rotation: 1, // rotation
- opacity: opacity, // opacity
- color: color, // color
- blending: blending // blending
- } );
-
-};
-
-/*
- * Update lens flares update positions on all flares based on the screen position
- * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
- */
-
-THREE.LensFlare.prototype.updateLensFlares = function () {
-
- var f, fl = this.lensFlares.length;
- var flare;
- var vecX = - this.positionScreen.x * 2;
- var vecY = - this.positionScreen.y * 2;
-
- for ( f = 0; f < fl; f ++ ) {
-
- flare = this.lensFlares[ f ];
-
- flare.x = this.positionScreen.x + vecX * flare.distance;
- flare.y = this.positionScreen.y + vecY * flare.distance;
-
- flare.wantedRotation = flare.x * Math.PI * 0.25;
- flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
-
- }
-
-};
-
-
-// File:src/scenes/Scene.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Scene = function () {
-
- THREE.Object3D.call( this );
-
- this.type = 'Scene';
-
- this.fog = null;
- this.overrideMaterial = null;
-
- this.autoUpdate = true; // checked by the renderer
-
-};
-
-THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Scene.prototype.constructor = THREE.Scene;
-
-THREE.Scene.prototype.clone = function ( object ) {
-
- if ( object === undefined ) object = new THREE.Scene();
-
- THREE.Object3D.prototype.clone.call( this, object );
-
- if ( this.fog !== null ) object.fog = this.fog.clone();
- if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
-
- object.autoUpdate = this.autoUpdate;
- object.matrixAutoUpdate = this.matrixAutoUpdate;
-
- return object;
-
-};
-
-// File:src/scenes/Fog.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Fog = function ( color, near, far ) {
-
- this.name = '';
-
- this.color = new THREE.Color( color );
-
- this.near = ( near !== undefined ) ? near : 1;
- this.far = ( far !== undefined ) ? far : 1000;
-
-};
-
-THREE.Fog.prototype.clone = function () {
-
- return new THREE.Fog( this.color.getHex(), this.near, this.far );
-
-};
-
-// File:src/scenes/FogExp2.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.FogExp2 = function ( color, density ) {
-
- this.name = '';
-
- this.color = new THREE.Color( color );
- this.density = ( density !== undefined ) ? density : 0.00025;
-
-};
-
-THREE.FogExp2.prototype.clone = function () {
-
- return new THREE.FogExp2( this.color.getHex(), this.density );
-
-};
-
-// File:src/renderers/shaders/ShaderChunk.js
-
-THREE.ShaderChunk = {};
-
-// File:src/renderers/shaders/ShaderChunk/common.glsl
-
-THREE.ShaderChunk[ 'common'] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n\nfloat square( in float a ) { return a*a; }\nvec2 square( in vec2 a ) { return vec2( a.x*a.x, a.y*a.y ); }\nvec3 square( in vec3 a ) { return vec3( a.x*a.x, a.y*a.y, a.z*a.z ); }\nvec4 square( in vec4 a ) { return vec4( a.x*a.x, a.y*a.y, a.z*a.z, a.w*a.w ); }\nfloat saturate( in float a ) { return clamp( a, 0.0, 1.0 ); }\nvec2 saturate( in vec2 a ) { return clamp( a, 0.0, 1.0 ); }\nvec3 saturate( in vec3 a ) { return clamp( a, 0.0, 1.0 ); }\nvec4 saturate( in vec4 a ) { return clamp( a, 0.0, 1.0 ); }\nfloat average( in float a ) { return a; }\nfloat average( in vec2 a ) { return ( a.x + a.y) * 0.5; }\nfloat average( in vec3 a ) { return ( a.x + a.y + a.z) / 3.0; }\nfloat average( in vec4 a ) { return ( a.x + a.y + a.z + a.w) * 0.25; }\nfloat whiteCompliment( in float a ) { return saturate( 1.0 - a ); }\nvec2 whiteCompliment( in vec2 a ) { return saturate( vec2(1.0) - a ); }\nvec3 whiteCompliment( in vec3 a ) { return saturate( vec3(1.0) - a ); }\nvec4 whiteCompliment( in vec4 a ) { return saturate( vec4(1.0) - a ); }\nvec3 transformDirection( in vec3 normal, in mat4 matrix ) {\n return normalize( ( matrix * vec4( normal, 0.0 ) ).xyz );\n}\n// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\nvec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {\n return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal) {\n float distance = dot( planeNormal, point-pointOnPlane );\n return point - distance * planeNormal;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n return pointOnLine + lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) );\n}\nfloat calcLightAttenuation( float lightDistance, float cutoffDistance, float decayExponent ) {\n if ( decayExponent > 0.0 ) {\n return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent );\n }\n return 1.0;\n}\n\nvec3 inputToLinear( in vec3 a ) {\n#ifdef GAMMA_INPUT\n return pow( a, vec3( float( GAMMA_FACTOR ) ) );\n#else\n return a;\n#endif\n}\nvec3 linearToOutput( in vec3 a ) {\n#ifdef GAMMA_OUTPUT\n return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n#else\n return a;\n#endif\n}\n";
-
-// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
-
-THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n float dotProduct = dot( transformedNormal, dirVector );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n #endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n lVector = normalize( lVector );\n float dotProduct = dot( transformedNormal, lVector );\n\n vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += pointLightColor[ i ] * pointLightWeighting * attenuation;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * attenuation;\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n lVector = normalize( lVector );\n\n float dotProduct = dot( transformedNormal, lVector );\n vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += spotLightColor[ i ] * spotLightWeighting * attenuation * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * attenuation * spotEffect;\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n float dotProduct = dot( transformedNormal, lVector );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront += ambientLightColor;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack += ambientLightColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
-
-THREE.ShaderChunk[ 'default_vertex'] = "#ifdef USE_SKINNING\n\n vec4 mvPosition = modelViewMatrix * skinned;\n\n#elif defined( USE_MORPHTARGETS )\n\n vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#else\n\n vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n";
-
-// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n #ifdef USE_MORPHNORMALS\n\n vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n #else\n\n vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n uniform float logDepthBufFC;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
-
-THREE.ShaderChunk[ 'lights_phong_fragment'] = "#ifndef FLAT_SHADED\n\n vec3 normal = normalize( vNormal );\n\n #ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n #endif\n\n#else\n\n vec3 fdx = dFdx( vViewPosition );\n vec3 fdy = dFdy( vViewPosition );\n vec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n lVector = normalize( lVector );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n totalDiffuseLight += pointLightColor[ i ] * pointDiffuseWeight * attenuation;\n\n // specular\n\n vec3 pointHalfVector = normalize( lVector + viewPosition );\n float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n totalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * attenuation * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n lVector = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n totalDiffuseLight += spotLightColor[ i ] * spotDiffuseWeight * attenuation * spotEffect;\n\n // specular\n\n vec3 spotHalfVector = normalize( lVector + viewPosition );\n float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n totalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * attenuation * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n // diffuse\n\n float dotProduct = dot( normal, dirVector );\n\n #ifdef WRAP_AROUND\n\n float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n totalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;\n\n // specular\n\n vec3 dirHalfVector = normalize( dirVector + viewPosition );\n float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n /*\n // fresnel term from skin shader\n const float F0 = 0.128;\n\n float base = 1.0 - dot( viewPosition, dirHalfVector );\n float exponential = pow( base, 5.0 );\n\n float fresnel = exponential + F0 * ( 1.0 - exponential );\n */\n\n /*\n // fresnel term from fresnel shader\n const float mFresnelBias = 0.08;\n const float mFresnelScale = 0.3;\n const float mFresnelPower = 5.0;\n\n float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n */\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n totalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n totalDiffuseLight += hemiColor;\n\n // specular (sky light)\n\n vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n // specular (ground light)\n\n vec3 lVectorGround = -lVector;\n\n vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n float dotProductGround = dot( normal, lVectorGround );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n totalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\n#ifdef METAL\n\n outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) * specular + totalSpecularLight + emissive;\n\n#else\n\n outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight + emissive;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n uniform vec3 fogColor;\n\n #ifdef FOG_EXP2\n\n uniform float fogDensity;\n\n #else\n\n uniform float fogNear;\n uniform float fogFar;\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n vec3 morphedNormal = vec3( 0.0 );\n\n morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n morphedNormal += normal;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n\n // Per-Pixel Tangent Space Normal Mapping\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n\n }\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
-
-THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n }\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
-
-THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n texelColor.xyz = inputToLinear( texelColor.xyz );\n\n diffuseColor *= texelColor;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
-
-THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
-
-THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n diffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
-
-THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n vColor.xyz = inputToLinear( color.xyz );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
-
-THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n #ifdef USE_MORPHTARGETS\n\n vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n #endif\n\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
-
-THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "\n outgoingLight = linearToOutput( outgoingLight );\n";
-
-// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
-
-THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // Transforming Normal Vectors with the Inverse Transformation\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n #else\n\n vec3 reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #else\n float flipNormal = 1.0;\n #endif\n\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #elif defined( ENVMAP_TYPE_EQUIREC )\n vec2 sampleUV;\n sampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n sampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n vec4 envColor = texture2D( envMap, sampleUV );\n\n #elif defined( ENVMAP_TYPE_SPHERE )\n vec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n #endif\n\n envColor.xyz = inputToLinear( envColor.xyz );\n\n #ifdef ENVMAP_BLENDING_MULTIPLY\n\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_MIX )\n\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n #elif defined( ENVMAP_BLENDING_ADD )\n\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n #ifndef USE_MORPHNORMALS\n\n uniform float morphTargetInfluences[ 8 ];\n\n #else\n\n uniform float morphTargetInfluences[ 4 ];\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
-
-THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n\n#else\n\n specularStrength = 1.0;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
-
-THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n #else\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n #endif\n\n #ifdef FOG_EXP2\n\n float fogFactor = exp2( - square( fogDensity ) * square( depth ) * LOG2 );\n fogFactor = whiteCompliment( fogFactor );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n outgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n\n // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n vec2 dHdxy_fwd() {\n\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n return vec2( dBx, dBy );\n\n }\n\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm; // normalized\n\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n\n float fDet = dot( vSigmaX, R1 );\n\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n\n }\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
-
-THREE.ShaderChunk[ 'defaultnormal_vertex'] = "#ifdef USE_SKINNING\n\n vec3 objectNormal = skinnedNormal.xyz;\n\n#elif defined( USE_MORPHNORMALS )\n\n vec3 objectNormal = morphedNormal;\n\n#else\n\n vec3 objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";
-
-// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n uniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n varying vec3 vNormal;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
-
-THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
-
-THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
-
-THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n outgoingLight *= diffuseColor.xyz * texture2D( lightMap, vUv2 ).xyz;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
-
-THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n diffuseColor.rgb *= vColor;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
-
-THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n vec3 morphed = vec3( 0.0 );\n morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n #ifndef USE_MORPHNORMALS\n\n morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n #endif\n\n morphed += position;\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
-
-THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = transformDirection( objectNormal, modelMatrix );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n #ifdef ENVMAP_MODE_REFLECTION\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n #else\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
-
-THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n #ifdef SHADOWMAP_DEBUG\n\n vec3 frustumColors[3];\n frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n #endif\n\n #ifdef SHADOWMAP_CASCADE\n\n int inFrustumCount = 0;\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n // don't shadow pixels outside of light frustum\n // use just first frustum (for cascades)\n // don't shadow pixels behind far plane of light frustum\n\n #ifdef SHADOWMAP_CASCADE\n\n inFrustumCount += int( inFrustum );\n bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n #else\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n #endif\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n #ifdef SHADOWMAP_CASCADE\n\n if ( inFrustum && inFrustumCount == 1 ) outgoingLight *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) outgoingLight *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n // NOTE: I am unsure if this is correct in linear space. -bhouston, Dec 29, 2014\n shadowColor = inputToLinear( shadowColor );\n\n outgoingLight = outgoingLight * shadowColor;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
-
-THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n #ifdef USE_SKINNING\n\n vec4 worldPosition = modelMatrix * skinned;\n\n #elif defined( USE_MORPHTARGETS )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n uniform sampler2D shadowMap[ MAX_SHADOWS ];\n uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform float shadowBias[ MAX_SHADOWS ];\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n float unpackDepth( const in vec4 rgba_depth ) {\n\n const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n float depth = dot( rgba_depth, bit_shift );\n return depth;\n\n }\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
-
-THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n\n #ifdef BONE_TEXTURE\n\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n\n mat4 getBoneMatrix( const in float i ) {\n\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n\n y = dy * ( y + 0.5 );\n\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n mat4 bone = mat4( v1, v2, v3, v4 );\n\n return bone;\n\n }\n\n #else\n\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n mat4 getBoneMatrix( const in float i ) {\n\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n\n }\n\n #endif\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n uniform float logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n #extension GL_EXT_frag_depth : enable\n varying float vFragDepth;\n\n #endif\n\n#endif";
-
-// File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
-
-THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
-
-// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
-
-THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
-
-// File:src/renderers/shaders/UniformsUtils.js
-
-/**
- * Uniform Utilities
- */
-
-THREE.UniformsUtils = {
-
- merge: function ( uniforms ) {
-
- var merged = {};
-
- for ( var u = 0; u < uniforms.length; u ++ ) {
-
- var tmp = this.clone( uniforms[ u ] );
-
- for ( var p in tmp ) {
-
- merged[ p ] = tmp[ p ];
-
- }
-
- }
-
- return merged;
-
- },
-
- clone: function ( uniforms_src ) {
-
- var uniforms_dst = {};
-
- for ( var u in uniforms_src ) {
-
- uniforms_dst[ u ] = {};
-
- for ( var p in uniforms_src[ u ] ) {
-
- var parameter_src = uniforms_src[ u ][ p ];
-
- if ( parameter_src instanceof THREE.Color ||
- parameter_src instanceof THREE.Vector2 ||
- parameter_src instanceof THREE.Vector3 ||
- parameter_src instanceof THREE.Vector4 ||
- parameter_src instanceof THREE.Matrix4 ||
- parameter_src instanceof THREE.Texture ) {
-
- uniforms_dst[ u ][ p ] = parameter_src.clone();
-
- } else if ( parameter_src instanceof Array ) {
-
- uniforms_dst[ u ][ p ] = parameter_src.slice();
-
- } else {
-
- uniforms_dst[ u ][ p ] = parameter_src;
-
- }
-
- }
-
- }
-
- return uniforms_dst;
-
- }
-
-};
-
-// File:src/renderers/shaders/UniformsLib.js
-
-/**
- * Uniforms library for shared webgl shaders
- */
-
-THREE.UniformsLib = {
-
- common: {
-
- "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "opacity" : { type: "f", value: 1.0 },
-
- "map" : { type: "t", value: null },
- "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
-
- "lightMap" : { type: "t", value: null },
- "specularMap" : { type: "t", value: null },
- "alphaMap" : { type: "t", value: null },
-
- "envMap" : { type: "t", value: null },
- "flipEnvMap" : { type: "f", value: - 1 },
- "reflectivity" : { type: "f", value: 1.0 },
- "refractionRatio" : { type: "f", value: 0.98 },
-
- "morphTargetInfluences" : { type: "f", value: 0 }
-
- },
-
- bump: {
-
- "bumpMap" : { type: "t", value: null },
- "bumpScale" : { type: "f", value: 1 }
-
- },
-
- normalmap: {
-
- "normalMap" : { type: "t", value: null },
- "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
- },
-
- fog : {
-
- "fogDensity" : { type: "f", value: 0.00025 },
- "fogNear" : { type: "f", value: 1 },
- "fogFar" : { type: "f", value: 2000 },
- "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
-
- },
-
- lights: {
-
- "ambientLightColor" : { type: "fv", value: [] },
-
- "directionalLightDirection" : { type: "fv", value: [] },
- "directionalLightColor" : { type: "fv", value: [] },
-
- "hemisphereLightDirection" : { type: "fv", value: [] },
- "hemisphereLightSkyColor" : { type: "fv", value: [] },
- "hemisphereLightGroundColor" : { type: "fv", value: [] },
-
- "pointLightColor" : { type: "fv", value: [] },
- "pointLightPosition" : { type: "fv", value: [] },
- "pointLightDistance" : { type: "fv1", value: [] },
- "pointLightDecay" : { type: "fv1", value: [] },
-
- "spotLightColor" : { type: "fv", value: [] },
- "spotLightPosition" : { type: "fv", value: [] },
- "spotLightDirection" : { type: "fv", value: [] },
- "spotLightDistance" : { type: "fv1", value: [] },
- "spotLightAngleCos" : { type: "fv1", value: [] },
- "spotLightExponent" : { type: "fv1", value: [] },
- "spotLightDecay" : { type: "fv1", value: [] }
-
- },
-
- particle: {
-
- "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "opacity" : { type: "f", value: 1.0 },
- "size" : { type: "f", value: 1.0 },
- "scale" : { type: "f", value: 1.0 },
- "map" : { type: "t", value: null },
- "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
-
- "fogDensity" : { type: "f", value: 0.00025 },
- "fogNear" : { type: "f", value: 1 },
- "fogFar" : { type: "f", value: 2000 },
- "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
-
- },
-
- shadowmap: {
-
- "shadowMap": { type: "tv", value: [] },
- "shadowMapSize": { type: "v2v", value: [] },
-
- "shadowBias" : { type: "fv1", value: [] },
- "shadowDarkness": { type: "fv1", value: [] },
-
- "shadowMatrix" : { type: "m4v", value: [] }
-
- }
-
-};
-
-// File:src/renderers/shaders/ShaderLib.js
-
-/**
- * Webgl Shader Library for three.js
- *
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
-
-
-THREE.ShaderLib = {
-
- 'basic': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "shadowmap" ]
-
- ] ),
-
- vertexShader: [
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "map_pars_vertex" ],
- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "map_vertex" ],
- THREE.ShaderChunk[ "lightmap_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
-
- " #ifdef USE_ENVMAP",
-
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
- " #endif",
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform vec3 diffuse;",
- "uniform float opacity;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "alphamap_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphamap_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
-
- " outgoingLight = diffuseColor.rgb;", // simple shader
-
- THREE.ShaderChunk[ "lightmap_fragment" ], // TODO: Light map on an otherwise unlit surface doesn't make sense.
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
-
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
- THREE.ShaderChunk[ "fog_fragment" ],
-
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
-
- "}"
-
- ].join("\n")
-
- },
-
- 'lambert': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
-
- {
- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
- }
-
- ] ),
-
- vertexShader: [
-
- "#define LAMBERT",
-
- "varying vec3 vLightFront;",
-
- "#ifdef DOUBLE_SIDED",
-
- " varying vec3 vLightBack;",
-
- "#endif",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "map_pars_vertex" ],
- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "map_vertex" ],
- THREE.ShaderChunk[ "lightmap_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
-
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "lights_lambert_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform vec3 diffuse;",
- "uniform vec3 emissive;",
- "uniform float opacity;",
-
- "varying vec3 vLightFront;",
-
- "#ifdef DOUBLE_SIDED",
-
- " varying vec3 vLightBack;",
-
- "#endif",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "alphamap_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphamap_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
-
- " #ifdef DOUBLE_SIDED",
-
- //"float isFront = float( gl_FrontFacing );",
- //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
-
- " if ( gl_FrontFacing )",
- " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
- " else",
- " outgoingLight += diffuseColor.rgb * vLightBack + emissive;",
-
- " #else",
-
- " outgoingLight += diffuseColor.rgb * vLightFront + emissive;",
-
- " #endif",
-
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
-
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
- THREE.ShaderChunk[ "fog_fragment" ],
-
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
-
- "}"
-
- ].join("\n")
-
- },
-
- 'phong': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "bump" ],
- THREE.UniformsLib[ "normalmap" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
-
- {
- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
- "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
- "shininess": { type: "f", value: 30 },
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
- }
-
- ] ),
-
- vertexShader: [
-
- "#define PHONG",
-
- "varying vec3 vViewPosition;",
-
- "#ifndef FLAT_SHADED",
-
- " varying vec3 vNormal;",
-
- "#endif",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "map_pars_vertex" ],
- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "map_vertex" ],
- THREE.ShaderChunk[ "lightmap_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
-
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
-
- "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
-
- " vNormal = normalize( transformedNormal );",
-
- "#endif",
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- " vViewPosition = -mvPosition.xyz;",
-
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "lights_phong_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "#define PHONG",
-
- "uniform vec3 diffuse;",
- "uniform vec3 emissive;",
- "uniform vec3 specular;",
- "uniform float shininess;",
- "uniform float opacity;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "alphamap_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
- THREE.ShaderChunk[ "normalmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphamap_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
-
- THREE.ShaderChunk[ "lights_phong_fragment" ],
-
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
-
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
-
- THREE.ShaderChunk[ "fog_fragment" ],
-
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
-
- "}"
-
- ].join("\n")
-
- },
-
- 'particle_basic': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "particle" ],
- THREE.UniformsLib[ "shadowmap" ]
-
- ] ),
-
- vertexShader: [
-
- "uniform float size;",
- "uniform float scale;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "color_vertex" ],
-
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
-
- " #ifdef USE_SIZEATTENUATION",
- " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
- " #else",
- " gl_PointSize = size;",
- " #endif",
-
- " gl_Position = projectionMatrix * mvPosition;",
-
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform vec3 psColor;",
- "uniform float opacity;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_particle_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( psColor, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "map_particle_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
-
- " outgoingLight = diffuseColor.rgb;", // simple shader
-
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
-
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
-
- "}"
-
- ].join("\n")
-
- },
-
- 'dashed': {
-
- uniforms: THREE.UniformsUtils.merge( [
-
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
-
- {
- "scale" : { type: "f", value: 1 },
- "dashSize" : { type: "f", value: 1 },
- "totalSize": { type: "f", value: 2 }
- }
-
- ] ),
-
- vertexShader: [
-
- "uniform float scale;",
- "attribute float lineDistance;",
-
- "varying float vLineDistance;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "color_vertex" ],
-
- " vLineDistance = scale * lineDistance;",
-
- " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- " gl_Position = projectionMatrix * mvPosition;",
-
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform vec3 diffuse;",
- "uniform float opacity;",
-
- "uniform float dashSize;",
- "uniform float totalSize;",
-
- "varying float vLineDistance;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
-
- " discard;",
-
- " }",
-
- " vec3 outgoingLight = vec3( 0.0 );", // outgoing light does not have an alpha, the surface does
- " vec4 diffuseColor = vec4( diffuse, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
-
- " outgoingLight = diffuseColor.rgb;", // simple shader
-
- THREE.ShaderChunk[ "fog_fragment" ],
-
- " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
-
- "}"
-
- ].join("\n")
-
- },
-
- 'depth': {
-
- uniforms: {
-
- "mNear": { type: "f", value: 1.0 },
- "mFar" : { type: "f", value: 2000.0 },
- "opacity" : { type: "f", value: 1.0 }
-
- },
-
- vertexShader: [
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform float mNear;",
- "uniform float mFar;",
- "uniform float opacity;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- " #ifdef USE_LOGDEPTHBUF_EXT",
-
- " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
-
- " #else",
-
- " float depth = gl_FragCoord.z / gl_FragCoord.w;",
-
- " #endif",
-
- " float color = 1.0 - smoothstep( mNear, mFar, depth );",
- " gl_FragColor = vec4( vec3( color ), opacity );", // TODO, this should be pre-multiplied to allow for bright highlights on very transparent objects
-
- "}"
-
- ].join("\n")
-
- },
-
- 'normal': {
-
- uniforms: {
-
- "opacity" : { type: "f", value: 1.0 }
-
- },
-
- vertexShader: [
-
- "varying vec3 vNormal;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- " vNormal = normalize( normalMatrix * normal );",
-
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform float opacity;",
- "varying vec3 vNormal;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- "}"
-
- ].join("\n")
-
- },
-
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
-
- 'cube': {
-
- uniforms: { "tCube": { type: "t", value: null },
- "tFlip": { type: "f", value: - 1 } },
-
- vertexShader: [
-
- "varying vec3 vWorldPosition;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- " vWorldPosition = transformDirection( position, modelMatrix );",
-
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform samplerCube tCube;",
- "uniform float tFlip;",
-
- "varying vec3 vWorldPosition;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- "}"
-
- ].join("\n")
-
- },
-
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
-
- 'equirect': {
-
- uniforms: { "tEquirect": { type: "t", value: null },
- "tFlip": { type: "f", value: - 1 } },
-
- vertexShader: [
-
- "varying vec3 vWorldPosition;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- " vWorldPosition = transformDirection( position, modelMatrix );",
-
- " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
-
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- "uniform sampler2D tEquirect;",
- "uniform float tFlip;",
-
- "varying vec3 vWorldPosition;",
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "void main() {",
-
- // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
- "vec3 direction = normalize( vWorldPosition );",
- "vec2 sampleUV;",
- "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );",
- "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;",
- "gl_FragColor = texture2D( tEquirect, sampleUV );",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- "}"
-
- ].join("\n")
-
- },
-
- /* Depth encoding into RGBA texture
- *
- * based on SpiderGL shadow map example
- * http://spidergl.org/example.php?id=6
- *
- * originally from
- * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
- *
- * see also
- * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
- */
-
- 'depthRGBA': {
-
- uniforms: {},
-
- vertexShader: [
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
-
- "void main() {",
-
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "logdepthbuf_vertex" ],
-
- "}"
-
- ].join("\n"),
-
- fragmentShader: [
-
- THREE.ShaderChunk[ "common" ],
- THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
-
- "vec4 pack_depth( const in float depth ) {",
-
- " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
- " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
- " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
- " res -= res.xxyz * bit_mask;",
- " return res;",
-
- "}",
-
- "void main() {",
-
- THREE.ShaderChunk[ "logdepthbuf_fragment" ],
-
- " #ifdef USE_LOGDEPTHBUF_EXT",
-
- " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
-
- " #else",
-
- " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
-
- " #endif",
-
- //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
- //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
- //"gl_FragData[ 0 ] = pack_depth( z );",
- //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
-
- "}"
-
- ].join("\n")
-
- }
-
-};
-
-// File:src/renderers/WebGLRenderer.js
-
-/**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
-
-THREE.WebGLRenderer = function ( parameters ) {
-
- console.log( 'THREE.WebGLRenderer', THREE.REVISION );
-
- parameters = parameters || {};
-
- var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
- _context = parameters.context !== undefined ? parameters.context : null,
-
- pixelRatio = 1,
-
- _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
-
- _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
- _depth = parameters.depth !== undefined ? parameters.depth : true,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
-
- _clearColor = new THREE.Color( 0x000000 ),
- _clearAlpha = 0;
-
- var lights = [];
-
- var _webglObjects = {};
- var _webglObjectsImmediate = [];
-
- var opaqueObjects = [];
- var transparentObjects = [];
-
- var sprites = [];
- var lensFlares = [];
-
- // public properties
-
- this.domElement = _canvas;
- this.context = null;
-
- // clearing
-
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
-
- // scene graph
-
- this.sortObjects = true;
-
- // physically based shading
-
- this.gammaFactor = 2.0; // for backwards compatibility
- this.gammaInput = false;
- this.gammaOutput = false;
-
- // shadow map
-
- this.shadowMapEnabled = false;
- this.shadowMapType = THREE.PCFShadowMap;
- this.shadowMapCullFace = THREE.CullFaceFront;
- this.shadowMapDebug = false;
- this.shadowMapCascade = false;
-
- // morphs
-
- this.maxMorphTargets = 8;
- this.maxMorphNormals = 4;
-
- // flags
-
- this.autoScaleCubemaps = true;
-
- // info
-
- this.info = {
-
- memory: {
-
- programs: 0,
- geometries: 0,
- textures: 0
-
- },
-
- render: {
-
- calls: 0,
- vertices: 0,
- faces: 0,
- points: 0
-
- }
-
- };
-
- // internal properties
-
- var _this = this,
-
- _programs = [],
-
- // internal state cache
-
- _currentProgram = null,
- _currentFramebuffer = null,
- _currentMaterialId = - 1,
- _currentGeometryProgram = '',
- _currentCamera = null,
-
- _usedTextureUnits = 0,
-
- _viewportX = 0,
- _viewportY = 0,
- _viewportWidth = _canvas.width,
- _viewportHeight = _canvas.height,
- _currentWidth = 0,
- _currentHeight = 0,
-
- // frustum
-
- _frustum = new THREE.Frustum(),
-
- // camera matrices cache
-
- _projScreenMatrix = new THREE.Matrix4(),
-
- _vector3 = new THREE.Vector3(),
-
- // light arrays cache
-
- _direction = new THREE.Vector3(),
-
- _lightsNeedUpdate = true,
-
- _lights = {
-
- ambient: [ 0, 0, 0 ],
- directional: { length: 0, colors:[], positions: [] },
- point: { length: 0, colors: [], positions: [], distances: [], decays: [] },
- spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [], decays: [] },
- hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
-
- };
-
- // initialize
-
- var _gl;
-
- try {
-
- var attributes = {
- alpha: _alpha,
- depth: _depth,
- stencil: _stencil,
- antialias: _antialias,
- premultipliedAlpha: _premultipliedAlpha,
- preserveDrawingBuffer: _preserveDrawingBuffer
- };
-
- _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
-
- if ( _gl === null ) {
-
- if ( _canvas.getContext( 'webgl') !== null ) {
-
- throw 'Error creating WebGL context with your selected attributes.';
-
- } else {
-
- throw 'Error creating WebGL context.';
-
- }
-
- }
-
- _canvas.addEventListener( 'webglcontextlost', function ( event ) {
-
- event.preventDefault();
-
- resetGLState();
- setDefaultGLState();
-
- _webglObjects = {};
-
- }, false);
-
- } catch ( error ) {
-
- THREE.error( 'THREE.WebGLRenderer: ' + error );
-
- }
-
- var state = new THREE.WebGLState( _gl, paramThreeToGL );
-
- if ( _gl.getShaderPrecisionFormat === undefined ) {
-
- _gl.getShaderPrecisionFormat = function () {
-
- return {
- 'rangeMin': 1,
- 'rangeMax': 1,
- 'precision': 1
- };
-
- }
-
- }
-
- var extensions = new THREE.WebGLExtensions( _gl );
-
- extensions.get( 'OES_texture_float' );
- extensions.get( 'OES_texture_float_linear' );
- extensions.get( 'OES_texture_half_float' );
- extensions.get( 'OES_texture_half_float_linear' );
- extensions.get( 'OES_standard_derivatives' );
-
- if ( _logarithmicDepthBuffer ) {
-
- extensions.get( 'EXT_frag_depth' );
-
- }
-
- //
-
- var glClearColor = function ( r, g, b, a ) {
-
- if ( _premultipliedAlpha === true ) {
-
- r *= a; g *= a; b *= a;
-
- }
-
- _gl.clearColor( r, g, b, a );
-
- };
-
- var setDefaultGLState = function () {
-
- _gl.clearColor( 0, 0, 0, 1 );
- _gl.clearDepth( 1 );
- _gl.clearStencil( 0 );
-
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthFunc( _gl.LEQUAL );
-
- _gl.frontFace( _gl.CCW );
- _gl.cullFace( _gl.BACK );
- _gl.enable( _gl.CULL_FACE );
-
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
-
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
- glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
- };
-
- var resetGLState = function () {
-
- _currentProgram = null;
- _currentCamera = null;
-
- _currentGeometryProgram = '';
- _currentMaterialId = - 1;
-
- _lightsNeedUpdate = true;
-
- state.reset();
-
- };
-
- setDefaultGLState();
-
- this.context = _gl;
- this.state = state;
-
- // GPU capabilities
-
- var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
- var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
- var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
- var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
-
- var _supportsVertexTextures = _maxVertexTextures > 0;
- var _supportsBoneTextures = _supportsVertexTextures && extensions.get( 'OES_texture_float' );
-
- //
-
- var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
- var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
-
- var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
- var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
-
- var getCompressedTextureFormats = ( function () {
-
- var array;
-
- return function () {
-
- if ( array !== undefined ) {
-
- return array;
-
- }
-
- array = [];
-
- if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || extensions.get( 'WEBGL_compressed_texture_s3tc' ) ) {
-
- var formats = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
-
- for ( var i = 0; i < formats.length; i ++ ) {
-
- array.push( formats[ i ] );
-
- }
-
- }
-
- return array;
-
- };
-
- } )();
-
- // clamp precision to maximum available
-
- var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
- var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
-
- if ( _precision === 'highp' && ! highpAvailable ) {
-
- if ( mediumpAvailable ) {
-
- _precision = 'mediump';
- THREE.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
-
- } else {
-
- _precision = 'lowp';
- THREE.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
-
- }
-
- }
-
- if ( _precision === 'mediump' && ! mediumpAvailable ) {
-
- _precision = 'lowp';
- THREE.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
-
- }
-
- // Plugins
-
- var shadowMapPlugin = new THREE.ShadowMapPlugin( this, lights, _webglObjects, _webglObjectsImmediate );
-
- var spritePlugin = new THREE.SpritePlugin( this, sprites );
- var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares );
-
- // API
-
- this.getContext = function () {
-
- return _gl;
-
- };
-
- this.forceContextLoss = function () {
-
- extensions.get( 'WEBGL_lose_context' ).loseContext();
-
- };
-
- this.supportsVertexTextures = function () {
-
- return _supportsVertexTextures;
-
- };
-
- this.supportsFloatTextures = function () {
-
- return extensions.get( 'OES_texture_float' );
-
- };
-
- this.supportsHalfFloatTextures = function () {
-
- return extensions.get( 'OES_texture_half_float' );
-
- };
-
- this.supportsStandardDerivatives = function () {
-
- return extensions.get( 'OES_standard_derivatives' );
-
- };
-
- this.supportsCompressedTextureS3TC = function () {
-
- return extensions.get( 'WEBGL_compressed_texture_s3tc' );
-
- };
-
- this.supportsCompressedTexturePVRTC = function () {
-
- return extensions.get( 'WEBGL_compressed_texture_pvrtc' );
-
- };
-
- this.supportsBlendMinMax = function () {
-
- return extensions.get( 'EXT_blend_minmax' );
-
- };
-
- this.getMaxAnisotropy = ( function () {
-
- var value;
-
- return function () {
-
- if ( value !== undefined ) {
-
- return value;
-
- }
-
- var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
-
- value = extension !== null ? _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
-
- return value;
-
- }
-
- } )();
-
- this.getPrecision = function () {
-
- return _precision;
-
- };
-
- this.getPixelRatio = function () {
-
- return pixelRatio;
-
- };
-
- this.setPixelRatio = function ( value ) {
-
- pixelRatio = value;
-
- };
-
- this.setSize = function ( width, height, updateStyle ) {
-
- _canvas.width = width * pixelRatio;
- _canvas.height = height * pixelRatio;
-
- if ( updateStyle !== false ) {
-
- _canvas.style.width = width + 'px';
- _canvas.style.height = height + 'px';
-
- }
-
- this.setViewport( 0, 0, width, height );
-
- };
-
- this.setViewport = function ( x, y, width, height ) {
-
- _viewportX = x * pixelRatio;
- _viewportY = y * pixelRatio;
-
- _viewportWidth = width * pixelRatio;
- _viewportHeight = height * pixelRatio;
-
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
-
- };
-
- this.setScissor = function ( x, y, width, height ) {
-
- _gl.scissor(
- x * pixelRatio,
- y * pixelRatio,
- width * pixelRatio,
- height * pixelRatio
- );
-
- };
-
- this.enableScissorTest = function ( enable ) {
-
- enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
-
- };
-
- // Clearing
-
- this.getClearColor = function () {
-
- return _clearColor;
-
- };
-
- this.setClearColor = function ( color, alpha ) {
-
- _clearColor.set( color );
-
- _clearAlpha = alpha !== undefined ? alpha : 1;
-
- glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
- };
-
- this.getClearAlpha = function () {
-
- return _clearAlpha;
-
- };
-
- this.setClearAlpha = function ( alpha ) {
-
- _clearAlpha = alpha;
-
- glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
-
- };
-
- this.clear = function ( color, depth, stencil ) {
-
- var bits = 0;
-
- if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
- if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
- if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
-
- _gl.clear( bits );
-
- };
-
- this.clearColor = function () {
-
- _gl.clear( _gl.COLOR_BUFFER_BIT );
-
- };
-
- this.clearDepth = function () {
-
- _gl.clear( _gl.DEPTH_BUFFER_BIT );
-
- };
-
- this.clearStencil = function () {
-
- _gl.clear( _gl.STENCIL_BUFFER_BIT );
-
- };
-
- this.clearTarget = function ( renderTarget, color, depth, stencil ) {
-
- this.setRenderTarget( renderTarget );
- this.clear( color, depth, stencil );
-
- };
-
- // Reset
-
- this.resetGLState = resetGLState;
-
- // Buffer allocation
-
- function createParticleBuffers ( geometry ) {
-
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
-
- _this.info.memory.geometries ++;
-
- };
-
- function createLineBuffers ( geometry ) {
-
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- geometry.__webglLineDistanceBuffer = _gl.createBuffer();
-
- _this.info.memory.geometries ++;
-
- };
-
- function createMeshBuffers ( geometryGroup ) {
-
- geometryGroup.__webglVertexBuffer = _gl.createBuffer();
- geometryGroup.__webglNormalBuffer = _gl.createBuffer();
- geometryGroup.__webglTangentBuffer = _gl.createBuffer();
- geometryGroup.__webglColorBuffer = _gl.createBuffer();
- geometryGroup.__webglUVBuffer = _gl.createBuffer();
- geometryGroup.__webglUV2Buffer = _gl.createBuffer();
-
- geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
- geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
-
- geometryGroup.__webglFaceBuffer = _gl.createBuffer();
- geometryGroup.__webglLineBuffer = _gl.createBuffer();
-
- var numMorphTargets = geometryGroup.numMorphTargets;
-
- if ( numMorphTargets ) {
-
- geometryGroup.__webglMorphTargetsBuffers = [];
-
- for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
-
- geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
-
- }
-
- }
-
- var numMorphNormals = geometryGroup.numMorphNormals;
-
- if ( numMorphNormals ) {
-
- geometryGroup.__webglMorphNormalsBuffers = [];
-
- for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
-
- geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
-
- }
-
- }
-
- _this.info.memory.geometries ++;
-
- };
-
- // Events
-
- var onObjectRemoved = function ( event ) {
-
- var object = event.target;
-
- object.traverse( function ( child ) {
-
- child.removeEventListener( 'remove', onObjectRemoved );
-
- removeObject( child );
-
- } );
-
- };
-
- var onGeometryDispose = function ( event ) {
-
- var geometry = event.target;
-
- geometry.removeEventListener( 'dispose', onGeometryDispose );
-
- deallocateGeometry( geometry );
-
- };
-
- var onTextureDispose = function ( event ) {
-
- var texture = event.target;
-
- texture.removeEventListener( 'dispose', onTextureDispose );
-
- deallocateTexture( texture );
-
- _this.info.memory.textures --;
-
-
- };
-
- var onRenderTargetDispose = function ( event ) {
-
- var renderTarget = event.target;
-
- renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
-
- deallocateRenderTarget( renderTarget );
-
- _this.info.memory.textures --;
-
- };
-
- var onMaterialDispose = function ( event ) {
-
- var material = event.target;
-
- material.removeEventListener( 'dispose', onMaterialDispose );
-
- deallocateMaterial( material );
-
- };
-
- // Buffer deallocation
-
- var deleteBuffers = function ( geometry ) {
-
- var buffers = [
- '__webglVertexBuffer',
- '__webglNormalBuffer',
- '__webglTangentBuffer',
- '__webglColorBuffer',
- '__webglUVBuffer',
- '__webglUV2Buffer',
-
- '__webglSkinIndicesBuffer',
- '__webglSkinWeightsBuffer',
-
- '__webglFaceBuffer',
- '__webglLineBuffer',
-
- '__webglLineDistanceBuffer'
- ];
-
- for ( var i = 0, l = buffers.length; i < l; i ++ ) {
-
- var name = buffers[ i ];
-
- if ( geometry[ name ] !== undefined ) {
-
- _gl.deleteBuffer( geometry[ name ] );
-
- delete geometry[ name ];
-
- }
-
- }
-
- // custom attributes
-
- if ( geometry.__webglCustomAttributesList !== undefined ) {
-
- for ( var name in geometry.__webglCustomAttributesList ) {
-
- _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
-
- }
-
- delete geometry.__webglCustomAttributesList;
-
- }
-
- _this.info.memory.geometries --;
-
- };
-
- var deallocateGeometry = function ( geometry ) {
-
- delete geometry.__webglInit;
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- for ( var name in geometry.attributes ) {
-
- var attribute = geometry.attributes[ name ];
-
- if ( attribute.buffer !== undefined ) {
-
- _gl.deleteBuffer( attribute.buffer );
-
- delete attribute.buffer;
-
- }
-
- }
-
- _this.info.memory.geometries --;
-
- } else {
-
- var geometryGroupsList = geometryGroups[ geometry.id ];
-
- if ( geometryGroupsList !== undefined ) {
-
- for ( var i = 0, l = geometryGroupsList.length; i < l; i ++ ) {
-
- var geometryGroup = geometryGroupsList[ i ];
-
- if ( geometryGroup.numMorphTargets !== undefined ) {
-
- for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
-
- _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
-
- }
-
- delete geometryGroup.__webglMorphTargetsBuffers;
-
- }
-
- if ( geometryGroup.numMorphNormals !== undefined ) {
-
- for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
-
- _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
-
- }
-
- delete geometryGroup.__webglMorphNormalsBuffers;
-
- }
-
- deleteBuffers( geometryGroup );
-
- }
-
- delete geometryGroups[ geometry.id ];
-
- } else {
-
- deleteBuffers( geometry );
-
- }
-
- }
-
- // TOFIX: Workaround for deleted geometry being currently bound
-
- _currentGeometryProgram = '';
-
- };
-
- var deallocateTexture = function ( texture ) {
-
- if ( texture.image && texture.image.__webglTextureCube ) {
-
- // cube texture
-
- _gl.deleteTexture( texture.image.__webglTextureCube );
-
- delete texture.image.__webglTextureCube;
-
- } else {
-
- // 2D texture
-
- if ( texture.__webglInit === undefined ) return;
-
- _gl.deleteTexture( texture.__webglTexture );
-
- delete texture.__webglTexture;
- delete texture.__webglInit;
-
- }
-
- };
-
- var deallocateRenderTarget = function ( renderTarget ) {
-
- if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
-
- _gl.deleteTexture( renderTarget.__webglTexture );
-
- delete renderTarget.__webglTexture;
-
- if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
-
- for ( var i = 0; i < 6; i ++ ) {
-
- _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
- _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
-
- }
-
- } else {
-
- _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
- _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
-
- }
-
- delete renderTarget.__webglFramebuffer;
- delete renderTarget.__webglRenderbuffer;
-
- };
-
- var deallocateMaterial = function ( material ) {
-
- var program = material.program.program;
-
- if ( program === undefined ) return;
-
- material.program = undefined;
-
- // only deallocate GL program if this was the last use of shared program
- // assumed there is only single copy of any program in the _programs list
- // (that's how it's constructed)
-
- var i, il, programInfo;
- var deleteProgram = false;
-
- for ( i = 0, il = _programs.length; i < il; i ++ ) {
-
- programInfo = _programs[ i ];
-
- if ( programInfo.program === program ) {
-
- programInfo.usedTimes --;
-
- if ( programInfo.usedTimes === 0 ) {
-
- deleteProgram = true;
-
- }
-
- break;
-
- }
-
- }
-
- if ( deleteProgram === true ) {
-
- // avoid using array.splice, this is costlier than creating new array from scratch
-
- var newPrograms = [];
-
- for ( i = 0, il = _programs.length; i < il; i ++ ) {
-
- programInfo = _programs[ i ];
-
- if ( programInfo.program !== program ) {
-
- newPrograms.push( programInfo );
-
- }
-
- }
-
- _programs = newPrograms;
-
- _gl.deleteProgram( program );
-
- _this.info.memory.programs --;
-
- }
-
- };
-
- // Buffer initialization
-
- function initCustomAttributes ( object ) {
-
- var geometry = object.geometry;
- var material = object.material;
-
- var nvertices = geometry.vertices.length;
-
- if ( material.attributes ) {
-
- if ( geometry.__webglCustomAttributesList === undefined ) {
-
- geometry.__webglCustomAttributesList = [];
-
- }
-
- for ( var name in material.attributes ) {
-
- var attribute = material.attributes[ name ];
-
- if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
-
- attribute.__webglInitialized = true;
-
- var size = 1; // "f" and "i"
-
- if ( attribute.type === 'v2' ) size = 2;
- else if ( attribute.type === 'v3' ) size = 3;
- else if ( attribute.type === 'v4' ) size = 4;
- else if ( attribute.type === 'c' ) size = 3;
-
- attribute.size = size;
-
- attribute.array = new Float32Array( nvertices * size );
-
- attribute.buffer = _gl.createBuffer();
- attribute.buffer.belongsToAttribute = name;
-
- attribute.needsUpdate = true;
-
- }
-
- geometry.__webglCustomAttributesList.push( attribute );
-
- }
-
- }
-
- };
-
- function initParticleBuffers ( geometry, object ) {
-
- var nvertices = geometry.vertices.length;
-
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
-
- geometry.__webglParticleCount = nvertices;
-
- initCustomAttributes( object );
-
- };
-
- function initLineBuffers ( geometry, object ) {
-
- var nvertices = geometry.vertices.length;
-
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
-
- geometry.__webglLineCount = nvertices;
-
- initCustomAttributes( object );
-
- };
-
- function initMeshBuffers ( geometryGroup, object ) {
-
- var geometry = object.geometry,
- faces3 = geometryGroup.faces3,
-
- nvertices = faces3.length * 3,
- ntris = faces3.length * 1,
- nlines = faces3.length * 3,
-
- material = getBufferMaterial( object, geometryGroup );
-
- geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
- geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
- geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
- geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
-
- if ( geometry.faceVertexUvs.length > 1 ) {
-
- geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
-
- }
-
- if ( geometry.hasTangents ) {
-
- geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
-
- }
-
- if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
-
- geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
-
- }
-
- var UintArray = extensions.get( 'OES_element_index_uint' ) !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
-
- geometryGroup.__typeArray = UintArray;
- geometryGroup.__faceArray = new UintArray( ntris * 3 );
- geometryGroup.__lineArray = new UintArray( nlines * 2 );
-
- var numMorphTargets = geometryGroup.numMorphTargets;
-
- if ( numMorphTargets ) {
-
- geometryGroup.__morphTargetsArrays = [];
-
- for ( var m = 0, ml = numMorphTargets; m < ml; m ++ ) {
-
- geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
-
- }
-
- }
-
- var numMorphNormals = geometryGroup.numMorphNormals;
-
- if ( numMorphNormals ) {
-
- geometryGroup.__morphNormalsArrays = [];
-
- for ( var m = 0, ml = numMorphNormals; m < ml; m ++ ) {
-
- geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
-
- }
-
- }
-
- geometryGroup.__webglFaceCount = ntris * 3;
- geometryGroup.__webglLineCount = nlines * 2;
-
-
- // custom attributes
-
- if ( material.attributes ) {
-
- if ( geometryGroup.__webglCustomAttributesList === undefined ) {
-
- geometryGroup.__webglCustomAttributesList = [];
-
- }
-
- for ( var name in material.attributes ) {
-
- // Do a shallow copy of the attribute object so different geometryGroup chunks use different
- // attribute buffers which are correctly indexed in the setMeshBuffers function
-
- var originalAttribute = material.attributes[ name ];
-
- var attribute = {};
-
- for ( var property in originalAttribute ) {
-
- attribute[ property ] = originalAttribute[ property ];
-
- }
-
- if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
-
- attribute.__webglInitialized = true;
-
- var size = 1; // "f" and "i"
-
- if ( attribute.type === 'v2' ) size = 2;
- else if ( attribute.type === 'v3' ) size = 3;
- else if ( attribute.type === 'v4' ) size = 4;
- else if ( attribute.type === 'c' ) size = 3;
-
- attribute.size = size;
-
- attribute.array = new Float32Array( nvertices * size );
-
- attribute.buffer = _gl.createBuffer();
- attribute.buffer.belongsToAttribute = name;
-
- originalAttribute.needsUpdate = true;
- attribute.__original = originalAttribute;
-
- }
-
- geometryGroup.__webglCustomAttributesList.push( attribute );
-
- }
-
- }
-
- geometryGroup.__inittedArrays = true;
-
- };
-
- function getBufferMaterial( object, geometryGroup ) {
-
- return object.material instanceof THREE.MeshFaceMaterial
- ? object.material.materials[ geometryGroup.materialIndex ]
- : object.material;
-
- }
-
- function materialNeedsFaceNormals ( material ) {
-
- return material instanceof THREE.MeshPhongMaterial === false && material.shading === THREE.FlatShading;
-
- }
-
- // Buffer setting
-
- function setParticleBuffers ( geometry, hint, object ) {
-
- var v, c, vertex, offset, color,
-
- vertices = geometry.vertices,
- vl = vertices.length,
-
- colors = geometry.colors,
- cl = colors.length,
-
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
-
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate,
-
- customAttributes = geometry.__webglCustomAttributesList,
- i, il,
- ca, cal, value,
- customAttribute;
-
- if ( dirtyVertices ) {
-
- for ( v = 0; v < vl; v ++ ) {
-
- vertex = vertices[ v ];
-
- offset = v * 3;
-
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
- }
-
- if ( dirtyColors ) {
-
- for ( c = 0; c < cl; c ++ ) {
-
- color = colors[ c ];
-
- offset = c * 3;
-
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
- }
-
- if ( customAttributes ) {
-
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
- customAttribute = customAttributes[ i ];
-
- if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
-
- cal = customAttribute.value.length;
-
- offset = 0;
-
- if ( customAttribute.size === 1 ) {
-
- for ( ca = 0; ca < cal; ca ++ ) {
-
- customAttribute.array[ ca ] = customAttribute.value[ ca ];
-
- }
-
- } else if ( customAttribute.size === 2 ) {
-
- for ( ca = 0; ca < cal; ca ++ ) {
-
- value = customAttribute.value[ ca ];
-
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
-
- offset += 2;
-
- }
-
- } else if ( customAttribute.size === 3 ) {
-
- if ( customAttribute.type === 'c' ) {
-
- for ( ca = 0; ca < cal; ca ++ ) {
-
- value = customAttribute.value[ ca ];
-
- customAttribute.array[ offset ] = value.r;
- customAttribute.array[ offset + 1 ] = value.g;
- customAttribute.array[ offset + 2 ] = value.b;
-
- offset += 3;
-
- }
-
- } else {
-
- for ( ca = 0; ca < cal; ca ++ ) {
-
- value = customAttribute.value[ ca ];
-
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
-
- offset += 3;
-
- }
-
- }
-
- } else if ( customAttribute.size === 4 ) {
-
- for ( ca = 0; ca < cal; ca ++ ) {
-
- value = customAttribute.value[ ca ];
-
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- customAttribute.array[ offset + 3 ] = value.w;
-
- offset += 4;
-
- }
-
- }
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
-
- customAttribute.needsUpdate = false;
-
- }
-
- }
-
- }
-
- function setLineBuffers ( geometry, hint ) {
-
- var v, c, d, vertex, offset, color,
-
- vertices = geometry.vertices,
- colors = geometry.colors,
- lineDistances = geometry.lineDistances,
-
- vl = vertices.length,
- cl = colors.length,
- dl = lineDistances.length,
-
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- lineDistanceArray = geometry.__lineDistanceArray,
-
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate,
- dirtyLineDistances = geometry.lineDistancesNeedUpdate,
-
- customAttributes = geometry.__webglCustomAttributesList,
-
- i, il,
- ca, cal, value,
- customAttribute;
-
- if ( dirtyVertices ) {
-
- for ( v = 0; v < vl; v ++ ) {
-
- vertex = vertices[ v ];
-
- offset = v * 3;
-
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
- }
-
- if ( dirtyColors ) {
-
- for ( c = 0; c < cl; c ++ ) {
-
- color = colors[ c ];
-
- offset = c * 3;
-
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
- }
-
- if ( dirtyLineDistances ) {
-
- for ( d = 0; d < dl; d ++ ) {
-
- lineDistanceArray[ d ] = lineDistances[ d ];
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
-
- }
-
- if ( customAttributes ) {
-
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
- customAttribute = customAttributes[ i ];
-
- if ( customAttribute.needsUpdate && ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) {
-
- offset = 0;
-
- cal = customAttribute.value.length;
-
- if ( customAttribute.size === 1 ) {
-
- for ( ca = 0; ca < cal; ca ++ ) {
-
- customAttribute.array[ ca ] = customAttribute.value[ ca ];
-
- }
-
- } else if ( customAttribute.size === 2 ) {
-
- for ( ca = 0; ca < cal; ca ++ ) {
-
- value = customAttribute.value[ ca ];
-
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
-
- offset += 2;
-
- }
-
- } else if ( customAttribute.size === 3 ) {
-
- if ( customAttribute.type === 'c' ) {
-
- for ( ca = 0; ca < cal; ca ++ ) {
-
- value = customAttribute.value[ ca ];
-
- customAttribute.array[ offset ] = value.r;
- customAttribute.array[ offset + 1 ] = value.g;
- customAttribute.array[ offset + 2 ] = value.b;
-
- offset += 3;
-
- }
-
- } else {
-
- for ( ca = 0; ca < cal; ca ++ ) {
-
- value = customAttribute.value[ ca ];
-
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
-
- offset += 3;
-
- }
-
- }
-
- } else if ( customAttribute.size === 4 ) {
-
- for ( ca = 0; ca < cal; ca ++ ) {
-
- value = customAttribute.value[ ca ];
-
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- customAttribute.array[ offset + 3 ] = value.w;
-
- offset += 4;
-
- }
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
-
- customAttribute.needsUpdate = false;
-
- }
-
- }
-
- }
-
- }
-
- function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
-
- if ( ! geometryGroup.__inittedArrays ) {
-
- return;
-
- }
-
- var needsFaceNormals = materialNeedsFaceNormals( material );
-
- var f, fl, fi, face,
- vertexNormals, faceNormal,
- vertexColors, faceColor,
- vertexTangents,
- uv, uv2, v1, v2, v3, t1, t2, t3, n1, n2, n3,
- c1, c2, c3,
- sw1, sw2, sw3,
- si1, si2, si3,
- i, il,
- vn, uvi, uv2i,
- vk, vkl, vka,
- nka, chf, faceVertexNormals,
-
- vertexIndex = 0,
-
- offset = 0,
- offset_uv = 0,
- offset_uv2 = 0,
- offset_face = 0,
- offset_normal = 0,
- offset_tangent = 0,
- offset_line = 0,
- offset_color = 0,
- offset_skin = 0,
- offset_morphTarget = 0,
- offset_custom = 0,
-
- value,
-
- vertexArray = geometryGroup.__vertexArray,
- uvArray = geometryGroup.__uvArray,
- uv2Array = geometryGroup.__uv2Array,
- normalArray = geometryGroup.__normalArray,
- tangentArray = geometryGroup.__tangentArray,
- colorArray = geometryGroup.__colorArray,
-
- skinIndexArray = geometryGroup.__skinIndexArray,
- skinWeightArray = geometryGroup.__skinWeightArray,
-
- morphTargetsArrays = geometryGroup.__morphTargetsArrays,
- morphNormalsArrays = geometryGroup.__morphNormalsArrays,
-
- customAttributes = geometryGroup.__webglCustomAttributesList,
- customAttribute,
-
- faceArray = geometryGroup.__faceArray,
- lineArray = geometryGroup.__lineArray,
-
- geometry = object.geometry, // this is shared for all chunks
-
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyElements = geometry.elementsNeedUpdate,
- dirtyUvs = geometry.uvsNeedUpdate,
- dirtyNormals = geometry.normalsNeedUpdate,
- dirtyTangents = geometry.tangentsNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate,
- dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
-
- vertices = geometry.vertices,
- chunk_faces3 = geometryGroup.faces3,
- obj_faces = geometry.faces,
-
- obj_uvs = geometry.faceVertexUvs[ 0 ],
- obj_uvs2 = geometry.faceVertexUvs[ 1 ],
-
- obj_skinIndices = geometry.skinIndices,
- obj_skinWeights = geometry.skinWeights,
-
- morphTargets = geometry.morphTargets,
- morphNormals = geometry.morphNormals;
-
- if ( dirtyVertices ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- face = obj_faces[ chunk_faces3[ f ] ];
-
- v1 = vertices[ face.a ];
- v2 = vertices[ face.b ];
- v3 = vertices[ face.c ];
-
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
-
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
-
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
-
- offset += 9;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
-
- }
-
- if ( dirtyMorphTargets ) {
-
- for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
-
- offset_morphTarget = 0;
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- chf = chunk_faces3[ f ];
- face = obj_faces[ chf ];
-
- // morph positions
-
- v1 = morphTargets[ vk ].vertices[ face.a ];
- v2 = morphTargets[ vk ].vertices[ face.b ];
- v3 = morphTargets[ vk ].vertices[ face.c ];
-
- vka = morphTargetsArrays[ vk ];
-
- vka[ offset_morphTarget ] = v1.x;
- vka[ offset_morphTarget + 1 ] = v1.y;
- vka[ offset_morphTarget + 2 ] = v1.z;
-
- vka[ offset_morphTarget + 3 ] = v2.x;
- vka[ offset_morphTarget + 4 ] = v2.y;
- vka[ offset_morphTarget + 5 ] = v2.z;
-
- vka[ offset_morphTarget + 6 ] = v3.x;
- vka[ offset_morphTarget + 7 ] = v3.y;
- vka[ offset_morphTarget + 8 ] = v3.z;
-
- // morph normals
-
- if ( material.morphNormals ) {
-
- if ( needsFaceNormals ) {
-
- n1 = morphNormals[ vk ].faceNormals[ chf ];
- n2 = n1;
- n3 = n1;
-
- } else {
-
- faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
-
- n1 = faceVertexNormals.a;
- n2 = faceVertexNormals.b;
- n3 = faceVertexNormals.c;
-
- }
-
- nka = morphNormalsArrays[ vk ];
-
- nka[ offset_morphTarget ] = n1.x;
- nka[ offset_morphTarget + 1 ] = n1.y;
- nka[ offset_morphTarget + 2 ] = n1.z;
-
- nka[ offset_morphTarget + 3 ] = n2.x;
- nka[ offset_morphTarget + 4 ] = n2.y;
- nka[ offset_morphTarget + 5 ] = n2.z;
-
- nka[ offset_morphTarget + 6 ] = n3.x;
- nka[ offset_morphTarget + 7 ] = n3.y;
- nka[ offset_morphTarget + 8 ] = n3.z;
-
- }
-
- //
-
- offset_morphTarget += 9;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
- _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
-
- if ( material.morphNormals ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
- _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
-
- }
-
- }
-
- }
-
- if ( obj_skinWeights.length ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- face = obj_faces[ chunk_faces3[ f ] ];
-
- // weights
-
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
-
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
-
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
-
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
-
- // indices
-
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
-
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
-
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
-
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
-
- offset_skin += 12;
-
- }
-
- if ( offset_skin > 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
-
- }
-
- }
-
- if ( dirtyColors ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- face = obj_faces[ chunk_faces3[ f ] ];
-
- vertexColors = face.vertexColors;
- faceColor = face.color;
-
- if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
-
- c1 = vertexColors[ 0 ];
- c2 = vertexColors[ 1 ];
- c3 = vertexColors[ 2 ];
-
- } else {
-
- c1 = faceColor;
- c2 = faceColor;
- c3 = faceColor;
-
- }
-
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
-
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
-
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
-
- offset_color += 9;
-
- }
-
- if ( offset_color > 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
-
- }
-
- }
-
- if ( dirtyTangents && geometry.hasTangents ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- face = obj_faces[ chunk_faces3[ f ] ];
-
- vertexTangents = face.vertexTangents;
-
- t1 = vertexTangents[ 0 ];
- t2 = vertexTangents[ 1 ];
- t3 = vertexTangents[ 2 ];
-
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
-
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
-
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
-
- offset_tangent += 12;
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
-
- }
-
- if ( dirtyNormals ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- face = obj_faces[ chunk_faces3[ f ] ];
-
- vertexNormals = face.vertexNormals;
- faceNormal = face.normal;
-
- if ( vertexNormals.length === 3 && needsFaceNormals === false ) {
-
- for ( i = 0; i < 3; i ++ ) {
-
- vn = vertexNormals[ i ];
-
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
-
- offset_normal += 3;
-
- }
-
- } else {
-
- for ( i = 0; i < 3; i ++ ) {
-
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
-
- offset_normal += 3;
-
- }
-
- }
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
-
- }
-
- if ( dirtyUvs && obj_uvs ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- fi = chunk_faces3[ f ];
-
- uv = obj_uvs[ fi ];
-
- if ( uv === undefined ) continue;
-
- for ( i = 0; i < 3; i ++ ) {
-
- uvi = uv[ i ];
-
- uvArray[ offset_uv ] = uvi.x;
- uvArray[ offset_uv + 1 ] = uvi.y;
-
- offset_uv += 2;
-
- }
-
- }
-
- if ( offset_uv > 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
-
- }
-
- }
-
- if ( dirtyUvs && obj_uvs2 ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- fi = chunk_faces3[ f ];
-
- uv2 = obj_uvs2[ fi ];
-
- if ( uv2 === undefined ) continue;
-
- for ( i = 0; i < 3; i ++ ) {
-
- uv2i = uv2[ i ];
-
- uv2Array[ offset_uv2 ] = uv2i.x;
- uv2Array[ offset_uv2 + 1 ] = uv2i.y;
-
- offset_uv2 += 2;
-
- }
-
- }
-
- if ( offset_uv2 > 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
-
- }
-
- }
-
- if ( dirtyElements ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 2;
-
- offset_face += 3;
-
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
-
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 2;
-
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
-
- offset_line += 6;
-
- vertexIndex += 3;
-
- }
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
-
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
-
- }
-
- if ( customAttributes ) {
-
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
-
- customAttribute = customAttributes[ i ];
-
- if ( ! customAttribute.__original.needsUpdate ) continue;
-
- offset_custom = 0;
-
- if ( customAttribute.size === 1 ) {
-
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- face = obj_faces[ chunk_faces3[ f ] ];
-
- customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
-
- offset_custom += 3;
-
- }
-
- } else if ( customAttribute.boundTo === 'faces' ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- value = customAttribute.value[ chunk_faces3[ f ] ];
-
- customAttribute.array[ offset_custom ] = value;
- customAttribute.array[ offset_custom + 1 ] = value;
- customAttribute.array[ offset_custom + 2 ] = value;
-
- offset_custom += 3;
-
- }
-
- }
-
- } else if ( customAttribute.size === 2 ) {
-
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- face = obj_faces[ chunk_faces3[ f ] ];
-
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
-
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
-
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
-
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
-
- offset_custom += 6;
-
- }
-
- } else if ( customAttribute.boundTo === 'faces' ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- value = customAttribute.value[ chunk_faces3[ f ] ];
-
- v1 = value;
- v2 = value;
- v3 = value;
-
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
-
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
-
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
-
- offset_custom += 6;
-
- }
-
- }
-
- } else if ( customAttribute.size === 3 ) {
-
- var pp;
-
- if ( customAttribute.type === 'c' ) {
-
- pp = [ 'r', 'g', 'b' ];
-
- } else {
-
- pp = [ 'x', 'y', 'z' ];
-
- }
-
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- face = obj_faces[ chunk_faces3[ f ] ];
-
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
-
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
- offset_custom += 9;
-
- }
-
- } else if ( customAttribute.boundTo === 'faces' ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- value = customAttribute.value[ chunk_faces3[ f ] ];
-
- v1 = value;
- v2 = value;
- v3 = value;
-
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
- offset_custom += 9;
-
- }
-
- } else if ( customAttribute.boundTo === 'faceVertices' ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- value = customAttribute.value[ chunk_faces3[ f ] ];
-
- v1 = value[ 0 ];
- v2 = value[ 1 ];
- v3 = value[ 2 ];
-
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
-
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
-
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
-
- offset_custom += 9;
-
- }
-
- }
-
- } else if ( customAttribute.size === 4 ) {
-
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- face = obj_faces[ chunk_faces3[ f ] ];
-
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
-
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
-
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
-
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
-
- offset_custom += 12;
-
- }
-
- } else if ( customAttribute.boundTo === 'faces' ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- value = customAttribute.value[ chunk_faces3[ f ] ];
-
- v1 = value;
- v2 = value;
- v3 = value;
-
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
-
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
-
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
-
- offset_custom += 12;
-
- }
-
- } else if ( customAttribute.boundTo === 'faceVertices' ) {
-
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
-
- value = customAttribute.value[ chunk_faces3[ f ] ];
-
- v1 = value[ 0 ];
- v2 = value[ 1 ];
- v3 = value[ 2 ];
-
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
-
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
-
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
-
- offset_custom += 12;
-
- }
-
- }
-
- }
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
-
- }
-
- }
-
- if ( dispose ) {
-
- delete geometryGroup.__inittedArrays;
- delete geometryGroup.__colorArray;
- delete geometryGroup.__normalArray;
- delete geometryGroup.__tangentArray;
- delete geometryGroup.__uvArray;
- delete geometryGroup.__uv2Array;
- delete geometryGroup.__faceArray;
- delete geometryGroup.__vertexArray;
- delete geometryGroup.__lineArray;
- delete geometryGroup.__skinIndexArray;
- delete geometryGroup.__skinWeightArray;
-
- }
-
- };
-
- // Buffer rendering
-
- this.renderBufferImmediate = function ( object, program, material ) {
-
- state.initAttributes();
-
- if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
- if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
- if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
- if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
-
- if ( object.hasPositions ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
-
- state.enableAttribute( program.attributes.position );
-
- _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- if ( object.hasNormals ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
-
- if ( material instanceof THREE.MeshPhongMaterial === false &&
- material.shading === THREE.FlatShading ) {
-
- var nx, ny, nz,
- nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
- normalArray,
- i, il = object.count * 3;
-
- for ( i = 0; i < il; i += 9 ) {
-
- normalArray = object.normalArray;
-
- nax = normalArray[ i ];
- nay = normalArray[ i + 1 ];
- naz = normalArray[ i + 2 ];
-
- nbx = normalArray[ i + 3 ];
- nby = normalArray[ i + 4 ];
- nbz = normalArray[ i + 5 ];
-
- ncx = normalArray[ i + 6 ];
- ncy = normalArray[ i + 7 ];
- ncz = normalArray[ i + 8 ];
-
- nx = ( nax + nbx + ncx ) / 3;
- ny = ( nay + nby + ncy ) / 3;
- nz = ( naz + nbz + ncz ) / 3;
-
- normalArray[ i ] = nx;
- normalArray[ i + 1 ] = ny;
- normalArray[ i + 2 ] = nz;
-
- normalArray[ i + 3 ] = nx;
- normalArray[ i + 4 ] = ny;
- normalArray[ i + 5 ] = nz;
-
- normalArray[ i + 6 ] = nx;
- normalArray[ i + 7 ] = ny;
- normalArray[ i + 8 ] = nz;
-
- }
-
- }
-
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
-
- state.enableAttribute( program.attributes.normal );
-
- _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- if ( object.hasUvs && material.map ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
-
- state.enableAttribute( program.attributes.uv );
-
- _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
- }
-
- if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
-
- state.enableAttribute( program.attributes.color );
-
- _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- state.disableUnusedAttributes();
-
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
-
- object.count = 0;
-
- };
-
- function setupVertexAttributes( material, program, geometry, startIndex ) {
-
- var geometryAttributes = geometry.attributes;
-
- var programAttributes = program.attributes;
- var programAttributesKeys = program.attributesKeys;
-
- for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
-
- var key = programAttributesKeys[ i ];
- var programAttribute = programAttributes[ key ];
-
- if ( programAttribute >= 0 ) {
-
- var geometryAttribute = geometryAttributes[ key ];
-
- if ( geometryAttribute !== undefined ) {
-
- var size = geometryAttribute.itemSize;
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryAttribute.buffer );
-
- state.enableAttribute( programAttribute );
-
- _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32
-
- } else if ( material.defaultAttributeValues !== undefined ) {
-
- if ( material.defaultAttributeValues[ key ].length === 2 ) {
-
- _gl.vertexAttrib2fv( programAttribute, material.defaultAttributeValues[ key ] );
-
- } else if ( material.defaultAttributeValues[ key ].length === 3 ) {
-
- _gl.vertexAttrib3fv( programAttribute, material.defaultAttributeValues[ key ] );
-
- }
-
- }
-
- }
-
- }
-
- state.disableUnusedAttributes();
-
- }
-
- this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
-
- if ( material.visible === false ) return;
-
- updateObject( object );
-
- var program = setProgram( camera, lights, fog, material, object );
-
- var updateBuffers = false,
- wireframeBit = material.wireframe ? 1 : 0,
- geometryProgram = 'direct_' + geometry.id + '_' + program.id + '_' + wireframeBit;
-
- if ( geometryProgram !== _currentGeometryProgram ) {
-
- _currentGeometryProgram = geometryProgram;
- updateBuffers = true;
-
- }
-
- if ( updateBuffers ) {
-
- state.initAttributes();
-
- }
-
- // render mesh
-
- if ( object instanceof THREE.Mesh ) {
-
- var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
-
- var index = geometry.attributes.index;
-
- if ( index ) {
-
- // indexed triangles
-
- var type, size;
-
- if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
-
- type = _gl.UNSIGNED_INT;
- size = 4;
-
- } else {
-
- type = _gl.UNSIGNED_SHORT;
- size = 2;
-
- }
-
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
- }
-
- _gl.drawElements( mode, index.array.length, type, 0 );
-
- _this.info.render.calls ++;
- _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
- _this.info.render.faces += index.array.length / 3;
-
- } else {
-
- // if there is more than 1 chunk
- // must set attribute pointers to use new offsets for each chunk
- // even if geometry and materials didn't change
-
- updateBuffers = true;
-
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
- var startIndex = offsets[ i ].index;
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, startIndex );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
- }
-
- // render indexed triangles
-
- _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
-
- _this.info.render.calls ++;
- _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
- _this.info.render.faces += offsets[ i ].count / 3;
-
- }
-
- }
-
- } else {
-
- // non-indexed triangles
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
-
- }
-
- var position = geometry.attributes[ 'position' ];
-
- // render non-indexed triangles
-
- _gl.drawArrays( mode, 0, position.array.length / position.itemSize );
-
- _this.info.render.calls ++;
- _this.info.render.vertices += position.array.length / position.itemSize;
- _this.info.render.faces += position.array.length / ( 3 * position.itemSize );
-
- }
-
- } else if ( object instanceof THREE.PointCloud ) {
-
- // render particles
-
- var mode = _gl.POINTS;
-
- var index = geometry.attributes.index;
-
- if ( index ) {
-
- // indexed points
-
- var type, size;
-
- if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {
-
- type = _gl.UNSIGNED_INT;
- size = 4;
-
- } else {
-
- type = _gl.UNSIGNED_SHORT;
- size = 2;
-
- }
-
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
- }
-
- _gl.drawElements( mode, index.array.length, type, 0);
-
- _this.info.render.calls ++;
- _this.info.render.points += index.array.length;
-
- } else {
-
- // if there is more than 1 chunk
- // must set attribute pointers to use new offsets for each chunk
- // even if geometry and materials didn't change
-
- if ( offsets.length > 1 ) updateBuffers = true;
-
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
- var startIndex = offsets[ i ].index;
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, startIndex );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
- }
-
- // render indexed points
-
- _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
-
- _this.info.render.calls ++;
- _this.info.render.points += offsets[ i ].count;
-
- }
-
- }
-
- } else {
-
- // non-indexed points
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
-
- }
-
- var position = geometry.attributes.position;
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- _gl.drawArrays( mode, 0, position.array.length / 3 );
-
- _this.info.render.calls ++;
- _this.info.render.points += position.array.length / 3;
-
- } else {
-
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
- _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
-
- _this.info.render.calls ++;
- _this.info.render.points += offsets[ i ].count;
-
- }
-
- }
-
- }
-
- } else if ( object instanceof THREE.Line ) {
-
- var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
-
- state.setLineWidth( material.linewidth * pixelRatio );
-
- var index = geometry.attributes.index;
-
- if ( index ) {
-
- // indexed lines
-
- var type, size;
-
- if ( index.array instanceof Uint32Array ) {
-
- type = _gl.UNSIGNED_INT;
- size = 4;
-
- } else {
-
- type = _gl.UNSIGNED_SHORT;
- size = 2;
-
- }
-
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
- }
-
- _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
-
- _this.info.render.calls ++;
- _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
-
- } else {
-
- // if there is more than 1 chunk
- // must set attribute pointers to use new offsets for each chunk
- // even if geometry and materials didn't change
-
- if ( offsets.length > 1 ) updateBuffers = true;
-
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
- var startIndex = offsets[ i ].index;
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, startIndex );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
-
- }
-
- // render indexed lines
-
- _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
-
- _this.info.render.calls ++;
- _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
-
- }
-
- }
-
- } else {
-
- // non-indexed lines
-
- if ( updateBuffers ) {
-
- setupVertexAttributes( material, program, geometry, 0 );
-
- }
-
- var position = geometry.attributes.position;
- var offsets = geometry.offsets;
-
- if ( offsets.length === 0 ) {
-
- _gl.drawArrays( mode, 0, position.array.length / 3 );
-
- _this.info.render.calls ++;
- _this.info.render.vertices += position.array.length / 3;
-
- } else {
-
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
-
- _gl.drawArrays( mode, offsets[ i ].index, offsets[ i ].count );
-
- _this.info.render.calls ++;
- _this.info.render.vertices += offsets[ i ].count;
-
- }
-
- }
-
- }
-
- }
-
- };
-
- this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
-
- if ( material.visible === false ) return;
-
- updateObject( object );
-
- var program = setProgram( camera, lights, fog, material, object );
-
- var attributes = program.attributes;
-
- var updateBuffers = false,
- wireframeBit = material.wireframe ? 1 : 0,
- geometryProgram = geometryGroup.id + '_' + program.id + '_' + wireframeBit;
-
- if ( geometryProgram !== _currentGeometryProgram ) {
-
- _currentGeometryProgram = geometryProgram;
- updateBuffers = true;
-
- }
-
- if ( updateBuffers ) {
-
- state.initAttributes();
-
- }
-
- // vertices
-
- if ( ! material.morphTargets && attributes.position >= 0 ) {
-
- if ( updateBuffers ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-
- state.enableAttribute( attributes.position );
-
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- } else {
-
- if ( object.morphTargetBase ) {
-
- setupMorphTargets( material, geometryGroup, object );
-
- }
-
- }
-
-
- if ( updateBuffers ) {
-
- // custom attributes
-
- // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
-
- if ( geometryGroup.__webglCustomAttributesList ) {
-
- for ( var i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
-
- var attribute = geometryGroup.__webglCustomAttributesList[ i ];
-
- if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
-
- state.enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
-
- _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
-
- }
-
- }
-
- }
-
-
- // colors
-
- if ( attributes.color >= 0 ) {
-
- if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
-
- state.enableAttribute( attributes.color );
-
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
-
- } else if ( material.defaultAttributeValues !== undefined ) {
-
-
- _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
-
- }
-
- }
-
- // normals
-
- if ( attributes.normal >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
-
- state.enableAttribute( attributes.normal );
-
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- // tangents
-
- if ( attributes.tangent >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
-
- state.enableAttribute( attributes.tangent );
-
- _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
-
- }
-
- // uvs
-
- if ( attributes.uv >= 0 ) {
-
- if ( object.geometry.faceVertexUvs[ 0 ] ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
-
- state.enableAttribute( attributes.uv );
-
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
-
- } else if ( material.defaultAttributeValues !== undefined ) {
-
-
- _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
-
- }
-
- }
-
- if ( attributes.uv2 >= 0 ) {
-
- if ( object.geometry.faceVertexUvs[ 1 ] ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
-
- state.enableAttribute( attributes.uv2 );
-
- _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
-
- } else if ( material.defaultAttributeValues !== undefined ) {
-
-
- _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
-
- }
-
- }
-
- if ( material.skinning &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
-
- state.enableAttribute( attributes.skinIndex );
-
- _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
-
- state.enableAttribute( attributes.skinWeight );
-
- _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
-
- }
-
- // line distances
-
- if ( attributes.lineDistance >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
-
- state.enableAttribute( attributes.lineDistance );
-
- _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
-
- }
-
- }
-
- state.disableUnusedAttributes();
-
- // render mesh
-
- if ( object instanceof THREE.Mesh ) {
-
- var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
-
- // wireframe
-
- if ( material.wireframe ) {
-
- state.setLineWidth( material.wireframeLinewidth * pixelRatio );
-
- if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
-
- // triangles
-
- } else {
-
- if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
-
- }
-
- _this.info.render.calls ++;
- _this.info.render.vertices += geometryGroup.__webglFaceCount;
- _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
-
- // render lines
-
- } else if ( object instanceof THREE.Line ) {
-
- var mode = ( object.mode === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
-
- state.setLineWidth( material.linewidth * pixelRatio );
-
- _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
-
- _this.info.render.calls ++;
-
- // render particles
-
- } else if ( object instanceof THREE.PointCloud ) {
-
- _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
-
- _this.info.render.calls ++;
- _this.info.render.points += geometryGroup.__webglParticleCount;
-
- }
-
- };
-
- function setupMorphTargets ( material, geometryGroup, object ) {
-
- // set base
-
- var attributes = material.program.attributes;
-
- if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
-
- state.enableAttribute( attributes.position );
-
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
- } else if ( attributes.position >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
-
- state.enableAttribute( attributes.position );
-
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- if ( object.morphTargetForcedOrder.length ) {
-
- // set forced order
-
- var m = 0;
- var order = object.morphTargetForcedOrder;
- var influences = object.morphTargetInfluences;
-
- var attribute;
-
- while ( m < material.numSupportedMorphTargets && m < order.length ) {
-
- attribute = attributes[ 'morphTarget' + m ];
-
- if ( attribute >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
-
- state.enableAttribute( attribute );
-
- _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- attribute = attributes[ 'morphNormal' + m ];
-
- if ( attribute >= 0 && material.morphNormals ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
-
- state.enableAttribute( attribute );
-
- _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
-
- m ++;
-
- }
-
- } else {
-
- // find the most influencing
-
- var activeInfluenceIndices = [];
- var influences = object.morphTargetInfluences;
- var morphTargets = object.geometry.morphTargets;
-
- if ( influences.length > morphTargets.length ) {
-
- console.warn( 'THREE.WebGLRenderer: Influences array is bigger than morphTargets array.' );
- influences.length = morphTargets.length;
-
- }
-
- for ( var i = 0, il = influences.length; i < il; i ++ ) {
-
- var influence = influences[ i ];
-
- activeInfluenceIndices.push( [ influence, i ] );
-
- }
-
- if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
-
- activeInfluenceIndices.sort( numericalSort );
- activeInfluenceIndices.length = material.numSupportedMorphTargets;
-
- } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
-
- activeInfluenceIndices.sort( numericalSort );
-
- } else if ( activeInfluenceIndices.length === 0 ) {
-
- activeInfluenceIndices.push( [ 0, 0 ] );
-
- }
-
- var attribute;
-
- for ( var m = 0, ml = material.numSupportedMorphTargets; m < ml; m ++ ) {
-
- if ( activeInfluenceIndices[ m ] ) {
-
- var influenceIndex = activeInfluenceIndices[ m ][ 1 ];
-
- attribute = attributes[ 'morphTarget' + m ];
-
- if ( attribute >= 0 ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
-
- state.enableAttribute( attribute );
-
- _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- attribute = attributes[ 'morphNormal' + m ];
-
- if ( attribute >= 0 && material.morphNormals ) {
-
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
-
- state.enableAttribute( attribute );
-
- _gl.vertexAttribPointer( attribute, 3, _gl.FLOAT, false, 0, 0 );
-
- }
-
- object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
-
- } else {
-
- /*
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
- if ( material.morphNormals ) {
-
- _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
-
- }
- */
-
- object.__webglMorphTargetInfluences[ m ] = 0;
-
- }
-
- }
-
- }
-
- // load updated influences uniform
-
- if ( material.program.uniforms.morphTargetInfluences !== null ) {
-
- _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
-
- }
-
- }
-
- // Sorting
-
- function painterSortStable ( a, b ) {
-
- if ( a.object.renderOrder !== b.object.renderOrder ) {
-
- return a.object.renderOrder - b.object.renderOrder;
-
- } else if ( a.material.id !== b.material.id ) {
-
- return a.material.id - b.material.id;
-
- } else if ( a.z !== b.z ) {
-
- return a.z - b.z;
-
- } else {
-
- return a.id - b.id;
-
- }
-
- }
-
- function reversePainterSortStable ( a, b ) {
-
- if ( a.object.renderOrder !== b.object.renderOrder ) {
-
- return a.object.renderOrder - b.object.renderOrder;
-
- } if ( a.z !== b.z ) {
-
- return b.z - a.z;
-
- } else {
-
- return a.id - b.id;
-
- }
-
- }
-
- function numericalSort ( a, b ) {
-
- return b[ 0 ] - a[ 0 ];
-
- }
-
- // Rendering
-
- this.render = function ( scene, camera, renderTarget, forceClear ) {
-
- if ( camera instanceof THREE.Camera === false ) {
-
- THREE.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
- return;
-
- }
-
- var fog = scene.fog;
-
- // reset caching for this frame
-
- _currentGeometryProgram = '';
- _currentMaterialId = - 1;
- _currentCamera = null;
- _lightsNeedUpdate = true;
-
- // update scene graph
-
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
-
- // update camera matrices and frustum
-
- if ( camera.parent === undefined ) camera.updateMatrixWorld();
-
- // update Skeleton objects
-
- scene.traverse( function ( object ) {
-
- if ( object instanceof THREE.SkinnedMesh ) {
-
- object.skeleton.update();
-
- }
-
- } );
-
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
-
- _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
-
- lights.length = 0;
- opaqueObjects.length = 0;
- transparentObjects.length = 0;
-
- sprites.length = 0;
- lensFlares.length = 0;
-
- projectObject( scene );
-
- if ( _this.sortObjects === true ) {
-
- opaqueObjects.sort( painterSortStable );
- transparentObjects.sort( reversePainterSortStable );
-
- }
-
- // custom render plugins (pre pass)
-
- shadowMapPlugin.render( scene, camera );
-
- //
-
- _this.info.render.calls = 0;
- _this.info.render.vertices = 0;
- _this.info.render.faces = 0;
- _this.info.render.points = 0;
-
- this.setRenderTarget( renderTarget );
-
- if ( this.autoClear || forceClear ) {
-
- this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
-
- }
-
- // set matrices for immediate objects
-
- for ( var i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
-
- var webglObject = _webglObjectsImmediate[ i ];
- var object = webglObject.object;
-
- if ( object.visible ) {
-
- setupMatrices( object, camera );
-
- unrollImmediateBufferMaterial( webglObject );
-
- }
-
- }
-
- if ( scene.overrideMaterial ) {
-
- var overrideMaterial = scene.overrideMaterial;
-
- setMaterial( overrideMaterial );
-
- renderObjects( opaqueObjects, camera, lights, fog, overrideMaterial );
- renderObjects( transparentObjects, camera, lights, fog, overrideMaterial );
- renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, overrideMaterial );
-
- } else {
-
- // opaque pass (front-to-back order)
-
- state.setBlending( THREE.NoBlending );
-
- renderObjects( opaqueObjects, camera, lights, fog, null );
- renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, null );
-
- // transparent pass (back-to-front order)
-
- renderObjects( transparentObjects, camera, lights, fog, null );
- renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, null );
-
- }
-
- // custom render plugins (post pass)
-
- spritePlugin.render( scene, camera );
- lensFlarePlugin.render( scene, camera, _currentWidth, _currentHeight );
-
- // Generate mipmap if we're using any kind of mipmap filtering
-
- if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
-
- updateRenderTargetMipmap( renderTarget );
-
- }
-
- // Ensure depth buffer writing is enabled so it can be cleared on next render
-
- state.setDepthTest( true );
- state.setDepthWrite( true );
- state.setColorWrite( true );
-
- // _gl.finish();
-
- };
-
- function projectObject( object ) {
-
- if ( object.visible === false ) return;
-
- if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
-
- // skip
-
- } else {
-
- initObject( object );
-
- if ( object instanceof THREE.Light ) {
-
- lights.push( object );
-
- } else if ( object instanceof THREE.Sprite ) {
-
- sprites.push( object );
-
- } else if ( object instanceof THREE.LensFlare ) {
-
- lensFlares.push( object );
-
- } else {
-
- var webglObjects = _webglObjects[ object.id ];
-
- if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
-
- for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
-
- var webglObject = webglObjects[ i ];
-
- unrollBufferMaterial( webglObject );
-
- webglObject.render = true;
-
- if ( _this.sortObjects === true ) {
-
- _vector3.setFromMatrixPosition( object.matrixWorld );
- _vector3.applyProjection( _projScreenMatrix );
-
- webglObject.z = _vector3.z;
-
- }
-
- }
-
- }
-
- }
-
- }
-
- for ( var i = 0, l = object.children.length; i < l; i ++ ) {
-
- projectObject( object.children[ i ] );
-
- }
-
- }
-
- function renderObjects( renderList, camera, lights, fog, overrideMaterial ) {
-
- var material;
-
- for ( var i = 0, l = renderList.length; i < l; i ++ ) {
-
- var webglObject = renderList[ i ];
-
- var object = webglObject.object;
- var buffer = webglObject.buffer;
-
- setupMatrices( object, camera );
-
- if ( overrideMaterial ) {
-
- material = overrideMaterial;
-
- } else {
-
- material = webglObject.material;
-
- if ( ! material ) continue;
-
- setMaterial( material );
-
- }
-
- _this.setMaterialFaces( material );
-
- if ( buffer instanceof THREE.BufferGeometry ) {
-
- _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
-
- } else {
-
- _this.renderBuffer( camera, lights, fog, material, buffer, object );
-
- }
-
- }
-
- }
-
- function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, overrideMaterial ) {
-
- var material;
-
- for ( var i = 0, l = renderList.length; i < l; i ++ ) {
-
- var webglObject = renderList[ i ];
- var object = webglObject.object;
-
- if ( object.visible ) {
-
- if ( overrideMaterial ) {
-
- material = overrideMaterial;
-
- } else {
-
- material = webglObject[ materialType ];
-
- if ( ! material ) continue;
-
- setMaterial( material );
-
- }
-
- _this.renderImmediateObject( camera, lights, fog, material, object );
-
- }
-
- }
-
- }
-
- this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
-
- var program = setProgram( camera, lights, fog, material, object );
-
- _currentGeometryProgram = '';
-
- _this.setMaterialFaces( material );
-
- if ( object.immediateRenderCallback ) {
-
- object.immediateRenderCallback( program, _gl, _frustum );
-
- } else {
-
- object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
-
- }
-
- };
-
- function unrollImmediateBufferMaterial ( globject ) {
-
- var object = globject.object,
- material = object.material;
-
- if ( material.transparent ) {
-
- globject.transparent = material;
- globject.opaque = null;
-
- } else {
-
- globject.opaque = material;
- globject.transparent = null;
-
- }
-
- }
-
- function unrollBufferMaterial ( globject ) {
-
- var object = globject.object;
- var buffer = globject.buffer;
-
- var geometry = object.geometry;
- var material = object.material;
-
- if ( material instanceof THREE.MeshFaceMaterial ) {
-
- var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
-
- material = material.materials[ materialIndex ];
-
- globject.material = material;
-
- if ( material.transparent ) {
-
- transparentObjects.push( globject );
-
- } else {
-
- opaqueObjects.push( globject );
-
- }
-
- } else if ( material ) {
-
- globject.material = material;
-
- if ( material.transparent ) {
-
- transparentObjects.push( globject );
-
- } else {
-
- opaqueObjects.push( globject );
-
- }
-
- }
-
- }
-
- function initObject( object ) {
-
- if ( object.__webglInit === undefined ) {
-
- object.__webglInit = true;
- object._modelViewMatrix = new THREE.Matrix4();
- object._normalMatrix = new THREE.Matrix3();
-
- object.addEventListener( 'removed', onObjectRemoved );
-
- }
-
- var geometry = object.geometry;
-
- if ( geometry === undefined ) {
-
- // ImmediateRenderObject
-
- } else if ( geometry.__webglInit === undefined ) {
-
- geometry.__webglInit = true;
- geometry.addEventListener( 'dispose', onGeometryDispose );
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- _this.info.memory.geometries ++;
-
- } else if ( object instanceof THREE.Mesh ) {
-
- initGeometryGroups( object, geometry );
-
- } else if ( object instanceof THREE.Line ) {
-
- if ( geometry.__webglVertexBuffer === undefined ) {
-
- createLineBuffers( geometry );
- initLineBuffers( geometry, object );
-
- geometry.verticesNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
- geometry.lineDistancesNeedUpdate = true;
-
- }
-
- } else if ( object instanceof THREE.PointCloud ) {
-
- if ( geometry.__webglVertexBuffer === undefined ) {
-
- createParticleBuffers( geometry );
- initParticleBuffers( geometry, object );
-
- geometry.verticesNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
-
- }
-
- }
-
- }
-
- if ( object.__webglActive === undefined) {
-
- object.__webglActive = true;
-
- if ( object instanceof THREE.Mesh ) {
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- addBuffer( _webglObjects, geometry, object );
-
- } else if ( geometry instanceof THREE.Geometry ) {
-
- var geometryGroupsList = geometryGroups[ geometry.id ];
-
- for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
-
- addBuffer( _webglObjects, geometryGroupsList[ i ], object );
-
- }
-
- }
-
- } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
-
- addBuffer( _webglObjects, geometry, object );
-
- } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
-
- addBufferImmediate( _webglObjectsImmediate, object );
-
- }
-
- }
-
- }
-
- // Geometry splitting
-
- var geometryGroups = {};
- var geometryGroupCounter = 0;
-
- function makeGroups( geometry, usesFaceMaterial ) {
-
- var maxVerticesInGroup = extensions.get( 'OES_element_index_uint' ) ? 4294967296 : 65535;
-
- var groupHash, hash_map = {};
-
- var numMorphTargets = geometry.morphTargets.length;
- var numMorphNormals = geometry.morphNormals.length;
-
- var group;
- var groups = {};
- var groupsList = [];
-
- for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
-
- var face = geometry.faces[ f ];
- var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
-
- if ( ! ( materialIndex in hash_map ) ) {
-
- hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
-
- }
-
- groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
-
- if ( ! ( groupHash in groups ) ) {
-
- group = {
- id: geometryGroupCounter ++,
- faces3: [],
- materialIndex: materialIndex,
- vertices: 0,
- numMorphTargets: numMorphTargets,
- numMorphNormals: numMorphNormals
- };
-
- groups[ groupHash ] = group;
- groupsList.push( group );
-
- }
-
- if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
-
- hash_map[ materialIndex ].counter += 1;
- groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
-
- if ( ! ( groupHash in groups ) ) {
-
- group = {
- id: geometryGroupCounter ++,
- faces3: [],
- materialIndex: materialIndex,
- vertices: 0,
- numMorphTargets: numMorphTargets,
- numMorphNormals: numMorphNormals
- };
-
- groups[ groupHash ] = group;
- groupsList.push( group );
-
- }
-
- }
-
- groups[ groupHash ].faces3.push( f );
- groups[ groupHash ].vertices += 3;
-
- }
-
- return groupsList;
-
- }
-
- function initGeometryGroups( object, geometry ) {
-
- var material = object.material, addBuffers = false;
-
- if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
-
- delete _webglObjects[ object.id ];
-
- geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial );
-
- geometry.groupsNeedUpdate = false;
-
- }
-
- var geometryGroupsList = geometryGroups[ geometry.id ];
-
- // create separate VBOs per geometry chunk
-
- for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
-
- var geometryGroup = geometryGroupsList[ i ];
-
- // initialise VBO on the first access
-
- if ( geometryGroup.__webglVertexBuffer === undefined ) {
-
- createMeshBuffers( geometryGroup );
- initMeshBuffers( geometryGroup, object );
-
- geometry.verticesNeedUpdate = true;
- geometry.morphTargetsNeedUpdate = true;
- geometry.elementsNeedUpdate = true;
- geometry.uvsNeedUpdate = true;
- geometry.normalsNeedUpdate = true;
- geometry.tangentsNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
-
- addBuffers = true;
-
- } else {
-
- addBuffers = false;
-
- }
-
- if ( addBuffers || object.__webglActive === undefined ) {
-
- addBuffer( _webglObjects, geometryGroup, object );
-
- }
-
- }
-
- object.__webglActive = true;
-
- }
-
- function addBuffer( objlist, buffer, object ) {
-
- var id = object.id;
- objlist[id] = objlist[id] || [];
- objlist[id].push(
- {
- id: id,
- buffer: buffer,
- object: object,
- material: null,
- z: 0
- }
- );
-
- };
-
- function addBufferImmediate( objlist, object ) {
-
- objlist.push(
- {
- id: null,
- object: object,
- opaque: null,
- transparent: null,
- z: 0
- }
- );
-
- };
-
- // Objects updates
-
- function updateObject( object ) {
-
- var geometry = object.geometry;
-
- if ( geometry instanceof THREE.BufferGeometry ) {
-
- var attributes = geometry.attributes;
- var attributesKeys = geometry.attributesKeys;
-
- for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
-
- var key = attributesKeys[ i ];
- var attribute = attributes[ key ];
- var bufferType = ( key === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
-
- if ( attribute.buffer === undefined ) {
-
- attribute.buffer = _gl.createBuffer();
- _gl.bindBuffer( bufferType, attribute.buffer );
- _gl.bufferData( bufferType, attribute.array, ( attribute instanceof THREE.DynamicBufferAttribute ) ? _gl.DYNAMIC_DRAW : _gl.STATIC_DRAW );
-
- attribute.needsUpdate = false;
-
- } else if ( attribute.needsUpdate === true ) {
-
- _gl.bindBuffer( bufferType, attribute.buffer );
-
- if ( attribute.updateRange === undefined || attribute.updateRange.count === -1 ) { // Not using update ranges
-
- _gl.bufferSubData( bufferType, 0, attribute.array );
-
- } else if ( attribute.updateRange.count === 0 ) {
-
- console.error( 'THREE.WebGLRenderer.updateObject: using updateRange for THREE.DynamicBufferAttribute and marked as needsUpdate but count is 0, ensure you are using set methods or updating manually.' );
-
- } else {
-
- _gl.bufferSubData( bufferType, attribute.updateRange.offset * attribute.array.BYTES_PER_ELEMENT,
- attribute.array.subarray( attribute.updateRange.offset, attribute.updateRange.offset + attribute.updateRange.count ) );
-
- attribute.updateRange.count = 0; // reset range
-
- }
-
- attribute.needsUpdate = false;
-
- }
-
- }
-
- } else if ( object instanceof THREE.Mesh ) {
-
- // check all geometry groups
-
- if ( geometry.groupsNeedUpdate === true ) {
-
- initGeometryGroups( object, geometry );
-
- }
-
- var geometryGroupsList = geometryGroups[ geometry.id ];
-
- for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
-
- var geometryGroup = geometryGroupsList[ i ];
- var material = getBufferMaterial( object, geometryGroup );
-
- var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
- if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
- geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
- geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
-
- setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
-
- }
-
- }
-
- geometry.verticesNeedUpdate = false;
- geometry.morphTargetsNeedUpdate = false;
- geometry.elementsNeedUpdate = false;
- geometry.uvsNeedUpdate = false;
- geometry.normalsNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- geometry.tangentsNeedUpdate = false;
-
- material.attributes && clearCustomAttributes( material );
-
- } else if ( object instanceof THREE.Line ) {
-
- var material = getBufferMaterial( object, geometry );
- var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
- if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
-
- setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
-
- }
-
- geometry.verticesNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- geometry.lineDistancesNeedUpdate = false;
-
- material.attributes && clearCustomAttributes( material );
-
- } else if ( object instanceof THREE.PointCloud ) {
-
- var material = getBufferMaterial( object, geometry );
- var customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
-
- if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || customAttributesDirty ) {
-
- setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
-
- }
-
- geometry.verticesNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
-
- material.attributes && clearCustomAttributes( material );
-
- }
-
- }
-
- // Objects updates - custom attributes check
-
- function areCustomAttributesDirty( material ) {
-
- for ( var name in material.attributes ) {
-
- if ( material.attributes[ name ].needsUpdate ) return true;
-
- }
-
- return false;
-
- }
-
- function clearCustomAttributes( material ) {
-
- for ( var name in material.attributes ) {
-
- material.attributes[ name ].needsUpdate = false;
-
- }
-
- }
-
- // Objects removal
-
- function removeObject( object ) {
-
- if ( object instanceof THREE.Mesh ||
- object instanceof THREE.PointCloud ||
- object instanceof THREE.Line ) {
-
- delete _webglObjects[ object.id ];
-
- } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
-
- removeInstances( _webglObjectsImmediate, object );
-
- }
-
- delete object.__webglInit;
- delete object._modelViewMatrix;
- delete object._normalMatrix;
-
- delete object.__webglActive;
-
- }
-
- function removeInstances( objlist, object ) {
-
- for ( var o = objlist.length - 1; o >= 0; o -- ) {
-
- if ( objlist[ o ].object === object ) {
-
- objlist.splice( o, 1 );
-
- }
-
- }
-
- }
-
- // Materials
-
- var shaderIDs = {
- MeshDepthMaterial: 'depth',
- MeshNormalMaterial: 'normal',
- MeshBasicMaterial: 'basic',
- MeshLambertMaterial: 'lambert',
- MeshPhongMaterial: 'phong',
- LineBasicMaterial: 'basic',
- LineDashedMaterial: 'dashed',
- PointCloudMaterial: 'particle_basic'
- };
-
- function initMaterial( material, lights, fog, object ) {
-
- material.addEventListener( 'dispose', onMaterialDispose );
-
- var shaderID = shaderIDs[ material.type ];
-
- if ( shaderID ) {
-
- var shader = THREE.ShaderLib[ shaderID ];
-
- material.__webglShader = {
- uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
- vertexShader: shader.vertexShader,
- fragmentShader: shader.fragmentShader
- }
-
- } else {
-
- material.__webglShader = {
- uniforms: material.uniforms,
- vertexShader: material.vertexShader,
- fragmentShader: material.fragmentShader
- }
-
- }
-
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
-
- var maxLightCount = allocateLights( lights );
- var maxShadows = allocateShadows( lights );
- var maxBones = allocateBones( object );
-
- var parameters = {
-
- precision: _precision,
- supportsVertexTextures: _supportsVertexTextures,
-
- map: !! material.map,
- envMap: !! material.envMap,
- envMapMode: material.envMap && material.envMap.mapping,
- lightMap: !! material.lightMap,
- bumpMap: !! material.bumpMap,
- normalMap: !! material.normalMap,
- specularMap: !! material.specularMap,
- alphaMap: !! material.alphaMap,
-
- combine: material.combine,
-
- vertexColors: material.vertexColors,
-
- fog: fog,
- useFog: material.fog,
- fogExp: fog instanceof THREE.FogExp2,
-
- flatShading: material.shading === THREE.FlatShading,
-
- sizeAttenuation: material.sizeAttenuation,
- logarithmicDepthBuffer: _logarithmicDepthBuffer,
-
- skinning: material.skinning,
- maxBones: maxBones,
- useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
-
- morphTargets: material.morphTargets,
- morphNormals: material.morphNormals,
- maxMorphTargets: _this.maxMorphTargets,
- maxMorphNormals: _this.maxMorphNormals,
-
- maxDirLights: maxLightCount.directional,
- maxPointLights: maxLightCount.point,
- maxSpotLights: maxLightCount.spot,
- maxHemiLights: maxLightCount.hemi,
-
- maxShadows: maxShadows,
- shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
- shadowMapType: _this.shadowMapType,
- shadowMapDebug: _this.shadowMapDebug,
- shadowMapCascade: _this.shadowMapCascade,
-
- alphaTest: material.alphaTest,
- metal: material.metal,
- wrapAround: material.wrapAround,
- doubleSided: material.side === THREE.DoubleSide,
- flipSided: material.side === THREE.BackSide
-
- };
-
- // Generate code
-
- var chunks = [];
-
- if ( shaderID ) {
-
- chunks.push( shaderID );
-
- } else {
-
- chunks.push( material.fragmentShader );
- chunks.push( material.vertexShader );
-
- }
-
- if ( material.defines !== undefined ) {
-
- for ( var name in material.defines ) {
-
- chunks.push( name );
- chunks.push( material.defines[ name ] );
-
- }
-
- }
-
- for ( var name in parameters ) {
-
- chunks.push( name );
- chunks.push( parameters[ name ] );
-
- }
-
- var code = chunks.join();
-
- var program;
-
- // Check if code has been already compiled
-
- for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
-
- var programInfo = _programs[ p ];
-
- if ( programInfo.code === code ) {
-
- program = programInfo;
- program.usedTimes ++;
-
- break;
-
- }
-
- }
-
- if ( program === undefined ) {
-
- program = new THREE.WebGLProgram( _this, code, material, parameters );
- _programs.push( program );
-
- _this.info.memory.programs = _programs.length;
-
- }
-
- material.program = program;
-
- var attributes = program.attributes;
-
- if ( material.morphTargets ) {
-
- material.numSupportedMorphTargets = 0;
-
- var id, base = 'morphTarget';
-
- for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
-
- id = base + i;
-
- if ( attributes[ id ] >= 0 ) {
-
- material.numSupportedMorphTargets ++;
-
- }
-
- }
-
- }
-
- if ( material.morphNormals ) {
-
- material.numSupportedMorphNormals = 0;
-
- var id, base = 'morphNormal';
-
- for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
-
- id = base + i;
-
- if ( attributes[ id ] >= 0 ) {
-
- material.numSupportedMorphNormals ++;
-
- }
-
- }
-
- }
-
- material.uniformsList = [];
-
- for ( var u in material.__webglShader.uniforms ) {
-
- var location = material.program.uniforms[ u ];
-
- if ( location ) {
- material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
- }
-
- }
-
- }
-
- function setMaterial( material ) {
-
- if ( material.transparent === true ) {
-
- state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha );
-
- } else {
-
- state.setBlending( THREE.NoBlending );
-
- }
-
- state.setDepthTest( material.depthTest );
- state.setDepthWrite( material.depthWrite );
- state.setColorWrite( material.colorWrite );
- state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
-
- }
-
- function setProgram( camera, lights, fog, material, object ) {
-
- _usedTextureUnits = 0;
-
- if ( material.needsUpdate ) {
-
- if ( material.program ) deallocateMaterial( material );
-
- initMaterial( material, lights, fog, object );
- material.needsUpdate = false;
-
- }
-
- if ( material.morphTargets ) {
-
- if ( ! object.__webglMorphTargetInfluences ) {
-
- object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
-
- }
-
- }
-
- var refreshProgram = false;
- var refreshMaterial = false;
- var refreshLights = false;
-
- var program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.__webglShader.uniforms;
-
- if ( program.id !== _currentProgram ) {
-
- _gl.useProgram( program.program );
- _currentProgram = program.id;
-
- refreshProgram = true;
- refreshMaterial = true;
- refreshLights = true;
-
- }
-
- if ( material.id !== _currentMaterialId ) {
-
- if ( _currentMaterialId === -1 ) refreshLights = true;
- _currentMaterialId = material.id;
-
- refreshMaterial = true;
-
- }
-
- if ( refreshProgram || camera !== _currentCamera ) {
-
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
-
- if ( _logarithmicDepthBuffer ) {
-
- _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
-
- }
-
-
- if ( camera !== _currentCamera ) _currentCamera = camera;
-
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
-
- if ( material instanceof THREE.ShaderMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material.envMap ) {
-
- if ( p_uniforms.cameraPosition !== null ) {
-
- _vector3.setFromMatrixPosition( camera.matrixWorld );
- _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
-
- }
-
- }
-
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.ShaderMaterial ||
- material.skinning ) {
-
- if ( p_uniforms.viewMatrix !== null ) {
-
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
-
- }
-
- }
-
- }
-
- // skinning uniforms must be set even if material didn't change
- // auto-setting of texture unit for bone texture must go before other textures
- // not sure why, but otherwise weird things happen
-
- if ( material.skinning ) {
-
- if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
-
- _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
-
- }
-
- if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
-
- _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
-
- }
-
- if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
-
- if ( p_uniforms.boneTexture !== null ) {
-
- var textureUnit = getTextureUnit();
-
- _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
- _this.setTexture( object.skeleton.boneTexture, textureUnit );
-
- }
-
- if ( p_uniforms.boneTextureWidth !== null ) {
-
- _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
-
- }
-
- if ( p_uniforms.boneTextureHeight !== null ) {
-
- _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
-
- }
-
- } else if ( object.skeleton && object.skeleton.boneMatrices ) {
-
- if ( p_uniforms.boneGlobalMatrices !== null ) {
-
- _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
-
- }
-
- }
-
- }
-
- if ( refreshMaterial ) {
-
- // refresh uniforms common to several materials
-
- if ( fog && material.fog ) {
-
- refreshUniformsFog( m_uniforms, fog );
-
- }
-
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material.lights ) {
-
- if ( _lightsNeedUpdate ) {
-
- refreshLights = true;
- setupLights( lights );
- _lightsNeedUpdate = false;
- }
-
- if ( refreshLights ) {
- refreshUniformsLights( m_uniforms, _lights );
- markUniformsLightsNeedsUpdate( m_uniforms, true );
- } else {
- markUniformsLightsNeedsUpdate( m_uniforms, false );
- }
-
- }
-
- if ( material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ) {
-
- refreshUniformsCommon( m_uniforms, material );
-
- }
-
- // refresh single material specific uniforms
-
- if ( material instanceof THREE.LineBasicMaterial ) {
-
- refreshUniformsLine( m_uniforms, material );
-
- } else if ( material instanceof THREE.LineDashedMaterial ) {
-
- refreshUniformsLine( m_uniforms, material );
- refreshUniformsDash( m_uniforms, material );
-
- } else if ( material instanceof THREE.PointCloudMaterial ) {
-
- refreshUniformsParticle( m_uniforms, material );
-
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
-
- refreshUniformsPhong( m_uniforms, material );
-
- } else if ( material instanceof THREE.MeshLambertMaterial ) {
-
- refreshUniformsLambert( m_uniforms, material );
-
- } else if ( material instanceof THREE.MeshDepthMaterial ) {
-
- m_uniforms.mNear.value = camera.near;
- m_uniforms.mFar.value = camera.far;
- m_uniforms.opacity.value = material.opacity;
-
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
-
- m_uniforms.opacity.value = material.opacity;
-
- }
-
- if ( object.receiveShadow && ! material._shadowPass ) {
-
- refreshUniformsShadow( m_uniforms, lights );
-
- }
-
- // load common uniforms
-
- loadUniformsGeneric( material.uniformsList );
-
- }
-
- loadUniformsMatrices( p_uniforms, object );
-
- if ( p_uniforms.modelMatrix !== null ) {
-
- _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
-
- }
-
- return program;
-
- }
-
- // Uniforms (refresh uniforms objects)
-
- function refreshUniformsCommon ( uniforms, material ) {
-
- uniforms.opacity.value = material.opacity;
-
- uniforms.diffuse.value = material.color;
-
- uniforms.map.value = material.map;
- uniforms.lightMap.value = material.lightMap;
- uniforms.specularMap.value = material.specularMap;
- uniforms.alphaMap.value = material.alphaMap;
-
- if ( material.bumpMap ) {
-
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
-
- }
-
- if ( material.normalMap ) {
-
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
-
- }
-
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. specular map
- // 3. normal map
- // 4. bump map
- // 5. alpha map
-
- var uvScaleMap;
-
- if ( material.map ) {
-
- uvScaleMap = material.map;
-
- } else if ( material.specularMap ) {
-
- uvScaleMap = material.specularMap;
-
- } else if ( material.normalMap ) {
-
- uvScaleMap = material.normalMap;
-
- } else if ( material.bumpMap ) {
-
- uvScaleMap = material.bumpMap;
-
- } else if ( material.alphaMap ) {
-
- uvScaleMap = material.alphaMap;
-
- }
-
- if ( uvScaleMap !== undefined ) {
-
- var offset = uvScaleMap.offset;
- var repeat = uvScaleMap.repeat;
-
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
-
- }
-
- uniforms.envMap.value = material.envMap;
- uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
-
- uniforms.reflectivity.value = material.reflectivity;
- uniforms.refractionRatio.value = material.refractionRatio;
-
- }
-
- function refreshUniformsLine ( uniforms, material ) {
-
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
-
- }
-
- function refreshUniformsDash ( uniforms, material ) {
-
- uniforms.dashSize.value = material.dashSize;
- uniforms.totalSize.value = material.dashSize + material.gapSize;
- uniforms.scale.value = material.scale;
-
- }
-
- function refreshUniformsParticle ( uniforms, material ) {
-
- uniforms.psColor.value = material.color;
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size;
- uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
-
- uniforms.map.value = material.map;
-
- if ( material.map !== null ) {
-
- var offset = material.map.offset;
- var repeat = material.map.repeat;
-
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
-
- }
-
- }
-
- function refreshUniformsFog ( uniforms, fog ) {
-
- uniforms.fogColor.value = fog.color;
-
- if ( fog instanceof THREE.Fog ) {
-
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
-
- } else if ( fog instanceof THREE.FogExp2 ) {
-
- uniforms.fogDensity.value = fog.density;
-
- }
-
- }
-
- function refreshUniformsPhong ( uniforms, material ) {
-
- uniforms.shininess.value = material.shininess;
-
- uniforms.emissive.value = material.emissive;
- uniforms.specular.value = material.specular;
-
- if ( material.wrapAround ) {
-
- uniforms.wrapRGB.value.copy( material.wrapRGB );
-
- }
-
- }
-
- function refreshUniformsLambert ( uniforms, material ) {
-
- uniforms.emissive.value = material.emissive;
-
- if ( material.wrapAround ) {
-
- uniforms.wrapRGB.value.copy( material.wrapRGB );
-
- }
-
- }
-
- function refreshUniformsLights ( uniforms, lights ) {
-
- uniforms.ambientLightColor.value = lights.ambient;
-
- uniforms.directionalLightColor.value = lights.directional.colors;
- uniforms.directionalLightDirection.value = lights.directional.positions;
-
- uniforms.pointLightColor.value = lights.point.colors;
- uniforms.pointLightPosition.value = lights.point.positions;
- uniforms.pointLightDistance.value = lights.point.distances;
- uniforms.pointLightDecay.value = lights.point.decays;
-
- uniforms.spotLightColor.value = lights.spot.colors;
- uniforms.spotLightPosition.value = lights.spot.positions;
- uniforms.spotLightDistance.value = lights.spot.distances;
- uniforms.spotLightDirection.value = lights.spot.directions;
- uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
- uniforms.spotLightExponent.value = lights.spot.exponents;
- uniforms.spotLightDecay.value = lights.spot.decays;
-
- uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
- uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
- uniforms.hemisphereLightDirection.value = lights.hemi.positions;
-
- }
-
- // If uniforms are marked as clean, they don't need to be loaded to the GPU.
-
- function markUniformsLightsNeedsUpdate ( uniforms, value ) {
-
- uniforms.ambientLightColor.needsUpdate = value;
-
- uniforms.directionalLightColor.needsUpdate = value;
- uniforms.directionalLightDirection.needsUpdate = value;
-
- uniforms.pointLightColor.needsUpdate = value;
- uniforms.pointLightPosition.needsUpdate = value;
- uniforms.pointLightDistance.needsUpdate = value;
- uniforms.pointLightDecay.needsUpdate = value;
-
- uniforms.spotLightColor.needsUpdate = value;
- uniforms.spotLightPosition.needsUpdate = value;
- uniforms.spotLightDistance.needsUpdate = value;
- uniforms.spotLightDirection.needsUpdate = value;
- uniforms.spotLightAngleCos.needsUpdate = value;
- uniforms.spotLightExponent.needsUpdate = value;
- uniforms.spotLightDecay.needsUpdate = value;
-
- uniforms.hemisphereLightSkyColor.needsUpdate = value;
- uniforms.hemisphereLightGroundColor.needsUpdate = value;
- uniforms.hemisphereLightDirection.needsUpdate = value;
-
- }
-
- function refreshUniformsShadow ( uniforms, lights ) {
-
- if ( uniforms.shadowMatrix ) {
-
- var j = 0;
-
- for ( var i = 0, il = lights.length; i < il; i ++ ) {
-
- var light = lights[ i ];
-
- if ( ! light.castShadow ) continue;
-
- if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
-
- uniforms.shadowMap.value[ j ] = light.shadowMap;
- uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
-
- uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
-
- uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
- uniforms.shadowBias.value[ j ] = light.shadowBias;
-
- j ++;
-
- }
-
- }
-
- }
-
- }
-
- // Uniforms (load to GPU)
-
- function loadUniformsMatrices ( uniforms, object ) {
-
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
-
- if ( uniforms.normalMatrix ) {
-
- _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
-
- }
-
- }
-
- function getTextureUnit() {
-
- var textureUnit = _usedTextureUnits;
-
- if ( textureUnit >= _maxTextures ) {
-
- THREE.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
-
- }
-
- _usedTextureUnits += 1;
-
- return textureUnit;
-
- }
-
- function loadUniformsGeneric ( uniforms ) {
-
- var texture, textureUnit, offset;
-
- for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
-
- var uniform = uniforms[ j ][ 0 ];
-
- // needsUpdate property is not added to all uniforms.
- if ( uniform.needsUpdate === false ) continue;
-
- var type = uniform.type;
- var value = uniform.value;
- var location = uniforms[ j ][ 1 ];
-
- switch ( type ) {
-
- case '1i':
- _gl.uniform1i( location, value );
- break;
-
- case '1f':
- _gl.uniform1f( location, value );
- break;
-
- case '2f':
- _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
- break;
-
- case '3f':
- _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
- break;
-
- case '4f':
- _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
- break;
-
- case '1iv':
- _gl.uniform1iv( location, value );
- break;
-
- case '3iv':
- _gl.uniform3iv( location, value );
- break;
-
- case '1fv':
- _gl.uniform1fv( location, value );
- break;
-
- case '2fv':
- _gl.uniform2fv( location, value );
- break;
-
- case '3fv':
- _gl.uniform3fv( location, value );
- break;
-
- case '4fv':
- _gl.uniform4fv( location, value );
- break;
-
- case 'Matrix3fv':
- _gl.uniformMatrix3fv( location, false, value );
- break;
-
- case 'Matrix4fv':
- _gl.uniformMatrix4fv( location, false, value );
- break;
-
- //
-
- case 'i':
-
- // single integer
- _gl.uniform1i( location, value );
-
- break;
-
- case 'f':
-
- // single float
- _gl.uniform1f( location, value );
-
- break;
-
- case 'v2':
-
- // single THREE.Vector2
- _gl.uniform2f( location, value.x, value.y );
-
- break;
-
- case 'v3':
-
- // single THREE.Vector3
- _gl.uniform3f( location, value.x, value.y, value.z );
-
- break;
-
- case 'v4':
-
- // single THREE.Vector4
- _gl.uniform4f( location, value.x, value.y, value.z, value.w );
-
- break;
-
- case 'c':
-
- // single THREE.Color
- _gl.uniform3f( location, value.r, value.g, value.b );
-
- break;
-
- case 'iv1':
-
- // flat array of integers (JS or typed array)
- _gl.uniform1iv( location, value );
-
- break;
-
- case 'iv':
-
- // flat array of integers with 3 x N size (JS or typed array)
- _gl.uniform3iv( location, value );
-
- break;
-
- case 'fv1':
-
- // flat array of floats (JS or typed array)
- _gl.uniform1fv( location, value );
-
- break;
-
- case 'fv':
-
- // flat array of floats with 3 x N size (JS or typed array)
- _gl.uniform3fv( location, value );
-
- break;
-
- case 'v2v':
-
- // array of THREE.Vector2
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 2 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- offset = i * 2;
-
- uniform._array[ offset ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
-
- }
-
- _gl.uniform2fv( location, uniform._array );
-
- break;
-
- case 'v3v':
-
- // array of THREE.Vector3
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 3 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- offset = i * 3;
-
- uniform._array[ offset ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
- uniform._array[ offset + 2 ] = value[ i ].z;
-
- }
-
- _gl.uniform3fv( location, uniform._array );
-
- break;
-
- case 'v4v':
-
- // array of THREE.Vector4
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 4 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- offset = i * 4;
-
- uniform._array[ offset ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
- uniform._array[ offset + 2 ] = value[ i ].z;
- uniform._array[ offset + 3 ] = value[ i ].w;
-
- }
-
- _gl.uniform4fv( location, uniform._array );
-
- break;
-
- case 'm3':
-
- // single THREE.Matrix3
- _gl.uniformMatrix3fv( location, false, value.elements );
-
- break;
-
- case 'm3v':
-
- // array of THREE.Matrix3
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 9 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
-
- }
-
- _gl.uniformMatrix3fv( location, false, uniform._array );
-
- break;
-
- case 'm4':
-
- // single THREE.Matrix4
- _gl.uniformMatrix4fv( location, false, value.elements );
-
- break;
-
- case 'm4v':
-
- // array of THREE.Matrix4
-
- if ( uniform._array === undefined ) {
-
- uniform._array = new Float32Array( 16 * value.length );
-
- }
-
- for ( var i = 0, il = value.length; i < il; i ++ ) {
-
- value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
-
- }
-
- _gl.uniformMatrix4fv( location, false, uniform._array );
-
- break;
-
- case 't':
-
- // single THREE.Texture (2d or cube)
-
- texture = value;
- textureUnit = getTextureUnit();
-
- _gl.uniform1i( location, textureUnit );
-
- if ( ! texture ) continue;
-
- if ( texture instanceof THREE.CubeTexture ||
- ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
-
- setCubeTexture( texture, textureUnit );
-
- } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
-
- setCubeTextureDynamic( texture, textureUnit );
-
- } else {
-
- _this.setTexture( texture, textureUnit );
-
- }
-
- break;
-
- case 'tv':
-
- // array of THREE.Texture (2d)
-
- if ( uniform._array === undefined ) {
-
- uniform._array = [];
-
- }
-
- for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
-
- uniform._array[ i ] = getTextureUnit();
-
- }
-
- _gl.uniform1iv( location, uniform._array );
-
- for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
-
- texture = uniform.value[ i ];
- textureUnit = uniform._array[ i ];
-
- if ( ! texture ) continue;
-
- _this.setTexture( texture, textureUnit );
-
- }
-
- break;
-
- default:
-
- THREE.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
-
- }
-
- }
-
- }
-
- function setupMatrices ( object, camera ) {
-
- object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
- object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
-
- }
-
- function setColorLinear( array, offset, color, intensity ) {
-
- array[ offset ] = color.r * intensity;
- array[ offset + 1 ] = color.g * intensity;
- array[ offset + 2 ] = color.b * intensity;
-
- }
-
- function setupLights ( lights ) {
-
- var l, ll, light,
- r = 0, g = 0, b = 0,
- color, skyColor, groundColor,
- intensity,
- distance,
-
- zlights = _lights,
-
- dirColors = zlights.directional.colors,
- dirPositions = zlights.directional.positions,
-
- pointColors = zlights.point.colors,
- pointPositions = zlights.point.positions,
- pointDistances = zlights.point.distances,
- pointDecays = zlights.point.decays,
-
- spotColors = zlights.spot.colors,
- spotPositions = zlights.spot.positions,
- spotDistances = zlights.spot.distances,
- spotDirections = zlights.spot.directions,
- spotAnglesCos = zlights.spot.anglesCos,
- spotExponents = zlights.spot.exponents,
- spotDecays = zlights.spot.decays,
-
- hemiSkyColors = zlights.hemi.skyColors,
- hemiGroundColors = zlights.hemi.groundColors,
- hemiPositions = zlights.hemi.positions,
-
- dirLength = 0,
- pointLength = 0,
- spotLength = 0,
- hemiLength = 0,
-
- dirCount = 0,
- pointCount = 0,
- spotCount = 0,
- hemiCount = 0,
-
- dirOffset = 0,
- pointOffset = 0,
- spotOffset = 0,
- hemiOffset = 0;
-
- for ( l = 0, ll = lights.length; l < ll; l ++ ) {
-
- light = lights[ l ];
-
- if ( light.onlyShadow ) continue;
-
- color = light.color;
- intensity = light.intensity;
- distance = light.distance;
-
- if ( light instanceof THREE.AmbientLight ) {
-
- if ( ! light.visible ) continue;
-
- r += color.r;
- g += color.g;
- b += color.b;
-
- } else if ( light instanceof THREE.DirectionalLight ) {
-
- dirCount += 1;
-
- if ( ! light.visible ) continue;
-
- _direction.setFromMatrixPosition( light.matrixWorld );
- _vector3.setFromMatrixPosition( light.target.matrixWorld );
- _direction.sub( _vector3 );
- _direction.normalize();
-
- dirOffset = dirLength * 3;
-
- dirPositions[ dirOffset ] = _direction.x;
- dirPositions[ dirOffset + 1 ] = _direction.y;
- dirPositions[ dirOffset + 2 ] = _direction.z;
-
- setColorLinear( dirColors, dirOffset, color, intensity );
-
- dirLength += 1;
-
- } else if ( light instanceof THREE.PointLight ) {
-
- pointCount += 1;
-
- if ( ! light.visible ) continue;
-
- pointOffset = pointLength * 3;
-
- setColorLinear( pointColors, pointOffset, color, intensity );
-
- _vector3.setFromMatrixPosition( light.matrixWorld );
-
- pointPositions[ pointOffset ] = _vector3.x;
- pointPositions[ pointOffset + 1 ] = _vector3.y;
- pointPositions[ pointOffset + 2 ] = _vector3.z;
-
- // distance is 0 if decay is 0, because there is no attenuation at all.
- pointDistances[ pointLength ] = distance;
- pointDecays[ pointLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
-
- pointLength += 1;
-
- } else if ( light instanceof THREE.SpotLight ) {
-
- spotCount += 1;
-
- if ( ! light.visible ) continue;
-
- spotOffset = spotLength * 3;
-
- setColorLinear( spotColors, spotOffset, color, intensity );
-
- _direction.setFromMatrixPosition( light.matrixWorld );
-
- spotPositions[ spotOffset ] = _direction.x;
- spotPositions[ spotOffset + 1 ] = _direction.y;
- spotPositions[ spotOffset + 2 ] = _direction.z;
-
- spotDistances[ spotLength ] = distance;
-
- _vector3.setFromMatrixPosition( light.target.matrixWorld );
- _direction.sub( _vector3 );
- _direction.normalize();
-
- spotDirections[ spotOffset ] = _direction.x;
- spotDirections[ spotOffset + 1 ] = _direction.y;
- spotDirections[ spotOffset + 2 ] = _direction.z;
-
- spotAnglesCos[ spotLength ] = Math.cos( light.angle );
- spotExponents[ spotLength ] = light.exponent;
- spotDecays[ spotLength ] = ( light.distance === 0 ) ? 0.0 : light.decay;
-
- spotLength += 1;
-
- } else if ( light instanceof THREE.HemisphereLight ) {
-
- hemiCount += 1;
-
- if ( ! light.visible ) continue;
-
- _direction.setFromMatrixPosition( light.matrixWorld );
- _direction.normalize();
-
- hemiOffset = hemiLength * 3;
-
- hemiPositions[ hemiOffset ] = _direction.x;
- hemiPositions[ hemiOffset + 1 ] = _direction.y;
- hemiPositions[ hemiOffset + 2 ] = _direction.z;
-
- skyColor = light.color;
- groundColor = light.groundColor;
-
- setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
- setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
-
- hemiLength += 1;
-
- }
-
- }
-
- // null eventual remains from removed lights
- // (this is to avoid if in shader)
-
- for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
- for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
- for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
- for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
- for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
-
- zlights.directional.length = dirLength;
- zlights.point.length = pointLength;
- zlights.spot.length = spotLength;
- zlights.hemi.length = hemiLength;
-
- zlights.ambient[ 0 ] = r;
- zlights.ambient[ 1 ] = g;
- zlights.ambient[ 2 ] = b;
-
- }
-
- // GL state setting
-
- this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
-
- if ( cullFace === THREE.CullFaceNone ) {
-
- _gl.disable( _gl.CULL_FACE );
-
- } else {
-
- if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
-
- _gl.frontFace( _gl.CW );
-
- } else {
-
- _gl.frontFace( _gl.CCW );
-
- }
-
- if ( cullFace === THREE.CullFaceBack ) {
-
- _gl.cullFace( _gl.BACK );
-
- } else if ( cullFace === THREE.CullFaceFront ) {
-
- _gl.cullFace( _gl.FRONT );
-
- } else {
-
- _gl.cullFace( _gl.FRONT_AND_BACK );
-
- }
-
- _gl.enable( _gl.CULL_FACE );
-
- }
-
- };
-
- this.setMaterialFaces = function ( material ) {
-
- state.setDoubleSided( material.side === THREE.DoubleSide );
- state.setFlipSided( material.side === THREE.BackSide );
-
- };
-
- // Textures
-
- function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
-
- var extension;
-
- if ( isImagePowerOfTwo ) {
-
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
-
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
-
- } else {
-
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
-
- if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) {
-
- THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( ' + texture.sourceFile + ' )' );
-
- }
-
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
-
- if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) {
-
- THREE.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( ' + texture.sourceFile + ' )' );
-
- }
-
- }
-
- extension = extensions.get( 'EXT_texture_filter_anisotropic' );
-
- if ( extension && texture.type !== THREE.FloatType && texture.type !== THREE.HalfFloatType ) {
-
- if ( texture.anisotropy > 1 || texture.__currentAnisotropy ) {
-
- _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) );
- texture.__currentAnisotropy = texture.anisotropy;
-
- }
-
- }
-
- }
-
- this.uploadTexture = function ( texture ) {
-
- if ( texture.__webglInit === undefined ) {
-
- texture.__webglInit = true;
-
- texture.addEventListener( 'dispose', onTextureDispose );
-
- texture.__webglTexture = _gl.createTexture();
-
- _this.info.memory.textures ++;
-
- }
-
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
-
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
-
- texture.image = clampToMaxSize( texture.image, _maxTextureSize );
-
- var image = texture.image,
- isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
-
- setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
-
- var mipmap, mipmaps = texture.mipmaps;
-
- if ( texture instanceof THREE.DataTexture ) {
-
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
-
- if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
-
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
-
- mipmap = mipmaps[ i ];
- _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
-
- }
-
- texture.generateMipmaps = false;
-
- } else {
-
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
-
- }
-
- } else if ( texture instanceof THREE.CompressedTexture ) {
-
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
-
- mipmap = mipmaps[ i ];
-
- if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
-
- if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
-
- _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
-
- } else {
-
- THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );
-
- }
-
- } else {
-
- _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
-
- }
-
- }
-
- } else { // regular Texture (image, video, canvas)
-
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
-
- if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
-
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
-
- mipmap = mipmaps[ i ];
- _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
-
- }
-
- texture.generateMipmaps = false;
-
- } else {
-
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
-
- }
-
- }
-
- if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
-
- texture.needsUpdate = false;
-
- if ( texture.onUpdate ) texture.onUpdate();
-
- };
-
- this.setTexture = function ( texture, slot ) {
-
- _gl.activeTexture( _gl.TEXTURE0 + slot );
-
- if ( texture.needsUpdate ) {
-
- _this.uploadTexture( texture );
-
- } else {
-
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
-
- }
-
- };
-
- function clampToMaxSize ( image, maxSize ) {
-
- if ( image.width > maxSize || image.height > maxSize ) {
-
- // Warning: Scaling through the canvas will only work with images that use
- // premultiplied alpha.
-
- var scale = maxSize / Math.max( image.width, image.height );
-
- var canvas = document.createElement( 'canvas' );
- canvas.width = Math.floor( image.width * scale );
- canvas.height = Math.floor( image.height * scale );
-
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
-
- THREE.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );
-
- return canvas;
-
- }
-
- return image;
-
- }
-
- function setCubeTexture ( texture, slot ) {
-
- if ( texture.image.length === 6 ) {
-
- if ( texture.needsUpdate ) {
-
- if ( ! texture.image.__webglTextureCube ) {
-
- texture.addEventListener( 'dispose', onTextureDispose );
-
- texture.image.__webglTextureCube = _gl.createTexture();
-
- _this.info.memory.textures ++;
-
- }
-
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
-
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
-
- var isCompressed = texture instanceof THREE.CompressedTexture;
- var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
-
- var cubeImage = [];
-
- for ( var i = 0; i < 6; i ++ ) {
-
- if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
-
- cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
-
- } else {
-
- cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
-
- }
-
- }
-
- var image = cubeImage[ 0 ],
- isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
-
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
-
- for ( var i = 0; i < 6; i ++ ) {
-
- if ( ! isCompressed ) {
-
- if ( isDataTexture ) {
-
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
-
- } else {
-
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
-
- }
-
- } else {
-
- var mipmap, mipmaps = cubeImage[ i ].mipmaps;
-
- for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
-
- mipmap = mipmaps[ j ];
-
- if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
-
- if ( getCompressedTextureFormats().indexOf( glFormat ) > -1 ) {
-
- _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
-
- } else {
-
- THREE.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" );
-
- }
-
- } else {
-
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
-
- }
-
- }
-
- }
-
- }
-
- if ( texture.generateMipmaps && isImagePowerOfTwo ) {
-
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-
- }
-
- texture.needsUpdate = false;
-
- if ( texture.onUpdate ) texture.onUpdate();
-
- } else {
-
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
-
- }
-
- }
-
- }
-
- function setCubeTextureDynamic ( texture, slot ) {
-
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
-
- }
-
- // Render targets
-
- function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
-
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
-
- }
-
- function setupRenderBuffer ( renderbuffer, renderTarget ) {
-
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
-
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
-
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-
- /* For some reason this is not working. Defaulting to RGBA4.
- } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
-
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- */
- } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
-
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
-
- } else {
-
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
-
- }
-
- }
-
- this.setRenderTarget = function ( renderTarget ) {
-
- var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
-
- if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
-
- if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
- if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
-
- renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
-
- renderTarget.__webglTexture = _gl.createTexture();
-
- _this.info.memory.textures ++;
-
- // Setup texture, create render and frame buffers
-
- var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
- glFormat = paramThreeToGL( renderTarget.format ),
- glType = paramThreeToGL( renderTarget.type );
-
- if ( isCube ) {
-
- renderTarget.__webglFramebuffer = [];
- renderTarget.__webglRenderbuffer = [];
-
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
-
- for ( var i = 0; i < 6; i ++ ) {
-
- renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
- renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
-
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
-
- setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
- setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
-
- }
-
- if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
-
- } else {
-
- renderTarget.__webglFramebuffer = _gl.createFramebuffer();
-
- if ( renderTarget.shareDepthFrom ) {
-
- renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
-
- } else {
-
- renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
-
- }
-
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
- setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
-
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
-
- setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
-
- if ( renderTarget.shareDepthFrom ) {
-
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
-
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
-
- } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
-
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
-
- }
-
- } else {
-
- setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
-
- }
-
- if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
-
- }
-
- // Release everything
-
- if ( isCube ) {
-
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
-
- } else {
-
- _gl.bindTexture( _gl.TEXTURE_2D, null );
-
- }
-
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
-
- }
-
- var framebuffer, width, height, vx, vy;
-
- if ( renderTarget ) {
-
- if ( isCube ) {
-
- framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
-
- } else {
-
- framebuffer = renderTarget.__webglFramebuffer;
-
- }
-
- width = renderTarget.width;
- height = renderTarget.height;
-
- vx = 0;
- vy = 0;
-
- } else {
-
- framebuffer = null;
-
- width = _viewportWidth;
- height = _viewportHeight;
-
- vx = _viewportX;
- vy = _viewportY;
-
- }
-
- if ( framebuffer !== _currentFramebuffer ) {
-
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.viewport( vx, vy, width, height );
-
- _currentFramebuffer = framebuffer;
-
- }
-
- _currentWidth = width;
- _currentHeight = height;
-
- };
-
- this.readRenderTargetPixels = function( renderTarget, x, y, width, height, buffer ) {
-
- if ( ! ( renderTarget instanceof THREE.WebGLRenderTarget ) ) {
-
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
- return;
-
- }
-
- if ( renderTarget.__webglFramebuffer ) {
-
- if ( renderTarget.format !== THREE.RGBAFormat ) {
-
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format.' );
- return;
-
- }
-
- var restore = false;
-
- if ( renderTarget.__webglFramebuffer !== _currentFramebuffer ) {
-
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTarget.__webglFramebuffer );
-
- restore = true;
-
- }
-
- if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {
-
- _gl.readPixels( x, y, width, height, _gl.RGBA, _gl.UNSIGNED_BYTE, buffer );
-
- } else {
-
- console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
-
- }
-
- if ( restore ) {
-
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );
-
- }
-
- }
-
- };
-
- function updateRenderTargetMipmap ( renderTarget ) {
-
- if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
-
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
-
- } else {
-
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_2D );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
-
- }
-
- }
-
- // Fallback filters for non-power-of-2 textures
-
- function filterFallback ( f ) {
-
- if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
-
- return _gl.NEAREST;
-
- }
-
- return _gl.LINEAR;
-
- }
-
- // Map three.js constants to WebGL constants
-
- function paramThreeToGL ( p ) {
-
- var extension;
-
- if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
- if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
- if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
-
- if ( p === THREE.NearestFilter ) return _gl.NEAREST;
- if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
- if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
-
- if ( p === THREE.LinearFilter ) return _gl.LINEAR;
- if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
- if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
-
- if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
- if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
- if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
- if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
-
- if ( p === THREE.ByteType ) return _gl.BYTE;
- if ( p === THREE.ShortType ) return _gl.SHORT;
- if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
- if ( p === THREE.IntType ) return _gl.INT;
- if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
- if ( p === THREE.FloatType ) return _gl.FLOAT;
-
- extension = extensions.get( 'OES_texture_half_float' );
-
- if ( extension !== null ) {
-
- if ( p === THREE.HalfFloatType ) return extension.HALF_FLOAT_OES;
-
- }
-
- if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
- if ( p === THREE.RGBFormat ) return _gl.RGB;
- if ( p === THREE.RGBAFormat ) return _gl.RGBA;
- if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
- if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
-
- if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
- if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
- if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
-
- if ( p === THREE.ZeroFactor ) return _gl.ZERO;
- if ( p === THREE.OneFactor ) return _gl.ONE;
- if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
- if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
- if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
- if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
- if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
- if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
-
- if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
- if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
- if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
-
- extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
-
- if ( extension !== null ) {
-
- if ( p === THREE.RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
- if ( p === THREE.RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
- if ( p === THREE.RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
- if ( p === THREE.RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
-
- }
-
- extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
-
- if ( extension !== null ) {
-
- if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
- if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
- if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
- if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
-
- }
-
- extension = extensions.get( 'EXT_blend_minmax' );
-
- if ( extension !== null ) {
-
- if ( p === THREE.MinEquation ) return extension.MIN_EXT;
- if ( p === THREE.MaxEquation ) return extension.MAX_EXT;
-
- }
-
- return 0;
-
- }
-
- // Allocations
-
- function allocateBones ( object ) {
-
- if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
-
- return 1024;
-
- } else {
-
- // default for when object is not specified
- // ( for example when prebuilding shader
- // to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
-
- var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
- var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
-
- var maxBones = nVertexMatrices;
-
- if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
-
- maxBones = Math.min( object.skeleton.bones.length, maxBones );
-
- if ( maxBones < object.skeleton.bones.length ) {
-
- THREE.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
-
- }
-
- }
-
- return maxBones;
-
- }
-
- }
-
- function allocateLights( lights ) {
-
- var dirLights = 0;
- var pointLights = 0;
- var spotLights = 0;
- var hemiLights = 0;
-
- for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
-
- var light = lights[ l ];
-
- if ( light.onlyShadow || light.visible === false ) continue;
-
- if ( light instanceof THREE.DirectionalLight ) dirLights ++;
- if ( light instanceof THREE.PointLight ) pointLights ++;
- if ( light instanceof THREE.SpotLight ) spotLights ++;
- if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
-
- }
-
- return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
-
- }
-
- function allocateShadows( lights ) {
-
- var maxShadows = 0;
-
- for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
-
- var light = lights[ l ];
-
- if ( ! light.castShadow ) continue;
-
- if ( light instanceof THREE.SpotLight ) maxShadows ++;
- if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
-
- }
-
- return maxShadows;
-
- }
-
- // DEPRECATED
-
- this.initMaterial = function () {
-
- THREE.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
-
- };
-
- this.addPrePlugin = function () {
-
- THREE.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
-
- };
-
- this.addPostPlugin = function () {
-
- THREE.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
-
- };
-
- this.updateShadowMap = function () {
-
- THREE.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
-
- };
-
-};
-
-// File:src/renderers/WebGLRenderTarget.js
-
-/**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.WebGLRenderTarget = function ( width, height, options ) {
-
- this.width = width;
- this.height = height;
-
- options = options || {};
-
- this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
- this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
-
- this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
- this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
-
- this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
-
- this.offset = new THREE.Vector2( 0, 0 );
- this.repeat = new THREE.Vector2( 1, 1 );
-
- this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
- this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
-
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
-
- this.generateMipmaps = true;
-
- this.shareDepthFrom = options.shareDepthFrom !== undefined ? options.shareDepthFrom : null;
-
-};
-
-THREE.WebGLRenderTarget.prototype = {
-
- constructor: THREE.WebGLRenderTarget,
-
- setSize: function ( width, height ) {
-
- this.width = width;
- this.height = height;
-
- },
-
- clone: function () {
-
- var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
-
- tmp.wrapS = this.wrapS;
- tmp.wrapT = this.wrapT;
-
- tmp.magFilter = this.magFilter;
- tmp.minFilter = this.minFilter;
-
- tmp.anisotropy = this.anisotropy;
-
- tmp.offset.copy( this.offset );
- tmp.repeat.copy( this.repeat );
-
- tmp.format = this.format;
- tmp.type = this.type;
-
- tmp.depthBuffer = this.depthBuffer;
- tmp.stencilBuffer = this.stencilBuffer;
-
- tmp.generateMipmaps = this.generateMipmaps;
-
- tmp.shareDepthFrom = this.shareDepthFrom;
-
- return tmp;
-
- },
-
- dispose: function () {
-
- this.dispatchEvent( { type: 'dispose' } );
-
- }
-
-};
-
-THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
-
-// File:src/renderers/WebGLRenderTargetCube.js
-
-/**
- * @author alteredq / http://alteredqualia.com
- */
-
-THREE.WebGLRenderTargetCube = function ( width, height, options ) {
-
- THREE.WebGLRenderTarget.call( this, width, height, options );
-
- this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
-
-};
-
-THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
-THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube;
-
-// File:src/renderers/webgl/WebGLExtensions.js
-
-/**
-* @author mrdoob / http://mrdoob.com/
-*/
-
-THREE.WebGLExtensions = function ( gl ) {
-
- var extensions = {};
-
- this.get = function ( name ) {
-
- if ( extensions[ name ] !== undefined ) {
-
- return extensions[ name ];
-
- }
-
- var extension;
-
- switch ( name ) {
-
- case 'EXT_texture_filter_anisotropic':
- extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
- break;
-
- case 'WEBGL_compressed_texture_s3tc':
- extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
- break;
-
- case 'WEBGL_compressed_texture_pvrtc':
- extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
- break;
-
- default:
- extension = gl.getExtension( name );
-
- }
-
- if ( extension === null ) {
-
- THREE.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
-
- }
-
- extensions[ name ] = extension;
-
- return extension;
-
- };
-
-};
-
-// File:src/renderers/webgl/WebGLProgram.js
-
-THREE.WebGLProgram = ( function () {
-
- var programIdCount = 0;
-
- var generateDefines = function ( defines ) {
-
- var value, chunk, chunks = [];
-
- for ( var d in defines ) {
-
- value = defines[ d ];
- if ( value === false ) continue;
-
- chunk = '#define ' + d + ' ' + value;
- chunks.push( chunk );
-
- }
-
- return chunks.join( '\n' );
-
- };
-
- var cacheUniformLocations = function ( gl, program, identifiers ) {
-
- var uniforms = {};
-
- for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
-
- var id = identifiers[ i ];
- uniforms[ id ] = gl.getUniformLocation( program, id );
-
- }
-
- return uniforms;
-
- };
-
- var cacheAttributeLocations = function ( gl, program, identifiers ) {
-
- var attributes = {};
-
- for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
-
- var id = identifiers[ i ];
- attributes[ id ] = gl.getAttribLocation( program, id );
-
- }
-
- return attributes;
-
- };
-
- return function ( renderer, code, material, parameters ) {
-
- var _this = renderer;
- var _gl = _this.context;
-
- var defines = material.defines;
- var uniforms = material.__webglShader.uniforms;
- var attributes = material.attributes;
-
- var vertexShader = material.__webglShader.vertexShader;
- var fragmentShader = material.__webglShader.fragmentShader;
-
- var index0AttributeName = material.index0AttributeName;
-
- if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
-
- // programs with morphTargets displace position out of attribute 0
-
- index0AttributeName = 'position';
-
- }
-
- var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
-
- if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
-
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
-
- } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
-
- shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
-
- }
-
- var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
- var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
-
- if ( parameters.envMap ) {
-
- switch ( material.envMap.mapping ) {
-
- case THREE.CubeReflectionMapping:
- case THREE.CubeRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
- break;
-
- case THREE.EquirectangularReflectionMapping:
- case THREE.EquirectangularRefractionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
- break;
-
- case THREE.SphericalReflectionMapping:
- envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
- break;
-
- }
-
- switch ( material.envMap.mapping ) {
-
- case THREE.CubeRefractionMapping:
- case THREE.EquirectangularRefractionMapping:
- envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
- break;
-
- }
-
- switch ( material.combine ) {
-
- case THREE.MultiplyOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
- break;
-
- case THREE.MixOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
- break;
-
- case THREE.AddOperation:
- envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
- break;
-
- }
-
- }
-
- var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;
-
- // console.log( 'building new program ' );
-
- //
-
- var customDefines = generateDefines( defines );
-
- //
-
- var program = _gl.createProgram();
-
- var prefix_vertex, prefix_fragment;
-
- if ( material instanceof THREE.RawShaderMaterial ) {
-
- prefix_vertex = '';
- prefix_fragment = '';
-
- } else {
-
- prefix_vertex = [
-
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
-
- customDefines,
-
- parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',
-
- _this.gammaInput ? '#define GAMMA_INPUT' : '',
- _this.gammaOutput ? '#define GAMMA_OUTPUT' : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
-
- '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
- '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
- '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
- '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
-
- '#define MAX_SHADOWS ' + parameters.maxShadows,
-
- '#define MAX_BONES ' + parameters.maxBones,
-
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
-
- parameters.flatShading ? '#define FLAT_SHADED': '',
-
- parameters.skinning ? '#define USE_SKINNING' : '',
- parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
-
- parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
- parameters.morphNormals ? '#define USE_MORPHNORMALS' : '',
- parameters.wrapAround ? '#define WRAP_AROUND' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
-
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
- parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
-
- parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
-
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- //_this._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
-
-
- 'uniform mat4 modelMatrix;',
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform mat4 viewMatrix;',
- 'uniform mat3 normalMatrix;',
- 'uniform vec3 cameraPosition;',
-
- 'attribute vec3 position;',
- 'attribute vec3 normal;',
- 'attribute vec2 uv;',
- 'attribute vec2 uv2;',
-
- '#ifdef USE_COLOR',
-
- ' attribute vec3 color;',
-
- '#endif',
-
- '#ifdef USE_MORPHTARGETS',
-
- ' attribute vec3 morphTarget0;',
- ' attribute vec3 morphTarget1;',
- ' attribute vec3 morphTarget2;',
- ' attribute vec3 morphTarget3;',
-
- ' #ifdef USE_MORPHNORMALS',
-
- ' attribute vec3 morphNormal0;',
- ' attribute vec3 morphNormal1;',
- ' attribute vec3 morphNormal2;',
- ' attribute vec3 morphNormal3;',
-
- ' #else',
-
- ' attribute vec3 morphTarget4;',
- ' attribute vec3 morphTarget5;',
- ' attribute vec3 morphTarget6;',
- ' attribute vec3 morphTarget7;',
-
- ' #endif',
-
- '#endif',
-
- '#ifdef USE_SKINNING',
-
- ' attribute vec4 skinIndex;',
- ' attribute vec4 skinWeight;',
-
- '#endif',
-
- ''
-
- ].join( '\n' );
-
- prefix_fragment = [
-
- 'precision ' + parameters.precision + ' float;',
- 'precision ' + parameters.precision + ' int;',
-
- ( parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
-
- customDefines,
-
- '#define MAX_DIR_LIGHTS ' + parameters.maxDirLights,
- '#define MAX_POINT_LIGHTS ' + parameters.maxPointLights,
- '#define MAX_SPOT_LIGHTS ' + parameters.maxSpotLights,
- '#define MAX_HEMI_LIGHTS ' + parameters.maxHemiLights,
-
- '#define MAX_SHADOWS ' + parameters.maxShadows,
-
- parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',
-
- _this.gammaInput ? '#define GAMMA_INPUT' : '',
- _this.gammaOutput ? '#define GAMMA_OUTPUT' : '',
- '#define GAMMA_FACTOR ' + gammaFactorDefine,
-
- ( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
- ( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
-
- parameters.map ? '#define USE_MAP' : '',
- parameters.envMap ? '#define USE_ENVMAP' : '',
- parameters.envMap ? '#define ' + envMapTypeDefine : '',
- parameters.envMap ? '#define ' + envMapModeDefine : '',
- parameters.envMap ? '#define ' + envMapBlendingDefine : '',
- parameters.lightMap ? '#define USE_LIGHTMAP' : '',
- parameters.bumpMap ? '#define USE_BUMPMAP' : '',
- parameters.normalMap ? '#define USE_NORMALMAP' : '',
- parameters.specularMap ? '#define USE_SPECULARMAP' : '',
- parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
- parameters.vertexColors ? '#define USE_COLOR' : '',
-
- parameters.flatShading ? '#define FLAT_SHADED': '',
-
- parameters.metal ? '#define METAL' : '',
- parameters.wrapAround ? '#define WRAP_AROUND' : '',
- parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
- parameters.flipSided ? '#define FLIP_SIDED' : '',
-
- parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
- parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
- parameters.shadowMapDebug ? '#define SHADOWMAP_DEBUG' : '',
- parameters.shadowMapCascade ? '#define SHADOWMAP_CASCADE' : '',
-
- parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
- //_this._glExtensionFragDepth ? '#define USE_LOGDEPTHBUF_EXT' : '',
-
- 'uniform mat4 viewMatrix;',
- 'uniform vec3 cameraPosition;',
- ''
-
- ].join( '\n' );
-
- }
-
- var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
- var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
-
- _gl.attachShader( program, glVertexShader );
- _gl.attachShader( program, glFragmentShader );
-
- if ( index0AttributeName !== undefined ) {
-
- // Force a particular attribute to index 0.
- // because potentially expensive emulation is done by browser if attribute 0 is disabled.
- // And, color, for example is often automatically bound to index 0 so disabling it
-
- _gl.bindAttribLocation( program, 0, index0AttributeName );
-
- }
-
- _gl.linkProgram( program );
-
- var programLogInfo = _gl.getProgramInfoLog( program );
-
- if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
-
- THREE.error( 'THREE.WebGLProgram: shader error: ' + _gl.getError(), 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ), 'gl.getPRogramInfoLog', programLogInfo );
-
- }
-
- if ( programLogInfo !== '' ) {
-
- THREE.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()' + programLogInfo );
- // THREE.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
- // THREE.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
-
- }
-
- // clean up
-
- _gl.deleteShader( glVertexShader );
- _gl.deleteShader( glFragmentShader );
-
- // cache uniform locations
-
- var identifiers = [
-
- 'viewMatrix',
- 'modelViewMatrix',
- 'projectionMatrix',
- 'normalMatrix',
- 'modelMatrix',
- 'cameraPosition',
- 'morphTargetInfluences',
- 'bindMatrix',
- 'bindMatrixInverse'
-
- ];
-
- if ( parameters.useVertexTexture ) {
-
- identifiers.push( 'boneTexture' );
- identifiers.push( 'boneTextureWidth' );
- identifiers.push( 'boneTextureHeight' );
-
- } else {
-
- identifiers.push( 'boneGlobalMatrices' );
-
- }
-
- if ( parameters.logarithmicDepthBuffer ) {
-
- identifiers.push('logDepthBufFC');
-
- }
-
-
- for ( var u in uniforms ) {
-
- identifiers.push( u );
-
- }
-
- this.uniforms = cacheUniformLocations( _gl, program, identifiers );
-
- // cache attributes locations
-
- identifiers = [
-
- 'position',
- 'normal',
- 'uv',
- 'uv2',
- 'tangent',
- 'color',
- 'skinIndex',
- 'skinWeight',
- 'lineDistance'
-
- ];
-
- for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
-
- identifiers.push( 'morphTarget' + i );
-
- }
-
- for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
-
- identifiers.push( 'morphNormal' + i );
-
- }
-
- for ( var a in attributes ) {
-
- identifiers.push( a );
-
- }
-
- this.attributes = cacheAttributeLocations( _gl, program, identifiers );
- this.attributesKeys = Object.keys( this.attributes );
-
- //
-
- this.id = programIdCount ++;
- this.code = code;
- this.usedTimes = 1;
- this.program = program;
- this.vertexShader = glVertexShader;
- this.fragmentShader = glFragmentShader;
-
- return this;
-
- };
-
-} )();
-
-// File:src/renderers/webgl/WebGLShader.js
-
-THREE.WebGLShader = ( function () {
-
- var addLineNumbers = function ( string ) {
-
- var lines = string.split( '\n' );
-
- for ( var i = 0; i < lines.length; i ++ ) {
-
- lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
-
- }
-
- return lines.join( '\n' );
-
- };
-
- return function ( gl, type, string ) {
-
- var shader = gl.createShader( type );
-
- gl.shaderSource( shader, string );
- gl.compileShader( shader );
-
- if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
-
- THREE.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
-
- }
-
- if ( gl.getShaderInfoLog( shader ) !== '' ) {
-
- THREE.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );
-
- }
-
- // --enable-privileged-webgl-extension
- // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
-
- return shader;
-
- };
-
-} )();
-
-// File:src/renderers/webgl/WebGLState.js
-
-/**
-* @author mrdoob / http://mrdoob.com/
-*/
-
-THREE.WebGLState = function ( gl, paramThreeToGL ) {
-
- var newAttributes = new Uint8Array( 16 );
- var enabledAttributes = new Uint8Array( 16 );
-
- var currentBlending = null;
- var currentBlendEquation = null;
- var currentBlendSrc = null;
- var currentBlendDst = null;
- var currentBlendEquationAlpha = null;
- var currentBlendSrcAlpha = null;
- var currentBlendDstAlpha = null;
-
- var currentDepthTest = null;
- var currentDepthWrite = null;
-
- var currentColorWrite = null;
-
- var currentDoubleSided = null;
- var currentFlipSided = null;
-
- var currentLineWidth = null;
-
- var currentPolygonOffset = null;
- var currentPolygonOffsetFactor = null;
- var currentPolygonOffsetUnits = null;
-
- this.initAttributes = function () {
-
- for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
-
- newAttributes[ i ] = 0;
-
- }
-
- };
-
- this.enableAttribute = function ( attribute ) {
-
- newAttributes[ attribute ] = 1;
-
- if ( enabledAttributes[ attribute ] === 0 ) {
-
- gl.enableVertexAttribArray( attribute );
- enabledAttributes[ attribute ] = 1;
-
- }
-
- };
-
- this.disableUnusedAttributes = function () {
-
- for ( var i = 0, l = enabledAttributes.length; i < l; i ++ ) {
-
- if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
-
- gl.disableVertexAttribArray( i );
- enabledAttributes[ i ] = 0;
-
- }
-
- }
-
- };
-
- this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha ) {
-
- if ( blending !== currentBlending ) {
-
- if ( blending === THREE.NoBlending ) {
-
- gl.disable( gl.BLEND );
-
- } else if ( blending === THREE.AdditiveBlending ) {
-
- gl.enable( gl.BLEND );
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
-
- } else if ( blending === THREE.SubtractiveBlending ) {
-
- // TODO: Find blendFuncSeparate() combination
- gl.enable( gl.BLEND );
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );
-
- } else if ( blending === THREE.MultiplyBlending ) {
-
- // TODO: Find blendFuncSeparate() combination
- gl.enable( gl.BLEND );
- gl.blendEquation( gl.FUNC_ADD );
- gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
-
- } else if ( blending === THREE.CustomBlending ) {
-
- gl.enable( gl.BLEND );
-
- } else {
-
- gl.enable( gl.BLEND );
- gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
- gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
-
- }
-
- currentBlending = blending;
-
- }
-
- if ( blending === THREE.CustomBlending ) {
-
- blendEquationAlpha = blendEquationAlpha || blendEquation;
- blendSrcAlpha = blendSrcAlpha || blendSrc;
- blendDstAlpha = blendDstAlpha || blendDst;
-
- if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
-
- gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );
-
- currentBlendEquation = blendEquation;
- currentBlendEquationAlpha = blendEquationAlpha;
-
- }
-
- if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
-
- gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );
-
- currentBlendSrc = blendSrc;
- currentBlendDst = blendDst;
- currentBlendSrcAlpha = blendSrcAlpha;
- currentBlendDstAlpha = blendDstAlpha;
-
- }
-
- } else {
-
- currentBlendEquation = null;
- currentBlendSrc = null;
- currentBlendDst = null;
- currentBlendEquationAlpha = null;
- currentBlendSrcAlpha = null;
- currentBlendDstAlpha = null;
-
- }
-
- };
-
- this.setDepthTest = function ( depthTest ) {
-
- if ( currentDepthTest !== depthTest ) {
-
- if ( depthTest ) {
-
- gl.enable( gl.DEPTH_TEST );
-
- } else {
-
- gl.disable( gl.DEPTH_TEST );
-
- }
-
- currentDepthTest = depthTest;
-
- }
-
- };
-
- this.setDepthWrite = function ( depthWrite ) {
-
- if ( currentDepthWrite !== depthWrite ) {
-
- gl.depthMask( depthWrite );
- currentDepthWrite = depthWrite;
-
- }
-
- };
-
- this.setColorWrite = function ( colorWrite ) {
-
- if ( currentColorWrite !== colorWrite ) {
-
- gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite );
- currentColorWrite = colorWrite;
-
- }
-
- };
-
- this.setDoubleSided = function ( doubleSided ) {
-
- if ( currentDoubleSided !== doubleSided ) {
-
- if ( doubleSided ) {
-
- gl.disable( gl.CULL_FACE );
-
- } else {
-
- gl.enable( gl.CULL_FACE );
-
- }
-
- currentDoubleSided = doubleSided;
-
- }
-
- };
-
- this.setFlipSided = function ( flipSided ) {
-
- if ( currentFlipSided !== flipSided ) {
-
- if ( flipSided ) {
-
- gl.frontFace( gl.CW );
-
- } else {
-
- gl.frontFace( gl.CCW );
-
- }
-
- currentFlipSided = flipSided;
-
- }
-
- };
-
- this.setLineWidth = function ( width ) {
-
- if ( width !== currentLineWidth ) {
-
- gl.lineWidth( width );
-
- currentLineWidth = width;
-
- }
-
- };
-
- this.setPolygonOffset = function ( polygonoffset, factor, units ) {
-
- if ( currentPolygonOffset !== polygonoffset ) {
-
- if ( polygonoffset ) {
-
- gl.enable( gl.POLYGON_OFFSET_FILL );
-
- } else {
-
- gl.disable( gl.POLYGON_OFFSET_FILL );
-
- }
-
- currentPolygonOffset = polygonoffset;
-
- }
-
- if ( polygonoffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) {
-
- gl.polygonOffset( factor, units );
-
- currentPolygonOffsetFactor = factor;
- currentPolygonOffsetUnits = units;
-
- }
-
- };
-
- this.reset = function () {
-
- for ( var i = 0; i < enabledAttributes.length; i ++ ) {
-
- enabledAttributes[ i ] = 0;
-
- }
-
- currentBlending = null;
- currentDepthTest = null;
- currentDepthWrite = null;
- currentColorWrite = null;
- currentDoubleSided = null;
- currentFlipSided = null;
-
- };
-
-};
-
-// File:src/renderers/webgl/plugins/LensFlarePlugin.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.LensFlarePlugin = function ( renderer, flares ) {
-
- var gl = renderer.context;
-
- var vertexBuffer, elementBuffer;
- var program, attributes, uniforms;
- var hasVertexTexture;
-
- var tempTexture, occlusionTexture;
-
- var init = function () {
-
- var vertices = new Float32Array( [
- -1, -1, 0, 0,
- 1, -1, 1, 0,
- 1, 1, 1, 1,
- -1, 1, 0, 1
- ] );
-
- var faces = new Uint16Array( [
- 0, 1, 2,
- 0, 2, 3
- ] );
-
- // buffers
-
- vertexBuffer = gl.createBuffer();
- elementBuffer = gl.createBuffer();
-
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
-
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
-
- // textures
-
- tempTexture = gl.createTexture();
- occlusionTexture = gl.createTexture();
-
- gl.bindTexture( gl.TEXTURE_2D, tempTexture );
- gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
-
- gl.bindTexture( gl.TEXTURE_2D, occlusionTexture );
- gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
- gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
-
- hasVertexTexture = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
-
- var shader;
-
- if ( hasVertexTexture ) {
-
- shader = {
-
- vertexShader: [
-
- "uniform lowp int renderType;",
-
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
-
- "uniform sampler2D occlusionMap;",
-
- "attribute vec2 position;",
- "attribute vec2 uv;",
-
- "varying vec2 vUV;",
- "varying float vVisibility;",
-
- "void main() {",
-
- "vUV = uv;",
-
- "vec2 pos = position;",
-
- "if( renderType == 2 ) {",
-
- "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
-
- "vVisibility = visibility.r / 9.0;",
- "vVisibility *= 1.0 - visibility.g / 9.0;",
- "vVisibility *= visibility.b / 9.0;",
- "vVisibility *= 1.0 - visibility.a / 9.0;",
-
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
-
- "}",
-
- "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "uniform lowp int renderType;",
-
- "uniform sampler2D map;",
- "uniform float opacity;",
- "uniform vec3 color;",
-
- "varying vec2 vUV;",
- "varying float vVisibility;",
-
- "void main() {",
-
- // pink square
-
- "if( renderType == 0 ) {",
-
- "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
-
- // restore
-
- "} else if( renderType == 1 ) {",
-
- "gl_FragColor = texture2D( map, vUV );",
-
- // flare
-
- "} else {",
-
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * vVisibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
-
- "}",
-
- "}"
-
- ].join( "\n" )
-
- };
-
- } else {
-
- shader = {
-
- vertexShader: [
-
- "uniform lowp int renderType;",
-
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
-
- "attribute vec2 position;",
- "attribute vec2 uv;",
-
- "varying vec2 vUV;",
-
- "void main() {",
-
- "vUV = uv;",
-
- "vec2 pos = position;",
-
- "if( renderType == 2 ) {",
-
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
-
- "}",
-
- "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
-
- "}"
-
- ].join( "\n" ),
-
- fragmentShader: [
-
- "precision mediump float;",
-
- "uniform lowp int renderType;",
-
- "uniform sampler2D map;",
- "uniform sampler2D occlusionMap;",
- "uniform float opacity;",
- "uniform vec3 color;",
-
- "varying vec2 vUV;",
-
- "void main() {",
-
- // pink square
-
- "if( renderType == 0 ) {",
-
- "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
-
- // restore
-
- "} else if( renderType == 1 ) {",
-
- "gl_FragColor = texture2D( map, vUV );",
-
- // flare
-
- "} else {",
-
- "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
- "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
- "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
- "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
- "visibility = ( 1.0 - visibility / 4.0 );",
-
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * visibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
-
- "}",
-
- "}"
-
- ].join( "\n" )
-
- };
-
- }
-
- program = createProgram( shader );
-
- attributes = {
- vertex: gl.getAttribLocation ( program, "position" ),
- uv: gl.getAttribLocation ( program, "uv" )
- }
-
- uniforms = {
- renderType: gl.getUniformLocation( program, "renderType" ),
- map: gl.getUniformLocation( program, "map" ),
- occlusionMap: gl.getUniformLocation( program, "occlusionMap" ),
- opacity: gl.getUniformLocation( program, "opacity" ),
- color: gl.getUniformLocation( program, "color" ),
- scale: gl.getUniformLocation( program, "scale" ),
- rotation: gl.getUniformLocation( program, "rotation" ),
- screenPosition: gl.getUniformLocation( program, "screenPosition" )
- };
-
- };
-
- /*
- * Render lens flares
- * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
- * reads these back and calculates occlusion.
- */
-
- this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
-
- if ( flares.length === 0 ) return;
-
- var tempPosition = new THREE.Vector3();
-
- var invAspect = viewportHeight / viewportWidth,
- halfViewportWidth = viewportWidth * 0.5,
- halfViewportHeight = viewportHeight * 0.5;
-
- var size = 16 / viewportHeight,
- scale = new THREE.Vector2( size * invAspect, size );
-
- var screenPosition = new THREE.Vector3( 1, 1, 0 ),
- screenPositionPixels = new THREE.Vector2( 1, 1 );
-
- if ( program === undefined ) {
-
- init();
-
- }
-
- gl.useProgram( program );
-
- gl.enableVertexAttribArray( attributes.vertex );
- gl.enableVertexAttribArray( attributes.uv );
-
- // loop through all lens flares to update their occlusion and positions
- // setup gl and common used attribs/unforms
-
- gl.uniform1i( uniforms.occlusionMap, 0 );
- gl.uniform1i( uniforms.map, 1 );
-
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
- gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
-
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
-
- gl.disable( gl.CULL_FACE );
- gl.depthMask( false );
-
- for ( var i = 0, l = flares.length; i < l; i ++ ) {
-
- size = 16 / viewportHeight;
- scale.set( size * invAspect, size );
-
- // calc object screen position
-
- var flare = flares[ i ];
-
- tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
-
- tempPosition.applyMatrix4( camera.matrixWorldInverse );
- tempPosition.applyProjection( camera.projectionMatrix );
-
- // setup arrays for gl programs
-
- screenPosition.copy( tempPosition )
-
- screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
- screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
-
- // screen cull
-
- if ( hasVertexTexture || (
- screenPositionPixels.x > 0 &&
- screenPositionPixels.x < viewportWidth &&
- screenPositionPixels.y > 0 &&
- screenPositionPixels.y < viewportHeight ) ) {
-
- // save current RGB to temp texture
-
- gl.activeTexture( gl.TEXTURE1 );
- gl.bindTexture( gl.TEXTURE_2D, tempTexture );
- gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
-
-
- // render pink quad
-
- gl.uniform1i( uniforms.renderType, 0 );
- gl.uniform2f( uniforms.scale, scale.x, scale.y );
- gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
-
- gl.disable( gl.BLEND );
- gl.enable( gl.DEPTH_TEST );
-
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
-
-
- // copy result to occlusionMap
-
- gl.activeTexture( gl.TEXTURE0 );
- gl.bindTexture( gl.TEXTURE_2D, occlusionTexture );
- gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
-
-
- // restore graphics
-
- gl.uniform1i( uniforms.renderType, 1 );
- gl.disable( gl.DEPTH_TEST );
-
- gl.activeTexture( gl.TEXTURE1 );
- gl.bindTexture( gl.TEXTURE_2D, tempTexture );
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
-
-
- // update object positions
-
- flare.positionScreen.copy( screenPosition )
-
- if ( flare.customUpdateCallback ) {
-
- flare.customUpdateCallback( flare );
-
- } else {
-
- flare.updateLensFlares();
-
- }
-
- // render flares
-
- gl.uniform1i( uniforms.renderType, 2 );
- gl.enable( gl.BLEND );
-
- for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
-
- var sprite = flare.lensFlares[ j ];
-
- if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
-
- screenPosition.x = sprite.x;
- screenPosition.y = sprite.y;
- screenPosition.z = sprite.z;
-
- size = sprite.size * sprite.scale / viewportHeight;
-
- scale.x = size * invAspect;
- scale.y = size;
-
- gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- gl.uniform2f( uniforms.scale, scale.x, scale.y );
- gl.uniform1f( uniforms.rotation, sprite.rotation );
-
- gl.uniform1f( uniforms.opacity, sprite.opacity );
- gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
-
- renderer.state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
- renderer.setTexture( sprite.texture, 1 );
-
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
-
- }
-
- }
-
- }
-
- }
-
- // restore gl
-
- gl.enable( gl.CULL_FACE );
- gl.enable( gl.DEPTH_TEST );
- gl.depthMask( true );
-
- renderer.resetGLState();
-
- };
-
- function createProgram ( shader ) {
-
- var program = gl.createProgram();
-
- var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
- var vertexShader = gl.createShader( gl.VERTEX_SHADER );
-
- var prefix = "precision " + renderer.getPrecision() + " float;\n";
-
- gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
- gl.shaderSource( vertexShader, prefix + shader.vertexShader );
-
- gl.compileShader( fragmentShader );
- gl.compileShader( vertexShader );
-
- gl.attachShader( program, fragmentShader );
- gl.attachShader( program, vertexShader );
-
- gl.linkProgram( program );
-
- return program;
-
- }
-
-};
-
-// File:src/renderers/webgl/plugins/ShadowMapPlugin.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ShadowMapPlugin = function ( _renderer, _lights, _webglObjects, _webglObjectsImmediate ) {
-
- var _gl = _renderer.context;
-
- var _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
-
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4(),
-
- _min = new THREE.Vector3(),
- _max = new THREE.Vector3(),
-
- _matrixPosition = new THREE.Vector3(),
-
- _renderList = [];
-
- // init
-
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
-
- _depthMaterial = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader
- } );
-
- _depthMaterialMorph = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- morphTargets: true
- } );
-
- _depthMaterialSkin = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- skinning: true
- } );
-
- _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
- uniforms: depthUniforms,
- vertexShader: depthShader.vertexShader,
- fragmentShader: depthShader.fragmentShader,
- morphTargets: true,
- skinning: true
- } );
-
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- _depthMaterialSkin._shadowPass = true;
- _depthMaterialMorphSkin._shadowPass = true;
-
- this.render = function ( scene, camera ) {
-
- if ( _renderer.shadowMapEnabled === false ) return;
-
- var i, il, j, jl, n,
-
- shadowMap, shadowMatrix, shadowCamera,
- buffer, material,
- webglObject, object, light,
-
- lights = [],
- k = 0,
-
- fog = null;
-
- // set GL state for depth map
-
- _gl.clearColor( 1, 1, 1, 1 );
- _gl.disable( _gl.BLEND );
-
- _gl.enable( _gl.CULL_FACE );
- _gl.frontFace( _gl.CCW );
-
- if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
-
- _gl.cullFace( _gl.FRONT );
-
- } else {
-
- _gl.cullFace( _gl.BACK );
-
- }
-
- _renderer.state.setDepthTest( true );
-
- // preprocess lights
- // - skip lights that are not casting shadows
- // - create virtual lights for cascaded shadow maps
-
- for ( i = 0, il = _lights.length; i < il; i ++ ) {
-
- light = _lights[ i ];
-
- if ( ! light.castShadow ) continue;
-
- if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
-
- for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
-
- var virtualLight;
-
- if ( ! light.shadowCascadeArray[ n ] ) {
-
- virtualLight = createVirtualLight( light, n );
- virtualLight.originalCamera = camera;
-
- var gyro = new THREE.Gyroscope();
- gyro.position.copy( light.shadowCascadeOffset );
-
- gyro.add( virtualLight );
- gyro.add( virtualLight.target );
-
- camera.add( gyro );
-
- light.shadowCascadeArray[ n ] = virtualLight;
-
- //console.log( "Created virtualLight", virtualLight );
-
- } else {
-
- virtualLight = light.shadowCascadeArray[ n ];
-
- }
-
- updateVirtualLight( light, n );
-
- lights[ k ] = virtualLight;
- k ++;
-
- }
-
- } else {
-
- lights[ k ] = light;
- k ++;
-
- }
-
- }
-
- // render depth map
-
- for ( i = 0, il = lights.length; i < il; i ++ ) {
-
- light = lights[ i ];
-
- if ( ! light.shadowMap ) {
-
- var shadowFilter = THREE.LinearFilter;
-
- if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
-
- shadowFilter = THREE.NearestFilter;
-
- }
-
- var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
-
- light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
- light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
-
- light.shadowMatrix = new THREE.Matrix4();
-
- }
-
- if ( ! light.shadowCamera ) {
-
- if ( light instanceof THREE.SpotLight ) {
-
- light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
-
- } else if ( light instanceof THREE.DirectionalLight ) {
-
- light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
-
- } else {
-
- THREE.error( "THREE.ShadowMapPlugin: Unsupported light type for shadow", light );
- continue;
-
- }
-
- scene.add( light.shadowCamera );
-
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
-
- }
-
- if ( light.shadowCameraVisible && ! light.cameraHelper ) {
-
- light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
- scene.add( light.cameraHelper );
-
- }
-
- if ( light.isVirtual && virtualLight.originalCamera == camera ) {
-
- updateShadowCamera( camera, light );
-
- }
-
- shadowMap = light.shadowMap;
- shadowMatrix = light.shadowMatrix;
- shadowCamera = light.shadowCamera;
-
- //
-
- shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
- _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
- shadowCamera.lookAt( _matrixPosition );
- shadowCamera.updateMatrixWorld();
-
- shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
-
- //
-
- if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
- if ( light.shadowCameraVisible ) light.cameraHelper.update();
-
- // compute shadow matrix
-
- shadowMatrix.set(
- 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0
- );
-
- shadowMatrix.multiply( shadowCamera.projectionMatrix );
- shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
-
- // update camera matrices and frustum
-
- _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
-
- // render shadow map
-
- _renderer.setRenderTarget( shadowMap );
- _renderer.clear();
-
- // set object matrices & frustum culling
-
- _renderList.length = 0;
-
- projectObject( scene, scene, shadowCamera );
-
-
- // render regular objects
-
- var objectMaterial, useMorphing, useSkinning;
-
- for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
-
- webglObject = _renderList[ j ];
-
- object = webglObject.object;
- buffer = webglObject.buffer;
-
- // culling is overriden globally for all objects
- // while rendering depth map
-
- // need to deal with MeshFaceMaterial somehow
- // in that case just use the first of material.materials for now
- // (proper solution would require to break objects by materials
- // similarly to regular rendering and then set corresponding
- // depth materials per each chunk instead of just once per object)
-
- objectMaterial = getObjectMaterial( object );
-
- useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
- useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
-
- if ( object.customDepthMaterial ) {
-
- material = object.customDepthMaterial;
-
- } else if ( useSkinning ) {
-
- material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
-
- } else if ( useMorphing ) {
-
- material = _depthMaterialMorph;
-
- } else {
-
- material = _depthMaterial;
-
- }
-
- _renderer.setMaterialFaces( objectMaterial );
-
- if ( buffer instanceof THREE.BufferGeometry ) {
-
- _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
-
- } else {
-
- _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
-
- }
-
- }
-
- // set matrices and render immediate objects
-
- for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
-
- webglObject = _webglObjectsImmediate[ j ];
- object = webglObject.object;
-
- if ( object.visible && object.castShadow ) {
-
- object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
-
- _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object );
-
- }
-
- }
-
- }
-
- // restore GL state
-
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
-
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- _gl.enable( _gl.BLEND );
-
- if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
-
- _gl.cullFace( _gl.BACK );
-
- }
-
- _renderer.resetGLState();
-
- };
-
- function projectObject( scene, object, shadowCamera ) {
-
- if ( object.visible ) {
-
- var webglObjects = _webglObjects[ object.id ];
-
- if ( webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
-
- for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
-
- var webglObject = webglObjects[ i ];
-
- object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
- _renderList.push( webglObject );
-
- }
-
- }
-
- for ( var i = 0, l = object.children.length; i < l; i ++ ) {
-
- projectObject( scene, object.children[ i ], shadowCamera );
-
- }
-
- }
-
- }
-
- function createVirtualLight( light, cascade ) {
-
- var virtualLight = new THREE.DirectionalLight();
-
- virtualLight.isVirtual = true;
-
- virtualLight.onlyShadow = true;
- virtualLight.castShadow = true;
-
- virtualLight.shadowCameraNear = light.shadowCameraNear;
- virtualLight.shadowCameraFar = light.shadowCameraFar;
-
- virtualLight.shadowCameraLeft = light.shadowCameraLeft;
- virtualLight.shadowCameraRight = light.shadowCameraRight;
- virtualLight.shadowCameraBottom = light.shadowCameraBottom;
- virtualLight.shadowCameraTop = light.shadowCameraTop;
-
- virtualLight.shadowCameraVisible = light.shadowCameraVisible;
-
- virtualLight.shadowDarkness = light.shadowDarkness;
-
- virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
- virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
- virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
-
- virtualLight.pointsWorld = [];
- virtualLight.pointsFrustum = [];
-
- var pointsWorld = virtualLight.pointsWorld,
- pointsFrustum = virtualLight.pointsFrustum;
-
- for ( var i = 0; i < 8; i ++ ) {
-
- pointsWorld[ i ] = new THREE.Vector3();
- pointsFrustum[ i ] = new THREE.Vector3();
-
- }
-
- var nearZ = light.shadowCascadeNearZ[ cascade ];
- var farZ = light.shadowCascadeFarZ[ cascade ];
-
- pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
- pointsFrustum[ 1 ].set( 1, - 1, nearZ );
- pointsFrustum[ 2 ].set( - 1, 1, nearZ );
- pointsFrustum[ 3 ].set( 1, 1, nearZ );
-
- pointsFrustum[ 4 ].set( - 1, - 1, farZ );
- pointsFrustum[ 5 ].set( 1, - 1, farZ );
- pointsFrustum[ 6 ].set( - 1, 1, farZ );
- pointsFrustum[ 7 ].set( 1, 1, farZ );
-
- return virtualLight;
-
- }
-
- // Synchronize virtual light with the original light
-
- function updateVirtualLight( light, cascade ) {
-
- var virtualLight = light.shadowCascadeArray[ cascade ];
-
- virtualLight.position.copy( light.position );
- virtualLight.target.position.copy( light.target.position );
- virtualLight.lookAt( virtualLight.target );
-
- virtualLight.shadowCameraVisible = light.shadowCameraVisible;
- virtualLight.shadowDarkness = light.shadowDarkness;
-
- virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
-
- var nearZ = light.shadowCascadeNearZ[ cascade ];
- var farZ = light.shadowCascadeFarZ[ cascade ];
-
- var pointsFrustum = virtualLight.pointsFrustum;
-
- pointsFrustum[ 0 ].z = nearZ;
- pointsFrustum[ 1 ].z = nearZ;
- pointsFrustum[ 2 ].z = nearZ;
- pointsFrustum[ 3 ].z = nearZ;
-
- pointsFrustum[ 4 ].z = farZ;
- pointsFrustum[ 5 ].z = farZ;
- pointsFrustum[ 6 ].z = farZ;
- pointsFrustum[ 7 ].z = farZ;
-
- }
-
- // Fit shadow camera's ortho frustum to camera frustum
-
- function updateShadowCamera( camera, light ) {
-
- var shadowCamera = light.shadowCamera,
- pointsFrustum = light.pointsFrustum,
- pointsWorld = light.pointsWorld;
-
- _min.set( Infinity, Infinity, Infinity );
- _max.set( - Infinity, - Infinity, - Infinity );
-
- for ( var i = 0; i < 8; i ++ ) {
-
- var p = pointsWorld[ i ];
-
- p.copy( pointsFrustum[ i ] );
- p.unproject( camera );
-
- p.applyMatrix4( shadowCamera.matrixWorldInverse );
-
- if ( p.x < _min.x ) _min.x = p.x;
- if ( p.x > _max.x ) _max.x = p.x;
-
- if ( p.y < _min.y ) _min.y = p.y;
- if ( p.y > _max.y ) _max.y = p.y;
-
- if ( p.z < _min.z ) _min.z = p.z;
- if ( p.z > _max.z ) _max.z = p.z;
-
- }
-
- shadowCamera.left = _min.x;
- shadowCamera.right = _max.x;
- shadowCamera.top = _max.y;
- shadowCamera.bottom = _min.y;
-
- // can't really fit near/far
- //shadowCamera.near = _min.z;
- //shadowCamera.far = _max.z;
-
- shadowCamera.updateProjectionMatrix();
-
- }
-
- // For the moment just ignore objects that have multiple materials with different animation methods
- // Only the first material will be taken into account for deciding which depth material to use for shadow maps
-
- function getObjectMaterial( object ) {
-
- return object.material instanceof THREE.MeshFaceMaterial
- ? object.material.materials[ 0 ]
- : object.material;
-
- };
-
-};
-
-// File:src/renderers/webgl/plugins/SpritePlugin.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SpritePlugin = function ( renderer, sprites ) {
-
- var gl = renderer.context;
-
- var vertexBuffer, elementBuffer;
- var program, attributes, uniforms;
-
- var texture;
-
- // decompose matrixWorld
-
- var spritePosition = new THREE.Vector3();
- var spriteRotation = new THREE.Quaternion();
- var spriteScale = new THREE.Vector3();
-
- var init = function () {
-
- var vertices = new Float32Array( [
- - 0.5, - 0.5, 0, 0,
- 0.5, - 0.5, 1, 0,
- 0.5, 0.5, 1, 1,
- - 0.5, 0.5, 0, 1
- ] );
-
- var faces = new Uint16Array( [
- 0, 1, 2,
- 0, 2, 3
- ] );
-
- vertexBuffer = gl.createBuffer();
- elementBuffer = gl.createBuffer();
-
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
-
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
- gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );
-
- program = createProgram();
-
- attributes = {
- position: gl.getAttribLocation ( program, 'position' ),
- uv: gl.getAttribLocation ( program, 'uv' )
- };
-
- uniforms = {
- uvOffset: gl.getUniformLocation( program, 'uvOffset' ),
- uvScale: gl.getUniformLocation( program, 'uvScale' ),
-
- rotation: gl.getUniformLocation( program, 'rotation' ),
- scale: gl.getUniformLocation( program, 'scale' ),
-
- color: gl.getUniformLocation( program, 'color' ),
- map: gl.getUniformLocation( program, 'map' ),
- opacity: gl.getUniformLocation( program, 'opacity' ),
-
- modelViewMatrix: gl.getUniformLocation( program, 'modelViewMatrix' ),
- projectionMatrix: gl.getUniformLocation( program, 'projectionMatrix' ),
-
- fogType: gl.getUniformLocation( program, 'fogType' ),
- fogDensity: gl.getUniformLocation( program, 'fogDensity' ),
- fogNear: gl.getUniformLocation( program, 'fogNear' ),
- fogFar: gl.getUniformLocation( program, 'fogFar' ),
- fogColor: gl.getUniformLocation( program, 'fogColor' ),
-
- alphaTest: gl.getUniformLocation( program, 'alphaTest' )
- };
-
- var canvas = document.createElement( 'canvas' );
- canvas.width = 8;
- canvas.height = 8;
-
- var context = canvas.getContext( '2d' );
- context.fillStyle = 'white';
- context.fillRect( 0, 0, 8, 8 );
-
- texture = new THREE.Texture( canvas );
- texture.needsUpdate = true;
-
- };
-
- this.render = function ( scene, camera ) {
-
- if ( sprites.length === 0 ) return;
-
- // setup gl
-
- if ( program === undefined ) {
-
- init();
-
- }
-
- gl.useProgram( program );
-
- gl.enableVertexAttribArray( attributes.position );
- gl.enableVertexAttribArray( attributes.uv );
-
- gl.disable( gl.CULL_FACE );
- gl.enable( gl.BLEND );
-
- gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
- gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
- gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );
-
- gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
-
- gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
-
- gl.activeTexture( gl.TEXTURE0 );
- gl.uniform1i( uniforms.map, 0 );
-
- var oldFogType = 0;
- var sceneFogType = 0;
- var fog = scene.fog;
-
- if ( fog ) {
-
- gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
-
- if ( fog instanceof THREE.Fog ) {
-
- gl.uniform1f( uniforms.fogNear, fog.near );
- gl.uniform1f( uniforms.fogFar, fog.far );
-
- gl.uniform1i( uniforms.fogType, 1 );
- oldFogType = 1;
- sceneFogType = 1;
-
- } else if ( fog instanceof THREE.FogExp2 ) {
-
- gl.uniform1f( uniforms.fogDensity, fog.density );
-
- gl.uniform1i( uniforms.fogType, 2 );
- oldFogType = 2;
- sceneFogType = 2;
-
- }
-
- } else {
-
- gl.uniform1i( uniforms.fogType, 0 );
- oldFogType = 0;
- sceneFogType = 0;
-
- }
-
-
- // update positions and sort
-
- for ( var i = 0, l = sprites.length; i < l; i ++ ) {
-
- var sprite = sprites[ i ];
-
- sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
- sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
-
- }
-
- sprites.sort( painterSortStable );
-
- // render all sprites
-
- var scale = [];
-
- for ( var i = 0, l = sprites.length; i < l; i ++ ) {
-
- var sprite = sprites[ i ];
- var material = sprite.material;
-
- gl.uniform1f( uniforms.alphaTest, material.alphaTest );
- gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
-
- sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );
-
- scale[ 0 ] = spriteScale.x;
- scale[ 1 ] = spriteScale.y;
-
- var fogType = 0;
-
- if ( scene.fog && material.fog ) {
-
- fogType = sceneFogType;
-
- }
-
- if ( oldFogType !== fogType ) {
-
- gl.uniform1i( uniforms.fogType, fogType );
- oldFogType = fogType;
-
- }
-
- if ( material.map !== null ) {
-
- gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
- gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
-
- } else {
-
- gl.uniform2f( uniforms.uvOffset, 0, 0 );
- gl.uniform2f( uniforms.uvScale, 1, 1 );
-
- }
-
- gl.uniform1f( uniforms.opacity, material.opacity );
- gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
-
- gl.uniform1f( uniforms.rotation, material.rotation );
- gl.uniform2fv( uniforms.scale, scale );
-
- renderer.state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- renderer.state.setDepthTest( material.depthTest );
- renderer.state.setDepthWrite( material.depthWrite );
-
- if ( material.map && material.map.image && material.map.image.width ) {
-
- renderer.setTexture( material.map, 0 );
-
- } else {
-
- renderer.setTexture( texture, 0 );
-
- }
-
- gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
-
- }
-
- // restore gl
-
- gl.enable( gl.CULL_FACE );
-
- renderer.resetGLState();
-
- };
-
- function createProgram () {
-
- var program = gl.createProgram();
-
- var vertexShader = gl.createShader( gl.VERTEX_SHADER );
- var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
-
- gl.shaderSource( vertexShader, [
-
- 'precision ' + renderer.getPrecision() + ' float;',
-
- 'uniform mat4 modelViewMatrix;',
- 'uniform mat4 projectionMatrix;',
- 'uniform float rotation;',
- 'uniform vec2 scale;',
- 'uniform vec2 uvOffset;',
- 'uniform vec2 uvScale;',
-
- 'attribute vec2 position;',
- 'attribute vec2 uv;',
-
- 'varying vec2 vUV;',
-
- 'void main() {',
-
- 'vUV = uvOffset + uv * uvScale;',
-
- 'vec2 alignedPosition = position * scale;',
-
- 'vec2 rotatedPosition;',
- 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
- 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
-
- 'vec4 finalPosition;',
-
- 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
- 'finalPosition.xy += rotatedPosition;',
- 'finalPosition = projectionMatrix * finalPosition;',
-
- 'gl_Position = finalPosition;',
-
- '}'
-
- ].join( '\n' ) );
-
- gl.shaderSource( fragmentShader, [
-
- 'precision ' + renderer.getPrecision() + ' float;',
-
- 'uniform vec3 color;',
- 'uniform sampler2D map;',
- 'uniform float opacity;',
-
- 'uniform int fogType;',
- 'uniform vec3 fogColor;',
- 'uniform float fogDensity;',
- 'uniform float fogNear;',
- 'uniform float fogFar;',
- 'uniform float alphaTest;',
-
- 'varying vec2 vUV;',
-
- 'void main() {',
-
- 'vec4 texture = texture2D( map, vUV );',
-
- 'if ( texture.a < alphaTest ) discard;',
-
- 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
-
- 'if ( fogType > 0 ) {',
-
- 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
- 'float fogFactor = 0.0;',
-
- 'if ( fogType == 1 ) {',
-
- 'fogFactor = smoothstep( fogNear, fogFar, depth );',
-
- '} else {',
-
- 'const float LOG2 = 1.442695;',
- 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
- 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
-
- '}',
-
- 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
-
- '}',
-
- '}'
-
- ].join( '\n' ) );
-
- gl.compileShader( vertexShader );
- gl.compileShader( fragmentShader );
-
- gl.attachShader( program, vertexShader );
- gl.attachShader( program, fragmentShader );
-
- gl.linkProgram( program );
-
- return program;
-
- };
-
- function painterSortStable ( a, b ) {
-
- if ( a.z !== b.z ) {
-
- return b.z - a.z;
-
- } else {
-
- return b.id - a.id;
-
- }
-
- };
-
-};
-
-// File:src/extras/GeometryUtils.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.GeometryUtils = {
-
- merge: function ( geometry1, geometry2, materialIndexOffset ) {
-
- THREE.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
-
- var matrix;
-
- if ( geometry2 instanceof THREE.Mesh ) {
-
- geometry2.matrixAutoUpdate && geometry2.updateMatrix();
-
- matrix = geometry2.matrix;
- geometry2 = geometry2.geometry;
-
- }
-
- geometry1.merge( geometry2, matrix, materialIndexOffset );
-
- },
-
- center: function ( geometry ) {
-
- THREE.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
- return geometry.center();
-
- }
-
-};
-
-// File:src/extras/ImageUtils.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author Daosheng Mu / https://github.com/DaoshengMu/
- */
-
-THREE.ImageUtils = {
-
- crossOrigin: undefined,
-
- loadTexture: function ( url, mapping, onLoad, onError ) {
-
- var loader = new THREE.ImageLoader();
- loader.crossOrigin = this.crossOrigin;
-
- var texture = new THREE.Texture( undefined, mapping );
-
- loader.load( url, function ( image ) {
-
- texture.image = image;
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture );
-
- }, undefined, function ( event ) {
-
- if ( onError ) onError( event );
-
- } );
-
- texture.sourceFile = url;
-
- return texture;
-
- },
-
- loadTextureCube: function ( array, mapping, onLoad, onError ) {
-
- var images = [];
-
- var loader = new THREE.ImageLoader();
- loader.crossOrigin = this.crossOrigin;
-
- var texture = new THREE.CubeTexture( images, mapping );
-
- // no flipping needed for cube textures
-
- texture.flipY = false;
-
- var loaded = 0;
-
- var loadTexture = function ( i ) {
-
- loader.load( array[ i ], function ( image ) {
-
- texture.images[ i ] = image;
-
- loaded += 1;
-
- if ( loaded === 6 ) {
-
- texture.needsUpdate = true;
-
- if ( onLoad ) onLoad( texture );
-
- }
-
- }, undefined, onError );
-
- }
-
- for ( var i = 0, il = array.length; i < il; ++ i ) {
-
- loadTexture( i );
-
- }
-
- return texture;
-
- },
-
- loadCompressedTexture: function () {
-
- THREE.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
-
- },
-
- loadCompressedTextureCube: function () {
-
- THREE.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
-
- },
-
- getNormalMap: function ( image, depth ) {
-
- // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
-
- var cross = function ( a, b ) {
-
- return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
-
- }
-
- var subtract = function ( a, b ) {
-
- return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
-
- }
-
- var normalize = function ( a ) {
-
- var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
- return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
-
- }
-
- depth = depth | 1;
-
- var width = image.width;
- var height = image.height;
-
- var canvas = document.createElement( 'canvas' );
- canvas.width = width;
- canvas.height = height;
-
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0 );
-
- var data = context.getImageData( 0, 0, width, height ).data;
- var imageData = context.createImageData( width, height );
- var output = imageData.data;
-
- for ( var x = 0; x < width; x ++ ) {
-
- for ( var y = 0; y < height; y ++ ) {
-
- var ly = y - 1 < 0 ? 0 : y - 1;
- var uy = y + 1 > height - 1 ? height - 1 : y + 1;
- var lx = x - 1 < 0 ? 0 : x - 1;
- var ux = x + 1 > width - 1 ? width - 1 : x + 1;
-
- var points = [];
- var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
- points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
- points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
- points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
- points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
- points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
- points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
- points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
- points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
-
- var normals = [];
- var num_points = points.length;
-
- for ( var i = 0; i < num_points; i ++ ) {
-
- var v1 = points[ i ];
- var v2 = points[ ( i + 1 ) % num_points ];
- v1 = subtract( v1, origin );
- v2 = subtract( v2, origin );
- normals.push( normalize( cross( v1, v2 ) ) );
-
- }
-
- var normal = [ 0, 0, 0 ];
-
- for ( var i = 0; i < normals.length; i ++ ) {
-
- normal[ 0 ] += normals[ i ][ 0 ];
- normal[ 1 ] += normals[ i ][ 1 ];
- normal[ 2 ] += normals[ i ][ 2 ];
-
- }
-
- normal[ 0 ] /= normals.length;
- normal[ 1 ] /= normals.length;
- normal[ 2 ] /= normals.length;
-
- var idx = ( y * width + x ) * 4;
-
- output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
- output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
- output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
- output[ idx + 3 ] = 255;
-
- }
-
- }
-
- context.putImageData( imageData, 0, 0 );
-
- return canvas;
-
- },
-
- generateDataTexture: function ( width, height, color ) {
-
- var size = width * height;
- var data = new Uint8Array( 3 * size );
-
- var r = Math.floor( color.r * 255 );
- var g = Math.floor( color.g * 255 );
- var b = Math.floor( color.b * 255 );
-
- for ( var i = 0; i < size; i ++ ) {
-
- data[ i * 3 ] = r;
- data[ i * 3 + 1 ] = g;
- data[ i * 3 + 2 ] = b;
-
- }
-
- var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
- texture.needsUpdate = true;
-
- return texture;
-
- }
-
-};
-
-// File:src/extras/SceneUtils.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.SceneUtils = {
-
- createMultiMaterialObject: function ( geometry, materials ) {
-
- var group = new THREE.Object3D();
-
- for ( var i = 0, l = materials.length; i < l; i ++ ) {
-
- group.add( new THREE.Mesh( geometry, materials[ i ] ) );
-
- }
-
- return group;
-
- },
-
- detach: function ( child, parent, scene ) {
-
- child.applyMatrix( parent.matrixWorld );
- parent.remove( child );
- scene.add( child );
-
- },
-
- attach: function ( child, scene, parent ) {
-
- var matrixWorldInverse = new THREE.Matrix4();
- matrixWorldInverse.getInverse( parent.matrixWorld );
- child.applyMatrix( matrixWorldInverse );
-
- scene.remove( child );
- parent.add( child );
-
- }
-
-};
-
-// File:src/extras/FontUtils.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For Text operations in three.js (See TextGeometry)
- *
- * It uses techniques used in:
- *
- * typeface.js and canvastext
- * For converting fonts and rendering with javascript
- * http://typeface.neocracy.org
- *
- * Triangulation ported from AS3
- * Simple Polygon Triangulation
- * http://actionsnippet.com/?p=1462
- *
- * A Method to triangulate shapes with holes
- * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
- *
- */
-
-THREE.FontUtils = {
-
- faces: {},
-
- // Just for now. face[weight][style]
-
- face: 'helvetiker',
- weight: 'normal',
- style: 'normal',
- size: 150,
- divisions: 10,
-
- getFace: function () {
-
- try {
-
- return this.faces[ this.face ][ this.weight ][ this.style ];
-
- } catch (e) {
-
- throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
-
- };
-
- },
-
- loadFace: function ( data ) {
-
- var family = data.familyName.toLowerCase();
-
- var ThreeFont = this;
-
- ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
-
- ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
- ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
-
- ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
-
- return data;
-
- },
-
- drawText: function ( text ) {
-
- // RenderText
-
- var i,
- face = this.getFace(),
- scale = this.size / face.resolution,
- offset = 0,
- chars = String( text ).split( '' ),
- length = chars.length;
-
- var fontPaths = [];
-
- for ( i = 0; i < length; i ++ ) {
-
- var path = new THREE.Path();
-
- var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
- offset += ret.offset;
-
- fontPaths.push( ret.path );
-
- }
-
- // get the width
-
- var width = offset / 2;
- //
- // for ( p = 0; p < allPts.length; p++ ) {
- //
- // allPts[ p ].x -= width;
- //
- // }
-
- //var extract = this.extractPoints( allPts, characterPts );
- //extract.contour = allPts;
-
- //extract.paths = fontPaths;
- //extract.offset = width;
-
- return { paths: fontPaths, offset: width };
-
- },
-
-
-
-
- extractGlyphPoints: function ( c, face, scale, offset, path ) {
-
- var pts = [];
-
- var i, i2, divisions,
- outline, action, length,
- scaleX, scaleY,
- x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
- laste,
- glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
-
- if ( ! glyph ) return;
-
- if ( glyph.o ) {
-
- outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
- length = outline.length;
-
- scaleX = scale;
- scaleY = scale;
-
- for ( i = 0; i < length; ) {
-
- action = outline[ i ++ ];
-
- //console.log( action );
-
- switch ( action ) {
-
- case 'm':
-
- // Move To
-
- x = outline[ i ++ ] * scaleX + offset;
- y = outline[ i ++ ] * scaleY;
-
- path.moveTo( x, y );
- break;
-
- case 'l':
-
- // Line To
-
- x = outline[ i ++ ] * scaleX + offset;
- y = outline[ i ++ ] * scaleY;
- path.lineTo( x, y );
- break;
-
- case 'q':
-
- // QuadraticCurveTo
-
- cpx = outline[ i ++ ] * scaleX + offset;
- cpy = outline[ i ++ ] * scaleY;
- cpx1 = outline[ i ++ ] * scaleX + offset;
- cpy1 = outline[ i ++ ] * scaleY;
-
- path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
-
- laste = pts[ pts.length - 1 ];
-
- if ( laste ) {
-
- cpx0 = laste.x;
- cpy0 = laste.y;
-
- for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
-
- var t = i2 / divisions;
- THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
- THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
- }
-
- }
-
- break;
-
- case 'b':
-
- // Cubic Bezier Curve
-
- cpx = outline[ i ++ ] * scaleX + offset;
- cpy = outline[ i ++ ] * scaleY;
- cpx1 = outline[ i ++ ] * scaleX + offset;
- cpy1 = outline[ i ++ ] * scaleY;
- cpx2 = outline[ i ++ ] * scaleX + offset;
- cpy2 = outline[ i ++ ] * scaleY;
-
- path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
-
- laste = pts[ pts.length - 1 ];
-
- if ( laste ) {
-
- cpx0 = laste.x;
- cpy0 = laste.y;
-
- for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
-
- var t = i2 / divisions;
- THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
- THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
-
- }
-
- }
-
- break;
-
- }
-
- }
- }
-
-
-
- return { offset: glyph.ha * scale, path:path };
- }
-
-};
-
-
-THREE.FontUtils.generateShapes = function ( text, parameters ) {
-
- // Parameters
-
- parameters = parameters || {};
-
- var size = parameters.size !== undefined ? parameters.size : 100;
- var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
-
- var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
- var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
- var style = parameters.style !== undefined ? parameters.style : 'normal';
-
- THREE.FontUtils.size = size;
- THREE.FontUtils.divisions = curveSegments;
-
- THREE.FontUtils.face = font;
- THREE.FontUtils.weight = weight;
- THREE.FontUtils.style = style;
-
- // Get a Font data json object
-
- var data = THREE.FontUtils.drawText( text );
-
- var paths = data.paths;
- var shapes = [];
-
- for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
-
- Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
-
- }
-
- return shapes;
-
-};
-
-
-/**
- * This code is a quick port of code written in C++ which was submitted to
- * flipcode.com by John W. Ratcliff // July 22, 2000
- * See original code and more information here:
- * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
- *
- * ported to actionscript by Zevan Rosser
- * www.actionsnippet.com
- *
- * ported to javascript by Joshua Koo
- * http://www.lab4games.net/zz85/blog
- *
- */
-
-
-( function ( namespace ) {
-
- var EPSILON = 0.0000000001;
-
- // takes in an contour array and returns
-
- var process = function ( contour, indices ) {
-
- var n = contour.length;
-
- if ( n < 3 ) return null;
-
- var result = [],
- verts = [],
- vertIndices = [];
-
- /* we want a counter-clockwise polygon in verts */
-
- var u, v, w;
-
- if ( area( contour ) > 0.0 ) {
-
- for ( v = 0; v < n; v ++ ) verts[ v ] = v;
-
- } else {
-
- for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
-
- }
-
- var nv = n;
-
- /* remove nv - 2 vertices, creating 1 triangle every time */
-
- var count = 2 * nv; /* error detection */
-
- for ( v = nv - 1; nv > 2; ) {
-
- /* if we loop, it is probably a non-simple polygon */
-
- if ( ( count -- ) <= 0 ) {
-
- //** Triangulate: ERROR - probable bad polygon!
-
- //throw ( "Warning, unable to triangulate polygon!" );
- //return null;
- // Sometimes warning is fine, especially polygons are triangulated in reverse.
- THREE.warn( 'THREE.FontUtils: Warning, unable to triangulate polygon! in Triangulate.process()' );
-
- if ( indices ) return vertIndices;
- return result;
-
- }
-
- /* three consecutive vertices in current polygon, */
-
- u = v; if ( nv <= u ) u = 0; /* previous */
- v = u + 1; if ( nv <= v ) v = 0; /* new v */
- w = v + 1; if ( nv <= w ) w = 0; /* next */
-
- if ( snip( contour, u, v, w, nv, verts ) ) {
-
- var a, b, c, s, t;
-
- /* true names of the vertices */
-
- a = verts[ u ];
- b = verts[ v ];
- c = verts[ w ];
-
- /* output Triangle */
-
- result.push( [ contour[ a ],
- contour[ b ],
- contour[ c ] ] );
-
-
- vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
-
- /* remove v from the remaining polygon */
-
- for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {
-
- verts[ s ] = verts[ t ];
-
- }
-
- nv --;
-
- /* reset error detection counter */
-
- count = 2 * nv;
-
- }
-
- }
-
- if ( indices ) return vertIndices;
- return result;
-
- };
-
- // calculate area of the contour polygon
-
- var area = function ( contour ) {
-
- var n = contour.length;
- var a = 0.0;
-
- for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
-
- a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
-
- }
-
- return a * 0.5;
-
- };
-
- var snip = function ( contour, u, v, w, n, verts ) {
-
- var p;
- var ax, ay, bx, by;
- var cx, cy, px, py;
-
- ax = contour[ verts[ u ] ].x;
- ay = contour[ verts[ u ] ].y;
-
- bx = contour[ verts[ v ] ].x;
- by = contour[ verts[ v ] ].y;
-
- cx = contour[ verts[ w ] ].x;
- cy = contour[ verts[ w ] ].y;
-
- if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
-
- var aX, aY, bX, bY, cX, cY;
- var apx, apy, bpx, bpy, cpx, cpy;
- var cCROSSap, bCROSScp, aCROSSbp;
-
- aX = cx - bx; aY = cy - by;
- bX = ax - cx; bY = ay - cy;
- cX = bx - ax; cY = by - ay;
-
- for ( p = 0; p < n; p ++ ) {
-
- px = contour[ verts[ p ] ].x
- py = contour[ verts[ p ] ].y
-
- if ( ( ( px === ax ) && ( py === ay ) ) ||
- ( ( px === bx ) && ( py === by ) ) ||
- ( ( px === cx ) && ( py === cy ) ) ) continue;
-
- apx = px - ax; apy = py - ay;
- bpx = px - bx; bpy = py - by;
- cpx = px - cx; cpy = py - cy;
-
- // see if p is inside triangle abc
-
- aCROSSbp = aX * bpy - aY * bpx;
- cCROSSap = cX * apy - cY * apx;
- bCROSScp = bX * cpy - bY * cpx;
-
- if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
-
- }
-
- return true;
-
- };
-
-
- namespace.Triangulate = process;
- namespace.Triangulate.area = area;
-
- return namespace;
-
-} )( THREE.FontUtils );
-
-// To use the typeface.js face files, hook up the API
-self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
-THREE.typeface_js = self._typeface_js;
-
-// File:src/extras/audio/Audio.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.Audio = function ( listener ) {
-
- THREE.Object3D.call( this );
-
- this.type = 'Audio';
-
- this.context = listener.context;
- this.source = this.context.createBufferSource();
- this.source.onended = this.onEnded.bind(this);
-
- this.gain = this.context.createGain();
- this.gain.connect( this.context.destination );
-
- this.panner = this.context.createPanner();
- this.panner.connect( this.gain );
-
- this.autoplay = false;
-
- this.startTime = 0;
- this.isPlaying = false;
-
-};
-
-THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Audio.prototype.constructor = THREE.Audio;
-
-THREE.Audio.prototype.load = function ( file ) {
-
- var scope = this;
-
- var request = new XMLHttpRequest();
- request.open( 'GET', file, true );
- request.responseType = 'arraybuffer';
- request.onload = function ( e ) {
-
- scope.context.decodeAudioData( this.response, function ( buffer ) {
-
- scope.source.buffer = buffer;
-
- if( scope.autoplay ) scope.play();
-
- } );
-
- };
- request.send();
-
- return this;
-
-};
-
-THREE.Audio.prototype.play = function () {
-
- if ( this.isPlaying === true ) {
-
- THREE.warn( 'THREE.Audio: Audio is already playing.' );
- return;
-
- }
-
- var source = this.context.createBufferSource();
-
- source.buffer = this.source.buffer;
- source.loop = this.source.loop;
- source.onended = this.source.onended;
- source.connect( this.panner );
- source.start( 0, this.startTime );
-
- this.isPlaying = true;
-
- this.source = source;
-
-};
-
-THREE.Audio.prototype.pause = function () {
-
- this.source.stop();
- this.startTime = this.context.currentTime;
-
-};
-
-THREE.Audio.prototype.stop = function () {
-
- this.source.stop();
- this.startTime = 0;
-
-};
-
-THREE.Audio.prototype.onEnded = function() {
-
- this.isPlaying = false;
-
-};
-
-THREE.Audio.prototype.setLoop = function ( value ) {
-
- this.source.loop = value;
-
-};
-
-THREE.Audio.prototype.setRefDistance = function ( value ) {
-
- this.panner.refDistance = value;
-
-};
-
-THREE.Audio.prototype.setRolloffFactor = function ( value ) {
-
- this.panner.rolloffFactor = value;
-
-};
-
-THREE.Audio.prototype.setVolume = function ( value ) {
-
- this.gain.gain.value = value;
-
-};
-
-THREE.Audio.prototype.updateMatrixWorld = ( function () {
-
- var position = new THREE.Vector3();
-
- return function ( force ) {
-
- THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
-
- position.setFromMatrixPosition( this.matrixWorld );
-
- this.panner.setPosition( position.x, position.y, position.z );
-
- };
-
-} )();
-
-// File:src/extras/audio/AudioListener.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AudioListener = function () {
-
- THREE.Object3D.call( this );
-
- this.type = 'AudioListener';
-
- this.context = new ( window.AudioContext || window.webkitAudioContext )();
-
-};
-
-THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
-THREE.AudioListener.prototype.constructor = THREE.AudioListener;
-
-THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
-
- var position = new THREE.Vector3();
- var quaternion = new THREE.Quaternion();
- var scale = new THREE.Vector3();
-
- var orientation = new THREE.Vector3();
- var velocity = new THREE.Vector3();
-
- var positionPrev = new THREE.Vector3();
-
- return function ( force ) {
-
- THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
-
- var listener = this.context.listener;
- var up = this.up;
-
- this.matrixWorld.decompose( position, quaternion, scale );
-
- orientation.set( 0, 0, -1 ).applyQuaternion( quaternion );
- velocity.subVectors( position, positionPrev );
-
- listener.setPosition( position.x, position.y, position.z );
- listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );
- listener.setVelocity( velocity.x, velocity.y, velocity.z );
-
- positionPrev.copy( position );
-
- };
-
-} )();
-
-// File:src/extras/core/Curve.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Extensible curve object
- *
- * Some common of Curve methods
- * .getPoint(t), getTangent(t)
- * .getPointAt(u), getTagentAt(u)
- * .getPoints(), .getSpacedPoints()
- * .getLength()
- * .updateArcLengths()
- *
- * This following classes subclasses THREE.Curve:
- *
- * -- 2d classes --
- * THREE.LineCurve
- * THREE.QuadraticBezierCurve
- * THREE.CubicBezierCurve
- * THREE.SplineCurve
- * THREE.ArcCurve
- * THREE.EllipseCurve
- *
- * -- 3d classes --
- * THREE.LineCurve3
- * THREE.QuadraticBezierCurve3
- * THREE.CubicBezierCurve3
- * THREE.SplineCurve3
- * THREE.ClosedSplineCurve3
- *
- * A series of curves can be represented as a THREE.CurvePath
- *
- **/
-
-/**************************************************************
- * Abstract Curve base class
- **************************************************************/
-
-THREE.Curve = function () {
-
-};
-
-// Virtual base class method to overwrite and implement in subclasses
-// - t [0 .. 1]
-
-THREE.Curve.prototype.getPoint = function ( t ) {
-
- THREE.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
- return null;
-
-};
-
-// Get point at relative position in curve according to arc length
-// - u [0 .. 1]
-
-THREE.Curve.prototype.getPointAt = function ( u ) {
-
- var t = this.getUtoTmapping( u );
- return this.getPoint( t );
-
-};
-
-// Get sequence of points using getPoint( t )
-
-THREE.Curve.prototype.getPoints = function ( divisions ) {
-
- if ( ! divisions ) divisions = 5;
-
- var d, pts = [];
-
- for ( d = 0; d <= divisions; d ++ ) {
-
- pts.push( this.getPoint( d / divisions ) );
-
- }
-
- return pts;
-
-};
-
-// Get sequence of points using getPointAt( u )
-
-THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
-
- if ( ! divisions ) divisions = 5;
-
- var d, pts = [];
-
- for ( d = 0; d <= divisions; d ++ ) {
-
- pts.push( this.getPointAt( d / divisions ) );
-
- }
-
- return pts;
-
-};
-
-// Get total curve arc length
-
-THREE.Curve.prototype.getLength = function () {
-
- var lengths = this.getLengths();
- return lengths[ lengths.length - 1 ];
-
-};
-
-// Get list of cumulative segment lengths
-
-THREE.Curve.prototype.getLengths = function ( divisions ) {
-
- if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions) : 200;
-
- if ( this.cacheArcLengths
- && ( this.cacheArcLengths.length == divisions + 1 )
- && ! this.needsUpdate) {
-
- //console.log( "cached", this.cacheArcLengths );
- return this.cacheArcLengths;
-
- }
-
- this.needsUpdate = false;
-
- var cache = [];
- var current, last = this.getPoint( 0 );
- var p, sum = 0;
-
- cache.push( 0 );
-
- for ( p = 1; p <= divisions; p ++ ) {
-
- current = this.getPoint ( p / divisions );
- sum += current.distanceTo( last );
- cache.push( sum );
- last = current;
-
- }
-
- this.cacheArcLengths = cache;
-
- return cache; // { sums: cache, sum:sum }; Sum is in the last element.
-
-};
-
-
-THREE.Curve.prototype.updateArcLengths = function() {
- this.needsUpdate = true;
- this.getLengths();
-};
-
-// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
-
-THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
-
- var arcLengths = this.getLengths();
-
- var i = 0, il = arcLengths.length;
-
- var targetArcLength; // The targeted u distance value to get
-
- if ( distance ) {
-
- targetArcLength = distance;
-
- } else {
-
- targetArcLength = u * arcLengths[ il - 1 ];
-
- }
-
- //var time = Date.now();
-
- // binary search for the index with largest value smaller than target u distance
-
- var low = 0, high = il - 1, comparison;
-
- while ( low <= high ) {
-
- i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
-
- comparison = arcLengths[ i ] - targetArcLength;
-
- if ( comparison < 0 ) {
-
- low = i + 1;
-
- } else if ( comparison > 0 ) {
-
- high = i - 1;
-
- } else {
-
- high = i;
- break;
-
- // DONE
-
- }
-
- }
-
- i = high;
-
- //console.log('b' , i, low, high, Date.now()- time);
-
- if ( arcLengths[ i ] == targetArcLength ) {
-
- var t = i / ( il - 1 );
- return t;
-
- }
-
- // we could get finer grain at lengths, or use simple interpolatation between two points
-
- var lengthBefore = arcLengths[ i ];
- var lengthAfter = arcLengths[ i + 1 ];
-
- var segmentLength = lengthAfter - lengthBefore;
-
- // determine where we are between the 'before' and 'after' points
-
- var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
-
- // add that fractional amount to t
-
- var t = ( i + segmentFraction ) / ( il - 1 );
-
- return t;
-
-};
-
-// Returns a unit vector tangent at t
-// In case any sub curve does not implement its tangent derivation,
-// 2 points a small delta apart will be used to find its gradient
-// which seems to give a reasonable approximation
-
-THREE.Curve.prototype.getTangent = function( t ) {
-
- var delta = 0.0001;
- var t1 = t - delta;
- var t2 = t + delta;
-
- // Capping in case of danger
-
- if ( t1 < 0 ) t1 = 0;
- if ( t2 > 1 ) t2 = 1;
-
- var pt1 = this.getPoint( t1 );
- var pt2 = this.getPoint( t2 );
-
- var vec = pt2.clone().sub(pt1);
- return vec.normalize();
-
-};
-
-
-THREE.Curve.prototype.getTangentAt = function ( u ) {
-
- var t = this.getUtoTmapping( u );
- return this.getTangent( t );
-
-};
-
-
-
-
-
-/**************************************************************
- * Utils
- **************************************************************/
-
-THREE.Curve.Utils = {
-
- tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
-
- return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
-
- },
-
- // Puay Bing, thanks for helping with this derivative!
-
- tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
-
- return - 3 * p0 * (1 - t) * (1 - t) +
- 3 * p1 * (1 - t) * (1 - t) - 6 * t * p1 * (1 - t) +
- 6 * t * p2 * (1 - t) - 3 * t * t * p2 +
- 3 * t * t * p3;
-
- },
-
- tangentSpline: function ( t, p0, p1, p2, p3 ) {
-
- // To check if my formulas are correct
-
- var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
- var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
- var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
- var h11 = 3 * t * t - 2 * t; // t3 − t2
-
- return h00 + h10 + h01 + h11;
-
- },
-
- // Catmull-Rom
-
- interpolate: function( p0, p1, p2, p3, t ) {
-
- var v0 = ( p2 - p0 ) * 0.5;
- var v1 = ( p3 - p1 ) * 0.5;
- var t2 = t * t;
- var t3 = t * t2;
- return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
- }
-
-};
-
-
-// TODO: Transformation for Curves?
-
-/**************************************************************
- * 3D Curves
- **************************************************************/
-
-// A Factory method for creating new curve subclasses
-
-THREE.Curve.create = function ( constructor, getPointFunc ) {
-
- constructor.prototype = Object.create( THREE.Curve.prototype );
- constructor.prototype.constructor = constructor;
- constructor.prototype.getPoint = getPointFunc;
-
- return constructor;
-
-};
-
-// File:src/extras/core/CurvePath.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- **/
-
-/**************************************************************
- * Curved Path - a curve path is simply a array of connected
- * curves, but retains the api of a curve
- **************************************************************/
-
-THREE.CurvePath = function () {
-
- this.curves = [];
- this.bends = [];
-
- this.autoClose = false; // Automatically closes the path
-};
-
-THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
-THREE.CurvePath.prototype.constructor = THREE.CurvePath;
-
-THREE.CurvePath.prototype.add = function ( curve ) {
-
- this.curves.push( curve );
-
-};
-
-THREE.CurvePath.prototype.checkConnection = function() {
- // TODO
- // If the ending of curve is not connected to the starting
- // or the next curve, then, this is not a real path
-};
-
-THREE.CurvePath.prototype.closePath = function() {
- // TODO Test
- // and verify for vector3 (needs to implement equals)
- // Add a line curve if start and end of lines are not connected
- var startPoint = this.curves[0].getPoint(0);
- var endPoint = this.curves[this.curves.length - 1].getPoint(1);
-
- if (! startPoint.equals(endPoint)) {
- this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
- }
-
-};
-
-// To get accurate point with reference to
-// entire path distance at time t,
-// following has to be done:
-
-// 1. Length of each sub path have to be known
-// 2. Locate and identify type of curve
-// 3. Get t for the curve
-// 4. Return curve.getPointAt(t')
-
-THREE.CurvePath.prototype.getPoint = function( t ) {
-
- var d = t * this.getLength();
- var curveLengths = this.getCurveLengths();
- var i = 0, diff, curve;
-
- // To think about boundaries points.
-
- while ( i < curveLengths.length ) {
-
- if ( curveLengths[ i ] >= d ) {
-
- diff = curveLengths[ i ] - d;
- curve = this.curves[ i ];
-
- var u = 1 - diff / curve.getLength();
-
- return curve.getPointAt( u );
-
- }
-
- i ++;
-
- }
-
- return null;
-
- // loop where sum != 0, sum > d , sum+1 maxX ) maxX = p.x;
- else if ( p.x < minX ) minX = p.x;
-
- if ( p.y > maxY ) maxY = p.y;
- else if ( p.y < minY ) minY = p.y;
-
- if ( v3 ) {
-
- if ( p.z > maxZ ) maxZ = p.z;
- else if ( p.z < minZ ) minZ = p.z;
-
- }
-
- sum.add( p );
-
- }
-
- var ret = {
-
- minX: minX,
- minY: minY,
- maxX: maxX,
- maxY: maxY
-
- };
-
- if ( v3 ) {
-
- ret.maxZ = maxZ;
- ret.minZ = minZ;
-
- }
-
- return ret;
-
-};
-
-/**************************************************************
- * Create Geometries Helpers
- **************************************************************/
-
-/// Generate geometry from path points (for Line or Points objects)
-
-THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
-
- var pts = this.getPoints( divisions, true );
- return this.createGeometry( pts );
-
-};
-
-// Generate geometry from equidistance sampling along the path
-
-THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
-
- var pts = this.getSpacedPoints( divisions, true );
- return this.createGeometry( pts );
-
-};
-
-THREE.CurvePath.prototype.createGeometry = function( points ) {
-
- var geometry = new THREE.Geometry();
-
- for ( var i = 0; i < points.length; i ++ ) {
-
- geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
-
- }
-
- return geometry;
-
-};
-
-
-/**************************************************************
- * Bend / Wrap Helper Methods
- **************************************************************/
-
-// Wrap path / Bend modifiers?
-
-THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
-
- this.bends.push( bendpath );
-
-};
-
-THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
-
- var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
- var i, il;
-
- if ( ! bends ) {
-
- bends = this.bends;
-
- }
-
- for ( i = 0, il = bends.length; i < il; i ++ ) {
-
- oldPts = this.getWrapPoints( oldPts, bends[ i ] );
-
- }
-
- return oldPts;
-
-};
-
-THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
-
- var oldPts = this.getSpacedPoints( segments );
-
- var i, il;
-
- if ( ! bends ) {
-
- bends = this.bends;
-
- }
-
- for ( i = 0, il = bends.length; i < il; i ++ ) {
-
- oldPts = this.getWrapPoints( oldPts, bends[ i ] );
-
- }
-
- return oldPts;
-
-};
-
-// This returns getPoints() bend/wrapped around the contour of a path.
-// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
-
-THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
-
- var bounds = this.getBoundingBox();
-
- var i, il, p, oldX, oldY, xNorm;
-
- for ( i = 0, il = oldPts.length; i < il; i ++ ) {
-
- p = oldPts[ i ];
-
- oldX = p.x;
- oldY = p.y;
-
- xNorm = oldX / bounds.maxX;
-
- // If using actual distance, for length > path, requires line extrusions
- //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
-
- xNorm = path.getUtoTmapping( xNorm, oldX );
-
- // check for out of bounds?
-
- var pathPt = path.getPoint( xNorm );
- var normal = path.getTangent( xNorm );
- normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
-
- p.x = pathPt.x + normal.x;
- p.y = pathPt.y + normal.y;
-
- }
-
- return oldPts;
-
-};
-
-
-// File:src/extras/core/Gyroscope.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Gyroscope = function () {
-
- THREE.Object3D.call( this );
-
-};
-
-THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
-THREE.Gyroscope.prototype.constructor = THREE.Gyroscope;
-
-THREE.Gyroscope.prototype.updateMatrixWorld = ( function () {
-
- var translationObject = new THREE.Vector3();
- var quaternionObject = new THREE.Quaternion();
- var scaleObject = new THREE.Vector3();
-
- var translationWorld = new THREE.Vector3();
- var quaternionWorld = new THREE.Quaternion();
- var scaleWorld = new THREE.Vector3();
-
- return function ( force ) {
-
- this.matrixAutoUpdate && this.updateMatrix();
-
- // update matrixWorld
-
- if ( this.matrixWorldNeedsUpdate || force ) {
-
- if ( this.parent ) {
-
- this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
-
- this.matrixWorld.decompose( translationWorld, quaternionWorld, scaleWorld );
- this.matrix.decompose( translationObject, quaternionObject, scaleObject );
-
- this.matrixWorld.compose( translationWorld, quaternionObject, scaleWorld );
-
-
- } else {
-
- this.matrixWorld.copy( this.matrix );
-
- }
-
-
- this.matrixWorldNeedsUpdate = false;
-
- force = true;
-
- }
-
- // update children
-
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
-
- this.children[ i ].updateMatrixWorld( force );
-
- }
-
- };
-
-}() );
-
-// File:src/extras/core/Path.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Creates free form 2d path using series of points, lines or curves.
- *
- **/
-
-THREE.Path = function ( points ) {
-
- THREE.CurvePath.call(this);
-
- this.actions = [];
-
- if ( points ) {
-
- this.fromPoints( points );
-
- }
-
-};
-
-THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
-THREE.Path.prototype.constructor = THREE.Path;
-
-THREE.PathActions = {
-
- MOVE_TO: 'moveTo',
- LINE_TO: 'lineTo',
- QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
- BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
- CSPLINE_THRU: 'splineThru', // Catmull-rom spline
- ARC: 'arc', // Circle
- ELLIPSE: 'ellipse'
-};
-
-// TODO Clean up PATH API
-
-// Create path using straight lines to connect all points
-// - vectors: array of Vector2
-
-THREE.Path.prototype.fromPoints = function ( vectors ) {
-
- this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
-
- for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
-
- this.lineTo( vectors[ v ].x, vectors[ v ].y );
-
- };
-
-};
-
-// startPath() endPath()?
-
-THREE.Path.prototype.moveTo = function ( x, y ) {
-
- var args = Array.prototype.slice.call( arguments );
- this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.lineTo = function ( x, y ) {
-
- var args = Array.prototype.slice.call( arguments );
-
- var lastargs = this.actions[ this.actions.length - 1 ].args;
-
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
-
- var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
- this.curves.push( curve );
-
- this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
-
- var args = Array.prototype.slice.call( arguments );
-
- var lastargs = this.actions[ this.actions.length - 1 ].args;
-
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
-
- var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
- new THREE.Vector2( aCPx, aCPy ),
- new THREE.Vector2( aX, aY ) );
- this.curves.push( curve );
-
- this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
- aCP2x, aCP2y,
- aX, aY ) {
-
- var args = Array.prototype.slice.call( arguments );
-
- var lastargs = this.actions[ this.actions.length - 1 ].args;
-
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
-
- var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
- new THREE.Vector2( aCP1x, aCP1y ),
- new THREE.Vector2( aCP2x, aCP2y ),
- new THREE.Vector2( aX, aY ) );
- this.curves.push( curve );
-
- this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
-
-};
-
-THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
-
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
-
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
-//---
- var npts = [ new THREE.Vector2( x0, y0 ) ];
- Array.prototype.push.apply( npts, pts );
-
- var curve = new THREE.SplineCurve( npts );
- this.curves.push( curve );
-
- this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
-
-};
-
-// FUTURE: Change the API or follow canvas API?
-
-THREE.Path.prototype.arc = function ( aX, aY, aRadius,
- aStartAngle, aEndAngle, aClockwise ) {
-
- var lastargs = this.actions[ this.actions.length - 1].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
-
- this.absarc(aX + x0, aY + y0, aRadius,
- aStartAngle, aEndAngle, aClockwise );
-
- };
-
- THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
- aStartAngle, aEndAngle, aClockwise ) {
- this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
- };
-
-THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise ) {
-
- var lastargs = this.actions[ this.actions.length - 1].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
-
- this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise );
-
- };
-
-
-THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise ) {
-
- var args = Array.prototype.slice.call( arguments );
- var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise );
- this.curves.push( curve );
-
- var lastPoint = curve.getPoint(1);
- args.push(lastPoint.x);
- args.push(lastPoint.y);
-
- this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
-
- };
-
-THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
-
- if ( ! divisions ) divisions = 40;
-
- var points = [];
-
- for ( var i = 0; i < divisions; i ++ ) {
-
- points.push( this.getPoint( i / divisions ) );
-
- //if( !this.getPoint( i / divisions ) ) throw "DIE";
-
- }
-
- // if ( closedPath ) {
- //
- // points.push( points[ 0 ] );
- //
- // }
-
- return points;
-
-};
-
-/* Return an array of vectors based on contour of the path */
-
-THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
-
- if (this.useSpacedPoints) {
- console.log('tata');
- return this.getSpacedPoints( divisions, closedPath );
- }
-
- divisions = divisions || 12;
-
- var points = [];
-
- var i, il, item, action, args;
- var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
- laste, j,
- t, tx, ty;
-
- for ( i = 0, il = this.actions.length; i < il; i ++ ) {
-
- item = this.actions[ i ];
-
- action = item.action;
- args = item.args;
-
- switch ( action ) {
-
- case THREE.PathActions.MOVE_TO:
-
- points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
-
- break;
-
- case THREE.PathActions.LINE_TO:
-
- points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
-
- break;
-
- case THREE.PathActions.QUADRATIC_CURVE_TO:
-
- cpx = args[ 2 ];
- cpy = args[ 3 ];
-
- cpx1 = args[ 0 ];
- cpy1 = args[ 1 ];
-
- if ( points.length > 0 ) {
-
- laste = points[ points.length - 1 ];
-
- cpx0 = laste.x;
- cpy0 = laste.y;
-
- } else {
-
- laste = this.actions[ i - 1 ].args;
-
- cpx0 = laste[ laste.length - 2 ];
- cpy0 = laste[ laste.length - 1 ];
-
- }
-
- for ( j = 1; j <= divisions; j ++ ) {
-
- t = j / divisions;
-
- tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
- ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
-
- points.push( new THREE.Vector2( tx, ty ) );
-
- }
-
- break;
-
- case THREE.PathActions.BEZIER_CURVE_TO:
-
- cpx = args[ 4 ];
- cpy = args[ 5 ];
-
- cpx1 = args[ 0 ];
- cpy1 = args[ 1 ];
-
- cpx2 = args[ 2 ];
- cpy2 = args[ 3 ];
-
- if ( points.length > 0 ) {
-
- laste = points[ points.length - 1 ];
-
- cpx0 = laste.x;
- cpy0 = laste.y;
-
- } else {
-
- laste = this.actions[ i - 1 ].args;
-
- cpx0 = laste[ laste.length - 2 ];
- cpy0 = laste[ laste.length - 1 ];
-
- }
-
-
- for ( j = 1; j <= divisions; j ++ ) {
-
- t = j / divisions;
-
- tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
- ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
-
- points.push( new THREE.Vector2( tx, ty ) );
-
- }
-
- break;
-
- case THREE.PathActions.CSPLINE_THRU:
-
- laste = this.actions[ i - 1 ].args;
-
- var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
- var spts = [ last ];
-
- var n = divisions * args[ 0 ].length;
-
- spts = spts.concat( args[ 0 ] );
-
- var spline = new THREE.SplineCurve( spts );
-
- for ( j = 1; j <= n; j ++ ) {
-
- points.push( spline.getPointAt( j / n ) ) ;
-
- }
-
- break;
-
- case THREE.PathActions.ARC:
-
- var aX = args[ 0 ], aY = args[ 1 ],
- aRadius = args[ 2 ],
- aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
- aClockwise = !! args[ 5 ];
-
- var deltaAngle = aEndAngle - aStartAngle;
- var angle;
- var tdivisions = divisions * 2;
-
- for ( j = 1; j <= tdivisions; j ++ ) {
-
- t = j / tdivisions;
-
- if ( ! aClockwise ) {
-
- t = 1 - t;
-
- }
-
- angle = aStartAngle + t * deltaAngle;
-
- tx = aX + aRadius * Math.cos( angle );
- ty = aY + aRadius * Math.sin( angle );
-
- //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
-
- points.push( new THREE.Vector2( tx, ty ) );
-
- }
-
- //console.log(points);
-
- break;
-
- case THREE.PathActions.ELLIPSE:
-
- var aX = args[ 0 ], aY = args[ 1 ],
- xRadius = args[ 2 ],
- yRadius = args[ 3 ],
- aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
- aClockwise = !! args[ 6 ];
-
-
- var deltaAngle = aEndAngle - aStartAngle;
- var angle;
- var tdivisions = divisions * 2;
-
- for ( j = 1; j <= tdivisions; j ++ ) {
-
- t = j / tdivisions;
-
- if ( ! aClockwise ) {
-
- t = 1 - t;
-
- }
-
- angle = aStartAngle + t * deltaAngle;
-
- tx = aX + xRadius * Math.cos( angle );
- ty = aY + yRadius * Math.sin( angle );
-
- //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
-
- points.push( new THREE.Vector2( tx, ty ) );
-
- }
-
- //console.log(points);
-
- break;
-
- } // end switch
-
- }
-
-
-
- // Normalize to remove the closing point by default.
- var lastPoint = points[ points.length - 1];
- var EPSILON = 0.0000000001;
- if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
- Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
- points.splice( points.length - 1, 1);
- if ( closedPath ) {
-
- points.push( points[ 0 ] );
-
- }
-
- return points;
-
-};
-
-//
-// Breaks path into shapes
-//
-// Assumptions (if parameter isCCW==true the opposite holds):
-// - solid shapes are defined clockwise (CW)
-// - holes are defined counterclockwise (CCW)
-//
-// If parameter noHoles==true:
-// - all subPaths are regarded as solid shapes
-// - definition order CW/CCW has no relevance
-//
-
-THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
-
- function extractSubpaths( inActions ) {
-
- var i, il, item, action, args;
-
- var subPaths = [], lastPath = new THREE.Path();
-
- for ( i = 0, il = inActions.length; i < il; i ++ ) {
-
- item = inActions[ i ];
-
- args = item.args;
- action = item.action;
-
- if ( action == THREE.PathActions.MOVE_TO ) {
-
- if ( lastPath.actions.length != 0 ) {
-
- subPaths.push( lastPath );
- lastPath = new THREE.Path();
-
- }
-
- }
-
- lastPath[ action ].apply( lastPath, args );
-
- }
-
- if ( lastPath.actions.length != 0 ) {
-
- subPaths.push( lastPath );
-
- }
-
- // console.log(subPaths);
-
- return subPaths;
- }
-
- function toShapesNoHoles( inSubpaths ) {
-
- var shapes = [];
-
- for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
-
- var tmpPath = inSubpaths[ i ];
-
- var tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
-
- shapes.push( tmpShape );
- }
-
- //console.log("shape", shapes);
-
- return shapes;
- };
-
- function isPointInsidePolygon( inPt, inPolygon ) {
- var EPSILON = 0.0000000001;
-
- var polyLen = inPolygon.length;
-
- // inPt on polygon contour => immediate success or
- // toggling of inside/outside at every single! intersection point of an edge
- // with the horizontal line through inPt, left of inPt
- // not counting lowerY endpoints of edges and whole edges on that line
- var inside = false;
- for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
- var edgeLowPt = inPolygon[ p ];
- var edgeHighPt = inPolygon[ q ];
-
- var edgeDx = edgeHighPt.x - edgeLowPt.x;
- var edgeDy = edgeHighPt.y - edgeLowPt.y;
-
- if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
- if ( edgeDy < 0 ) {
- edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
- edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
- }
- if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
-
- if ( inPt.y == edgeLowPt.y ) {
- if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
- // continue; // no intersection or edgeLowPt => doesn't count !!!
- } else {
- var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
- if ( perpEdge == 0 ) return true; // inPt is on contour ?
- if ( perpEdge < 0 ) continue;
- inside = ! inside; // true intersection left of inPt
- }
- } else { // parallel or colinear
- if ( inPt.y != edgeLowPt.y ) continue; // parallel
- // egde lies on the same horizontal line as inPt
- if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
- ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
- // continue;
- }
- }
-
- return inside;
- }
-
-
- var subPaths = extractSubpaths( this.actions );
- if ( subPaths.length == 0 ) return [];
-
- if ( noHoles === true ) return toShapesNoHoles( subPaths );
-
-
- var solid, tmpPath, tmpShape, shapes = [];
-
- if ( subPaths.length == 1) {
-
- tmpPath = subPaths[0];
- tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- return shapes;
-
- }
-
- var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
- holesFirst = isCCW ? ! holesFirst : holesFirst;
-
- // console.log("Holes first", holesFirst);
-
- var betterShapeHoles = [];
- var newShapes = [];
- var newShapeHoles = [];
- var mainIdx = 0;
- var tmpPoints;
-
- newShapes[mainIdx] = undefined;
- newShapeHoles[mainIdx] = [];
-
- var i, il;
-
- for ( i = 0, il = subPaths.length; i < il; i ++ ) {
-
- tmpPath = subPaths[ i ];
- tmpPoints = tmpPath.getPoints();
- solid = THREE.Shape.Utils.isClockWise( tmpPoints );
- solid = isCCW ? ! solid : solid;
-
- if ( solid ) {
-
- if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++;
-
- newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
- newShapes[mainIdx].s.actions = tmpPath.actions;
- newShapes[mainIdx].s.curves = tmpPath.curves;
-
- if ( holesFirst ) mainIdx ++;
- newShapeHoles[mainIdx] = [];
-
- //console.log('cw', i);
-
- } else {
-
- newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
-
- //console.log('ccw', i);
-
- }
-
- }
-
- // only Holes? -> probably all Shapes with wrong orientation
- if ( ! newShapes[0] ) return toShapesNoHoles( subPaths );
-
-
- if ( newShapes.length > 1 ) {
- var ambigious = false;
- var toChange = [];
-
- for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
- betterShapeHoles[sIdx] = [];
- }
- for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
- var sho = newShapeHoles[sIdx];
- for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
- var ho = sho[hIdx];
- var hole_unassigned = true;
- for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
- if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
- if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
- if ( hole_unassigned ) {
- hole_unassigned = false;
- betterShapeHoles[s2Idx].push( ho );
- } else {
- ambigious = true;
- }
- }
- }
- if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
- }
- }
- // console.log("ambigious: ", ambigious);
- if ( toChange.length > 0 ) {
- // console.log("to change: ", toChange);
- if (! ambigious) newShapeHoles = betterShapeHoles;
- }
- }
-
- var tmpHoles, j, jl;
- for ( i = 0, il = newShapes.length; i < il; i ++ ) {
- tmpShape = newShapes[i].s;
- shapes.push( tmpShape );
- tmpHoles = newShapeHoles[i];
- for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
- tmpShape.holes.push( tmpHoles[j].h );
- }
- }
-
- //console.log("shape", shapes);
-
- return shapes;
-
-};
-
-// File:src/extras/core/Shape.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Defines a 2d shape plane using paths.
- **/
-
-// STEP 1 Create a path.
-// STEP 2 Turn path into shape.
-// STEP 3 ExtrudeGeometry takes in Shape/Shapes
-// STEP 3a - Extract points from each shape, turn to vertices
-// STEP 3b - Triangulate each shape, add faces.
-
-THREE.Shape = function () {
-
- THREE.Path.apply( this, arguments );
- this.holes = [];
-
-};
-
-THREE.Shape.prototype = Object.create( THREE.Path.prototype );
-THREE.Shape.prototype.constructor = THREE.Shape;
-
-// Convenience method to return ExtrudeGeometry
-
-THREE.Shape.prototype.extrude = function ( options ) {
-
- var extruded = new THREE.ExtrudeGeometry( this, options );
- return extruded;
-
-};
-
-// Convenience method to return ShapeGeometry
-
-THREE.Shape.prototype.makeGeometry = function ( options ) {
-
- var geometry = new THREE.ShapeGeometry( this, options );
- return geometry;
-
-};
-
-// Get points of holes
-
-THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
-
- var i, il = this.holes.length, holesPts = [];
-
- for ( i = 0; i < il; i ++ ) {
-
- holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
-
- }
-
- return holesPts;
-
-};
-
-// Get points of holes (spaced by regular distance)
-
-THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
-
- var i, il = this.holes.length, holesPts = [];
-
- for ( i = 0; i < il; i ++ ) {
-
- holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
-
- }
-
- return holesPts;
-
-};
-
-
-// Get points of shape and holes (keypoints based on segments parameter)
-
-THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
-
- return {
-
- shape: this.getTransformedPoints( divisions ),
- holes: this.getPointsHoles( divisions )
-
- };
-
-};
-
-THREE.Shape.prototype.extractPoints = function ( divisions ) {
-
- if (this.useSpacedPoints) {
- return this.extractAllSpacedPoints(divisions);
- }
-
- return this.extractAllPoints(divisions);
-
-};
-
-//
-// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
-//
-// return {
-//
-// shape: this.transform( bend, divisions ),
-// holes: this.getPointsHoles( divisions, bend )
-//
-// };
-//
-// };
-
-// Get points of shape and holes (spaced by regular distance)
-
-THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
-
- return {
-
- shape: this.getTransformedSpacedPoints( divisions ),
- holes: this.getSpacedPointsHoles( divisions )
-
- };
-
-};
-
-/**************************************************************
- * Utils
- **************************************************************/
-
-THREE.Shape.Utils = {
-
- triangulateShape: function ( contour, holes ) {
-
- function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
- // inOtherPt needs to be colinear to the inSegment
- if ( inSegPt1.x != inSegPt2.x ) {
- if ( inSegPt1.x < inSegPt2.x ) {
- return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
- } else {
- return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
- }
- } else {
- if ( inSegPt1.y < inSegPt2.y ) {
- return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
- } else {
- return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
- }
- }
- }
-
- function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
- var EPSILON = 0.0000000001;
-
- var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
- var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
-
- var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
- var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
-
- var limit = seg1dy * seg2dx - seg1dx * seg2dy;
- var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
-
- if ( Math.abs(limit) > EPSILON ) { // not parallel
-
- var perpSeg2;
- if ( limit > 0 ) {
- if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
- if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
- } else {
- if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
- perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
- if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
- }
-
- // i.e. to reduce rounding errors
- // intersection at endpoint of segment#1?
- if ( perpSeg2 == 0 ) {
- if ( ( inExcludeAdjacentSegs ) &&
- ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
- return [ inSeg1Pt1 ];
- }
- if ( perpSeg2 == limit ) {
- if ( ( inExcludeAdjacentSegs ) &&
- ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
- return [ inSeg1Pt2 ];
- }
- // intersection at endpoint of segment#2?
- if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
- if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
-
- // return real intersection point
- var factorSeg1 = perpSeg2 / limit;
- return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
- y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
-
- } else { // parallel or colinear
- if ( ( perpSeg1 != 0 ) ||
- ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
-
- // they are collinear or degenerate
- var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
- var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
- // both segments are points
- if ( seg1Pt && seg2Pt ) {
- if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
- (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
- return [ inSeg1Pt1 ]; // they are the same point
- }
- // segment#1 is a single point
- if ( seg1Pt ) {
- if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
- return [ inSeg1Pt1 ];
- }
- // segment#2 is a single point
- if ( seg2Pt ) {
- if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
- return [ inSeg2Pt1 ];
- }
-
- // they are collinear segments, which might overlap
- var seg1min, seg1max, seg1minVal, seg1maxVal;
- var seg2min, seg2max, seg2minVal, seg2maxVal;
- if (seg1dx != 0) { // the segments are NOT on a vertical line
- if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
- seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
- seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
- } else {
- seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
- seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
- }
- if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
- seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
- seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
- } else {
- seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
- seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
- }
- } else { // the segments are on a vertical line
- if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
- seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
- seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
- } else {
- seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
- seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
- }
- if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
- seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
- seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
- } else {
- seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
- seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
- }
- }
- if ( seg1minVal <= seg2minVal ) {
- if ( seg1maxVal < seg2minVal ) return [];
- if ( seg1maxVal == seg2minVal ) {
- if ( inExcludeAdjacentSegs ) return [];
- return [ seg2min ];
- }
- if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
- return [ seg2min, seg2max ];
- } else {
- if ( seg1minVal > seg2maxVal ) return [];
- if ( seg1minVal == seg2maxVal ) {
- if ( inExcludeAdjacentSegs ) return [];
- return [ seg1min ];
- }
- if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
- return [ seg1min, seg2max ];
- }
- }
- }
-
- function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
- // The order of legs is important
-
- var EPSILON = 0.0000000001;
-
- // translation of all points, so that Vertex is at (0,0)
- var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
- var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
- var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
-
- // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
- var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
- var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
-
- if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
-
- var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
- // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
-
- if ( from2toAngle > 0 ) { // main angle < 180 deg.
- return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
- } else { // main angle > 180 deg.
- return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
- }
- } else { // angle == 180 deg.
- // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
- return ( from2otherAngle > 0 );
- }
- }
-
-
- function removeHoles( contour, holes ) {
-
- var shape = contour.concat(); // work on this shape
- var hole;
-
- function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
- // Check if hole point lies within angle around shape point
- var lastShapeIdx = shape.length - 1;
-
- var prevShapeIdx = inShapeIdx - 1;
- if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
-
- var nextShapeIdx = inShapeIdx + 1;
- if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
-
- var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
- if (! insideAngle ) {
- // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
- return false;
- }
-
- // Check if shape point lies within angle around hole point
- var lastHoleIdx = hole.length - 1;
-
- var prevHoleIdx = inHoleIdx - 1;
- if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
-
- var nextHoleIdx = inHoleIdx + 1;
- if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
-
- insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
- if (! insideAngle ) {
- // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
- return false;
- }
-
- return true;
- }
-
- function intersectsShapeEdge( inShapePt, inHolePt ) {
- // checks for intersections with shape edges
- var sIdx, nextIdx, intersection;
- for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
- nextIdx = sIdx + 1; nextIdx %= shape.length;
- intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
- if ( intersection.length > 0 ) return true;
- }
-
- return false;
- }
-
- var indepHoles = [];
-
- function intersectsHoleEdge( inShapePt, inHolePt ) {
- // checks for intersections with hole edges
- var ihIdx, chkHole,
- hIdx, nextIdx, intersection;
- for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
- chkHole = holes[indepHoles[ihIdx]];
- for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
- nextIdx = hIdx + 1; nextIdx %= chkHole.length;
- intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
- if ( intersection.length > 0 ) return true;
- }
- }
- return false;
- }
-
- var holeIndex, shapeIndex,
- shapePt, holePt,
- holeIdx, cutKey, failedCuts = [],
- tmpShape1, tmpShape2,
- tmpHole1, tmpHole2;
-
- for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
-
- indepHoles.push( h );
-
- }
-
- var minShapeIndex = 0;
- var counter = indepHoles.length * 2;
- while ( indepHoles.length > 0 ) {
- counter --;
- if ( counter < 0 ) {
- console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
- break;
- }
-
- // search for shape-vertex and hole-vertex,
- // which can be connected without intersections
- for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
-
- shapePt = shape[ shapeIndex ];
- holeIndex = - 1;
-
- // search for hole which can be reached without intersections
- for ( var h = 0; h < indepHoles.length; h ++ ) {
- holeIdx = indepHoles[h];
-
- // prevent multiple checks
- cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
- if ( failedCuts[cutKey] !== undefined ) continue;
-
- hole = holes[holeIdx];
- for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
- holePt = hole[ h2 ];
- if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
- if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
- if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
-
- holeIndex = h2;
- indepHoles.splice(h, 1);
-
- tmpShape1 = shape.slice( 0, shapeIndex + 1 );
- tmpShape2 = shape.slice( shapeIndex );
- tmpHole1 = hole.slice( holeIndex );
- tmpHole2 = hole.slice( 0, holeIndex + 1 );
-
- shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
-
- minShapeIndex = shapeIndex;
-
- // Debug only, to show the selected cuts
- // glob_CutLines.push( [ shapePt, holePt ] );
-
- break;
- }
- if ( holeIndex >= 0 ) break; // hole-vertex found
-
- failedCuts[cutKey] = true; // remember failure
- }
- if ( holeIndex >= 0 ) break; // hole-vertex found
- }
- }
-
- return shape; /* shape with no holes */
- }
-
-
- var i, il, f, face,
- key, index,
- allPointsMap = {};
-
- // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
-
- var allpoints = contour.concat();
-
- for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
-
- Array.prototype.push.apply( allpoints, holes[h] );
-
- }
-
- //console.log( "allpoints",allpoints, allpoints.length );
-
- // prepare all points map
-
- for ( i = 0, il = allpoints.length; i < il; i ++ ) {
-
- key = allpoints[ i ].x + ":" + allpoints[ i ].y;
-
- if ( allPointsMap[ key ] !== undefined ) {
-
- THREE.warn( "THREE.Shape: Duplicate point", key );
-
- }
-
- allPointsMap[ key ] = i;
-
- }
-
- // remove holes by cutting paths to holes and adding them to the shape
- var shapeWithoutHoles = removeHoles( contour, holes );
-
- var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
- //console.log( "triangles",triangles, triangles.length );
-
- // check all face vertices against all points map
-
- for ( i = 0, il = triangles.length; i < il; i ++ ) {
-
- face = triangles[ i ];
-
- for ( f = 0; f < 3; f ++ ) {
-
- key = face[ f ].x + ":" + face[ f ].y;
-
- index = allPointsMap[ key ];
-
- if ( index !== undefined ) {
-
- face[ f ] = index;
-
- }
-
- }
-
- }
-
- return triangles.concat();
-
- },
-
- isClockWise: function ( pts ) {
-
- return THREE.FontUtils.Triangulate.area( pts ) < 0;
-
- },
-
- // Bezier Curves formulas obtained from
- // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
-
- // Quad Bezier Functions
-
- b2p0: function ( t, p ) {
-
- var k = 1 - t;
- return k * k * p;
-
- },
-
- b2p1: function ( t, p ) {
-
- return 2 * ( 1 - t ) * t * p;
-
- },
-
- b2p2: function ( t, p ) {
-
- return t * t * p;
-
- },
-
- b2: function ( t, p0, p1, p2 ) {
-
- return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
-
- },
-
- // Cubic Bezier Functions
-
- b3p0: function ( t, p ) {
-
- var k = 1 - t;
- return k * k * k * p;
-
- },
-
- b3p1: function ( t, p ) {
-
- var k = 1 - t;
- return 3 * k * k * t * p;
-
- },
-
- b3p2: function ( t, p ) {
-
- var k = 1 - t;
- return 3 * k * t * t * p;
-
- },
-
- b3p3: function ( t, p ) {
-
- return t * t * t * p;
-
- },
-
- b3: function ( t, p0, p1, p2, p3 ) {
-
- return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
-
- }
-
-};
-
-
-// File:src/extras/curves/LineCurve.js
-
-/**************************************************************
- * Line
- **************************************************************/
-
-THREE.LineCurve = function ( v1, v2 ) {
-
- this.v1 = v1;
- this.v2 = v2;
-
-};
-
-THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
-THREE.LineCurve.prototype.constructor = THREE.LineCurve;
-
-THREE.LineCurve.prototype.getPoint = function ( t ) {
-
- var point = this.v2.clone().sub(this.v1);
- point.multiplyScalar( t ).add( this.v1 );
-
- return point;
-
-};
-
-// Line curve is linear, so we can overwrite default getPointAt
-
-THREE.LineCurve.prototype.getPointAt = function ( u ) {
-
- return this.getPoint( u );
-
-};
-
-THREE.LineCurve.prototype.getTangent = function( t ) {
-
- var tangent = this.v2.clone().sub(this.v1);
-
- return tangent.normalize();
-
-};
-
-// File:src/extras/curves/QuadraticBezierCurve.js
-
-/**************************************************************
- * Quadratic Bezier curve
- **************************************************************/
-
-
-THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
-
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
-
-};
-
-THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
-THREE.QuadraticBezierCurve.prototype.constructor = THREE.QuadraticBezierCurve;
-
-
-THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
-
- var vector = new THREE.Vector2();
-
- vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
- vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
-
- return vector;
-
-};
-
-
-THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
-
- var vector = new THREE.Vector2();
-
- vector.x = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
- vector.y = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
-
- // returns unit vector
-
- return vector.normalize();
-
-};
-
-// File:src/extras/curves/CubicBezierCurve.js
-
-/**************************************************************
- * Cubic Bezier curve
- **************************************************************/
-
-THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
-
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
-
-};
-
-THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
-THREE.CubicBezierCurve.prototype.constructor = THREE.CubicBezierCurve;
-
-THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
-
- var tx, ty;
-
- tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
- ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
-
- return new THREE.Vector2( tx, ty );
-
-};
-
-THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
-
- var tx, ty;
-
- tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
- ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
-
- var tangent = new THREE.Vector2( tx, ty );
- tangent.normalize();
-
- return tangent;
-
-};
-
-// File:src/extras/curves/SplineCurve.js
-
-/**************************************************************
- * Spline curve
- **************************************************************/
-
-THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
-
- this.points = ( points == undefined ) ? [] : points;
-
-};
-
-THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
-THREE.SplineCurve.prototype.constructor = THREE.SplineCurve;
-
-THREE.SplineCurve.prototype.getPoint = function ( t ) {
-
- var points = this.points;
- var point = ( points.length - 1 ) * t;
-
- var intPoint = Math.floor( point );
- var weight = point - intPoint;
-
- var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ]
- var point1 = points[ intPoint ]
- var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]
- var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]
-
- var vector = new THREE.Vector2();
-
- vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
- vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
-
- return vector;
-
-};
-
-// File:src/extras/curves/EllipseCurve.js
-
-/**************************************************************
- * Ellipse curve
- **************************************************************/
-
-THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
-
- this.aX = aX;
- this.aY = aY;
-
- this.xRadius = xRadius;
- this.yRadius = yRadius;
-
- this.aStartAngle = aStartAngle;
- this.aEndAngle = aEndAngle;
-
- this.aClockwise = aClockwise;
-
-};
-
-THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
-THREE.EllipseCurve.prototype.constructor = THREE.EllipseCurve;
-
-THREE.EllipseCurve.prototype.getPoint = function ( t ) {
-
- var deltaAngle = this.aEndAngle - this.aStartAngle;
-
- if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
- if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
-
- var angle;
-
- if ( this.aClockwise === true ) {
-
- angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
-
- } else {
-
- angle = this.aStartAngle + t * deltaAngle;
-
- }
-
- var vector = new THREE.Vector2();
-
- vector.x = this.aX + this.xRadius * Math.cos( angle );
- vector.y = this.aY + this.yRadius * Math.sin( angle );
-
- return vector;
-
-};
-
-// File:src/extras/curves/ArcCurve.js
-
-/**************************************************************
- * Arc curve
- **************************************************************/
-
-THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
-
- THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
-};
-
-THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
-THREE.ArcCurve.prototype.constructor = THREE.ArcCurve;
-
-// File:src/extras/curves/LineCurve3.js
-
-/**************************************************************
- * Line3D
- **************************************************************/
-
-THREE.LineCurve3 = THREE.Curve.create(
-
- function ( v1, v2 ) {
-
- this.v1 = v1;
- this.v2 = v2;
-
- },
-
- function ( t ) {
-
- var vector = new THREE.Vector3();
-
- vector.subVectors( this.v2, this.v1 ); // diff
- vector.multiplyScalar( t );
- vector.add( this.v1 );
-
- return vector;
-
- }
-
-);
-
-// File:src/extras/curves/QuadraticBezierCurve3.js
-
-/**************************************************************
- * Quadratic Bezier 3D curve
- **************************************************************/
-
-THREE.QuadraticBezierCurve3 = THREE.Curve.create(
-
- function ( v0, v1, v2 ) {
-
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
-
- },
-
- function ( t ) {
-
- var vector = new THREE.Vector3();
-
- vector.x = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
- vector.y = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
- vector.z = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
-
- return vector;
-
- }
-
-);
-
-// File:src/extras/curves/CubicBezierCurve3.js
-
-/**************************************************************
- * Cubic Bezier 3D curve
- **************************************************************/
-
-THREE.CubicBezierCurve3 = THREE.Curve.create(
-
- function ( v0, v1, v2, v3 ) {
-
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
-
- },
-
- function ( t ) {
-
- var vector = new THREE.Vector3();
-
- vector.x = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
- vector.y = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
- vector.z = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
-
- return vector;
-
- }
-
-);
-
-// File:src/extras/curves/SplineCurve3.js
-
-/**************************************************************
- * Spline 3D curve
- **************************************************************/
-
-
-THREE.SplineCurve3 = THREE.Curve.create(
-
- function ( points /* array of Vector3 */) {
-
- this.points = ( points == undefined ) ? [] : points;
-
- },
-
- function ( t ) {
-
- var points = this.points;
- var point = ( points.length - 1 ) * t;
-
- var intPoint = Math.floor( point );
- var weight = point - intPoint;
-
- var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
- var point1 = points[ intPoint ];
- var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
- var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
-
- var vector = new THREE.Vector3();
-
- vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
- vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
- vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
-
- return vector;
-
- }
-
-);
-
-// File:src/extras/curves/ClosedSplineCurve3.js
-
-/**************************************************************
- * Closed Spline 3D curve
- **************************************************************/
-
-
-THREE.ClosedSplineCurve3 = THREE.Curve.create(
-
- function ( points /* array of Vector3 */) {
-
- this.points = ( points == undefined ) ? [] : points;
-
- },
-
- function ( t ) {
-
- var points = this.points;
- var point = ( points.length - 0 ) * t; // This needs to be from 0-length +1
-
- var intPoint = Math.floor( point );
- var weight = point - intPoint;
-
- intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
-
- var point0 = points[ ( intPoint - 1 ) % points.length ];
- var point1 = points[ ( intPoint ) % points.length ];
- var point2 = points[ ( intPoint + 1 ) % points.length ];
- var point3 = points[ ( intPoint + 2 ) % points.length ];
-
- var vector = new THREE.Vector3();
-
- vector.x = THREE.Curve.Utils.interpolate( point0.x, point1.x, point2.x, point3.x, weight );
- vector.y = THREE.Curve.Utils.interpolate( point0.y, point1.y, point2.y, point3.y, weight );
- vector.z = THREE.Curve.Utils.interpolate( point0.z, point1.z, point2.z, point3.z, weight );
-
- return vector;
-
- }
-
-);
-
-// File:src/extras/animation/AnimationHandler.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- */
-
-THREE.AnimationHandler = {
-
- LINEAR: 0,
- CATMULLROM: 1,
- CATMULLROM_FORWARD: 2,
-
- //
-
- add: function () { THREE.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
- get: function () { THREE.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
- remove: function () { THREE.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
-
- //
-
- animations: [],
-
- init: function ( data ) {
-
- if ( data.initialized === true ) return data;
-
- // loop through all keys
-
- for ( var h = 0; h < data.hierarchy.length; h ++ ) {
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- // remove minus times
-
- if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
-
- data.hierarchy[ h ].keys[ k ].time = 0;
-
- }
-
- // create quaternions
-
- if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
- ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
-
- var quat = data.hierarchy[ h ].keys[ k ].rot;
- data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
-
- }
-
- }
-
- // prepare morph target keys
-
- if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
-
- // get all used
-
- var usedMorphTargets = {};
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
- var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
- usedMorphTargets[ morphTargetName ] = - 1;
-
- }
-
- }
-
- data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
-
-
- // set all used on all frames
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- var influences = {};
-
- for ( var morphTargetName in usedMorphTargets ) {
-
- for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
-
- if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
-
- influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
- break;
-
- }
-
- }
-
- if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
-
- influences[ morphTargetName ] = 0;
-
- }
-
- }
-
- data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
-
- }
-
- }
-
-
- // remove all keys that are on the same time
-
- for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
-
- data.hierarchy[ h ].keys.splice( k, 1 );
- k --;
-
- }
-
- }
-
-
- // set index
-
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
-
- data.hierarchy[ h ].keys[ k ].index = k;
-
- }
-
- }
-
- data.initialized = true;
-
- return data;
-
- },
-
- parse: function ( root ) {
-
- var parseRecurseHierarchy = function ( root, hierarchy ) {
-
- hierarchy.push( root );
-
- for ( var c = 0; c < root.children.length; c ++ )
- parseRecurseHierarchy( root.children[ c ], hierarchy );
-
- };
-
- // setup hierarchy
-
- var hierarchy = [];
-
- if ( root instanceof THREE.SkinnedMesh ) {
-
- for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
-
- hierarchy.push( root.skeleton.bones[ b ] );
-
- }
-
- } else {
-
- parseRecurseHierarchy( root, hierarchy );
-
- }
-
- return hierarchy;
-
- },
-
- play: function ( animation ) {
-
- if ( this.animations.indexOf( animation ) === - 1 ) {
-
- this.animations.push( animation );
-
- }
-
- },
-
- stop: function ( animation ) {
-
- var index = this.animations.indexOf( animation );
-
- if ( index !== - 1 ) {
-
- this.animations.splice( index, 1 );
-
- }
-
- },
-
- update: function ( deltaTimeMS ) {
-
- for ( var i = 0; i < this.animations.length; i ++ ) {
-
- this.animations[ i ].resetBlendWeights( );
-
- }
-
- for ( var i = 0; i < this.animations.length; i ++ ) {
-
- this.animations[ i ].update( deltaTimeMS );
-
- }
-
- }
-
-};
-
-// File:src/extras/animation/Animation.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.Animation = function ( root, data ) {
-
- this.root = root;
- this.data = THREE.AnimationHandler.init( data );
- this.hierarchy = THREE.AnimationHandler.parse( root );
-
- this.currentTime = 0;
- this.timeScale = 1;
-
- this.isPlaying = false;
- this.loop = true;
- this.weight = 0;
-
- this.interpolationType = THREE.AnimationHandler.LINEAR;
-
-};
-
-THREE.Animation.prototype = {
-
- constructor: THREE.Animation,
-
- keyTypes: [ "pos", "rot", "scl" ],
-
- play: function ( startTime, weight ) {
-
- this.currentTime = startTime !== undefined ? startTime : 0;
- this.weight = weight !== undefined ? weight : 1;
-
- this.isPlaying = true;
-
- this.reset();
-
- THREE.AnimationHandler.play( this );
-
- },
-
- stop: function() {
-
- this.isPlaying = false;
-
- THREE.AnimationHandler.stop( this );
-
- },
-
- reset: function () {
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
-
- if ( object.animationCache === undefined ) {
-
- object.animationCache = {
- animations: {},
- blending: {
- positionWeight: 0.0,
- quaternionWeight: 0.0,
- scaleWeight: 0.0
- }
- };
- }
-
- var name = this.data.name;
- var animations = object.animationCache.animations;
- var animationCache = animations[ name ];
-
- if ( animationCache === undefined ) {
-
- animationCache = {
- prevKey: { pos: 0, rot: 0, scl: 0 },
- nextKey: { pos: 0, rot: 0, scl: 0 },
- originalMatrix: object.matrix
- };
-
- animations[ name ] = animationCache;
-
- }
-
- // Get keys to match our current time
-
- for ( var t = 0; t < 3; t ++ ) {
-
- var type = this.keyTypes[ t ];
-
- var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
- var nextKey = this.getNextKeyWith( type, h, 1 );
-
- while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
- prevKey = nextKey;
- nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
- }
-
- animationCache.prevKey[ type ] = prevKey;
- animationCache.nextKey[ type ] = nextKey;
-
- }
-
- }
-
- },
-
- resetBlendWeights: function () {
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
- var animationCache = object.animationCache;
-
- if ( animationCache !== undefined ) {
-
- var blending = animationCache.blending;
-
- blending.positionWeight = 0.0;
- blending.quaternionWeight = 0.0;
- blending.scaleWeight = 0.0;
-
- }
-
- }
-
- },
-
- update: ( function() {
-
- var points = [];
- var target = new THREE.Vector3();
- var newVector = new THREE.Vector3();
- var newQuat = new THREE.Quaternion();
-
- // Catmull-Rom spline
-
- var interpolateCatmullRom = function ( points, scale ) {
-
- var c = [], v3 = [],
- point, intPoint, weight, w2, w3,
- pa, pb, pc, pd;
-
- point = ( points.length - 1 ) * scale;
- intPoint = Math.floor( point );
- weight = point - intPoint;
-
- c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
- c[ 1 ] = intPoint;
- c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
- c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
-
- pa = points[ c[ 0 ] ];
- pb = points[ c[ 1 ] ];
- pc = points[ c[ 2 ] ];
- pd = points[ c[ 3 ] ];
-
- w2 = weight * weight;
- w3 = weight * w2;
-
- v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
- v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
- v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
-
- return v3;
-
- };
-
- var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
-
- var v0 = ( p2 - p0 ) * 0.5,
- v1 = ( p3 - p1 ) * 0.5;
-
- return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
-
- };
-
- return function ( delta ) {
-
- if ( this.isPlaying === false ) return;
-
- this.currentTime += delta * this.timeScale;
-
- if ( this.weight === 0 )
- return;
-
- //
-
- var duration = this.data.length;
-
- if ( this.currentTime > duration || this.currentTime < 0 ) {
-
- if ( this.loop ) {
-
- this.currentTime %= duration;
-
- if ( this.currentTime < 0 )
- this.currentTime += duration;
-
- this.reset();
-
- } else {
-
- this.stop();
-
- }
-
- }
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
- var animationCache = object.animationCache.animations[this.data.name];
- var blending = object.animationCache.blending;
-
- // loop through pos/rot/scl
-
- for ( var t = 0; t < 3; t ++ ) {
-
- // get keys
-
- var type = this.keyTypes[ t ];
- var prevKey = animationCache.prevKey[ type ];
- var nextKey = animationCache.nextKey[ type ];
-
- if ( ( this.timeScale > 0 && nextKey.time <= this.currentTime ) ||
- ( this.timeScale < 0 && prevKey.time >= this.currentTime ) ) {
-
- prevKey = this.data.hierarchy[ h ].keys[ 0 ];
- nextKey = this.getNextKeyWith( type, h, 1 );
-
- while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
- prevKey = nextKey;
- nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
-
- }
-
- animationCache.prevKey[ type ] = prevKey;
- animationCache.nextKey[ type ] = nextKey;
-
- }
-
- var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
-
- var prevXYZ = prevKey[ type ];
- var nextXYZ = nextKey[ type ];
-
- if ( scale < 0 ) scale = 0;
- if ( scale > 1 ) scale = 1;
-
- // interpolate
-
- if ( type === "pos" ) {
-
- if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
-
- newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
- newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
- newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
- // blend
- var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
- object.position.lerp( newVector, proportionalWeight );
- blending.positionWeight += this.weight;
-
- } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
- points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
- points[ 1 ] = prevXYZ;
- points[ 2 ] = nextXYZ;
- points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
-
- scale = scale * 0.33 + 0.33;
-
- var currentPoint = interpolateCatmullRom( points, scale );
- var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
- blending.positionWeight += this.weight;
-
- // blend
-
- var vector = object.position;
-
- vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
- vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
- vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
-
- if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
- var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
-
- target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
- target.sub( vector );
- target.y = 0;
- target.normalize();
-
- var angle = Math.atan2( target.x, target.z );
- object.rotation.set( 0, angle, 0 );
-
- }
-
- }
-
- } else if ( type === "rot" ) {
-
- THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
-
- // Avoid paying the cost of an additional slerp if we don't have to
- if ( blending.quaternionWeight === 0 ) {
-
- object.quaternion.copy(newQuat);
- blending.quaternionWeight = this.weight;
-
- } else {
-
- var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
- THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
- blending.quaternionWeight += this.weight;
-
- }
-
- } else if ( type === "scl" ) {
-
- newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
- newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
- newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
-
- var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
- object.scale.lerp( newVector, proportionalWeight );
- blending.scaleWeight += this.weight;
-
- }
-
- }
-
- }
-
- return true;
-
- };
-
- } )(),
-
- getNextKeyWith: function ( type, h, key ) {
-
- var keys = this.data.hierarchy[ h ].keys;
-
- if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
- key = key < keys.length - 1 ? key : keys.length - 1;
-
- } else {
-
- key = key % keys.length;
-
- }
-
- for ( ; key < keys.length; key ++ ) {
-
- if ( keys[ key ][ type ] !== undefined ) {
-
- return keys[ key ];
-
- }
-
- }
-
- return this.data.hierarchy[ h ].keys[ 0 ];
-
- },
-
- getPrevKeyWith: function ( type, h, key ) {
-
- var keys = this.data.hierarchy[ h ].keys;
-
- if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
-
- key = key > 0 ? key : 0;
-
- } else {
-
- key = key >= 0 ? key : key + keys.length;
-
- }
-
-
- for ( ; key >= 0; key -- ) {
-
- if ( keys[ key ][ type ] !== undefined ) {
-
- return keys[ key ];
-
- }
-
- }
-
- return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
-
- }
-
-};
-
-// File:src/extras/animation/KeyFrameAnimation.js
-
-/**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author khang duong
- * @author erik kitson
- */
-
-THREE.KeyFrameAnimation = function ( data ) {
-
- this.root = data.node;
- this.data = THREE.AnimationHandler.init( data );
- this.hierarchy = THREE.AnimationHandler.parse( this.root );
- this.currentTime = 0;
- this.timeScale = 0.001;
- this.isPlaying = false;
- this.isPaused = true;
- this.loop = true;
-
- // initialize to first keyframes
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var keys = this.data.hierarchy[h].keys,
- sids = this.data.hierarchy[h].sids,
- obj = this.hierarchy[h];
-
- if ( keys.length && sids ) {
-
- for ( var s = 0; s < sids.length; s ++ ) {
-
- var sid = sids[ s ],
- next = this.getNextKeyWith( sid, h, 0 );
-
- if ( next ) {
-
- next.apply( sid );
-
- }
-
- }
-
- obj.matrixAutoUpdate = false;
- this.data.hierarchy[h].node.updateMatrix();
- obj.matrixWorldNeedsUpdate = true;
-
- }
-
- }
-
-};
-
-THREE.KeyFrameAnimation.prototype = {
-
- constructor: THREE.KeyFrameAnimation,
-
- play: function ( startTime ) {
-
- this.currentTime = startTime !== undefined ? startTime : 0;
-
- if ( this.isPlaying === false ) {
-
- this.isPlaying = true;
-
- // reset key cache
-
- var h, hl = this.hierarchy.length,
- object,
- node;
-
- for ( h = 0; h < hl; h ++ ) {
-
- object = this.hierarchy[ h ];
- node = this.data.hierarchy[ h ];
-
- if ( node.animationCache === undefined ) {
-
- node.animationCache = {};
- node.animationCache.prevKey = null;
- node.animationCache.nextKey = null;
- node.animationCache.originalMatrix = object.matrix;
-
- }
-
- var keys = this.data.hierarchy[h].keys;
-
- if (keys.length) {
-
- node.animationCache.prevKey = keys[ 0 ];
- node.animationCache.nextKey = keys[ 1 ];
-
- this.startTime = Math.min( keys[0].time, this.startTime );
- this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
-
- }
-
- }
-
- this.update( 0 );
-
- }
-
- this.isPaused = false;
-
- THREE.AnimationHandler.play( this );
-
- },
-
- stop: function () {
-
- this.isPlaying = false;
- this.isPaused = false;
-
- THREE.AnimationHandler.stop( this );
-
- // reset JIT matrix and remove cache
-
- for ( var h = 0; h < this.data.hierarchy.length; h ++ ) {
-
- var obj = this.hierarchy[ h ];
- var node = this.data.hierarchy[ h ];
-
- if ( node.animationCache !== undefined ) {
-
- var original = node.animationCache.originalMatrix;
-
- original.copy( obj.matrix );
- obj.matrix = original;
-
- delete node.animationCache;
-
- }
-
- }
-
- },
-
- update: function ( delta ) {
-
- if ( this.isPlaying === false ) return;
-
- this.currentTime += delta * this.timeScale;
-
- //
-
- var duration = this.data.length;
-
- if ( this.loop === true && this.currentTime > duration ) {
-
- this.currentTime %= duration;
-
- }
-
- this.currentTime = Math.min( this.currentTime, duration );
-
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
-
- var object = this.hierarchy[ h ];
- var node = this.data.hierarchy[ h ];
-
- var keys = node.keys,
- animationCache = node.animationCache;
-
-
- if ( keys.length ) {
-
- var prevKey = animationCache.prevKey;
- var nextKey = animationCache.nextKey;
-
- if ( nextKey.time <= this.currentTime ) {
-
- while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
-
- prevKey = nextKey;
- nextKey = keys[ prevKey.index + 1 ];
-
- }
-
- animationCache.prevKey = prevKey;
- animationCache.nextKey = nextKey;
-
- }
-
- if ( nextKey.time >= this.currentTime ) {
-
- prevKey.interpolate( nextKey, this.currentTime );
-
- } else {
-
- prevKey.interpolate( nextKey, nextKey.time );
-
- }
-
- this.data.hierarchy[ h ].node.updateMatrix();
- object.matrixWorldNeedsUpdate = true;
-
- }
-
- }
-
- },
-
- getNextKeyWith: function ( sid, h, key ) {
-
- var keys = this.data.hierarchy[ h ].keys;
- key = key % keys.length;
-
- for ( ; key < keys.length; key ++ ) {
-
- if ( keys[ key ].hasTarget( sid ) ) {
-
- return keys[ key ];
-
- }
-
- }
-
- return keys[ 0 ];
-
- },
-
- getPrevKeyWith: function ( sid, h, key ) {
-
- var keys = this.data.hierarchy[ h ].keys;
- key = key >= 0 ? key : key + keys.length;
-
- for ( ; key >= 0; key -- ) {
-
- if ( keys[ key ].hasTarget( sid ) ) {
-
- return keys[ key ];
-
- }
-
- }
-
- return keys[ keys.length - 1 ];
-
- }
-
-};
-
-// File:src/extras/animation/MorphAnimation.js
-
-/**
- * @author mrdoob / http://mrdoob.com
- * @author willy-vvu / http://willy-vvu.github.io
- */
-
-THREE.MorphAnimation = function ( mesh ) {
-
- this.mesh = mesh;
- this.frames = mesh.morphTargetInfluences.length;
- this.currentTime = 0;
- this.duration = 1000;
- this.loop = true;
- this.lastFrame = 0;
- this.currentFrame = 0;
-
- this.isPlaying = false;
-
-};
-
-THREE.MorphAnimation.prototype = {
-
- constructor: THREE.MorphAnimation,
-
- play: function () {
-
- this.isPlaying = true;
-
- },
-
- pause: function () {
-
- this.isPlaying = false;
-
- },
-
- update: function ( delta ) {
-
- if ( this.isPlaying === false ) return;
-
- this.currentTime += delta;
-
- if ( this.loop === true && this.currentTime > this.duration ) {
-
- this.currentTime %= this.duration;
-
- }
-
- this.currentTime = Math.min( this.currentTime, this.duration );
-
- var interpolation = this.duration / this.frames;
- var frame = Math.floor( this.currentTime / interpolation );
-
- var influences = this.mesh.morphTargetInfluences;
-
- if ( frame != this.currentFrame ) {
-
- influences[ this.lastFrame ] = 0;
- influences[ this.currentFrame ] = 1;
- influences[ frame ] = 0;
-
- this.lastFrame = this.currentFrame;
- this.currentFrame = frame;
-
- }
-
- influences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
- influences[ this.lastFrame ] = 1 - influences[ frame ];
-
- }
-
-};
-
-// File:src/extras/geometries/BoxGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
-
-THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'BoxGeometry';
-
- this.parameters = {
- width: width,
- height: height,
- depth: depth,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- depthSegments: depthSegments
- };
-
- this.widthSegments = widthSegments || 1;
- this.heightSegments = heightSegments || 1;
- this.depthSegments = depthSegments || 1;
-
- var scope = this;
-
- var width_half = width / 2;
- var height_half = height / 2;
- var depth_half = depth / 2;
-
- buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
- buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
- buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
- buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
- buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
- buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
-
- function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
-
- var w, ix, iy,
- gridX = scope.widthSegments,
- gridY = scope.heightSegments,
- width_half = width / 2,
- height_half = height / 2,
- offset = scope.vertices.length;
-
- if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
-
- w = 'z';
-
- } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
-
- w = 'y';
- gridY = scope.depthSegments;
-
- } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
-
- w = 'x';
- gridX = scope.depthSegments;
-
- }
-
- var gridX1 = gridX + 1,
- gridY1 = gridY + 1,
- segment_width = width / gridX,
- segment_height = height / gridY,
- normal = new THREE.Vector3();
-
- normal[ w ] = depth > 0 ? 1 : - 1;
-
- for ( iy = 0; iy < gridY1; iy ++ ) {
-
- for ( ix = 0; ix < gridX1; ix ++ ) {
-
- var vector = new THREE.Vector3();
- vector[ u ] = ( ix * segment_width - width_half ) * udir;
- vector[ v ] = ( iy * segment_height - height_half ) * vdir;
- vector[ w ] = depth;
-
- scope.vertices.push( vector );
-
- }
-
- }
-
- for ( iy = 0; iy < gridY; iy ++ ) {
-
- for ( ix = 0; ix < gridX; ix ++ ) {
-
- var a = ix + gridX1 * iy;
- var b = ix + gridX1 * ( iy + 1 );
- var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
- var d = ( ix + 1 ) + gridX1 * iy;
-
- var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
- var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
- var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
- var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
-
- var face = new THREE.Face3( a + offset, b + offset, d + offset );
- face.normal.copy( normal );
- face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
- face.materialIndex = materialIndex;
-
- scope.faces.push( face );
- scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
- face = new THREE.Face3( b + offset, c + offset, d + offset );
- face.normal.copy( normal );
- face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
- face.materialIndex = materialIndex;
-
- scope.faces.push( face );
- scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
- }
-
- }
-
- }
-
- this.mergeVertices();
-
-};
-
-THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry;
-
-// File:src/extras/geometries/CircleGeometry.js
-
-/**
- * @author hughes
- */
-
-THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'CircleGeometry';
-
- this.parameters = {
- radius: radius,
- segments: segments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
-
- radius = radius || 50;
- segments = segments !== undefined ? Math.max( 3, segments ) : 8;
-
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
-
- var i, uvs = [],
- center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
-
- this.vertices.push(center);
- uvs.push( centerUV );
-
- for ( i = 0; i <= segments; i ++ ) {
-
- var vertex = new THREE.Vector3();
- var segment = thetaStart + i / segments * thetaLength;
-
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
-
- this.vertices.push( vertex );
- uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
-
- }
-
- var n = new THREE.Vector3( 0, 0, 1 );
-
- for ( i = 1; i <= segments; i ++ ) {
-
- this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
-
- }
-
- this.computeFaceNormals();
-
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry;
-
-// File:src/extras/geometries/CubeGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-
-THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
-
- THREE.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
- return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
-
- };
-
-// File:src/extras/geometries/CylinderGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'CylinderGeometry';
-
- this.parameters = {
- radiusTop: radiusTop,
- radiusBottom: radiusBottom,
- height: height,
- radialSegments: radialSegments,
- heightSegments: heightSegments,
- openEnded: openEnded,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
-
- radiusTop = radiusTop !== undefined ? radiusTop : 20;
- radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
- height = height !== undefined ? height : 100;
-
- radialSegments = radialSegments || 8;
- heightSegments = heightSegments || 1;
-
- openEnded = openEnded !== undefined ? openEnded : false;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI;
-
- var heightHalf = height / 2;
-
- var x, y, vertices = [], uvs = [];
-
- for ( y = 0; y <= heightSegments; y ++ ) {
-
- var verticesRow = [];
- var uvsRow = [];
-
- var v = y / heightSegments;
- var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
-
- for ( x = 0; x <= radialSegments; x ++ ) {
-
- var u = x / radialSegments;
-
- var vertex = new THREE.Vector3();
- vertex.x = radius * Math.sin( u * thetaLength + thetaStart );
- vertex.y = - v * height + heightHalf;
- vertex.z = radius * Math.cos( u * thetaLength + thetaStart );
-
- this.vertices.push( vertex );
-
- verticesRow.push( this.vertices.length - 1 );
- uvsRow.push( new THREE.Vector2( u, 1 - v ) );
-
- }
-
- vertices.push( verticesRow );
- uvs.push( uvsRow );
-
- }
-
- var tanTheta = ( radiusBottom - radiusTop ) / height;
- var na, nb;
-
- for ( x = 0; x < radialSegments; x ++ ) {
-
- if ( radiusTop !== 0 ) {
-
- na = this.vertices[ vertices[ 0 ][ x ] ].clone();
- nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
-
- } else {
-
- na = this.vertices[ vertices[ 1 ][ x ] ].clone();
- nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
-
- }
-
- na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
- nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
-
- for ( y = 0; y < heightSegments; y ++ ) {
-
- var v1 = vertices[ y ][ x ];
- var v2 = vertices[ y + 1 ][ x ];
- var v3 = vertices[ y + 1 ][ x + 1 ];
- var v4 = vertices[ y ][ x + 1 ];
-
- var n1 = na.clone();
- var n2 = na.clone();
- var n3 = nb.clone();
- var n4 = nb.clone();
-
- var uv1 = uvs[ y ][ x ].clone();
- var uv2 = uvs[ y + 1 ][ x ].clone();
- var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
- var uv4 = uvs[ y ][ x + 1 ].clone();
-
- this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
-
- this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
-
- }
-
- }
-
- // top cap
-
- if ( openEnded === false && radiusTop > 0 ) {
-
- this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
-
- for ( x = 0; x < radialSegments; x ++ ) {
-
- var v1 = vertices[ 0 ][ x ];
- var v2 = vertices[ 0 ][ x + 1 ];
- var v3 = this.vertices.length - 1;
-
- var n1 = new THREE.Vector3( 0, 1, 0 );
- var n2 = new THREE.Vector3( 0, 1, 0 );
- var n3 = new THREE.Vector3( 0, 1, 0 );
-
- var uv1 = uvs[ 0 ][ x ].clone();
- var uv2 = uvs[ 0 ][ x + 1 ].clone();
- var uv3 = new THREE.Vector2( uv2.x, 0 );
-
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
- }
-
- }
-
- // bottom cap
-
- if ( openEnded === false && radiusBottom > 0 ) {
-
- this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
-
- for ( x = 0; x < radialSegments; x ++ ) {
-
- var v1 = vertices[ heightSegments ][ x + 1 ];
- var v2 = vertices[ heightSegments ][ x ];
- var v3 = this.vertices.length - 1;
-
- var n1 = new THREE.Vector3( 0, - 1, 0 );
- var n2 = new THREE.Vector3( 0, - 1, 0 );
- var n3 = new THREE.Vector3( 0, - 1, 0 );
-
- var uv1 = uvs[ heightSegments ][ x + 1 ].clone();
- var uv2 = uvs[ heightSegments ][ x ].clone();
- var uv3 = new THREE.Vector2( uv2.x, 1 );
-
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
- }
-
- }
-
- this.computeFaceNormals();
-
-};
-
-THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry;
-
-// File:src/extras/geometries/ExtrudeGeometry.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * Creates extruded geometry from a path shape.
- *
- * parameters = {
- *
- * curveSegments: , // number of points on the curves
- * steps: , // number of points for z-side extrusions / used for subdividing segements of extrude spline too
- * amount: , // Depth to extrude the shape
- *
- * bevelEnabled: , // turn on bevel
- * bevelThickness: , // how deep into the original shape bevel goes
- * bevelSize: , // how far from shape outline is bevel
- * bevelSegments: , // number of bevel layers
- *
- * extrudePath: // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
- * frames: // containing arrays of tangents, normals, binormals
- *
- * material: // material index for front and back faces
- * extrudeMaterial: // material index for extrusion and beveled faces
- * uvGenerator: // object that provides UV generator functions
- *
- * }
- **/
-
-THREE.ExtrudeGeometry = function ( shapes, options ) {
-
- if ( typeof( shapes ) === "undefined" ) {
- shapes = [];
- return;
- }
-
- THREE.Geometry.call( this );
-
- this.type = 'ExtrudeGeometry';
-
- shapes = shapes instanceof Array ? shapes : [ shapes ];
-
- this.addShapeList( shapes, options );
-
- this.computeFaceNormals();
-
- // can't really use automatic vertex normals
- // as then front and back sides get smoothed too
- // should do separate smoothing just for sides
-
- //this.computeVertexNormals();
-
- //console.log( "took", ( Date.now() - startTime ) );
-
-};
-
-THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.ExtrudeGeometry.prototype.constructor = THREE.ExtrudeGeometry;
-
-THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
- var sl = shapes.length;
-
- for ( var s = 0; s < sl; s ++ ) {
- var shape = shapes[ s ];
- this.addShape( shape, options );
- }
-};
-
-THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
-
- var amount = options.amount !== undefined ? options.amount : 100;
-
- var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
- var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
- var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
-
- var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
-
- var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
-
- var steps = options.steps !== undefined ? options.steps : 1;
-
- var extrudePath = options.extrudePath;
- var extrudePts, extrudeByPath = false;
-
- var material = options.material;
- var extrudeMaterial = options.extrudeMaterial;
-
- // Use default WorldUVGenerator if no UV generators are specified.
- var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
-
- var splineTube, binormal, normal, position2;
- if ( extrudePath ) {
-
- extrudePts = extrudePath.getSpacedPoints( steps );
-
- extrudeByPath = true;
- bevelEnabled = false; // bevels not supported for path extrusion
-
- // SETUP TNB variables
-
- // Reuse TNB from TubeGeomtry for now.
- // TODO1 - have a .isClosed in spline?
-
- splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
-
- // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
-
- binormal = new THREE.Vector3();
- normal = new THREE.Vector3();
- position2 = new THREE.Vector3();
-
- }
-
- // Safeguards if bevels are not enabled
-
- if ( ! bevelEnabled ) {
-
- bevelSegments = 0;
- bevelThickness = 0;
- bevelSize = 0;
-
- }
-
- // Variables initalization
-
- var ahole, h, hl; // looping of holes
- var scope = this;
-
- var shapesOffset = this.vertices.length;
-
- var shapePoints = shape.extractPoints( curveSegments );
-
- var vertices = shapePoints.shape;
- var holes = shapePoints.holes;
-
- var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ;
-
- if ( reverse ) {
-
- vertices = vertices.reverse();
-
- // Maybe we should also check if holes are in the opposite direction, just to be safe ...
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
-
- if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
-
- holes[ h ] = ahole.reverse();
-
- }
-
- }
-
- reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
-
- }
-
-
- var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
-
- /* Vertices */
-
- var contour = vertices; // vertices has all points but contour has only points of circumference
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
-
- vertices = vertices.concat( ahole );
-
- }
-
-
- function scalePt2 ( pt, vec, size ) {
-
- if ( ! vec ) THREE.error( "THREE.ExtrudeGeometry: vec does not exist" );
-
- return vec.clone().multiplyScalar( size ).add( pt );
-
- }
-
- var b, bs, t, z,
- vert, vlen = vertices.length,
- face, flen = faces.length;
-
-
- // Find directions for point movement
-
-
- function getBevelVec( inPt, inPrev, inNext ) {
-
- var EPSILON = 0.0000000001;
-
- // computes for inPt the corresponding point inPt' on a new contour
- // shiftet by 1 unit (length of normalized vector) to the left
- // if we walk along contour clockwise, this new contour is outside the old one
- //
- // inPt' is the intersection of the two lines parallel to the two
- // adjacent edges of inPt at a distance of 1 unit on the left side.
-
- var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
-
- // good reading for geometry algorithms (here: line-line intersection)
- // http://geomalgorithms.com/a05-_intersect-1.html
-
- var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
- var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
-
- var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
-
- // check for colinear edges
- var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
-
- if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
-
- // length of vectors for normalizing
-
- var v_prev_len = Math.sqrt( v_prev_lensq );
- var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
-
- // shift adjacent points by unit vectors to the left
-
- var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
- var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
-
- var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
- var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
-
- // scaling factor for v_prev to intersection point
-
- var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
- ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
- ( v_prev_x * v_next_y - v_prev_y * v_next_x );
-
- // vector from inPt to intersection point
-
- v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
- v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
-
- // Don't normalize!, otherwise sharp corners become ugly
- // but prevent crazy spikes
- var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
- if ( v_trans_lensq <= 2 ) {
- return new THREE.Vector2( v_trans_x, v_trans_y );
- } else {
- shrink_by = Math.sqrt( v_trans_lensq / 2 );
- }
-
- } else { // handle special case of colinear edges
-
- var direction_eq = false; // assumes: opposite
- if ( v_prev_x > EPSILON ) {
- if ( v_next_x > EPSILON ) { direction_eq = true; }
- } else {
- if ( v_prev_x < - EPSILON ) {
- if ( v_next_x < - EPSILON ) { direction_eq = true; }
- } else {
- if ( Math.sign(v_prev_y) == Math.sign(v_next_y) ) { direction_eq = true; }
- }
- }
-
- if ( direction_eq ) {
- // console.log("Warning: lines are a straight sequence");
- v_trans_x = - v_prev_y;
- v_trans_y = v_prev_x;
- shrink_by = Math.sqrt( v_prev_lensq );
- } else {
- // console.log("Warning: lines are a straight spike");
- v_trans_x = v_prev_x;
- v_trans_y = v_prev_y;
- shrink_by = Math.sqrt( v_prev_lensq / 2 );
- }
-
- }
-
- return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
-
- }
-
-
- var contourMovements = [];
-
- for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
-
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
-
- // (j)---(i)---(k)
- // console.log('i,j,k', i, j , k)
-
- contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
-
- }
-
- var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
-
- oneHoleMovements = [];
-
- for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
-
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
-
- // (j)---(i)---(k)
- oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
-
- }
-
- holesMovements.push( oneHoleMovements );
- verticesMovements = verticesMovements.concat( oneHoleMovements );
-
- }
-
-
- // Loop bevelSegments, 1 for the front, 1 for the back
-
- for ( b = 0; b < bevelSegments; b ++ ) {
- //for ( b = bevelSegments; b > 0; b -- ) {
-
- t = b / bevelSegments;
- z = bevelThickness * ( 1 - t );
-
- //z = bevelThickness * t;
- bs = bevelSize * ( Math.sin ( t * Math.PI / 2 ) ) ; // curved
- //bs = bevelSize * t ; // linear
-
- // contract shape
-
- for ( i = 0, il = contour.length; i < il; i ++ ) {
-
- vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
-
- v( vert.x, vert.y, - z );
-
- }
-
- // expand holes
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
-
- for ( i = 0, il = ahole.length; i < il; i ++ ) {
-
- vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
-
- v( vert.x, vert.y, - z );
-
- }
-
- }
-
- }
-
- bs = bevelSize;
-
- // Back facing vertices
-
- for ( i = 0; i < vlen; i ++ ) {
-
- vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
-
- if ( ! extrudeByPath ) {
-
- v( vert.x, vert.y, 0 );
-
- } else {
-
- // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
-
- normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
- binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
-
- position2.copy( extrudePts[0] ).add(normal).add(binormal);
-
- v( position2.x, position2.y, position2.z );
-
- }
-
- }
-
- // Add stepped vertices...
- // Including front facing vertices
-
- var s;
-
- for ( s = 1; s <= steps; s ++ ) {
-
- for ( i = 0; i < vlen; i ++ ) {
-
- vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
-
- if ( ! extrudeByPath ) {
-
- v( vert.x, vert.y, amount / steps * s );
-
- } else {
-
- // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
-
- normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
- binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
-
- position2.copy( extrudePts[s] ).add( normal ).add( binormal );
-
- v( position2.x, position2.y, position2.z );
-
- }
-
- }
-
- }
-
-
- // Add bevel segments planes
-
- //for ( b = 1; b <= bevelSegments; b ++ ) {
- for ( b = bevelSegments - 1; b >= 0; b -- ) {
-
- t = b / bevelSegments;
- z = bevelThickness * ( 1 - t );
- //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
- bs = bevelSize * Math.sin ( t * Math.PI / 2 ) ;
-
- // contract shape
-
- for ( i = 0, il = contour.length; i < il; i ++ ) {
-
- vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- v( vert.x, vert.y, amount + z );
-
- }
-
- // expand holes
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
-
- for ( i = 0, il = ahole.length; i < il; i ++ ) {
-
- vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
-
- if ( ! extrudeByPath ) {
-
- v( vert.x, vert.y, amount + z );
-
- } else {
-
- v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
-
- }
-
- }
-
- }
-
- }
-
- /* Faces */
-
- // Top and bottom faces
-
- buildLidFaces();
-
- // Sides faces
-
- buildSideFaces();
-
-
- ///// Internal functions
-
- function buildLidFaces() {
-
- if ( bevelEnabled ) {
-
- var layer = 0 ; // steps + 1
- var offset = vlen * layer;
-
- // Bottom faces
-
- for ( i = 0; i < flen; i ++ ) {
-
- face = faces[ i ];
- f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
-
- }
-
- layer = steps + bevelSegments * 2;
- offset = vlen * layer;
-
- // Top faces
-
- for ( i = 0; i < flen; i ++ ) {
-
- face = faces[ i ];
- f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
-
- }
-
- } else {
-
- // Bottom faces
-
- for ( i = 0; i < flen; i ++ ) {
-
- face = faces[ i ];
- f3( face[ 2 ], face[ 1 ], face[ 0 ] );
-
- }
-
- // Top faces
-
- for ( i = 0; i < flen; i ++ ) {
-
- face = faces[ i ];
- f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
-
- }
- }
-
- }
-
- // Create faces for the z-sides of the shape
-
- function buildSideFaces() {
-
- var layeroffset = 0;
- sidewalls( contour, layeroffset );
- layeroffset += contour.length;
-
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
-
- ahole = holes[ h ];
- sidewalls( ahole, layeroffset );
-
- //, true
- layeroffset += ahole.length;
-
- }
-
- }
-
- function sidewalls( contour, layeroffset ) {
-
- var j, k;
- i = contour.length;
-
- while ( -- i >= 0 ) {
-
- j = i;
- k = i - 1;
- if ( k < 0 ) k = contour.length - 1;
-
- //console.log('b', i,j, i-1, k,vertices.length);
-
- var s = 0, sl = steps + bevelSegments * 2;
-
- for ( s = 0; s < sl; s ++ ) {
-
- var slen1 = vlen * s;
- var slen2 = vlen * ( s + 1 );
-
- var a = layeroffset + j + slen1,
- b = layeroffset + k + slen1,
- c = layeroffset + k + slen2,
- d = layeroffset + j + slen2;
-
- f4( a, b, c, d, contour, s, sl, j, k );
-
- }
- }
-
- }
-
-
- function v( x, y, z ) {
-
- scope.vertices.push( new THREE.Vector3( x, y, z ) );
-
- }
-
- function f3( a, b, c ) {
-
- a += shapesOffset;
- b += shapesOffset;
- c += shapesOffset;
-
- // normal, color, material
- scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
-
- var uvs = uvgen.generateTopUV( scope, a, b, c );
-
- scope.faceVertexUvs[ 0 ].push( uvs );
-
- }
-
- function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
-
- a += shapesOffset;
- b += shapesOffset;
- c += shapesOffset;
- d += shapesOffset;
-
- scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
- scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
-
- var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );
-
- scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
- scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
-
- }
-
-};
-
-THREE.ExtrudeGeometry.WorldUVGenerator = {
-
- generateTopUV: function ( geometry, indexA, indexB, indexC ) {
-
- var vertices = geometry.vertices;
-
- var a = vertices[ indexA ];
- var b = vertices[ indexB ];
- var c = vertices[ indexC ];
-
- return [
- new THREE.Vector2( a.x, a.y ),
- new THREE.Vector2( b.x, b.y ),
- new THREE.Vector2( c.x, c.y )
- ];
-
- },
-
- generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {
-
- var vertices = geometry.vertices;
-
- var a = vertices[ indexA ];
- var b = vertices[ indexB ];
- var c = vertices[ indexC ];
- var d = vertices[ indexD ];
-
- if ( Math.abs( a.y - b.y ) < 0.01 ) {
- return [
- new THREE.Vector2( a.x, 1 - a.z ),
- new THREE.Vector2( b.x, 1 - b.z ),
- new THREE.Vector2( c.x, 1 - c.z ),
- new THREE.Vector2( d.x, 1 - d.z )
- ];
- } else {
- return [
- new THREE.Vector2( a.y, 1 - a.z ),
- new THREE.Vector2( b.y, 1 - b.z ),
- new THREE.Vector2( c.y, 1 - c.z ),
- new THREE.Vector2( d.y, 1 - d.z )
- ];
- }
- }
-};
-
-// File:src/extras/geometries/ShapeGeometry.js
-
-/**
- * @author jonobr1 / http://jonobr1.com
- *
- * Creates a one-sided polygonal geometry from a path shape. Similar to
- * ExtrudeGeometry.
- *
- * parameters = {
- *
- * curveSegments: , // number of points on the curves. NOT USED AT THE MOMENT.
- *
- * material: // material index for front and back faces
- * uvGenerator: // object that provides UV generator functions
- *
- * }
- **/
-
-THREE.ShapeGeometry = function ( shapes, options ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'ShapeGeometry';
-
- if ( shapes instanceof Array === false ) shapes = [ shapes ];
-
- this.addShapeList( shapes, options );
-
- this.computeFaceNormals();
-
-};
-
-THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.ShapeGeometry.prototype.constructor = THREE.ShapeGeometry;
-
-/**
- * Add an array of shapes to THREE.ShapeGeometry.
- */
-THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
-
- for ( var i = 0, l = shapes.length; i < l; i ++ ) {
-
- this.addShape( shapes[ i ], options );
-
- }
-
- return this;
-
-};
-
-/**
- * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
- */
-THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
-
- if ( options === undefined ) options = {};
- var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
-
- var material = options.material;
- var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
-
- //
-
- var i, l, hole;
-
- var shapesOffset = this.vertices.length;
- var shapePoints = shape.extractPoints( curveSegments );
-
- var vertices = shapePoints.shape;
- var holes = shapePoints.holes;
-
- var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
-
- if ( reverse ) {
-
- vertices = vertices.reverse();
-
- // Maybe we should also check if holes are in the opposite direction, just to be safe...
-
- for ( i = 0, l = holes.length; i < l; i ++ ) {
-
- hole = holes[ i ];
-
- if ( THREE.Shape.Utils.isClockWise( hole ) ) {
-
- holes[ i ] = hole.reverse();
-
- }
-
- }
-
- reverse = false;
-
- }
-
- var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
-
- // Vertices
-
- var contour = vertices;
-
- for ( i = 0, l = holes.length; i < l; i ++ ) {
-
- hole = holes[ i ];
- vertices = vertices.concat( hole );
-
- }
-
- //
-
- var vert, vlen = vertices.length;
- var face, flen = faces.length;
-
- for ( i = 0; i < vlen; i ++ ) {
-
- vert = vertices[ i ];
-
- this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
-
- }
-
- for ( i = 0; i < flen; i ++ ) {
-
- face = faces[ i ];
-
- var a = face[ 0 ] + shapesOffset;
- var b = face[ 1 ] + shapesOffset;
- var c = face[ 2 ] + shapesOffset;
-
- this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
- this.faceVertexUvs[ 0 ].push( uvgen.generateTopUV( this, a, b, c ) );
-
- }
-
-};
-
-// File:src/extras/geometries/LatheGeometry.js
-
-/**
- * @author astrodud / http://astrodud.isgreat.org/
- * @author zz85 / https://github.com/zz85
- * @author bhouston / http://exocortex.com
- */
-
-// points - to create a closed torus, one must use a set of points
-// like so: [ a, b, c, d, a ], see first is the same as last.
-// segments - the number of circumference segments to create
-// phiStart - the starting radian
-// phiLength - the radian (0 to 2*PI) range of the lathed section
-// 2*pi is a closed lathe, less than 2PI is a portion.
-
-THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'LatheGeometry';
-
- this.parameters = {
- points: points,
- segments: segments,
- phiStart: phiStart,
- phiLength: phiLength
- };
-
- segments = segments || 12;
- phiStart = phiStart || 0;
- phiLength = phiLength || 2 * Math.PI;
-
- var inversePointLength = 1.0 / ( points.length - 1 );
- var inverseSegments = 1.0 / segments;
-
- for ( var i = 0, il = segments; i <= il; i ++ ) {
-
- var phi = phiStart + i * inverseSegments * phiLength;
-
- var c = Math.cos( phi ),
- s = Math.sin( phi );
-
- for ( var j = 0, jl = points.length; j < jl; j ++ ) {
-
- var pt = points[ j ];
-
- var vertex = new THREE.Vector3();
-
- vertex.x = c * pt.x - s * pt.y;
- vertex.y = s * pt.x + c * pt.y;
- vertex.z = pt.z;
-
- this.vertices.push( vertex );
-
- }
-
- }
-
- var np = points.length;
-
- for ( var i = 0, il = segments; i < il; i ++ ) {
-
- for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
-
- var base = j + np * i;
- var a = base;
- var b = base + np;
- var c = base + 1 + np;
- var d = base + 1;
-
- var u0 = i * inverseSegments;
- var v0 = j * inversePointLength;
- var u1 = u0 + inverseSegments;
- var v1 = v0 + inversePointLength;
-
- this.faces.push( new THREE.Face3( a, b, d ) );
-
- this.faceVertexUvs[ 0 ].push( [
-
- new THREE.Vector2( u0, v0 ),
- new THREE.Vector2( u1, v0 ),
- new THREE.Vector2( u0, v1 )
-
- ] );
-
- this.faces.push( new THREE.Face3( b, c, d ) );
-
- this.faceVertexUvs[ 0 ].push( [
-
- new THREE.Vector2( u1, v0 ),
- new THREE.Vector2( u1, v1 ),
- new THREE.Vector2( u0, v1 )
-
- ] );
-
-
- }
-
- }
-
- this.mergeVertices();
- this.computeFaceNormals();
- this.computeVertexNormals();
-
-};
-
-THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.LatheGeometry.prototype.constructor = THREE.LatheGeometry;
-
-// File:src/extras/geometries/PlaneGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
-
-THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
-
- console.info( 'THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.' );
-
- THREE.Geometry.call( this );
-
- this.type = 'PlaneGeometry';
-
- this.parameters = {
- width: width,
- height: height,
- widthSegments: widthSegments,
- heightSegments: heightSegments
- };
-
- this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
-
-};
-
-THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.PlaneGeometry.prototype.constructor = THREE.PlaneGeometry;
-
-// File:src/extras/geometries/PlaneBufferGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
-
-THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
-
- THREE.BufferGeometry.call( this );
-
- this.type = 'PlaneBufferGeometry';
-
- this.parameters = {
- width: width,
- height: height,
- widthSegments: widthSegments,
- heightSegments: heightSegments
- };
-
- var width_half = width / 2;
- var height_half = height / 2;
-
- var gridX = widthSegments || 1;
- var gridY = heightSegments || 1;
-
- var gridX1 = gridX + 1;
- var gridY1 = gridY + 1;
-
- var segment_width = width / gridX;
- var segment_height = height / gridY;
-
- var vertices = new Float32Array( gridX1 * gridY1 * 3 );
- var normals = new Float32Array( gridX1 * gridY1 * 3 );
- var uvs = new Float32Array( gridX1 * gridY1 * 2 );
-
- var offset = 0;
- var offset2 = 0;
-
- for ( var iy = 0; iy < gridY1; iy ++ ) {
-
- var y = iy * segment_height - height_half;
-
- for ( var ix = 0; ix < gridX1; ix ++ ) {
-
- var x = ix * segment_width - width_half;
-
- vertices[ offset ] = x;
- vertices[ offset + 1 ] = - y;
-
- normals[ offset + 2 ] = 1;
-
- uvs[ offset2 ] = ix / gridX;
- uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
-
- offset += 3;
- offset2 += 2;
-
- }
-
- }
-
- offset = 0;
-
- var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
-
- for ( var iy = 0; iy < gridY; iy ++ ) {
-
- for ( var ix = 0; ix < gridX; ix ++ ) {
-
- var a = ix + gridX1 * iy;
- var b = ix + gridX1 * ( iy + 1 );
- var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
- var d = ( ix + 1 ) + gridX1 * iy;
-
- indices[ offset ] = a;
- indices[ offset + 1 ] = b;
- indices[ offset + 2 ] = d;
-
- indices[ offset + 3 ] = b;
- indices[ offset + 4 ] = c;
- indices[ offset + 5 ] = d;
-
- offset += 6;
-
- }
-
- }
-
- this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
- this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
- this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
- this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
-
-};
-
-THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
-THREE.PlaneBufferGeometry.prototype.constructor = THREE.PlaneBufferGeometry;
-
-// File:src/extras/geometries/RingGeometry.js
-
-/**
- * @author Kaleb Murphy
- */
-
-THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'RingGeometry';
-
- this.parameters = {
- innerRadius: innerRadius,
- outerRadius: outerRadius,
- thetaSegments: thetaSegments,
- phiSegments: phiSegments,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
-
- innerRadius = innerRadius || 0;
- outerRadius = outerRadius || 50;
-
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
-
- thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
- phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
-
- var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
-
- for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
-
- for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
-
- var vertex = new THREE.Vector3();
- var segment = thetaStart + o / thetaSegments * thetaLength;
- vertex.x = radius * Math.cos( segment );
- vertex.y = radius * Math.sin( segment );
-
- this.vertices.push( vertex );
- uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
- }
-
- radius += radiusStep;
-
- }
-
- var n = new THREE.Vector3( 0, 0, 1 );
-
- for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
-
- var thetaSegment = i * (thetaSegments + 1);
-
- for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
-
- var segment = o + thetaSegment;
-
- var v1 = segment;
- var v2 = segment + thetaSegments + 1;
- var v3 = segment + thetaSegments + 2;
-
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
-
- v1 = segment;
- v2 = segment + thetaSegments + 2;
- v3 = segment + 1;
-
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
-
- }
- }
-
- this.computeFaceNormals();
-
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.RingGeometry.prototype.constructor = THREE.RingGeometry;
-
-
-// File:src/extras/geometries/SphereGeometry.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'SphereGeometry';
-
- this.parameters = {
- radius: radius,
- widthSegments: widthSegments,
- heightSegments: heightSegments,
- phiStart: phiStart,
- phiLength: phiLength,
- thetaStart: thetaStart,
- thetaLength: thetaLength
- };
-
- radius = radius || 50;
-
- widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
- heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
-
- phiStart = phiStart !== undefined ? phiStart : 0;
- phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
-
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
-
- var x, y, vertices = [], uvs = [];
-
- for ( y = 0; y <= heightSegments; y ++ ) {
-
- var verticesRow = [];
- var uvsRow = [];
-
- for ( x = 0; x <= widthSegments; x ++ ) {
-
- var u = x / widthSegments;
- var v = y / heightSegments;
-
- var vertex = new THREE.Vector3();
- vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
- vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
-
- this.vertices.push( vertex );
-
- verticesRow.push( this.vertices.length - 1 );
- uvsRow.push( new THREE.Vector2( u, 1 - v ) );
-
- }
-
- vertices.push( verticesRow );
- uvs.push( uvsRow );
-
- }
-
- for ( y = 0; y < heightSegments; y ++ ) {
-
- for ( x = 0; x < widthSegments; x ++ ) {
-
- var v1 = vertices[ y ][ x + 1 ];
- var v2 = vertices[ y ][ x ];
- var v3 = vertices[ y + 1 ][ x ];
- var v4 = vertices[ y + 1 ][ x + 1 ];
-
- var n1 = this.vertices[ v1 ].clone().normalize();
- var n2 = this.vertices[ v2 ].clone().normalize();
- var n3 = this.vertices[ v3 ].clone().normalize();
- var n4 = this.vertices[ v4 ].clone().normalize();
-
- var uv1 = uvs[ y ][ x + 1 ].clone();
- var uv2 = uvs[ y ][ x ].clone();
- var uv3 = uvs[ y + 1 ][ x ].clone();
- var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
-
- if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
-
- uv1.x = ( uv1.x + uv2.x ) / 2;
- this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
-
- } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
-
- uv3.x = ( uv3.x + uv4.x ) / 2;
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
-
- } else {
-
- this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
-
- this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
-
- }
-
- }
-
- }
-
- this.computeFaceNormals();
-
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-};
-
-THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry;
-
-// File:src/extras/geometries/TextGeometry.js
-
-/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For creating 3D text geometry in three.js
- *
- * Text = 3D Text
- *
- * parameters = {
- * size: , // size of the text
- * height: , // thickness to extrude text
- * curveSegments: , // number of points on the curves
- *
- * font: , // font name
- * weight: , // font weight (normal, bold)
- * style: , // font style (normal, italics)
- *
- * bevelEnabled: , // turn on bevel
- * bevelThickness: , // how deep into text bevel goes
- * bevelSize: , // how far from text outline is bevel
- * }
- *
- */
-
-/* Usage Examples
-
- // TextGeometry wrapper
-
- var text3d = new TextGeometry( text, options );
-
- // Complete manner
-
- var textShapes = THREE.FontUtils.generateShapes( text, options );
- var text3d = new ExtrudeGeometry( textShapes, options );
-
-*/
-
-
-THREE.TextGeometry = function ( text, parameters ) {
-
- parameters = parameters || {};
-
- var textShapes = THREE.FontUtils.generateShapes( text, parameters );
-
- // translate parameters to ExtrudeGeometry API
-
- parameters.amount = parameters.height !== undefined ? parameters.height : 50;
-
- // defaults
-
- if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
- if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
- if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
-
- THREE.ExtrudeGeometry.call( this, textShapes, parameters );
-
- this.type = 'TextGeometry';
-
-};
-
-THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
-THREE.TextGeometry.prototype.constructor = THREE.TextGeometry;
-
-// File:src/extras/geometries/TorusGeometry.js
-
-/**
- * @author oosmoxiecode
- * @author mrdoob / http://mrdoob.com/
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
- */
-
-THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'TorusGeometry';
-
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- arc: arc
- };
-
- radius = radius || 100;
- tube = tube || 40;
- radialSegments = radialSegments || 8;
- tubularSegments = tubularSegments || 6;
- arc = arc || Math.PI * 2;
-
- var center = new THREE.Vector3(), uvs = [], normals = [];
-
- for ( var j = 0; j <= radialSegments; j ++ ) {
-
- for ( var i = 0; i <= tubularSegments; i ++ ) {
-
- var u = i / tubularSegments * arc;
- var v = j / radialSegments * Math.PI * 2;
-
- center.x = radius * Math.cos( u );
- center.y = radius * Math.sin( u );
-
- var vertex = new THREE.Vector3();
- vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
- vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
- vertex.z = tube * Math.sin( v );
-
- this.vertices.push( vertex );
-
- uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
- normals.push( vertex.clone().sub( center ).normalize() );
-
- }
-
- }
-
- for ( var j = 1; j <= radialSegments; j ++ ) {
-
- for ( var i = 1; i <= tubularSegments; i ++ ) {
-
- var a = ( tubularSegments + 1 ) * j + i - 1;
- var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
- var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
- var d = ( tubularSegments + 1 ) * j + i;
-
- var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
- this.faces.push( face );
- this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
-
- face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
- this.faces.push( face );
- this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
-
- }
-
- }
-
- this.computeFaceNormals();
-
-};
-
-THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry;
-
-// File:src/extras/geometries/TorusKnotGeometry.js
-
-/**
- * @author oosmoxiecode
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
- */
-
-THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'TorusKnotGeometry';
-
- this.parameters = {
- radius: radius,
- tube: tube,
- radialSegments: radialSegments,
- tubularSegments: tubularSegments,
- p: p,
- q: q,
- heightScale: heightScale
- };
-
- radius = radius || 100;
- tube = tube || 40;
- radialSegments = radialSegments || 64;
- tubularSegments = tubularSegments || 8;
- p = p || 2;
- q = q || 3;
- heightScale = heightScale || 1;
-
- var grid = new Array( radialSegments );
- var tang = new THREE.Vector3();
- var n = new THREE.Vector3();
- var bitan = new THREE.Vector3();
-
- for ( var i = 0; i < radialSegments; ++ i ) {
-
- grid[ i ] = new Array( tubularSegments );
- var u = i / radialSegments * 2 * p * Math.PI;
- var p1 = getPos( u, q, p, radius, heightScale );
- var p2 = getPos( u + 0.01, q, p, radius, heightScale );
- tang.subVectors( p2, p1 );
- n.addVectors( p2, p1 );
-
- bitan.crossVectors( tang, n );
- n.crossVectors( bitan, tang );
- bitan.normalize();
- n.normalize();
-
- for ( var j = 0; j < tubularSegments; ++ j ) {
-
- var v = j / tubularSegments * 2 * Math.PI;
- var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
- var cy = tube * Math.sin( v );
-
- var pos = new THREE.Vector3();
- pos.x = p1.x + cx * n.x + cy * bitan.x;
- pos.y = p1.y + cx * n.y + cy * bitan.y;
- pos.z = p1.z + cx * n.z + cy * bitan.z;
-
- grid[ i ][ j ] = this.vertices.push( pos ) - 1;
-
- }
-
- }
-
- for ( var i = 0; i < radialSegments; ++ i ) {
-
- for ( var j = 0; j < tubularSegments; ++ j ) {
-
- var ip = ( i + 1 ) % radialSegments;
- var jp = ( j + 1 ) % tubularSegments;
-
- var a = grid[ i ][ j ];
- var b = grid[ ip ][ j ];
- var c = grid[ ip ][ jp ];
- var d = grid[ i ][ jp ];
-
- var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
- var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
- var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
- var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
-
- this.faces.push( new THREE.Face3( a, b, d ) );
- this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
- this.faces.push( new THREE.Face3( b, c, d ) );
- this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
- }
- }
-
- this.computeFaceNormals();
- this.computeVertexNormals();
-
- function getPos( u, in_q, in_p, radius, heightScale ) {
-
- var cu = Math.cos( u );
- var su = Math.sin( u );
- var quOverP = in_q / in_p * u;
- var cs = Math.cos( quOverP );
-
- var tx = radius * ( 2 + cs ) * 0.5 * cu;
- var ty = radius * ( 2 + cs ) * su * 0.5;
- var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
-
- return new THREE.Vector3( tx, ty, tz );
-
- }
-
-};
-
-THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.TorusKnotGeometry.prototype.constructor = THREE.TorusKnotGeometry;
-
-// File:src/extras/geometries/TubeGeometry.js
-
-/**
- * @author WestLangley / https://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- * @author miningold / https://github.com/miningold
- * @author jonobr1 / https://github.com/jonobr1
- *
- * Modified from the TorusKnotGeometry by @oosmoxiecode
- *
- * Creates a tube which extrudes along a 3d spline
- *
- * Uses parallel transport frames as described in
- * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
- */
-
-THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed, taper ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'TubeGeometry';
-
- this.parameters = {
- path: path,
- segments: segments,
- radius: radius,
- radialSegments: radialSegments,
- closed: closed
- };
-
- segments = segments || 64;
- radius = radius || 1;
- radialSegments = radialSegments || 8;
- closed = closed || false;
- taper = taper || THREE.TubeGeometry.NoTaper;
-
- var grid = [];
-
- var scope = this,
-
- tangent,
- normal,
- binormal,
-
- numpoints = segments + 1,
-
- u, v, r,
-
- cx, cy,
- pos, pos2 = new THREE.Vector3(),
- i, j,
- ip, jp,
- a, b, c, d,
- uva, uvb, uvc, uvd;
-
- var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
- tangents = frames.tangents,
- normals = frames.normals,
- binormals = frames.binormals;
-
- // proxy internals
- this.tangents = tangents;
- this.normals = normals;
- this.binormals = binormals;
-
- function vert( x, y, z ) {
-
- return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
-
- }
-
- // consruct the grid
-
- for ( i = 0; i < numpoints; i ++ ) {
-
- grid[ i ] = [];
-
- u = i / ( numpoints - 1 );
-
- pos = path.getPointAt( u );
-
- tangent = tangents[ i ];
- normal = normals[ i ];
- binormal = binormals[ i ];
-
- r = radius * taper( u );
-
- for ( j = 0; j < radialSegments; j ++ ) {
-
- v = j / radialSegments * 2 * Math.PI;
-
- cx = - r * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
- cy = r * Math.sin( v );
-
- pos2.copy( pos );
- pos2.x += cx * normal.x + cy * binormal.x;
- pos2.y += cx * normal.y + cy * binormal.y;
- pos2.z += cx * normal.z + cy * binormal.z;
-
- grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
-
- }
- }
-
-
- // construct the mesh
-
- for ( i = 0; i < segments; i ++ ) {
-
- for ( j = 0; j < radialSegments; j ++ ) {
-
- ip = ( closed ) ? (i + 1) % segments : i + 1;
- jp = (j + 1) % radialSegments;
-
- a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
- b = grid[ ip ][ j ];
- c = grid[ ip ][ jp ];
- d = grid[ i ][ jp ];
-
- uva = new THREE.Vector2( i / segments, j / radialSegments );
- uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
- uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
- uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
-
- this.faces.push( new THREE.Face3( a, b, d ) );
- this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
-
- this.faces.push( new THREE.Face3( b, c, d ) );
- this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
-
- }
- }
-
- this.computeFaceNormals();
- this.computeVertexNormals();
-
-};
-
-THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.TubeGeometry.prototype.constructor = THREE.TubeGeometry;
-
-THREE.TubeGeometry.NoTaper = function ( u ) {
-
- return 1;
-
-};
-
-THREE.TubeGeometry.SinusoidalTaper = function ( u ) {
-
- return Math.sin( Math.PI * u );
-
-};
-
-// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
-THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
-
- var normal = new THREE.Vector3(),
-
- tangents = [],
- normals = [],
- binormals = [],
-
- vec = new THREE.Vector3(),
- mat = new THREE.Matrix4(),
-
- numpoints = segments + 1,
- theta,
- epsilon = 0.0001,
- smallest,
-
- tx, ty, tz,
- i, u;
-
-
- // expose internals
- this.tangents = tangents;
- this.normals = normals;
- this.binormals = binormals;
-
- // compute the tangent vectors for each segment on the path
-
- for ( i = 0; i < numpoints; i ++ ) {
-
- u = i / ( numpoints - 1 );
-
- tangents[ i ] = path.getTangentAt( u );
- tangents[ i ].normalize();
-
- }
-
- initialNormal3();
-
- /*
- function initialNormal1(lastBinormal) {
- // fixed start binormal. Has dangers of 0 vectors
- normals[ 0 ] = new THREE.Vector3();
- binormals[ 0 ] = new THREE.Vector3();
- if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
- normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
- }
-
- function initialNormal2() {
-
- // This uses the Frenet-Serret formula for deriving binormal
- var t2 = path.getTangentAt( epsilon );
-
- normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
- binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
-
- normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
-
- }
- */
-
- function initialNormal3() {
- // select an initial normal vector perpenicular to the first tangent vector,
- // and in the direction of the smallest tangent xyz component
-
- normals[ 0 ] = new THREE.Vector3();
- binormals[ 0 ] = new THREE.Vector3();
- smallest = Number.MAX_VALUE;
- tx = Math.abs( tangents[ 0 ].x );
- ty = Math.abs( tangents[ 0 ].y );
- tz = Math.abs( tangents[ 0 ].z );
-
- if ( tx <= smallest ) {
- smallest = tx;
- normal.set( 1, 0, 0 );
- }
-
- if ( ty <= smallest ) {
- smallest = ty;
- normal.set( 0, 1, 0 );
- }
-
- if ( tz <= smallest ) {
- normal.set( 0, 0, 1 );
- }
-
- vec.crossVectors( tangents[ 0 ], normal ).normalize();
-
- normals[ 0 ].crossVectors( tangents[ 0 ], vec );
- binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
- }
-
-
- // compute the slowly-varying normal and binormal vectors for each segment on the path
-
- for ( i = 1; i < numpoints; i ++ ) {
-
- normals[ i ] = normals[ i - 1 ].clone();
-
- binormals[ i ] = binormals[ i - 1 ].clone();
-
- vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
-
- if ( vec.length() > epsilon ) {
-
- vec.normalize();
-
- theta = Math.acos( THREE.Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
-
- normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
-
- }
-
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
-
- }
-
-
- // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
-
- if ( closed ) {
-
- theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints - 1 ] ), - 1, 1 ) );
- theta /= ( numpoints - 1 );
-
- if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints - 1 ] ) ) > 0 ) {
-
- theta = - theta;
-
- }
-
- for ( i = 1; i < numpoints; i ++ ) {
-
- // twist a little...
- normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
- binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
-
- }
-
- }
-};
-
-// File:src/extras/geometries/PolyhedronGeometry.js
-
-/**
- * @author clockworkgeek / https://github.com/clockworkgeek
- * @author timothypratley / https://github.com/timothypratley
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'PolyhedronGeometry';
-
- this.parameters = {
- vertices: vertices,
- indices: indices,
- radius: radius,
- detail: detail
- };
-
- radius = radius || 1;
- detail = detail || 0;
-
- var that = this;
-
- for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
-
- prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
-
- }
-
- var p = this.vertices;
-
- var faces = [];
-
- for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
-
- var v1 = p[ indices[ i ] ];
- var v2 = p[ indices[ i + 1 ] ];
- var v3 = p[ indices[ i + 2 ] ];
-
- faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
-
- }
-
- var centroid = new THREE.Vector3();
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- subdivide( faces[ i ], detail );
-
- }
-
-
- // Handle case when face straddles the seam
-
- for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
-
- var uvs = this.faceVertexUvs[ 0 ][ i ];
-
- var x0 = uvs[ 0 ].x;
- var x1 = uvs[ 1 ].x;
- var x2 = uvs[ 2 ].x;
-
- var max = Math.max( x0, Math.max( x1, x2 ) );
- var min = Math.min( x0, Math.min( x1, x2 ) );
-
- if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
-
- if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
- if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
- if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
-
- }
-
- }
-
-
- // Apply radius
-
- for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
-
- this.vertices[ i ].multiplyScalar( radius );
-
- }
-
-
- // Merge vertices
-
- this.mergeVertices();
-
- this.computeFaceNormals();
-
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
-
-
- // Project vector onto sphere's surface
-
- function prepare( vector ) {
-
- var vertex = vector.normalize().clone();
- vertex.index = that.vertices.push( vertex ) - 1;
-
- // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
-
- var u = azimuth( vector ) / 2 / Math.PI + 0.5;
- var v = inclination( vector ) / Math.PI + 0.5;
- vertex.uv = new THREE.Vector2( u, 1 - v );
-
- return vertex;
-
- }
-
-
- // Approximate a curved face with recursively sub-divided triangles.
-
- function make( v1, v2, v3 ) {
-
- var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
- that.faces.push( face );
-
- centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
-
- var azi = azimuth( centroid );
-
- that.faceVertexUvs[ 0 ].push( [
- correctUV( v1.uv, v1, azi ),
- correctUV( v2.uv, v2, azi ),
- correctUV( v3.uv, v3, azi )
- ] );
-
- }
-
-
- // Analytically subdivide a face to the required detail level.
-
- function subdivide( face, detail ) {
-
- var cols = Math.pow(2, detail);
- var a = prepare( that.vertices[ face.a ] );
- var b = prepare( that.vertices[ face.b ] );
- var c = prepare( that.vertices[ face.c ] );
- var v = [];
-
- // Construct all of the vertices for this subdivision.
-
- for ( var i = 0 ; i <= cols; i ++ ) {
-
- v[ i ] = [];
-
- var aj = prepare( a.clone().lerp( c, i / cols ) );
- var bj = prepare( b.clone().lerp( c, i / cols ) );
- var rows = cols - i;
-
- for ( var j = 0; j <= rows; j ++) {
-
- if ( j == 0 && i == cols ) {
-
- v[ i ][ j ] = aj;
-
- } else {
-
- v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
-
- }
-
- }
-
- }
-
- // Construct all of the faces.
-
- for ( var i = 0; i < cols ; i ++ ) {
-
- for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
-
- var k = Math.floor( j / 2 );
-
- if ( j % 2 == 0 ) {
-
- make(
- v[ i ][ k + 1],
- v[ i + 1 ][ k ],
- v[ i ][ k ]
- );
-
- } else {
-
- make(
- v[ i ][ k + 1 ],
- v[ i + 1][ k + 1],
- v[ i + 1 ][ k ]
- );
-
- }
-
- }
-
- }
-
- }
-
-
- // Angle around the Y axis, counter-clockwise when looking from above.
-
- function azimuth( vector ) {
-
- return Math.atan2( vector.z, - vector.x );
-
- }
-
-
- // Angle above the XZ plane.
-
- function inclination( vector ) {
-
- return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
-
- }
-
-
- // Texture fixing helper. Spheres have some odd behaviours.
-
- function correctUV( uv, vector, azimuth ) {
-
- if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
- if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
- return uv.clone();
-
- }
-
-
-};
-
-THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.PolyhedronGeometry.prototype.constructor = THREE.PolyhedronGeometry;
-
-// File:src/extras/geometries/DodecahedronGeometry.js
-
-/**
- * @author Abe Pazos / https://hamoid.com
- */
-
-THREE.DodecahedronGeometry = function ( radius, detail ) {
-
- this.parameters = {
- radius: radius,
- detail: detail
- };
-
- var t = ( 1 + Math.sqrt( 5 ) ) / 2;
- var r = 1 / t;
-
- var vertices = [
-
- // (±1, ±1, ±1)
- -1, -1, -1, -1, -1, 1,
- -1, 1, -1, -1, 1, 1,
- 1, -1, -1, 1, -1, 1,
- 1, 1, -1, 1, 1, 1,
-
- // (0, ±1/φ, ±φ)
- 0, -r, -t, 0, -r, t,
- 0, r, -t, 0, r, t,
-
- // (±1/φ, ±φ, 0)
- -r, -t, 0, -r, t, 0,
- r, -t, 0, r, t, 0,
-
- // (±φ, 0, ±1/φ)
- -t, 0, -r, t, 0, -r,
- -t, 0, r, t, 0, r
- ];
-
- var indices = [
- 3, 11, 7, 3, 7, 15, 3, 15, 13,
- 7, 19, 17, 7, 17, 6, 7, 6, 15,
- 17, 4, 8, 17, 8, 10, 17, 10, 6,
- 8, 0, 16, 8, 16, 2, 8, 2, 10,
- 0, 12, 1, 0, 1, 18, 0, 18, 16,
- 6, 10, 2, 6, 2, 13, 6, 13, 15,
- 2, 16, 18, 2, 18, 3, 2, 3, 13,
- 18, 1, 9, 18, 9, 11, 18, 11, 3,
- 4, 14, 12, 4, 12, 0, 4, 0, 8,
- 11, 9, 5, 11, 5, 19, 11, 19, 7,
- 19, 5, 14, 19, 14, 4, 19, 4, 17,
- 1, 12, 14, 1, 14, 5, 1, 5, 9
- ];
-
- THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-
-};
-
-THREE.DodecahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.DodecahedronGeometry.prototype.constructor = THREE.DodecahedronGeometry;
-
-// File:src/extras/geometries/IcosahedronGeometry.js
-
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.IcosahedronGeometry = function ( radius, detail ) {
-
- var t = ( 1 + Math.sqrt( 5 ) ) / 2;
-
- var vertices = [
- - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
- 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
- t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
- ];
-
- var indices = [
- 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
- 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
- 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
- 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
- ];
-
- THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-
- this.type = 'IcosahedronGeometry';
-
- this.parameters = {
- radius: radius,
- detail: detail
- };
-};
-
-THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry;
-
-// File:src/extras/geometries/OctahedronGeometry.js
-
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.OctahedronGeometry = function ( radius, detail ) {
-
- this.parameters = {
- radius: radius,
- detail: detail
- };
-
- var vertices = [
- 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1
- ];
-
- var indices = [
- 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
- ];
-
- THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-
- this.type = 'OctahedronGeometry';
-
- this.parameters = {
- radius: radius,
- detail: detail
- };
-};
-
-THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.OctahedronGeometry.prototype.constructor = THREE.OctahedronGeometry;
-
-// File:src/extras/geometries/TetrahedronGeometry.js
-
-/**
- * @author timothypratley / https://github.com/timothypratley
- */
-
-THREE.TetrahedronGeometry = function ( radius, detail ) {
-
- var vertices = [
- 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
- ];
-
- var indices = [
- 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
- ];
-
- THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
-
- this.type = 'TetrahedronGeometry';
-
- this.parameters = {
- radius: radius,
- detail: detail
- };
-
-};
-
-THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.TetrahedronGeometry.prototype.constructor = THREE.TetrahedronGeometry;
-
-// File:src/extras/geometries/ParametricGeometry.js
-
-/**
- * @author zz85 / https://github.com/zz85
- * Parametric Surfaces Geometry
- * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
- *
- * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
- *
- */
-
-THREE.ParametricGeometry = function ( func, slices, stacks ) {
-
- THREE.Geometry.call( this );
-
- this.type = 'ParametricGeometry';
-
- this.parameters = {
- func: func,
- slices: slices,
- stacks: stacks
- };
-
- var verts = this.vertices;
- var faces = this.faces;
- var uvs = this.faceVertexUvs[ 0 ];
-
- var i, j, p;
- var u, v;
-
- var sliceCount = slices + 1;
-
- for ( i = 0; i <= stacks; i ++ ) {
-
- v = i / stacks;
-
- for ( j = 0; j <= slices; j ++ ) {
-
- u = j / slices;
-
- p = func( u, v );
- verts.push( p );
-
- }
- }
-
- var a, b, c, d;
- var uva, uvb, uvc, uvd;
-
- for ( i = 0; i < stacks; i ++ ) {
-
- for ( j = 0; j < slices; j ++ ) {
-
- a = i * sliceCount + j;
- b = i * sliceCount + j + 1;
- c = (i + 1) * sliceCount + j + 1;
- d = (i + 1) * sliceCount + j;
-
- uva = new THREE.Vector2( j / slices, i / stacks );
- uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
- uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
- uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
-
- faces.push( new THREE.Face3( a, b, d ) );
- uvs.push( [ uva, uvb, uvd ] );
-
- faces.push( new THREE.Face3( b, c, d ) );
- uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
-
- }
-
- }
-
- // console.log(this);
-
- // magic bullet
- // var diff = this.mergeVertices();
- // console.log('removed ', diff, ' vertices by merging');
-
- this.computeFaceNormals();
- this.computeVertexNormals();
-
-};
-
-THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
-THREE.ParametricGeometry.prototype.constructor = THREE.ParametricGeometry;
-
-// File:src/extras/helpers/AxisHelper.js
-
-/**
- * @author sroucheray / http://sroucheray.org/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.AxisHelper = function ( size ) {
-
- size = size || 1;
-
- var vertices = new Float32Array( [
- 0, 0, 0, size, 0, 0,
- 0, 0, 0, 0, size, 0,
- 0, 0, 0, 0, 0, size
- ] );
-
- var colors = new Float32Array( [
- 1, 0, 0, 1, 0.6, 0,
- 0, 1, 0, 0.6, 1, 0,
- 0, 0, 1, 0, 0.6, 1
- ] );
-
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
- geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
-
- var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
-
- THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
-};
-
-THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
-THREE.AxisHelper.prototype.constructor = THREE.AxisHelper;
-
-// File:src/extras/helpers/ArrowHelper.js
-
-/**
- * @author WestLangley / http://github.com/WestLangley
- * @author zz85 / http://github.com/zz85
- * @author bhouston / http://exocortex.com
- *
- * Creates an arrow for visualizing directions
- *
- * Parameters:
- * dir - Vector3
- * origin - Vector3
- * length - Number
- * color - color in hex value
- * headLength - Number
- * headWidth - Number
- */
-
-THREE.ArrowHelper = ( function () {
-
- var lineGeometry = new THREE.Geometry();
- lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
-
- var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
- coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
-
- return function ( dir, origin, length, color, headLength, headWidth ) {
-
- // dir is assumed to be normalized
-
- THREE.Object3D.call( this );
-
- if ( color === undefined ) color = 0xffff00;
- if ( length === undefined ) length = 1;
- if ( headLength === undefined ) headLength = 0.2 * length;
- if ( headWidth === undefined ) headWidth = 0.2 * headLength;
-
- this.position.copy( origin );
-
- this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
- this.line.matrixAutoUpdate = false;
- this.add( this.line );
-
- this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
- this.cone.matrixAutoUpdate = false;
- this.add( this.cone );
-
- this.setDirection( dir );
- this.setLength( length, headLength, headWidth );
-
- }
-
-}() );
-
-THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
-THREE.ArrowHelper.prototype.constructor = THREE.ArrowHelper;
-
-THREE.ArrowHelper.prototype.setDirection = ( function () {
-
- var axis = new THREE.Vector3();
- var radians;
-
- return function ( dir ) {
-
- // dir is assumed to be normalized
-
- if ( dir.y > 0.99999 ) {
-
- this.quaternion.set( 0, 0, 0, 1 );
-
- } else if ( dir.y < - 0.99999 ) {
-
- this.quaternion.set( 1, 0, 0, 0 );
-
- } else {
-
- axis.set( dir.z, 0, - dir.x ).normalize();
-
- radians = Math.acos( dir.y );
-
- this.quaternion.setFromAxisAngle( axis, radians );
-
- }
-
- };
-
-}() );
-
-THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
-
- if ( headLength === undefined ) headLength = 0.2 * length;
- if ( headWidth === undefined ) headWidth = 0.2 * headLength;
-
- this.line.scale.set( 1, length - headLength, 1 );
- this.line.updateMatrix();
-
- this.cone.scale.set( headWidth, headLength, headWidth );
- this.cone.position.y = length;
- this.cone.updateMatrix();
-
-};
-
-THREE.ArrowHelper.prototype.setColor = function ( color ) {
-
- this.line.material.color.set( color );
- this.cone.material.color.set( color );
-
-};
-
-// File:src/extras/helpers/BoxHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.BoxHelper = function ( object ) {
-
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
-
- if ( object !== undefined ) {
-
- this.update( object );
-
- }
-
-};
-
-THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
-THREE.BoxHelper.prototype.constructor = THREE.BoxHelper;
-
-THREE.BoxHelper.prototype.update = function ( object ) {
-
- var geometry = object.geometry;
-
- if ( geometry.boundingBox === null ) {
-
- geometry.computeBoundingBox();
-
- }
-
- var min = geometry.boundingBox.min;
- var max = geometry.boundingBox.max;
-
- /*
- 5____4
- 1/___0/|
- | 6__|_7
- 2/___3/
-
- 0: max.x, max.y, max.z
- 1: min.x, max.y, max.z
- 2: min.x, min.y, max.z
- 3: max.x, min.y, max.z
- 4: max.x, max.y, min.z
- 5: min.x, max.y, min.z
- 6: min.x, min.y, min.z
- 7: max.x, min.y, min.z
- */
-
- var vertices = this.geometry.attributes.position.array;
-
- vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z;
- vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z;
-
- vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z;
- vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
-
- vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
- vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
-
- vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
- vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
-
- //
-
- vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
- vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
-
- vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
- vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
-
- vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
- vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
-
- vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
- vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
-
- //
-
- vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
- vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
-
- vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
- vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
-
- vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
- vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
-
- vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
- vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
-
- this.geometry.attributes.position.needsUpdate = true;
-
- this.geometry.computeBoundingSphere();
-
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
-
-};
-
-// File:src/extras/helpers/BoundingBoxHelper.js
-
-/**
- * @author WestLangley / http://github.com/WestLangley
- */
-
-// a helper to show the world-axis-aligned bounding box for an object
-
-THREE.BoundingBoxHelper = function ( object, hex ) {
-
- var color = ( hex !== undefined ) ? hex : 0x888888;
-
- this.object = object;
-
- this.box = new THREE.Box3();
-
- THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
-
-};
-
-THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
-THREE.BoundingBoxHelper.prototype.constructor = THREE.BoundingBoxHelper;
-
-THREE.BoundingBoxHelper.prototype.update = function () {
-
- this.box.setFromObject( this.object );
-
- this.box.size( this.scale );
-
- this.box.center( this.position );
-
-};
-
-// File:src/extras/helpers/CameraHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- *
- * - shows frustum, line of sight and up of the camera
- * - suitable for fast updates
- * - based on frustum visualization in lightgl.js shadowmap example
- * http://evanw.github.com/lightgl.js/tests/shadowmap.html
- */
-
-THREE.CameraHelper = function ( camera ) {
-
- var geometry = new THREE.Geometry();
- var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
-
- var pointMap = {};
-
- // colors
-
- var hexFrustum = 0xffaa00;
- var hexCone = 0xff0000;
- var hexUp = 0x00aaff;
- var hexTarget = 0xffffff;
- var hexCross = 0x333333;
-
- // near
-
- addLine( "n1", "n2", hexFrustum );
- addLine( "n2", "n4", hexFrustum );
- addLine( "n4", "n3", hexFrustum );
- addLine( "n3", "n1", hexFrustum );
-
- // far
-
- addLine( "f1", "f2", hexFrustum );
- addLine( "f2", "f4", hexFrustum );
- addLine( "f4", "f3", hexFrustum );
- addLine( "f3", "f1", hexFrustum );
-
- // sides
-
- addLine( "n1", "f1", hexFrustum );
- addLine( "n2", "f2", hexFrustum );
- addLine( "n3", "f3", hexFrustum );
- addLine( "n4", "f4", hexFrustum );
-
- // cone
-
- addLine( "p", "n1", hexCone );
- addLine( "p", "n2", hexCone );
- addLine( "p", "n3", hexCone );
- addLine( "p", "n4", hexCone );
-
- // up
-
- addLine( "u1", "u2", hexUp );
- addLine( "u2", "u3", hexUp );
- addLine( "u3", "u1", hexUp );
-
- // target
-
- addLine( "c", "t", hexTarget );
- addLine( "p", "c", hexCross );
-
- // cross
-
- addLine( "cn1", "cn2", hexCross );
- addLine( "cn3", "cn4", hexCross );
-
- addLine( "cf1", "cf2", hexCross );
- addLine( "cf3", "cf4", hexCross );
-
- function addLine( a, b, hex ) {
-
- addPoint( a, hex );
- addPoint( b, hex );
-
- }
-
- function addPoint( id, hex ) {
-
- geometry.vertices.push( new THREE.Vector3() );
- geometry.colors.push( new THREE.Color( hex ) );
-
- if ( pointMap[ id ] === undefined ) {
-
- pointMap[ id ] = [];
-
- }
-
- pointMap[ id ].push( geometry.vertices.length - 1 );
-
- }
-
- THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
- this.camera = camera;
- this.matrix = camera.matrixWorld;
- this.matrixAutoUpdate = false;
-
- this.pointMap = pointMap;
-
- this.update();
-
-};
-
-THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
-THREE.CameraHelper.prototype.constructor = THREE.CameraHelper;
-
-THREE.CameraHelper.prototype.update = function () {
-
- var geometry, pointMap;
-
- var vector = new THREE.Vector3();
- var camera = new THREE.Camera();
-
- var setPoint = function ( point, x, y, z ) {
-
- vector.set( x, y, z ).unproject( camera );
-
- var points = pointMap[ point ];
-
- if ( points !== undefined ) {
-
- for ( var i = 0, il = points.length; i < il; i ++ ) {
-
- geometry.vertices[ points[ i ] ].copy( vector );
-
- }
-
- }
-
- };
-
- return function () {
-
- geometry = this.geometry;
- pointMap = this.pointMap;
-
- var w = 1, h = 1;
-
- // we need just camera projection matrix
- // world matrix must be identity
-
- camera.projectionMatrix.copy( this.camera.projectionMatrix );
-
- // center / target
-
- setPoint( "c", 0, 0, - 1 );
- setPoint( "t", 0, 0, 1 );
-
- // near
-
- setPoint( "n1", - w, - h, - 1 );
- setPoint( "n2", w, - h, - 1 );
- setPoint( "n3", - w, h, - 1 );
- setPoint( "n4", w, h, - 1 );
-
- // far
-
- setPoint( "f1", - w, - h, 1 );
- setPoint( "f2", w, - h, 1 );
- setPoint( "f3", - w, h, 1 );
- setPoint( "f4", w, h, 1 );
-
- // up
-
- setPoint( "u1", w * 0.7, h * 1.1, - 1 );
- setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
- setPoint( "u3", 0, h * 2, - 1 );
-
- // cross
-
- setPoint( "cf1", - w, 0, 1 );
- setPoint( "cf2", w, 0, 1 );
- setPoint( "cf3", 0, - h, 1 );
- setPoint( "cf4", 0, h, 1 );
-
- setPoint( "cn1", - w, 0, - 1 );
- setPoint( "cn2", w, 0, - 1 );
- setPoint( "cn3", 0, - h, - 1 );
- setPoint( "cn4", 0, h, - 1 );
-
- geometry.verticesNeedUpdate = true;
-
- };
-
-}();
-
-// File:src/extras/helpers/DirectionalLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
- */
-
-THREE.DirectionalLightHelper = function ( light, size ) {
-
- THREE.Object3D.call( this );
-
- this.light = light;
- this.light.updateMatrixWorld();
-
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
-
- size = size || 1;
-
- var geometry = new THREE.Geometry();
- geometry.vertices.push(
- new THREE.Vector3( - size, size, 0 ),
- new THREE.Vector3( size, size, 0 ),
- new THREE.Vector3( size, - size, 0 ),
- new THREE.Vector3( - size, - size, 0 ),
- new THREE.Vector3( - size, size, 0 )
- );
-
- var material = new THREE.LineBasicMaterial( { fog: false } );
- material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- this.lightPlane = new THREE.Line( geometry, material );
- this.add( this.lightPlane );
-
- geometry = new THREE.Geometry();
- geometry.vertices.push(
- new THREE.Vector3(),
- new THREE.Vector3()
- );
-
- material = new THREE.LineBasicMaterial( { fog: false } );
- material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- this.targetLine = new THREE.Line( geometry, material );
- this.add( this.targetLine );
-
- this.update();
-
-};
-
-THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-THREE.DirectionalLightHelper.prototype.constructor = THREE.DirectionalLightHelper;
-
-THREE.DirectionalLightHelper.prototype.dispose = function () {
-
- this.lightPlane.geometry.dispose();
- this.lightPlane.material.dispose();
- this.targetLine.geometry.dispose();
- this.targetLine.material.dispose();
-};
-
-THREE.DirectionalLightHelper.prototype.update = function () {
-
- var v1 = new THREE.Vector3();
- var v2 = new THREE.Vector3();
- var v3 = new THREE.Vector3();
-
- return function () {
-
- v1.setFromMatrixPosition( this.light.matrixWorld );
- v2.setFromMatrixPosition( this.light.target.matrixWorld );
- v3.subVectors( v2, v1 );
-
- this.lightPlane.lookAt( v3 );
- this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- this.targetLine.geometry.vertices[ 1 ].copy( v3 );
- this.targetLine.geometry.verticesNeedUpdate = true;
- this.targetLine.material.color.copy( this.lightPlane.material.color );
-
- };
-
-}();
-
-// File:src/extras/helpers/EdgesHelper.js
-
-/**
- * @author WestLangley / http://github.com/WestLangley
- * @param object THREE.Mesh whose geometry will be used
- * @param hex line color
- * @param thresholdAngle the minimim angle (in degrees),
- * between the face normals of adjacent faces,
- * that is required to render an edge. A value of 10 means
- * an edge is only rendered if the angle is at least 10 degrees.
- */
-
-THREE.EdgesHelper = function ( object, hex, thresholdAngle ) {
-
- var color = ( hex !== undefined ) ? hex : 0xffffff;
- thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
-
- var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) );
-
- var edge = [ 0, 0 ], hash = {};
- var sortFunction = function ( a, b ) { return a - b };
-
- var keys = [ 'a', 'b', 'c' ];
- var geometry = new THREE.BufferGeometry();
-
- var geometry2;
-
- if ( object.geometry instanceof THREE.BufferGeometry ) {
-
- geometry2 = new THREE.Geometry();
- geometry2.fromBufferGeometry( object.geometry );
-
- } else {
-
- geometry2 = object.geometry.clone();
-
- }
-
- geometry2.mergeVertices();
- geometry2.computeFaceNormals();
-
- var vertices = geometry2.vertices;
- var faces = geometry2.faces;
- var numEdges = 0;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0; j < 3; j ++ ) {
-
- edge[ 0 ] = face[ keys[ j ] ];
- edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
- edge.sort( sortFunction );
-
- var key = edge.toString();
-
- if ( hash[ key ] === undefined ) {
-
- hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
- numEdges ++;
-
- } else {
-
- hash[ key ].face2 = i;
-
- }
-
- }
-
- }
-
- var coords = new Float32Array( numEdges * 2 * 3 );
-
- var index = 0;
-
- for ( var key in hash ) {
-
- var h = hash[ key ];
-
- if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
-
- var vertex = vertices[ h.vert1 ];
- coords[ index ++ ] = vertex.x;
- coords[ index ++ ] = vertex.y;
- coords[ index ++ ] = vertex.z;
-
- vertex = vertices[ h.vert2 ];
- coords[ index ++ ] = vertex.x;
- coords[ index ++ ] = vertex.y;
- coords[ index ++ ] = vertex.z;
-
- }
-
- }
-
- geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
-
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
-
-};
-
-THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
-THREE.EdgesHelper.prototype.constructor = THREE.EdgesHelper;
-
-// File:src/extras/helpers/FaceNormalsHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
-
- this.object = object;
-
- this.size = ( size !== undefined ) ? size : 1;
-
- var color = ( hex !== undefined ) ? hex : 0xffff00;
-
- var width = ( linewidth !== undefined ) ? linewidth : 1;
-
- var geometry = new THREE.Geometry();
-
- var faces = this.object.geometry.faces;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
-
- }
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
-
- this.matrixAutoUpdate = false;
-
- this.normalMatrix = new THREE.Matrix3();
-
- this.update();
-
-};
-
-THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
-THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper;
-
-THREE.FaceNormalsHelper.prototype.update = function () {
-
- var vertices = this.geometry.vertices;
-
- var object = this.object;
- var objectVertices = object.geometry.vertices;
- var objectFaces = object.geometry.faces;
- var objectWorldMatrix = object.matrixWorld;
-
- object.updateMatrixWorld( true );
-
- this.normalMatrix.getNormalMatrix( objectWorldMatrix );
-
- for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
-
- var face = objectFaces[ i ];
-
- vertices[ i2 ].copy( objectVertices[ face.a ] )
- .add( objectVertices[ face.b ] )
- .add( objectVertices[ face.c ] )
- .divideScalar( 3 )
- .applyMatrix4( objectWorldMatrix );
-
- vertices[ i2 + 1 ].copy( face.normal )
- .applyMatrix3( this.normalMatrix )
- .normalize()
- .multiplyScalar( this.size )
- .add( vertices[ i2 ] );
-
- }
-
- this.geometry.verticesNeedUpdate = true;
-
- return this;
-
-};
-
-
-// File:src/extras/helpers/GridHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.GridHelper = function ( size, step ) {
-
- var geometry = new THREE.Geometry();
- var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
-
- this.color1 = new THREE.Color( 0x444444 );
- this.color2 = new THREE.Color( 0x888888 );
-
- for ( var i = - size; i <= size; i += step ) {
-
- geometry.vertices.push(
- new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
- new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
- );
-
- var color = i === 0 ? this.color1 : this.color2;
-
- geometry.colors.push( color, color, color, color );
-
- }
-
- THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
-};
-
-THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
-THREE.GridHelper.prototype.constructor = THREE.GridHelper;
-
-THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
-
- this.color1.set( colorCenterLine );
- this.color2.set( colorGrid );
-
- this.geometry.colorsNeedUpdate = true;
-
-}
-
-// File:src/extras/helpers/HemisphereLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.HemisphereLightHelper = function ( light, sphereSize ) {
-
- THREE.Object3D.call( this );
-
- this.light = light;
- this.light.updateMatrixWorld();
-
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
-
- this.colors = [ new THREE.Color(), new THREE.Color() ];
-
- var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
- geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
-
- for ( var i = 0, il = 8; i < il; i ++ ) {
-
- geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
-
- }
-
- var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
-
- this.lightSphere = new THREE.Mesh( geometry, material );
- this.add( this.lightSphere );
-
- this.update();
-
-};
-
-THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-THREE.HemisphereLightHelper.prototype.constructor = THREE.HemisphereLightHelper;
-
-THREE.HemisphereLightHelper.prototype.dispose = function () {
- this.lightSphere.geometry.dispose();
- this.lightSphere.material.dispose();
-};
-
-THREE.HemisphereLightHelper.prototype.update = function () {
-
- var vector = new THREE.Vector3();
-
- return function () {
-
- this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
- this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
-
- this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
- this.lightSphere.geometry.colorsNeedUpdate = true;
-
- }
-
-}();
-
-// File:src/extras/helpers/PointLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.PointLightHelper = function ( light, sphereSize ) {
-
- this.light = light;
- this.light.updateMatrixWorld();
-
- var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
- var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
- material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- THREE.Mesh.call( this, geometry, material );
-
- this.matrix = this.light.matrixWorld;
- this.matrixAutoUpdate = false;
-
- /*
- var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
- var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
-
- this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
- this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
-
- var d = light.distance;
-
- if ( d === 0.0 ) {
-
- this.lightDistance.visible = false;
-
- } else {
-
- this.lightDistance.scale.set( d, d, d );
-
- }
-
- this.add( this.lightDistance );
- */
-
-};
-
-THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
-THREE.PointLightHelper.prototype.constructor = THREE.PointLightHelper;
-
-THREE.PointLightHelper.prototype.dispose = function () {
-
- this.geometry.dispose();
- this.material.dispose();
-};
-
-THREE.PointLightHelper.prototype.update = function () {
-
- this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- /*
- var d = this.light.distance;
-
- if ( d === 0.0 ) {
-
- this.lightDistance.visible = false;
-
- } else {
-
- this.lightDistance.visible = true;
- this.lightDistance.scale.set( d, d, d );
-
- }
- */
-
-};
-
-// File:src/extras/helpers/SkeletonHelper.js
-
-/**
- * @author Sean Griffin / http://twitter.com/sgrif
- * @author Michael Guerrero / http://realitymeltdown.com
- * @author mrdoob / http://mrdoob.com/
- * @author ikerr / http://verold.com
- */
-
-THREE.SkeletonHelper = function ( object ) {
-
- this.bones = this.getBoneList( object );
-
- var geometry = new THREE.Geometry();
-
- for ( var i = 0; i < this.bones.length; i ++ ) {
-
- var bone = this.bones[ i ];
-
- if ( bone.parent instanceof THREE.Bone ) {
-
- geometry.vertices.push( new THREE.Vector3() );
- geometry.vertices.push( new THREE.Vector3() );
- geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
- geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
-
- }
-
- }
-
- var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
-
- THREE.Line.call( this, geometry, material, THREE.LinePieces );
-
- this.root = object;
-
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
-
- this.update();
-
-};
-
-
-THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
-THREE.SkeletonHelper.prototype.constructor = THREE.SkeletonHelper;
-
-THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
-
- var boneList = [];
-
- if ( object instanceof THREE.Bone ) {
-
- boneList.push( object );
-
- }
-
- for ( var i = 0; i < object.children.length; i ++ ) {
-
- boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
-
- }
-
- return boneList;
-
-};
-
-THREE.SkeletonHelper.prototype.update = function () {
-
- var geometry = this.geometry;
-
- var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
-
- var boneMatrix = new THREE.Matrix4();
-
- var j = 0;
-
- for ( var i = 0; i < this.bones.length; i ++ ) {
-
- var bone = this.bones[ i ];
-
- if ( bone.parent instanceof THREE.Bone ) {
-
- boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
- geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
-
- boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
- geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
-
- j += 2;
-
- }
-
- }
-
- geometry.verticesNeedUpdate = true;
-
- geometry.computeBoundingSphere();
-
-};
-
-// File:src/extras/helpers/SpotLightHelper.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.SpotLightHelper = function ( light ) {
-
- THREE.Object3D.call( this );
-
- this.light = light;
- this.light.updateMatrixWorld();
-
- this.matrix = light.matrixWorld;
- this.matrixAutoUpdate = false;
-
- var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
-
- geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
- geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
-
- var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
-
- this.cone = new THREE.Mesh( geometry, material );
- this.add( this.cone );
-
- this.update();
-
-};
-
-THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
-THREE.SpotLightHelper.prototype.constructor = THREE.SpotLightHelper;
-
-THREE.SpotLightHelper.prototype.dispose = function () {
- this.cone.geometry.dispose();
- this.cone.material.dispose();
-};
-
-THREE.SpotLightHelper.prototype.update = function () {
-
- var vector = new THREE.Vector3();
- var vector2 = new THREE.Vector3();
-
- return function () {
-
- var coneLength = this.light.distance ? this.light.distance : 10000;
- var coneWidth = coneLength * Math.tan( this.light.angle );
-
- this.cone.scale.set( coneWidth, coneWidth, coneLength );
-
- vector.setFromMatrixPosition( this.light.matrixWorld );
- vector2.setFromMatrixPosition( this.light.target.matrixWorld );
-
- this.cone.lookAt( vector2.sub( vector ) );
-
- this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
-
- };
-
-}();
-
-// File:src/extras/helpers/VertexNormalsHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
-
- this.object = object;
-
- this.size = ( size !== undefined ) ? size : 1;
-
- var color = ( hex !== undefined ) ? hex : 0xff0000;
-
- var width = ( linewidth !== undefined ) ? linewidth : 1;
-
- var geometry = new THREE.Geometry();
-
- var faces = object.geometry.faces;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
- geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
-
- }
-
- }
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
-
- this.matrixAutoUpdate = false;
-
- this.normalMatrix = new THREE.Matrix3();
-
- this.update();
-
-};
-
-THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
-THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper;
-
-THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
-
- var v1 = new THREE.Vector3();
-
- return function( object ) {
-
- var keys = [ 'a', 'b', 'c', 'd' ];
-
- this.object.updateMatrixWorld( true );
-
- this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
-
- var vertices = this.geometry.vertices;
-
- var verts = this.object.geometry.vertices;
-
- var faces = this.object.geometry.faces;
-
- var worldMatrix = this.object.matrixWorld;
-
- var idx = 0;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
-
- var vertexId = face[ keys[ j ] ];
- var vertex = verts[ vertexId ];
-
- var normal = face.vertexNormals[ j ];
-
- vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
-
- v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
-
- v1.add( vertices[ idx ] );
- idx = idx + 1;
-
- vertices[ idx ].copy( v1 );
- idx = idx + 1;
-
- }
-
- }
-
- this.geometry.verticesNeedUpdate = true;
-
- return this;
-
- }
-
-}());
-
-// File:src/extras/helpers/VertexTangentsHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- * @author WestLangley / http://github.com/WestLangley
-*/
-
-THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
-
- this.object = object;
-
- this.size = ( size !== undefined ) ? size : 1;
-
- var color = ( hex !== undefined ) ? hex : 0x0000ff;
-
- var width = ( linewidth !== undefined ) ? linewidth : 1;
-
- var geometry = new THREE.Geometry();
-
- var faces = object.geometry.faces;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
-
- geometry.vertices.push( new THREE.Vector3() );
- geometry.vertices.push( new THREE.Vector3() );
-
- }
-
- }
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
-
- this.matrixAutoUpdate = false;
-
- this.update();
-
-};
-
-THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
-THREE.VertexTangentsHelper.prototype.constructor = THREE.VertexTangentsHelper;
-
-THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
-
- var v1 = new THREE.Vector3();
-
- return function( object ) {
-
- var keys = [ 'a', 'b', 'c', 'd' ];
-
- this.object.updateMatrixWorld( true );
-
- var vertices = this.geometry.vertices;
-
- var verts = this.object.geometry.vertices;
-
- var faces = this.object.geometry.faces;
-
- var worldMatrix = this.object.matrixWorld;
-
- var idx = 0;
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
-
- var vertexId = face[ keys[ j ] ];
- var vertex = verts[ vertexId ];
-
- var tangent = face.vertexTangents[ j ];
-
- vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
-
- v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
-
- v1.add( vertices[ idx ] );
- idx = idx + 1;
-
- vertices[ idx ].copy( v1 );
- idx = idx + 1;
-
- }
-
- }
-
- this.geometry.verticesNeedUpdate = true;
-
- return this;
-
- }
-
-}());
-
-// File:src/extras/helpers/WireframeHelper.js
-
-/**
- * @author mrdoob / http://mrdoob.com/
- */
-
-THREE.WireframeHelper = function ( object, hex ) {
-
- var color = ( hex !== undefined ) ? hex : 0xffffff;
-
- var edge = [ 0, 0 ], hash = {};
- var sortFunction = function ( a, b ) { return a - b };
-
- var keys = [ 'a', 'b', 'c' ];
- var geometry = new THREE.BufferGeometry();
-
- if ( object.geometry instanceof THREE.Geometry ) {
-
- var vertices = object.geometry.vertices;
- var faces = object.geometry.faces;
- var numEdges = 0;
-
- // allocate maximal size
- var edges = new Uint32Array( 6 * faces.length );
-
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
-
- var face = faces[ i ];
-
- for ( var j = 0; j < 3; j ++ ) {
-
- edge[ 0 ] = face[ keys[ j ] ];
- edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
- edge.sort( sortFunction );
-
- var key = edge.toString();
-
- if ( hash[ key ] === undefined ) {
-
- edges[ 2 * numEdges ] = edge[ 0 ];
- edges[ 2 * numEdges + 1 ] = edge[ 1 ];
- hash[ key ] = true;
- numEdges ++;
-
- }
-
- }
-
- }
-
- var coords = new Float32Array( numEdges * 2 * 3 );
-
- for ( var i = 0, l = numEdges; i < l; i ++ ) {
-
- for ( var j = 0; j < 2; j ++ ) {
-
- var vertex = vertices[ edges [ 2 * i + j] ];
-
- var index = 6 * i + 3 * j;
- coords[ index + 0 ] = vertex.x;
- coords[ index + 1 ] = vertex.y;
- coords[ index + 2 ] = vertex.z;
-
- }
-
- }
-
- geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
- } else if ( object.geometry instanceof THREE.BufferGeometry ) {
-
- if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
-
- var vertices = object.geometry.attributes.position.array;
- var indices = object.geometry.attributes.index.array;
- var drawcalls = object.geometry.drawcalls;
- var numEdges = 0;
-
- if ( drawcalls.length === 0 ) {
-
- drawcalls = [ { count : indices.length, index : 0, start : 0 } ];
-
- }
-
- // allocate maximal size
- var edges = new Uint32Array( 2 * indices.length );
-
- for ( var o = 0, ol = drawcalls.length; o < ol; ++ o ) {
-
- var start = drawcalls[ o ].start;
- var count = drawcalls[ o ].count;
- var index = drawcalls[ o ].index;
-
- for ( var i = start, il = start + count; i < il; i += 3 ) {
-
- for ( var j = 0; j < 3; j ++ ) {
-
- edge[ 0 ] = index + indices[ i + j ];
- edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
- edge.sort( sortFunction );
-
- var key = edge.toString();
-
- if ( hash[ key ] === undefined ) {
-
- edges[ 2 * numEdges ] = edge[ 0 ];
- edges[ 2 * numEdges + 1 ] = edge[ 1 ];
- hash[ key ] = true;
- numEdges ++;
-
- }
-
- }
-
- }
-
- }
-
- var coords = new Float32Array( numEdges * 2 * 3 );
-
- for ( var i = 0, l = numEdges; i < l; i ++ ) {
-
- for ( var j = 0; j < 2; j ++ ) {
-
- var index = 6 * i + 3 * j;
- var index2 = 3 * edges[ 2 * i + j];
- coords[ index + 0 ] = vertices[ index2 ];
- coords[ index + 1 ] = vertices[ index2 + 1 ];
- coords[ index + 2 ] = vertices[ index2 + 2 ];
-
- }
-
- }
-
- geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
- } else { // non-indexed BufferGeometry
-
- var vertices = object.geometry.attributes.position.array;
- var numEdges = vertices.length / 3;
- var numTris = numEdges / 3;
-
- var coords = new Float32Array( numEdges * 2 * 3 );
-
- for ( var i = 0, l = numTris; i < l; i ++ ) {
-
- for ( var j = 0; j < 3; j ++ ) {
-
- var index = 18 * i + 6 * j;
-
- var index1 = 9 * i + 3 * j;
- coords[ index + 0 ] = vertices[ index1 ];
- coords[ index + 1 ] = vertices[ index1 + 1 ];
- coords[ index + 2 ] = vertices[ index1 + 2 ];
-
- var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
- coords[ index + 3 ] = vertices[ index2 ];
- coords[ index + 4 ] = vertices[ index2 + 1 ];
- coords[ index + 5 ] = vertices[ index2 + 2 ];
-
- }
-
- }
-
- geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
-
- }
-
- }
-
- THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
-
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
-
-};
-
-THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
-THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper;
-
-// File:src/extras/objects/ImmediateRenderObject.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.ImmediateRenderObject = function () {
-
- THREE.Object3D.call( this );
-
- this.render = function ( renderCallback ) {};
-
-};
-
-THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
-THREE.ImmediateRenderObject.prototype.constructor = THREE.ImmediateRenderObject;
-
-// File:src/extras/objects/MorphBlendMesh.js
-
-/**
- * @author alteredq / http://alteredqualia.com/
- */
-
-THREE.MorphBlendMesh = function( geometry, material ) {
-
- THREE.Mesh.call( this, geometry, material );
-
- this.animationsMap = {};
- this.animationsList = [];
-
- // prepare default animation
- // (all frames played together in 1 second)
-
- var numFrames = this.geometry.morphTargets.length;
-
- var name = "__default";
-
- var startFrame = 0;
- var endFrame = numFrames - 1;
-
- var fps = numFrames / 1;
-
- this.createAnimation( name, startFrame, endFrame, fps );
- this.setAnimationWeight( name, 1 );
-
-};
-
-THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
-THREE.MorphBlendMesh.prototype.constructor = THREE.MorphBlendMesh;
-
-THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
-
- var animation = {
-
- startFrame: start,
- endFrame: end,
-
- length: end - start + 1,
-
- fps: fps,
- duration: ( end - start ) / fps,
-
- lastFrame: 0,
- currentFrame: 0,
-
- active: false,
-
- time: 0,
- direction: 1,
- weight: 1,
-
- directionBackwards: false,
- mirroredLoop: false
-
- };
-
- this.animationsMap[ name ] = animation;
- this.animationsList.push( animation );
-
-};
-
-THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
-
- var pattern = /([a-z]+)_?(\d+)/;
-
- var firstAnimation, frameRanges = {};
-
- var geometry = this.geometry;
-
- for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
-
- var morph = geometry.morphTargets[ i ];
- var chunks = morph.name.match( pattern );
-
- if ( chunks && chunks.length > 1 ) {
-
- var name = chunks[ 1 ];
-
- if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
-
- var range = frameRanges[ name ];
-
- if ( i < range.start ) range.start = i;
- if ( i > range.end ) range.end = i;
-
- if ( ! firstAnimation ) firstAnimation = name;
-
- }
-
- }
-
- for ( var name in frameRanges ) {
-
- var range = frameRanges[ name ];
- this.createAnimation( name, range.start, range.end, fps );
-
- }
-
- this.firstAnimation = firstAnimation;
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.direction = 1;
- animation.directionBackwards = false;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.direction = - 1;
- animation.directionBackwards = true;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.fps = fps;
- animation.duration = ( animation.end - animation.start ) / animation.fps;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.duration = duration;
- animation.fps = ( animation.end - animation.start ) / animation.duration;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.weight = weight;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.time = time;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
-
- var time = 0;
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- time = animation.time;
-
- }
-
- return time;
-
-};
-
-THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
-
- var duration = - 1;
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- duration = animation.duration;
-
- }
-
- return duration;
-
-};
-
-THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.time = 0;
- animation.active = true;
-
- } else {
-
- THREE.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
-
- var animation = this.animationsMap[ name ];
-
- if ( animation ) {
-
- animation.active = false;
-
- }
-
-};
-
-THREE.MorphBlendMesh.prototype.update = function ( delta ) {
-
- for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
-
- var animation = this.animationsList[ i ];
-
- if ( ! animation.active ) continue;
-
- var frameTime = animation.duration / animation.length;
-
- animation.time += animation.direction * delta;
-
- if ( animation.mirroredLoop ) {
-
- if ( animation.time > animation.duration || animation.time < 0 ) {
-
- animation.direction *= - 1;
-
- if ( animation.time > animation.duration ) {
-
- animation.time = animation.duration;
- animation.directionBackwards = true;
-
- }
-
- if ( animation.time < 0 ) {
-
- animation.time = 0;
- animation.directionBackwards = false;
-
- }
-
- }
-
- } else {
-
- animation.time = animation.time % animation.duration;
-
- if ( animation.time < 0 ) animation.time += animation.duration;
-
- }
-
- var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
- var weight = animation.weight;
-
- if ( keyframe !== animation.currentFrame ) {
-
- this.morphTargetInfluences[ animation.lastFrame ] = 0;
- this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
-
- this.morphTargetInfluences[ keyframe ] = 0;
-
- animation.lastFrame = animation.currentFrame;
- animation.currentFrame = keyframe;
-
- }
-
- var mix = ( animation.time % frameTime ) / frameTime;
-
- if ( animation.directionBackwards ) mix = 1 - mix;
-
- this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
- this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
-
- }
-
-};
-